EVENT [000] ------------------------------------------------------------>

EVENT [001] ------------------------------------------------------------>
DE/0C00: FE                   Return


EVENT [002] ------------------------------------------------------------>
DE/0C01: FE                   Return


EVENT [003] ------------------------------------------------------------>
DE/0C02: FE                   Return


EVENT [004] ------------------------------------------------------------>
DE/0C03: 68 02 80 07 12 60    Enter area: $0002
                              MARIO will be at coords: (224,144) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/0C09: FE                   Return


EVENT [005] ------------------------------------------------------------>

EVENT [006] ------------------------------------------------------------>

EVENT [007] ------------------------------------------------------------>

EVENT [008] ------------------------------------------------------------>

EVENT [009] ------------------------------------------------------------>

EVENT [00A] ------------------------------------------------------------>

EVENT [00B] ------------------------------------------------------------>

EVENT [00C] ------------------------------------------------------------>

EVENT [00D] ------------------------------------------------------------>

EVENT [00E] ------------------------------------------------------------>
DE/0C0A: DC 27 11 0C          If event flag memory address 00:7044 Bit 7 clear, jump to address $DE/0C11
DE/0C0E: D0 51 00             Execute event id $0051 subsequently
DE/0C11: A5 20                Clear event flag memory address 00:7064 Bit 0
DE/0C13: A5 21                Clear event flag memory address 00:7064 Bit 1
DE/0C15: A5 22                Clear event flag memory address 00:7064 Bit 2
DE/0C17: A5 23                Clear event flag memory address 00:7064 Bit 3
DE/0C19: A8 3A 00             Store #$00 to 00:70DA
DE/0C1C: A8 3B 00             Store #$00 to 00:70DB
DE/0C1F: A8 3C 00             Store #$00 to 00:70DC
DE/0C22: A8 3D 00             Store #$00 to 00:70DD
DE/0C25: 70                   Simultaneously lighten screen from black with following commands
DE/0C26: DD B0 35 0C          If event flag memory address 00:7076 Bit 0 clear, jump to address $DE/0C35
DE/0C2A: D9 E2 35 0C          If event flag memory address 00:707C Bit 2 set, jump to address $DE/0C35
DE/0C2E: A5 E3                Clear event flag memory address 00:707C Bit 3
DE/0C30: 3E 16 00 35 0C       <UNKNOWN COMMAND: pointer to address $0C35>
DE/0C35: FE                   Return


EVENT [00F] ------------------------------------------------------------>
DE/0C36: DC 27 3D 0C          If event flag memory address 00:7044 Bit 7 clear, jump to address $DE/0C3D
DE/0C3A: D0 51 00             Execute event id $0051 subsequently
DE/0C3D: A5 20                Clear event flag memory address 00:7064 Bit 0
DE/0C3F: A5 21                Clear event flag memory address 00:7064 Bit 1
DE/0C41: A5 22                Clear event flag memory address 00:7064 Bit 2
DE/0C43: A5 23                Clear event flag memory address 00:7064 Bit 3
DE/0C45: A8 3A 00             Store #$00 to 00:70DA
DE/0C48: A8 3B 00             Store #$00 to 00:70DB
DE/0C4B: A8 3C 00             Store #$00 to 00:70DC
DE/0C4E: A8 3D 00             Store #$00 to 00:70DD
DE/0C51: 71                   Lighten screen from black before following commands
DE/0C52: DD B0 61 0C          If event flag memory address 00:7076 Bit 0 clear, jump to address $DE/0C61
DE/0C56: D9 E2 61 0C          If event flag memory address 00:707C Bit 2 set, jump to address $DE/0C61
DE/0C5A: A5 E3                Clear event flag memory address 00:707C Bit 3
DE/0C5C: 3E 16 00 61 0C       <UNKNOWN COMMAND: pointer to address $0C61>
DE/0C61: FE                   Return


EVENT [010] ------------------------------------------------------------>
DE/0C62: DD B0 69 0C          If event flag memory address 00:7076 Bit 0 clear, jump to address $DE/0C69
DE/0C66: D0 FF 00             Execute event id $00FF subsequently
DE/0C69: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DE/0C6B: A5 E5                Clear event flag memory address 00:707C Bit 5
DE/0C6D: A1 E6                Set event flag memory address 00:707C Bit 6
DE/0C6F: A1 E7                Set event flag memory address 00:707C Bit 7
DE/0C71: 49                   Engage in battle with formation pack from 00:700E
DE/0C72: D0 18 00             Execute event id $0018 subsequently

EVENT [011] ------------------------------------------------------------>
DE/0C75: DD B0 7C 0C          If event flag memory address 00:7076 Bit 0 clear, jump to address $DE/0C7C
DE/0C79: D0 FF 00             Execute event id $00FF subsequently
DE/0C7C: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DE/0C7E: A5 E5                Clear event flag memory address 00:707C Bit 5
DE/0C80: A5 E6                Clear event flag memory address 00:707C Bit 6
DE/0C82: A1 E7                Set event flag memory address 00:707C Bit 7
DE/0C84: 49                   Engage in battle with formation pack from 00:700E
DE/0C85: D0 18 00             Execute event id $0018 subsequently

EVENT [012] ------------------------------------------------------------>
DE/0C88: DD B0 8F 0C          If event flag memory address 00:7076 Bit 0 clear, jump to address $DE/0C8F
DE/0C8C: D0 FF 00             Execute event id $00FF subsequently
DE/0C8F: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DE/0C91: A5 E5                Clear event flag memory address 00:707C Bit 5
DE/0C93: A5 E6                Clear event flag memory address 00:707C Bit 6
DE/0C95: A5 E7                Clear event flag memory address 00:707C Bit 7
DE/0C97: 49                   Engage in battle with formation pack from 00:700E
DE/0C98: D0 18 00             Execute event id $0018 subsequently

EVENT [013] ------------------------------------------------------------>
DE/0C9B: DD B0 A2 0C          If event flag memory address 00:7076 Bit 0 clear, jump to address $DE/0CA2
DE/0C9F: D0 FF 00             Execute event id $00FF subsequently
DE/0CA2: A1 E1                Set event flag memory address 00:707C Bit 1
DE/0CA4: D3 69 0C             Jump to address $DE/0C69
DE/0CA7: A5 E1                Clear event flag memory address 00:707C Bit 1
DE/0CA9: FE                   Return


EVENT [014] ------------------------------------------------------------>
DE/0CAA: DD B0 B1 0C          If event flag memory address 00:7076 Bit 0 clear, jump to address $DE/0CB1
DE/0CAE: D0 FF 00             Execute event id $00FF subsequently
DE/0CB1: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DE/0CB3: A5 E5                Clear event flag memory address 00:707C Bit 5
DE/0CB5: A5 E6                Clear event flag memory address 00:707C Bit 6
DE/0CB7: A1 E7                Set event flag memory address 00:707C Bit 7
DE/0CB9: 49                   Engage in battle with formation pack from 00:700E
DE/0CBA: D0 19 00             Execute event id $0019 subsequently

EVENT [015] ------------------------------------------------------------>

EVENT [016] ------------------------------------------------------------>

EVENT [017] ------------------------------------------------------------>

EVENT [018] ------------------------------------------------------------>
DE/0CBD: D8 01 EA 0C          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/0CEA
DE/0CC1: D8 00 E9 0C          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/0CE9
DE/0CC5: DD E6 CC 0C          If event flag memory address 00:707C Bit 6 clear, jump to address $DE/0CCC
DE/0CC9: F5                   <UNKNOWN COMMAND: check current area?>
DE/0CCA: F0 00                Duration: 0 frames
DE/0CCC: DD E7 D6 0C          If event flag memory address 00:707C Bit 7 clear, jump to address $DE/0CD6
DE/0CD0: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DE/0CD2: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DE/0CD4: F0 00                Duration: 0 frames
DE/0CD6: E1 1B FF DE 0C       If value at 00:70BB != #$FF, jump to address $DE/0CDE
DE/0CDB: A8 1B 00             Store #$00 to 00:70BB
DE/0CDE: AA 1B                Increment 00:70BB
DE/0CE0: D9 E5 E5 0C          If event flag memory address 00:707C Bit 5 set, jump to address $DE/0CE5
DE/0CE4: 71                   Lighten screen from black before following commands
DE/0CE5: A5 E5                Clear event flag memory address 00:707C Bit 5
DE/0CE7: 5D                   Load 00:600F
DE/0CE8: FE                   Return

DE/0CE9: FB                   Reset game, choose game

DE/0CEA: 10 F4 02 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0002
DE/0CEE: D9 E5 E5 0C          If event flag memory address 00:707C Bit 5 set, jump to address $DE/0CE5
DE/0CF2: 71                   Lighten screen from black before following commands
DE/0CF3: D2 E7 0C             Jump to address $DE/0CE7

EVENT [019] ------------------------------------------------------------>
DE/0CF6: D8 01 01 0D          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/0D01
DE/0CFA: D8 00 E9 0C          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/0CE9
DE/0CFE: D2 C5 0C             Jump to address $DE/0CC5
DE/0D01: 10 F4 1C 01          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $011C
DE/0D05: D9 E5 E5 0C          If event flag memory address 00:707C Bit 5 set, jump to address $DE/0CE5
DE/0D09: 71                   Lighten screen from black before following commands
DE/0D0A: D2 E7 0C             Jump to address $DE/0CE7

EVENT [01A] ------------------------------------------------------------>

EVENT [01B] ------------------------------------------------------------>

EVENT [01C] ------------------------------------------------------------>

EVENT [01D] ------------------------------------------------------------>

EVENT [01E] ------------------------------------------------------------>

EVENT [01F] ------------------------------------------------------------>

EVENT [020] ------------------------------------------------------------>
DE/0D0D: D0 00 0C             Execute event id $0C00 subsequently

EVENT [021] ------------------------------------------------------------>
DE/0D10: D0 01 0C             Execute event id $0C01 subsequently

EVENT [022] ------------------------------------------------------------>
DE/0D13: D0 02 0C             Execute event id $0C02 subsequently

EVENT [023] ------------------------------------------------------------>
DE/0D16: D0 06 0C             Execute event id $0C06 subsequently

EVENT [024] ------------------------------------------------------------>

EVENT [025] ------------------------------------------------------------>

EVENT [026] ------------------------------------------------------------>

EVENT [027] ------------------------------------------------------------>

EVENT [028] ------------------------------------------------------------>

EVENT [029] ------------------------------------------------------------>

EVENT [02A] ------------------------------------------------------------>

EVENT [02B] ------------------------------------------------------------>

EVENT [02C] ------------------------------------------------------------>

EVENT [02D] ------------------------------------------------------------>

EVENT [02E] ------------------------------------------------------------>

EVENT [02F] ------------------------------------------------------------>

EVENT [030] ------------------------------------------------------------>

EVENT [031] ------------------------------------------------------------>

EVENT [032] ------------------------------------------------------------>

EVENT [033] ------------------------------------------------------------>

EVENT [034] ------------------------------------------------------------>

EVENT [035] ------------------------------------------------------------>

EVENT [036] ------------------------------------------------------------>

EVENT [037] ------------------------------------------------------------>

EVENT [038] ------------------------------------------------------------>

EVENT [039] ------------------------------------------------------------>

EVENT [03A] ------------------------------------------------------------>

EVENT [03B] ------------------------------------------------------------>

EVENT [03C] ------------------------------------------------------------>

EVENT [03D] ------------------------------------------------------------>

EVENT [03E] ------------------------------------------------------------>

EVENT [03F] ------------------------------------------------------------>

EVENT [040] ------------------------------------------------------------>

EVENT [041] ------------------------------------------------------------>
DE/0D19: 5B                   <UNKNOWN COMMAND $5B>
DE/0D1A: D8 48 57 0D          If event flag memory address 00:7049 Bit 0 set, jump to address $DE/0D57
DE/0D1E: 10 09                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes)
   DE/0D20: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/0D21: 10 80                Set sequence flag, x1 speed
   DE/0D23: F0 23                Frame Duration: 35
   DE/0D25: 10 81                Set sequence flag, x2 speed
   DE/0D27: 9C 0A                Play sound effect #$0A
DE/0D29: 00 A9                Set Object: MARIO ---> Begin action queue for object (Length: 0x29 bytes) (Wait until complete)
   DE/0D2B: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/0D2C: 13 03                Layering priority: ...
   DE/0D2E: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/0D30: 0C 20                XOR Bits $20 of current object address 0A,x
   DE/0D32: 10 45                Set transition flag, 1/2 speed
   DE/0D34: 6B 03                <UNKNOWN COMMAND: frame duration=3?>
   DE/0D36: 10 40                Set transition flag, x1 speed
   DE/0D38: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DE/0D3A: 10 45                Set transition flag, 1/2 speed
   DE/0D3C: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DE/0D3E: 10 46                Set transition flag, 1/4 speed
   DE/0D40: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/0D42: F0 01                Frame Duration: 1
   DE/0D44: 10 45                Set transition flag, 1/2 speed
   DE/0D46: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DE/0D48: F0 08                Frame Duration: 8
   DE/0D4A: 10 40                Set transition flag, x1 speed
   DE/0D4C: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/0D4D: 7E 00 01             Object jumps #$0100 units
   DE/0D50: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/0D52: 13 01                Layering priority: Normal
DE/0D54: F0 05                Duration: 5 frames
DE/0D56: FE                   Return

DE/0D57: 10 0C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes)
   DE/0D59: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/0D5A: 10 83                Set sequence flag, x4 speed
   DE/0D5C: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/0D5F: F0 17                Frame Duration: 23
   DE/0D61: 10 80                Set sequence flag, x1 speed
   DE/0D63: 09                   Reset all object properties to default
   DE/0D64: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/0D65: 00 98                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   DE/0D67: F0 00                Frame Duration: 0
   DE/0D69: 10 41                Set transition flag, x2 speed
   DE/0D6B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/0D6D: 0C 20                XOR Bits $20 of current object address 0A,x
   DE/0D6F: 6B 0E                <UNKNOWN COMMAND: frame duration=14?>
   DE/0D71: F0 07                Frame Duration: 7
   DE/0D73: 10 40                Set transition flag, x1 speed
   DE/0D75: 7E 6C 00             Object jumps #$006C units
   DE/0D78: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/0D7A: 9C 0A                Play sound effect #$0A
   DE/0D7C: 42                   <UNKNOWN COMMAND $42>
   DE/0D7D: 0B 20                Set Bits $20 of current object address 0A,x
DE/0D7F: 35 FF                Enable Overworld Menu
DE/0D81: FD 32                <UNKNOWN COMMAND $FD 32>
DE/0D83: A4 48                Clear event flag memory address 00:7049 Bit 0
DE/0D85: FD 40                <UNKNOWN COMMAND $FD 40>
DE/0D87: FF                   Return all


EVENT [042] ------------------------------------------------------------>
DE/0D88: DD E0 AB 0D          If event flag memory address 00:707C Bit 0 clear, jump to address $DE/0DAB
DE/0D8C: CB                   Store joypad register to 00:7000,00:7001
DE/0D8D: E3 04 00 AB 0D       If value at 00:7000 != #$0004, jump to address $DE/0DAB
DE/0D92: CA                   Store held joypad register to 00:7000,00:7001
DE/0D93: E3 04 00 AB 0D       If value at 00:7000 != #$0004, jump to address $DE/0DAB
DE/0D98: C2 0B 00 01          Compare value at 00:7016 to #$0100
DE/0D9C: ED A6 0D             If Bit 0 of 00:70A0,x clear, jump to address $DE/0DA6
DE/0D9F: BC 0B 0C             Store value at 00:7016 to 00:7018
DE/0DA2: FD B6 0B F8          Divide value at 00:7016 by 2^8 and store back
DE/0DA6: 00 F3 0B 00          Set Object: MARIO ---> Command: Set object to movement: $000B
DE/0DAA: FE                   Return

DE/0DAB: FF                   Return all


EVENT [043] ------------------------------------------------------------>

EVENT [044] ------------------------------------------------------------>

EVENT [045] ------------------------------------------------------------>

EVENT [046] ------------------------------------------------------------>

EVENT [047] ------------------------------------------------------------>

EVENT [048] ------------------------------------------------------------>

EVENT [049] ------------------------------------------------------------>

EVENT [04A] ------------------------------------------------------------>

EVENT [04B] ------------------------------------------------------------>

EVENT [04C] ------------------------------------------------------------>

EVENT [04D] ------------------------------------------------------------>

EVENT [04E] ------------------------------------------------------------>
DE/0DAC: FD D0                <UNKNOWN COMMAND $FD D0>

EVENT [04F] ------------------------------------------------------------>
DE/0DAE: FD 43                <UNKNOWN COMMAND $FD 43>
DE/0DB0: FD 44                <UNKNOWN COMMAND $FD 44>
DE/0DB2: FD 45                <UNKNOWN COMMAND $FD 45>
DE/0DB4: FD 47                <UNKNOWN COMMAND $FD 47>
DE/0DB6: FD 46 4E 00          <UNKNOWN COMMAND $46>
DE/0DBA: FE                   Return


EVENT [050] ------------------------------------------------------------>
DE/0DBB: 5B                   <UNKNOWN COMMAND $5B>
DE/0DBC: D9 B0 25 0E          If event flag memory address 00:7076 Bit 0 set, jump to address $DE/0E25
DE/0DC0: D8 27 F7 0E          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/0EF7
DE/0DC4: A0 97                Set event flag memory address 00:7052 Bit 7
DE/0DC6: B4 08                Store value at 00:70A8 to 00:7000
DE/0DC8: B5 26                Store value at 00:7000 to 00:70C6
DE/0DCA: 34 00                Change directional maneuverability: 
DE/0DCC: FD 31                Screen doesn't move with MARIO
DE/0DCE: 31                   <UNKNOWN COMMAND $31>
DE/0DCF: 9C 96                Play sound effect #$96
DE/0DD1: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DE/0DD5: 00 94                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/0DD7: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/0DD9: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/0DDA: FD 0F 03             Object overlaps BG1 & BG2
   DE/0DDD: 10 44                Set transition flag, x8 speed
   DE/0DDF: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/0DE1: 5A 0E                Shift object up 224 pixels
   DE/0DE3: B4 26                Store value at 00:70C6 to 00:700C
   DE/0DE5: B5 09                Store value at 00:700C to 00:70A9
   DE/0DE7: C8 91                <UNKNOWN COMMAND $C8>
   DE/0DE9: 8A                   Object disappears?
   DE/0DEA: FE                   Return Queue

DE/0DEB: 75                   Darken screen from normal before following commands
DE/0DEC: FD 4A                Save Game

EVENT [051] ------------------------------------------------------------>
DE/0DEE: 34 00                Change directional maneuverability: 
DE/0DF0: FD 31                Screen doesn't move with MARIO
DE/0DF2: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/0DF4: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/0DF6: 09                   Reset all object properties to default
   DE/0DF7: 72                   Object faces down
   DE/0DF8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/0DFA: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/0DFB: FD 0F 03             Object overlaps BG1 & BG2
DE/0DFE: 71                   Lighten screen from black before following commands
DE/0DFF: 00 9A                Set Object: MARIO ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DE/0E01: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/0E03: F0 00                Frame Duration: 0
   DE/0E05: 3D 03 0E             <UNKNOWN COMMAND $3D: pointer to address $DE/0E03>
   DE/0E08: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DE/0E0A: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/0E0C: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/0E0F: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/0E11: 42                   <UNKNOWN COMMAND $42>
   DE/0E12: F0 00                Frame Duration: 0
   DE/0E14: 3D 12 0E             <UNKNOWN COMMAND $3D: pointer to address $DE/0E12>
   DE/0E17: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   DE/0E19: 0B F0                Set Bits $F0 of current object address 0A,x
DE/0E1B: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/0E1F: FD 30                Screen moves with MARIO
DE/0E21: 34 FF                Change directional maneuverability: left right down up 
DE/0E23: A4 27                Clear event flag memory address 00:7044 Bit 7
DE/0E25: FE                   Return


EVENT [052] ------------------------------------------------------------>

EVENT [053] ------------------------------------------------------------>

EVENT [054] ------------------------------------------------------------>

EVENT [055] ------------------------------------------------------------>

EVENT [056] ------------------------------------------------------------>

EVENT [057] ------------------------------------------------------------>

EVENT [058] ------------------------------------------------------------>

EVENT [059] ------------------------------------------------------------>

EVENT [05A] ------------------------------------------------------------>

EVENT [05B] ------------------------------------------------------------>

EVENT [05C] ------------------------------------------------------------>

EVENT [05D] ------------------------------------------------------------>

EVENT [05E] ------------------------------------------------------------>

EVENT [05F] ------------------------------------------------------------>

EVENT [060] ------------------------------------------------------------>

EVENT [061] ------------------------------------------------------------>

EVENT [062] ------------------------------------------------------------>

EVENT [063] ------------------------------------------------------------>

EVENT [064] ------------------------------------------------------------>

EVENT [065] ------------------------------------------------------------>

EVENT [066] ------------------------------------------------------------>

EVENT [067] ------------------------------------------------------------>

EVENT [068] ------------------------------------------------------------>

EVENT [069] ------------------------------------------------------------>

EVENT [06A] ------------------------------------------------------------>

EVENT [06B] ------------------------------------------------------------>

EVENT [06C] ------------------------------------------------------------>

EVENT [06D] ------------------------------------------------------------>

EVENT [06E] ------------------------------------------------------------>

EVENT [06F] ------------------------------------------------------------>

EVENT [070] ------------------------------------------------------------>

EVENT [071] ------------------------------------------------------------>

EVENT [072] ------------------------------------------------------------>

EVENT [073] ------------------------------------------------------------>

EVENT [074] ------------------------------------------------------------>

EVENT [075] ------------------------------------------------------------>

EVENT [076] ------------------------------------------------------------>

EVENT [077] ------------------------------------------------------------>

EVENT [078] ------------------------------------------------------------>

EVENT [079] ------------------------------------------------------------>

EVENT [07A] ------------------------------------------------------------>

EVENT [07B] ------------------------------------------------------------>

EVENT [07C] ------------------------------------------------------------>

EVENT [07D] ------------------------------------------------------------>

EVENT [07E] ------------------------------------------------------------>

EVENT [07F] ------------------------------------------------------------>

EVENT [080] ------------------------------------------------------------>
DE/0E26: 00 F8                Set Object: MARIO ---> Command: Show Object
DE/0E28: D0 5C 09             Execute event id $095C subsequently

EVENT [081] ------------------------------------------------------------>
DE/0E2B: D0 94 00             Execute event id $0094 subsequently
DE/0E2E: D0 E0 03             Execute event id $03E0 subsequently

EVENT [082] ------------------------------------------------------------>
DE/0E31: D0 C5 06             Execute event id $06C5 subsequently

EVENT [083] ------------------------------------------------------------>
DE/0E34: D0 95 00             Execute event id $0095 subsequently
DE/0E37: D0 BD 06             Execute event id $06BD subsequently

EVENT [084] ------------------------------------------------------------>
DE/0E3A: D0 D2 06             Execute event id $06D2 subsequently

EVENT [085] ------------------------------------------------------------>
DE/0E3D: D0 F0 08             Execute event id $08F0 subsequently

EVENT [086] ------------------------------------------------------------>
DE/0E40: D0 BB 06             Execute event id $06BB subsequently

EVENT [087] ------------------------------------------------------------>
DE/0E43: D0 F1 08             Execute event id $08F1 subsequently

EVENT [088] ------------------------------------------------------------>
DE/0E46: D0 96 00             Execute event id $0096 subsequently
DE/0E49: D0 5D 09             Execute event id $095D subsequently

EVENT [089] ------------------------------------------------------------>
DE/0E4C: D0 E1 03             Execute event id $03E1 subsequently

EVENT [08A] ------------------------------------------------------------>
DE/0E4F: D0 97 00             Execute event id $0097 subsequently
DE/0E52: D0 E2 03             Execute event id $03E2 subsequently

EVENT [08B] ------------------------------------------------------------>
DE/0E55: D0 E3 03             Execute event id $03E3 subsequently

EVENT [08C] ------------------------------------------------------------>
DE/0E58: D0 98 00             Execute event id $0098 subsequently
DE/0E5B: D0 5E 09             Execute event id $095E subsequently

EVENT [08D] ------------------------------------------------------------>
DE/0E5E: D0 F3 08             Execute event id $08F3 subsequently

EVENT [08E] ------------------------------------------------------------>
DE/0E61: D0 99 00             Execute event id $0099 subsequently
DE/0E64: D0 CC 06             Execute event id $06CC subsequently

EVENT [08F] ------------------------------------------------------------>
DE/0E67: D0 9A 00             Execute event id $009A subsequently
DE/0E6A: D0 FF 0E             Execute event id $0EFF subsequently

EVENT [090] ------------------------------------------------------------>

EVENT [091] ------------------------------------------------------------>
DE/0E6D: D0 9B 00             Execute event id $009B subsequently
DE/0E70: D0 E5 03             Execute event id $03E5 subsequently

EVENT [092] ------------------------------------------------------------>
DE/0E73: D0 9C 00             Execute event id $009C subsequently
DE/0E76: D0 F2 08             Execute event id $08F2 subsequently

EVENT [093] ------------------------------------------------------------>
DE/0E79: D0 E4 03             Execute event id $03E4 subsequently

EVENT [094] ------------------------------------------------------------>
DE/0E7C: 4A C4 00 02          Engage in battle with formation pack #$00C4 in background #$02
DE/0E80: D2 2E 0E             Jump to address $DE/0E2E

EVENT [095] ------------------------------------------------------------>
DE/0E83: 4A C9 00 09          Engage in battle with formation pack #$00C9 in background #$09
DE/0E87: D2 37 0E             Jump to address $DE/0E37

EVENT [096] ------------------------------------------------------------>
DE/0E8A: 4A C6 00 15          Engage in battle with formation pack #$00C6 in background #$15
DE/0E8E: D2 49 0E             Jump to address $DE/0E49

EVENT [097] ------------------------------------------------------------>
DE/0E91: 4A C7 00 04          Engage in battle with formation pack #$00C7 in background #$04
DE/0E95: D2 52 0E             Jump to address $DE/0E52

EVENT [098] ------------------------------------------------------------>
DE/0E98: 4A CB 00 05          Engage in battle with formation pack #$00CB in background #$05
DE/0E9C: D2 5B 0E             Jump to address $DE/0E5B

EVENT [099] ------------------------------------------------------------>
DE/0E9F: 4A CA 00 17          Engage in battle with formation pack #$00CA in background #$17
DE/0EA3: D2 64 0E             Jump to address $DE/0E64

EVENT [09A] ------------------------------------------------------------>
DE/0EA6: 4A C8 00 25          Engage in battle with formation pack #$00C8 in background #$25
DE/0EAA: D2 6A 0E             Jump to address $DE/0E6A

EVENT [09B] ------------------------------------------------------------>
DE/0EAD: 4A C5 00 0A          Engage in battle with formation pack #$00C5 in background #$0A
DE/0EB1: D2 70 0E             Jump to address $DE/0E70

EVENT [09C] ------------------------------------------------------------>
DE/0EB4: 4A CC 00 08          Engage in battle with formation pack #$00CC in background #$08
DE/0EB8: D2 76 0E             Jump to address $DE/0E76

EVENT [09D] ------------------------------------------------------------>

EVENT [09E] ------------------------------------------------------------>

EVENT [09F] ------------------------------------------------------------>

EVENT [0A0] ------------------------------------------------------------>

EVENT [0A1] ------------------------------------------------------------>

EVENT [0A2] ------------------------------------------------------------>

EVENT [0A3] ------------------------------------------------------------>

EVENT [0A4] ------------------------------------------------------------>

EVENT [0A5] ------------------------------------------------------------>

EVENT [0A6] ------------------------------------------------------------>

EVENT [0A7] ------------------------------------------------------------>

EVENT [0A8] ------------------------------------------------------------>

EVENT [0A9] ------------------------------------------------------------>

EVENT [0AA] ------------------------------------------------------------>

EVENT [0AB] ------------------------------------------------------------>

EVENT [0AC] ------------------------------------------------------------>

EVENT [0AD] ------------------------------------------------------------>

EVENT [0AE] ------------------------------------------------------------>

EVENT [0AF] ------------------------------------------------------------>

EVENT [0B0] ------------------------------------------------------------>

EVENT [0B1] ------------------------------------------------------------>

EVENT [0B2] ------------------------------------------------------------>

EVENT [0B3] ------------------------------------------------------------>

EVENT [0B4] ------------------------------------------------------------>

EVENT [0B5] ------------------------------------------------------------>

EVENT [0B6] ------------------------------------------------------------>

EVENT [0B7] ------------------------------------------------------------>

EVENT [0B8] ------------------------------------------------------------>

EVENT [0B9] ------------------------------------------------------------>

EVENT [0BA] ------------------------------------------------------------>

EVENT [0BB] ------------------------------------------------------------>

EVENT [0BC] ------------------------------------------------------------>

EVENT [0BD] ------------------------------------------------------------>

EVENT [0BE] ------------------------------------------------------------>

EVENT [0BF] ------------------------------------------------------------>

EVENT [0C0] ------------------------------------------------------------>

EVENT [0C1] ------------------------------------------------------------>

EVENT [0C2] ------------------------------------------------------------>

EVENT [0C3] ------------------------------------------------------------>

EVENT [0C4] ------------------------------------------------------------>

EVENT [0C5] ------------------------------------------------------------>

EVENT [0C6] ------------------------------------------------------------>

EVENT [0C7] ------------------------------------------------------------>

EVENT [0C8] ------------------------------------------------------------>

EVENT [0C9] ------------------------------------------------------------>

EVENT [0CA] ------------------------------------------------------------>

EVENT [0CB] ------------------------------------------------------------>

EVENT [0CC] ------------------------------------------------------------>

EVENT [0CD] ------------------------------------------------------------>

EVENT [0CE] ------------------------------------------------------------>

EVENT [0CF] ------------------------------------------------------------>

EVENT [0D0] ------------------------------------------------------------>

EVENT [0D1] ------------------------------------------------------------>

EVENT [0D2] ------------------------------------------------------------>

EVENT [0D3] ------------------------------------------------------------>

EVENT [0D4] ------------------------------------------------------------>

EVENT [0D5] ------------------------------------------------------------>

EVENT [0D6] ------------------------------------------------------------>

EVENT [0D7] ------------------------------------------------------------>

EVENT [0D8] ------------------------------------------------------------>

EVENT [0D9] ------------------------------------------------------------>

EVENT [0DA] ------------------------------------------------------------>

EVENT [0DB] ------------------------------------------------------------>

EVENT [0DC] ------------------------------------------------------------>

EVENT [0DD] ------------------------------------------------------------>

EVENT [0DE] ------------------------------------------------------------>

EVENT [0DF] ------------------------------------------------------------>

EVENT [0E0] ------------------------------------------------------------>

EVENT [0E1] ------------------------------------------------------------>

EVENT [0E2] ------------------------------------------------------------>

EVENT [0E3] ------------------------------------------------------------>

EVENT [0E4] ------------------------------------------------------------>

EVENT [0E5] ------------------------------------------------------------>

EVENT [0E6] ------------------------------------------------------------>

EVENT [0E7] ------------------------------------------------------------>

EVENT [0E8] ------------------------------------------------------------>

EVENT [0E9] ------------------------------------------------------------>

EVENT [0EA] ------------------------------------------------------------>

EVENT [0EB] ------------------------------------------------------------>

EVENT [0EC] ------------------------------------------------------------>

EVENT [0ED] ------------------------------------------------------------>

EVENT [0EE] ------------------------------------------------------------>

EVENT [0EF] ------------------------------------------------------------>

EVENT [0F0] ------------------------------------------------------------>

EVENT [0F1] ------------------------------------------------------------>

EVENT [0F2] ------------------------------------------------------------>

EVENT [0F3] ------------------------------------------------------------>

EVENT [0F4] ------------------------------------------------------------>

EVENT [0F5] ------------------------------------------------------------>

EVENT [0F6] ------------------------------------------------------------>

EVENT [0F7] ------------------------------------------------------------>

EVENT [0F8] ------------------------------------------------------------>

EVENT [0F9] ------------------------------------------------------------>

EVENT [0FA] ------------------------------------------------------------>

EVENT [0FB] ------------------------------------------------------------>

EVENT [0FC] ------------------------------------------------------------>

EVENT [0FD] ------------------------------------------------------------>

EVENT [0FE] ------------------------------------------------------------>
DE/0EBB: F0 01                Duration: 1 frames
DE/0EBD: DD B0 CC 0E          If event flag memory address 00:7076 Bit 0 clear, jump to address $DE/0ECC
DE/0EC1: D9 E2 CC 0E          If event flag memory address 00:707C Bit 2 set, jump to address $DE/0ECC
DE/0EC5: A5 E3                Clear event flag memory address 00:707C Bit 3
DE/0EC7: 3E 16 00 BB 0E       <UNKNOWN COMMAND: pointer to address $0EBB>
DE/0ECC: FE                   Return


EVENT [0FF] ------------------------------------------------------------>
DE/0ECD: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DE/0ECF: 10 F1 84                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/0ED2: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   DE/0ED4: FD F2                <UNKNOWN COMMAND $F2>
DE/0ED6: 10 F2 FE 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $03FE
DE/0EDA: FD 4B                <UNKNOWN COMMAND $FD 4B>
DE/0EDC: E2 00 00 F6 0E       If value at 00:7000 = #$0000, jump to address $DE/0EF6
DE/0EE1: A1 24                Set event flag memory address 00:7064 Bit 4
DE/0EE3: A1 E3                Set event flag memory address 00:707C Bit 3
DE/0EE5: 31                   <UNKNOWN COMMAND $31>
DE/0EE6: F0 02                Duration: 2 frames
DE/0EE8: 3E 1F 00 E1 0E       <UNKNOWN COMMAND: pointer to address $0EE1>
DE/0EED: 9C 5F                Play sound effect #$5F
DE/0EEF: B0 0F 40 00          Store #$0040 to 00:701E
DE/0EF3: 45 FE 70             <UNKNOWN COMMAND $45>
DE/0EF6: FE                   Return


EVENT [100] ------------------------------------------------------------>
DE/0EF7: FE                   Return


EVENT [101] ------------------------------------------------------------>
DE/0EF8: 71                   Lighten screen from black before following commands
DE/0EF9: FE                   Return


EVENT [102] ------------------------------------------------------------>

EVENT [103] ------------------------------------------------------------>
DE/0EFA: DC 18 F7 0E          If event flag memory address 00:7043 Bit 0 clear, jump to address $DE/0EF7
DE/0EFE: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/0F00: FE                   Return


EVENT [104] ------------------------------------------------------------>
DE/0F01: 12 A9                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x29 bytes) (Wait until complete)
   DE/0F03: FD 24 12 00          <UNKNOWN COMMAND $24>
   DE/0F07: FD B0 C0 00          Isolate Bits $00C0 of 00:700C
   DE/0F0B: E2                   <UNKNOWN COMMAND $E2>
   DE/0F0C: 00                   Set Bit 7 of current object (enable object visibility)
   DE/0F0D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/0F0E: 1F                   <UNKNOWN COMMAND $1F>
   DE/0F0F: 0F                   <UNKNOWN COMMAND $0F>
   DE/0F10: E2                   <UNKNOWN COMMAND $E2>
   DE/0F11: 40                   <UNKNOWN COMMAND $40>
   DE/0F12: 00                   Set Bit 7 of current object (enable object visibility)
   DE/0F13: 23 0F                <UNKNOWN COMMAND $23>
   DE/0F15: E2                   <UNKNOWN COMMAND $E2>
   DE/0F16: 80 00 27             Move object to on-screen coords: (16,312)
   DE/0F19: 0F                   <UNKNOWN COMMAND $0F>
   DE/0F1A: E2                   <UNKNOWN COMMAND $E2>
   DE/0F1B: C0 00 2B             Compare value at 00:700C to #$2B00
   DE/0F1E: 0F                   <UNKNOWN COMMAND $0F>
   DE/0F1F: 71                   Object faces down-right
   DE/0F20: D2 2C 0F             Jump to address $DE/0F2C
   DE/0F23: 73                   Object faces down-left
   DE/0F24: D2 2C 0F             Jump to address $DE/0F2C
   DE/0F27: 75                   Object faces up-left
   DE/0F28: D2 2C 0F             Jump to address $DE/0F2C
   DE/0F2B: 77                   Object faces up-right
DE/0F2C: FE                   Return


EVENT [105] ------------------------------------------------------------>
DE/0F2D: DE 0D 32 0F          If event flag memory address 00:7081 Bit 5 clear, jump to address $DE/0F32
DE/0F31: 9B                   Stop sound effect
DE/0F32: 95 01 60             Fade out music to volume 96; Duration: 1 frames
DE/0F35: 71                   Lighten screen from black before following commands
DE/0F36: FE                   Return


EVENT [106] ------------------------------------------------------------>
DE/0F37: DE 0D 3E 0F          If event flag memory address 00:7081 Bit 5 clear, jump to address $DE/0F3E
DE/0F3B: FD 9C 06             Play sound effect #$06
DE/0F3E: 95 01 7F             Fade out music to volume 127; Duration: 1 frames
DE/0F41: 71                   Lighten screen from black before following commands
DE/0F42: FE                   Return


EVENT [107] ------------------------------------------------------------>
DE/0F43: D8 4D F7 0E          If event flag memory address 00:7049 Bit 5 set, jump to address $DE/0EF7
DE/0F47: F0 00                Duration: 0 frames
DE/0F49: 9C 0A                Play sound effect #$0A
DE/0F4B: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/0F4D: 7E 60 00             Object jumps #$0060 units
   DE/0F50: 68 10                Shift object right 16 pixels
DE/0F52: FE                   Return


EVENT [108] ------------------------------------------------------------>
DE/0F53: FE                   Return


EVENT [109] ------------------------------------------------------------>
DE/0F54: DE 0D 59 0F          If event flag memory address 00:7081 Bit 5 clear, jump to address $DE/0F59
DE/0F58: 9B                   Stop sound effect
DE/0F59: 95 01 60             Fade out music to volume 96; Duration: 1 frames
DE/0F5C: D8 27 62 0F          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/0F62
DE/0F60: 71                   Lighten screen from black before following commands
DE/0F61: FE                   Return

DE/0F62: D1 51 00             Execute event id $0051
DE/0F65: FE                   Return


EVENT [10A] ------------------------------------------------------------>
DE/0F66: 34 FF                Change directional maneuverability: left right down up 
DE/0F68: B4 1B                Store value at 00:70BB to 00:7000
DE/0F6A: C1 17                Compare values at memory addresses 00:702E and 00:7000
DE/0F6C: EC 74 0F             If Bit 0 of 00:70A0,x set, jump to address $DE/0F74
DE/0F6F: A0 20                Set event flag memory address 00:7044 Bit 0
DE/0F71: D2 F7 0E             Jump to address $DE/0EF7
DE/0F74: A4 20                Clear event flag memory address 00:7044 Bit 0
DE/0F76: FE                   Return


EVENT [10B] ------------------------------------------------------------>
DE/0F77: A8 1B 00             Store #$00 to 00:70BB
DE/0F7A: A4 20                Clear event flag memory address 00:7044 Bit 0
DE/0F7C: 71                   Lighten screen from black before following commands
DE/0F7D: FE                   Return


EVENT [10C] ------------------------------------------------------------>
DE/0F7E: AA 1B                Increment 00:70BB
DE/0F80: FE                   Return


EVENT [10D] ------------------------------------------------------------>
DE/0F81: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/0F83: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/0F85: 4A                   <UNKNOWN COMMAND $4A>
DE/0F86: 71                   Lighten screen from black before following commands
DE/0F87: FD 32                <UNKNOWN COMMAND $FD 32>
DE/0F89: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/0F8B: 0B 04                Set Bits $4 of current object address 0A,x
DE/0F8D: 35 FF                Enable Overworld Menu
DE/0F8F: A5 E0                Clear event flag memory address 00:707C Bit 0
DE/0F91: FE                   Return


EVENT [10E] ------------------------------------------------------------>
DE/0F92: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/0F94: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/0F96: 4A                   <UNKNOWN COMMAND $4A>
   DE/0F97: 0B 04                Set Bits $4 of current object address 0A,x
DE/0F99: FE                   Return


EVENT [10F] ------------------------------------------------------------>
DE/0F9A: 35 FF                Enable Overworld Menu
DE/0F9C: 71                   Lighten screen from black before following commands
DE/0F9D: FE                   Return


EVENT [110] ------------------------------------------------------------>
DE/0F9E: F0 00                Duration: 0 frames
DE/0FA0: CB                   Store joypad register to 00:7000,00:7001
DE/0FA1: E7 20 00 A9 0F       If memory address 00:7000 Bit $0020 set, jump to address $DE/0FA9
DE/0FA6: D2 9E 0F             Jump to address $DE/0F9E
DE/0FA9: FE                   Return


EVENT [111] ------------------------------------------------------------>
DE/0FAA: 60 07 82 D0          Run Dialogue $0207 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Why don't you crash for a while?<I>
 It'll only cost you <$01> coins!
 >>   (Okay!)
 >>   (No, thanks.)<I><END>


DE/0FAE: 66 B4 0F             If 2nd option chosen from dialogue prompt, jump to address $DE/0FB4
DE/0FB1: D2 C4 0F             Jump to address $DE/0FC4
DE/0FB4: D1 03 0E             Execute event id $0E03
DE/0FB7: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/0FBB: F0 09                Duration: 9 frames
DE/0FBD: 60 09 A2 D0          Run Dialogue $0209 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




           Good luck, Mario!<I><END>


DE/0FC1: D2 39 10             Jump to address $DE/1039
DE/0FC4: D1 03 0E             Execute event id $0E03
DE/0FC7: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/0FCB: F0 09                Duration: 9 frames
DE/0FCD: A0 4C                Set event flag memory address 00:7049 Bit 4
DE/0FCF: D1 12 01             Execute event id $0112
DE/0FD2: D8 4B 39 10          If event flag memory address 00:7049 Bit 3 set, jump to address $DE/1039
DE/0FD6: 64                   <UNKNOWN COMMAND $64>
DE/0FD7: BA 12                Store value at 00:7024 to 00:7000
DE/0FD9: FD 53                Subtract # at 00:7000 from total coins
DE/0FDB: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DE/0FDE: 8F                   <UNKNOWN COMMAND $8F>
DE/0FDF: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   DE/0FE1: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/0FE2: F0 09                Frame Duration: 9
   DE/0FE4: 9C 36                Play sound effect #$36
   DE/0FE6: F0 31                Frame Duration: 49
   DE/0FE8: 00                   Set Bit 7 of current object (enable object visibility)
   DE/0FE9: 83 08 4A             Place object: right=256px down=592px
   DE/0FEC: 1E                   <UNKNOWN COMMAND $1E>
   DE/0FED: F0 3B                Frame Duration: 59
   DE/0FEF: 8F                   <UNKNOWN COMMAND $8F>
   DE/0FF0: 00                   Set Bit 7 of current object (enable object visibility)
   DE/0FF1: 00                   Set Bit 7 of current object (enable object visibility)
   DE/0FF2: 01                   Clear Bit 7 of current object (disable object visibility)
DE/0FF3: 7F                   <UNKNOWN COMMAND $7F>
DE/0FF4: A0 4D                Set event flag memory address 00:7049 Bit 5
DE/0FF6: D3 5A 10             Jump to address $DE/105A
DE/0FF9: FD 5B                Restore all HP
DE/0FFB: FD 5C                Restore all FP
DE/0FFD: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/0FFF: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
DE/1002: F0 3B                Duration: 59 frames
DE/1004: 9C 1D                Play sound effect #$1D
DE/1006: F0 5B                Duration: 91 frames
DE/1008: 9B                   Stop sound effect
DE/1009: F0 1D                Duration: 29 frames
DE/100B: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/100D: FD 9E                <UNKNOWN COMMAND $9E>
   DE/100F: 2F 8F 00 FF 03 7F F0 <UNKNOWN COMMAND $2F>
DE/1016: 1D 95                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DE/1018: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/1019: 60 F0                Shift object right 240 pixels
   DE/101B: 1D                   <UNKNOWN COMMAND $1D>
   DE/101C: 9B                   Stop sound effect
   DE/101D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/101E: 83 08 40             Place object: right=256px down=512px
   DE/1021: 0E D1                <UNKNOWN COMMAND $0E>
   DE/1023: 1E                   <UNKNOWN COMMAND $1E>
   DE/1024: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/1025: D3 59 11             Jump to address $DE/1159
   DE/1028: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1029: FA                   <UNKNOWN COMMAND $FA>
   DE/102A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/102B: 8D                   <UNKNOWN COMMAND $8D>
   DE/102C: 09                   Reset all object properties to default
DE/102D: 7F                   <UNKNOWN COMMAND $7F>
DE/102E: 6C                   <UNKNOWN COMMAND $6C>
DE/102F: 00 42                Set Object: MARIO ---> Begin action queue for object (Length: 0x42 bytes)
   DE/1031: F0 00                Frame Duration: 0
   DE/1033: 3D 31 10             <UNKNOWN COMMAND $3D: pointer to address $DE/1031>
   DE/1036: FD 9E                <UNKNOWN COMMAND $9E>
   DE/1038: 3A A4 4D A6 25 A6    <UNKNOWN COMMAND $3A>
   DE/103E: 26 A5 09 A4 F3 A5 14 A5 15 A5 16 A5 17 A4 EE A4 <UNKNOWN COMMAND $26>
   DE/104E: 4C                   <UNKNOWN COMMAND $4C>
   DE/104F: A4 4B                Clear event flag memory address 00:7049 Bit 3
   DE/1051: A6 87                Clear event flag memory address 00:7090 Bit 7
   DE/1053: A4 17                Clear event flag memory address 00:7042 Bit 7
   DE/1055: D8 60 AD 11          If event flag memory address 00:704C Bit 0 set, jump to address $DE/11AD
   DE/1059: FE                   Return Queue

DE/105A: DA 25 8C 10          If event flag memory address 00:7084 Bit 5 set, jump to address $DE/108C
DE/105E: DA 26 96 10          If event flag memory address 00:7084 Bit 6 set, jump to address $DE/1096
DE/1062: D9 09 B5 10          If event flag memory address 00:7061 Bit 1 set, jump to address $DE/10B5
DE/1066: D8 F3 D3 10          If event flag memory address 00:705E Bit 3 set, jump to address $DE/10D3
DE/106A: D9 14 DD 10          If event flag memory address 00:7062 Bit 4 set, jump to address $DE/10DD
DE/106E: D9 15 F8 10          If event flag memory address 00:7062 Bit 5 set, jump to address $DE/10F8
DE/1072: D9 16 0D 11          If event flag memory address 00:7062 Bit 6 set, jump to address $DE/110D
DE/1076: D9 17 1E 11          If event flag memory address 00:7062 Bit 7 set, jump to address $DE/111E
DE/107A: D8 EE 28 11          If event flag memory address 00:705D Bit 6 set, jump to address $DE/1128
DE/107E: DA 87 32 11          If event flag memory address 00:7090 Bit 7 set, jump to address $DE/1132
DE/1082: 68 34 80 06 77 43    Enter area: $0034
                              MARIO will be at coords: (208,952) Z=48
                              MARIO will face: down
                              <UNKNOWN=#$80>
DE/1088: 6A 34 80             Modify BGL of area $8034
DE/108B: FE                   Return

DE/108C: 68 34 80 06 77 43    Enter area: $0034
                              MARIO will be at coords: (208,952) Z=48
                              MARIO will face: down
                              <UNKNOWN=#$80>
DE/1092: 6A 34 80             Modify BGL of area $8034
DE/1095: FE                   Return

DE/1096: 68 5F 00 06 2B 43    Enter area: $005F
                              MARIO will be at coords: (208,344) Z=48
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/109C: 6A 5F 80             Modify BGL of area $805F
DE/109F: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/10A1: FD 0F 02             Object overlaps BG1
DE/10A4: DE 28 B4 10          If event flag memory address 00:7085 Bit 0 clear, jump to address $DE/10B4
DE/10A8: D9 02 B4 10          If event flag memory address 00:7060 Bit 2 set, jump to address $DE/10B4
DE/10AC: A1 02                Set event flag memory address 00:7060 Bit 2
DE/10AE: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DE/10B0: 14 F2 77 00          Set Object: NPC #0 ---> Command: Set object to movement: $0077
DE/10B4: FE                   Return

DE/10B5: 68 60 00 06 2B 43    Enter area: $0060
                              MARIO will be at coords: (208,344) Z=48
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/10BB: 6A 60 80             Modify BGL of area $8060
DE/10BE: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/10C0: FD 0F 02             Object overlaps BG1
DE/10C3: A0 10                Set event flag memory address 00:7042 Bit 0
DE/10C5: 15 88                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/10C7: 92 05 28 06          Place object at on-screen coords: (160,320) Z=96
   DE/10CB: 94 F8 FC 00          Place object: right=248px down=252px up=0px
DE/10CF: 6A 60 82             Modify BGL of area $8260
DE/10D2: FE                   Return

DE/10D3: 68 51 01 06 0B 41    Enter area: $0151
                              MARIO will be at coords: (208,88) Z=16
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/10D9: 6A 51 81             Modify BGL of area $8151
DE/10DC: FE                   Return

DE/10DD: 68 09 00 11 0C 41    Enter area: $0009
                              MARIO will be at coords: (544,96) Z=16
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/10E3: 6A 09 80             Modify BGL of area $8009
DE/10E6: F8 09 2A EE 10       <UNKNOWN COMMAND $F8>
DE/10EB: 6A 09 C2             Modify BGL of area $C209
DE/10EE: FD F0 09 28 F7 10    <UNKNOWN COMMAND $F0: pointer to address $DE/10F7
DE/10F4: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/10F6: 01                   Clear Bit 7 of current object (disable object visibility)
DE/10F7: FE                   Return

DE/10F8: 68 0C 00 08 0D 41    Enter area: $000C
                              MARIO will be at coords: (272,104) Z=16
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/10FE: 6A 0C 80             Modify BGL of area $800C
DE/1101: 19 87                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/1103: 94 00 F8 00          Place object: right=0px down=248px up=0px
   DE/1107: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/110A: A4 10                Clear event flag memory address 00:7042 Bit 0
DE/110C: FE                   Return

DE/110D: 68 D2 00 06 49 43    Enter area: $00D2
                              MARIO will be at coords: (208,584) Z=48
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/1113: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/1115: 92 04 4E 06          Place object at on-screen coords: (128,624) Z=96
   DE/1119: 77                   Object faces up-right
DE/111A: 6A D2 80             Modify BGL of area $80D2
DE/111D: FE                   Return

DE/111E: 68 32 01 06 49 43    Enter area: $0132
                              MARIO will be at coords: (208,584) Z=48
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/1124: 6A 32 81             Modify BGL of area $8132
DE/1127: FE                   Return

DE/1128: 68 34 80 06 77 43    Enter area: $0034
                              MARIO will be at coords: (208,952) Z=48
                              MARIO will face: down
                              <UNKNOWN=#$80>
DE/112E: 6A 34 80             Modify BGL of area $8034
DE/1131: FE                   Return

DE/1132: 68 5A 01 0F 4F 41    Enter area: $015A
                              MARIO will be at coords: (496,632) Z=16
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/1138: 6A 5A 81             Modify BGL of area $815A
DE/113B: DD EF 51 11          If event flag memory address 00:707D Bit 7 clear, jump to address $DE/1151
DE/113F: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DE/1141: 6A 5A 83             Modify BGL of area $835A
DE/1144: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/1146: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/1149: 92 11 53 02          Place object at on-screen coords: (560,664) Z=32
   DE/114D: 94 FA FA 00          Place object: right=250px down=250px up=0px
DE/1151: D8 60 56 11          If event flag memory address 00:704C Bit 0 set, jump to address $DE/1156
DE/1155: FE                   Return

DE/1156: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DE/1158: FE                   Return

DE/1159: DA 25 85 11          If event flag memory address 00:7084 Bit 5 set, jump to address $DE/1185
DE/115D: DA 26 89 11          If event flag memory address 00:7084 Bit 6 set, jump to address $DE/1189
DE/1161: D9 09 8D 11          If event flag memory address 00:7061 Bit 1 set, jump to address $DE/118D
DE/1165: D8 F3 91 11          If event flag memory address 00:705E Bit 3 set, jump to address $DE/1191
DE/1169: D9 14 95 11          If event flag memory address 00:7062 Bit 4 set, jump to address $DE/1195
DE/116D: D9 15 99 11          If event flag memory address 00:7062 Bit 5 set, jump to address $DE/1199
DE/1171: D9 16 9D 11          If event flag memory address 00:7062 Bit 6 set, jump to address $DE/119D
DE/1175: D9 17 A1 11          If event flag memory address 00:7062 Bit 7 set, jump to address $DE/11A1
DE/1179: D8 EE A5 11          If event flag memory address 00:705D Bit 6 set, jump to address $DE/11A5
DE/117D: DA 87 A9 11          If event flag memory address 00:7090 Bit 7 set, jump to address $DE/11A9
DE/1181: 6A 34 00             Modify BGL of area $0034
DE/1184: FE                   Return

DE/1185: 6A 34 00             Modify BGL of area $0034
DE/1188: FE                   Return

DE/1189: 6A 5F 00             Modify BGL of area $005F
DE/118C: FE                   Return

DE/118D: 6A 60 00             Modify BGL of area $0060
DE/1190: FE                   Return

DE/1191: 6A 51 01             Modify BGL of area $0151
DE/1194: FE                   Return

DE/1195: 6A 09 00             Modify BGL of area $0009
DE/1198: FE                   Return

DE/1199: 6A 0C 00             Modify BGL of area $000C
DE/119C: FE                   Return

DE/119D: 6A D2 00             Modify BGL of area $00D2
DE/11A0: FE                   Return

DE/11A1: 6A 32 01             Modify BGL of area $0132
DE/11A4: FE                   Return

DE/11A5: 6A 34 00             Modify BGL of area $0034
DE/11A8: FE                   Return

DE/11A9: 6A 5A 01             Modify BGL of area $015A
DE/11AC: FE                   Return

DE/11AD: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/11AF: 73                   Object faces down-left
DE/11B0: 00 AF                Set Object: MARIO ---> Begin action queue for object (Length: 0x2F bytes) (Wait until complete)
   DE/11B2: F0 3B                Frame Duration: 59
   DE/11B4: D4 02                Start code block, repeat 2 times
   DE/11B6: 7B 07                <UNKNOWN COMMAND $7B>
   DE/11B8: F0 01                Frame Duration: 1
   DE/11BA: D7                   End of code block
   DE/11BB: F0 3B                Frame Duration: 59
   DE/11BD: D4 02                Start code block, repeat 2 times
   DE/11BF: 7B 01                <UNKNOWN COMMAND $7B>
   DE/11C1: F0 01                Frame Duration: 1
   DE/11C3: D7                   End of code block
   DE/11C4: D4 02                Start code block, repeat 2 times
   DE/11C6: 7B 07                <UNKNOWN COMMAND $7B>
   DE/11C8: F0 01                Frame Duration: 1
   DE/11CA: D7                   End of code block
   DE/11CB: F0 3B                Frame Duration: 59
   DE/11CD: 10 81                Set sequence flag, x2 speed
   DE/11CF: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/11D2: F0 1D                Frame Duration: 29
   DE/11D4: 09                   Reset all object properties to default
   DE/11D5: 10 43                Set transition flag, x4 speed
   DE/11D7: 10 83                Set sequence flag, x4 speed
   DE/11D9: 53 03                Shift object down-left 48 pixels
   DE/11DB: 54 03                Shift object left 48 pixels
   DE/11DD: 75                   Object faces up-left
   DE/11DE: 08 4A 90             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
DE/11E1: 00 F2 13 03          Set Object: MARIO ---> Command: Set object to movement: $0313
DE/11E5: 60 D5 AE 62          Run Dialogue $0ED5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Mario!<I><END>


DE/11E9: 14 92                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/11EB: 10 41                Set transition flag, x2 speed
   DE/11ED: 10 83                Set sequence flag, x4 speed
   DE/11EF: 08 40 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DE/11F2: 52 01                Shift object down 16 pixels
   DE/11F4: 53 03                Shift object down-left 48 pixels
   DE/11F6: 54 03                Shift object left 48 pixels
   DE/11F8: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/11F9: 10 81                Set sequence flag, x2 speed
   DE/11FB: 09                   Reset all object properties to default
   DE/11FC: 75                   Object faces up-left
DE/11FD: 60 D6 AE 62          Run Dialogue $0ED6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Are you all right?<I><END>


DE/1201: F0 1D                Duration: 29 frames
DE/1203: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/1205: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/1209: 00 93                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DE/120B: D4 03                Start code block, repeat 3 times
   DE/120D: 7B 01                <UNKNOWN COMMAND $7B>
   DE/120F: F0 01                Frame Duration: 1
   DE/1211: D7                   End of code block
   DE/1212: 06                   Set "moon-walk" Bits
   DE/1213: F0 3B                Frame Duration: 59
   DE/1215: 10 81                Set sequence flag, x2 speed
   DE/1217: 10 45                Set transition flag, 1/2 speed
   DE/1219: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/121A: 65 04                Shift object up-left 4 pixels
   DE/121C: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/121D: 07                   Clear "moon-walk" Bits
DE/121E: F0 09                Duration: 9 frames
DE/1220: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/1222: 10 45                Set transition flag, 1/2 speed
   DE/1224: 65 04                Shift object up-left 4 pixels
DE/1226: 60 D7 AE 62          Run Dialogue $0ED7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You were kicking up a sweat...<I>
 Here, drink this and blow those
 bad guys away.<I><END>


DE/122A: A8 07 6B             Store #$6B to 00:70A7
DE/122D: AC 0C 02             Store #$020C to 00:7000
DE/1230: D1 F3 0E             Execute event id $0EF3
DE/1233: FD 50                Store item to item inventory from 00:70A7
DE/1235: 60 D4 AE 62          Run Dialogue $0ED4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I guess this is goodbye.<I><END>


DE/1239: F0 09                Duration: 9 frames
DE/123B: 14 0F                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/123D: 10 40                Set transition flag, x1 speed
   DE/123F: 0B 04                Set Bits $4 of current object address 0A,x
   DE/1241: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/1243: 57 02                Shift object up-right 32 pixels
   DE/1245: 55 02                Shift object up-left 32 pixels
   DE/1247: 65 08                Shift object up-left 8 pixels
   DE/1249: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/124A: FD F2                <UNKNOWN COMMAND $F2>
DE/124C: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/124E: F0 0F                Frame Duration: 15
   DE/1250: 70                   Object faces right
   DE/1251: F0 1D                Frame Duration: 29
   DE/1253: 77                   Object faces up-right
   DE/1254: F0 1D                Frame Duration: 29
   DE/1256: 72                   Object faces down
DE/1257: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1259: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/125D: A4 60                Clear event flag memory address 00:704C Bit 0
DE/125F: A2 C6                Set event flag memory address 00:7098 Bit 6
DE/1261: FE                   Return


EVENT [112] ------------------------------------------------------------>
DE/1262: A4 4B                Clear event flag memory address 00:7049 Bit 3
DE/1264: FD 59                Store # of current coins to 00:7000
DE/1266: C1 12                Compare values at memory addresses 00:7024 and 00:7000
DE/1268: EC 77 12             If Bit 0 of 00:70A0,x set, jump to address $DE/1277
DE/126B: A0 4B                Set event flag memory address 00:7049 Bit 3
DE/126D: DC 4C 77 12          If event flag memory address 00:7049 Bit 4 clear, jump to address $DE/1277
DE/1271: 60 08 A2 D0          Run Dialogue $0208 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




    Ahem...you're a little short!<I><END>


DE/1275: A4 4C                Clear event flag memory address 00:7049 Bit 4
DE/1277: FE                   Return


EVENT [113] ------------------------------------------------------------>
DE/1278: 34 00                Change directional maneuverability: 
DE/127A: D4 7F                Start code block, repeat 127 times
DE/127C: F0 00                Duration: 0 frames
DE/127E: CB                   Store joypad register to 00:7000,00:7001
DE/127F: E7 80 00 8B 12       If memory address 00:7000 Bit $0080 set, jump to address $DE/128B
DE/1284: D7                   End of code block
DE/1285: AC 02 00             Store #$0002 to 00:7000
DE/1288: 34 00                Change directional maneuverability: 
DE/128A: FE                   Return

DE/128B: AC 00 00             Store #$0000 to 00:7000
DE/128E: 34 00                Change directional maneuverability: 
DE/1290: FE                   Return


EVENT [114] ------------------------------------------------------------>
DE/1291: C8 00                <UNKNOWN COMMAND $C8>
DE/1293: B1 0B 00 F9          Add #$F900 to 00:7016
DE/1297: B1 0C 00 F9          Add #$F900 to 00:7018
DE/129B: FD C7                <UNKNOWN COMMAND $FD C7>
DE/129D: 0C 97                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/129F: D8 4A B1 12          If event flag memory address 00:7049 Bit 2 set, jump to address $DE/12B1
   DE/12A3: D8 4E AC 12          If event flag memory address 00:7049 Bit 6 set, jump to address $DE/12AC
   DE/12A7: 10 41                Set transition flag, x2 speed
   DE/12A9: D2 B3 12             Jump to address $DE/12B3
   DE/12AC: 10 44                Set transition flag, x8 speed
   DE/12AE: D2 B3 12             Jump to address $DE/12B3
   DE/12B1: 10 40                Set transition flag, x1 speed
   DE/12B3: 98                   <UNKNOWN COMMAND $98>
   DE/12B4: 10 40                Set transition flag, x1 speed
DE/12B6: A4 4A                Clear event flag memory address 00:7049 Bit 2
DE/12B8: A4 4E                Clear event flag memory address 00:7049 Bit 6
DE/12BA: FE                   Return


EVENT [115] ------------------------------------------------------------>
DE/12BB: C9 00                <UNKNOWN COMMAND $C9>
DE/12BD: BB 19                Store value at 00:7000 to 00:7032
DE/12BF: E7 01 00 C7 12       If memory address 00:7000 Bit $0001 set, jump to address $DE/12C7
DE/12C4: D2 DF 12             Jump to address $DE/12DF
DE/12C7: E4 19 01 00 FF 12    If value at 00:7032 = #$0001, jump to address $DE/12FF
DE/12CD: E4 19 03 00 11 13    If value at 00:7032 = #$0003, jump to address $DE/1311
DE/12D3: E4 19 05 00 23 13    If value at 00:7032 = #$0005, jump to address $DE/1323
DE/12D9: E4 19 07 00 35 13    If value at 00:7032 = #$0007, jump to address $DE/1335
DE/12DF: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/12E1: FD 24 00 10          <UNKNOWN COMMAND $24>
   DE/12E5: BB 00                Store value at 00:700C to 00:7000
DE/12E7: FD B0 C0 00          Isolate Bits $00C0 of 00:7000
DE/12EB: E2 00 00 FF 12       If value at 00:7000 = #$0000, jump to address $DE/12FF
DE/12F0: E2 40 00 11 13       If value at 00:7000 = #$0040, jump to address $DE/1311
DE/12F5: E2 80 00 23 13       If value at 00:7000 = #$0080, jump to address $DE/1323
DE/12FA: E2 C0 00 35 13       If value at 00:7000 = #$00C0, jump to address $DE/1335
DE/12FF: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/1301: D4 02                Start code block, repeat 2 times
   DE/1303: 08 08 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/1306: F0 04                Frame Duration: 4
   DE/1308: 08 08 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/130B: F0 04                Frame Duration: 4
   DE/130D: D7                   End of code block
DE/130E: D2 44 13             Jump to address $DE/1344
DE/1311: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/1313: D4 02                Start code block, repeat 2 times
   DE/1315: 08 08 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/1318: F0 04                Frame Duration: 4
   DE/131A: 08 08 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/131D: F0 04                Frame Duration: 4
   DE/131F: D7                   End of code block
DE/1320: D2 44 13             Jump to address $DE/1344
DE/1323: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/1325: D4 02                Start code block, repeat 2 times
   DE/1327: 08 08 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/132A: F0 04                Frame Duration: 4
   DE/132C: 08 08 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/132F: F0 04                Frame Duration: 4
   DE/1331: D7                   End of code block
DE/1332: D2 44 13             Jump to address $DE/1344
DE/1335: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/1337: D4 02                Start code block, repeat 2 times
   DE/1339: 08 08 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/133C: F0 04                Frame Duration: 4
   DE/133E: 08 08 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/1341: F0 04                Frame Duration: 4
   DE/1343: D7                   End of code block
DE/1344: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/1346: 09                   Reset all object properties to default
   DE/1347: BA 19                Store value at 00:7032 to 00:700C
   DE/1349: 7C                   Object faces right
DE/134A: A4 27                Clear event flag memory address 00:7044 Bit 7
DE/134C: FE                   Return


EVENT [116] ------------------------------------------------------------>
DE/134D: 11 99                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DE/134F: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/1351: 0B 04                Set Bits $4 of current object address 0A,x
   DE/1353: 7E 00 00             Object jumps #$0000 units
   DE/1356: F0 00                Frame Duration: 0
   DE/1358: FD 3D 11 56 13       <UNKNOWN COMMAND $DE: pointer to address 
   DE/135D: B4 09                Store value at 00:70A9 to 00:700C
   DE/135F: E2                   <UNKNOWN COMMAND $E2>
   DE/1360: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1361: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1362: 68 13                Shift object right 19 pixels
   DE/1364: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/1366: 0C 04                XOR Bits $4 of current object address 0A,x
DE/1368: FE                   Return


EVENT [117] ------------------------------------------------------------>
DE/1369: BA 15                Store value at 00:702A to 00:7000
DE/136B: FD 52                Add # at 00:7000 to total coins
DE/136D: 9C 0D                Play sound effect #$0D
DE/136F: 10 F2 D6 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01D6
DE/1373: FE                   Return


EVENT [118] ------------------------------------------------------------>
DE/1374: D2 DB 0F             Jump to address $DE/0FDB

EVENT [119] ------------------------------------------------------------>
DE/1377: A5 20                Clear event flag memory address 00:7064 Bit 0
DE/1379: A5 21                Clear event flag memory address 00:7064 Bit 1
DE/137B: A5 22                Clear event flag memory address 00:7064 Bit 2
DE/137D: A5 23                Clear event flag memory address 00:7064 Bit 3
DE/137F: A8 3A 00             Store #$00 to 00:70DA
DE/1382: A8 3B 00             Store #$00 to 00:70DB
DE/1385: A8 3C 00             Store #$00 to 00:70DC
DE/1388: A8 3D 00             Store #$00 to 00:70DD
DE/138B: FE                   Return


EVENT [11A] ------------------------------------------------------------>
DE/138C: A0 48                Set event flag memory address 00:7049 Bit 0
DE/138E: FD 42                <UNKNOWN COMMAND $FD 42>
DE/1390: 35 00                Disable Overworld Menu
DE/1392: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/1394: C8 00                <UNKNOWN COMMAND $C8>
   DE/1396: B1 0D 00 09          Add #$0900 to 00:701A
   DE/139A: 99                   <UNKNOWN COMMAND $99>
   DE/139B: 7E 00 00             Object jumps #$0000 units
DE/139E: DA E3 A3 13          If event flag memory address 00:709C Bit 3 set, jump to address $DE/13A3
DE/13A2: 71                   Lighten screen from black before following commands
DE/13A3: A6 E3                Clear event flag memory address 00:709C Bit 3
DE/13A5: FE                   Return


EVENT [11B] ------------------------------------------------------------>
DE/13A6: 53 01                Add 1 frog coins
DE/13A8: 9C 5E                Play sound effect #$5E
DE/13AA: FE                   Return


EVENT [11C] ------------------------------------------------------------>

EVENT [11D] ------------------------------------------------------------>
DE/13AB: A8 09 14             Store #$14 to 00:70A9
DE/13AE: B0 12 03 00          Store #$0003 to 00:7024
DE/13B2: D0 08 01             Execute event id $0108 subsequently

EVENT [11E] ------------------------------------------------------------>
DE/13B5: 34 00                Change directional maneuverability: 
DE/13B7: F0 00                Duration: 0 frames
DE/13B9: CB                   Store joypad register to 00:7000,00:7001
DE/13BA: E7 80 00 F7 0E       If memory address 00:7000 Bit $0080 set, jump to address $DE/0EF7
DE/13BF: D2 B7 13             Jump to address $DE/13B7

EVENT [11F] ------------------------------------------------------------>
DE/13C2: FB                   Reset game, choose game

DE/13C3: FE                   Return


EVENT [120] ------------------------------------------------------------>
DE/13C4: A8 09 15             Store #$15 to 00:70A9
DE/13C7: B0 12 03 00          Store #$0003 to 00:7024
DE/13CB: D0 08 01             Execute event id $0108 subsequently

EVENT [121] ------------------------------------------------------------>
DE/13CE: C3                   <UNKNOWN COMMAND $C3>
DE/13CF: E2 E5 01 EC 13       If value at 00:7000 = #$01E5, jump to address $DE/13EC
DE/13D4: E2 ED 01 F5 13       If value at 00:7000 = #$01ED, jump to address $DE/13F5
DE/13D9: E2 55 00 00 14       If value at 00:7000 = #$0055, jump to address $DE/1400
DE/13DE: E2 56 00 FE 13       If value at 00:7000 = #$0056, jump to address $DE/13FE
DE/13E3: B0 12 03 00          Store #$0003 to 00:7024
DE/13E7: A0 17                Set event flag memory address 00:7042 Bit 7
DE/13E9: D0 11 01             Execute event id $0111 subsequently
DE/13EC: B0 12 03 00          Store #$0003 to 00:7024
DE/13F0: A2 25                Set event flag memory address 00:7084 Bit 5
DE/13F2: D0 11 01             Execute event id $0111 subsequently
DE/13F5: B0 12 03 00          Store #$0003 to 00:7024
DE/13F9: A0 EE                Set event flag memory address 00:705D Bit 6
DE/13FB: D0 11 01             Execute event id $0111 subsequently
DE/13FE: A0 22                Set event flag memory address 00:7044 Bit 2
DE/1400: D8 1F 3E 14          If event flag memory address 00:7043 Bit 7 set, jump to address $DE/143E
DE/1404: D8 25 3E 14          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/143E
DE/1408: 60 FE 82 D0          Run Dialogue $02FE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hi Mario. Staying for a nap?<I>
 >>   (Sure)
 >>   (Maybe next time)<I><END>


DE/140C: 66 2C 14             If 2nd option chosen from dialogue prompt, jump to address $DE/142C
DE/140F: F0 09                Duration: 9 frames
DE/1411: D1 03 0E             Execute event id $0E03
DE/1414: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/1418: F0 09                Duration: 9 frames
DE/141A: 60 FF A2 D0          Run Dialogue $02FF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Don't worry. It's on the house.
 I mean, you were so kind to Gaz.<I><END>


DE/141E: D8 22 27 14          If event flag memory address 00:7044 Bit 2 set, jump to address $DE/1427
DE/1422: A2 26                Set event flag memory address 00:7084 Bit 6
DE/1424: D2 DB 0F             Jump to address $DE/0FDB
DE/1427: A1 09                Set event flag memory address 00:7061 Bit 1
DE/1429: D2 DB 0F             Jump to address $DE/0FDB
DE/142C: F0 09                Duration: 9 frames
DE/142E: D1 03 0E             Execute event id $0E03
DE/1431: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/1435: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1437: F0 09                Duration: 9 frames
DE/1439: 60 00 A3 D0          Run Dialogue $0300 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




    Stop by anytime now, you hear?<I><END>


DE/143D: FE                   Return

DE/143E: C7 94                <UNKNOWN COMMAND $C7>
DE/1440: C2 08 05 00          Compare value at 00:7010 to #$0005
DE/1444: ED F7 0E             If Bit 0 of 00:70A0,x clear, jump to address $DE/0EF7
DE/1447: D8 B3 00 14          If event flag memory address 00:7056 Bit 3 set, jump to address $DE/1400
DE/144B: 34 00                Change directional maneuverability: 
DE/144D: 65                   <UNKNOWN COMMAND $65>
DE/144E: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/1450: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/1452: D8 20 F6 14          If event flag memory address 00:7044 Bit 0 set, jump to address $DE/14F6
DE/1456: 60 08 A3 D0          Run Dialogue $0308 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario! How are we feeling?<I>
 >>   (Like a new man!)
 >>   (Need coffee. Keep away.)<I><END>


DE/145A: 66 81 14             If 2nd option chosen from dialogue prompt, jump to address $DE/1481
DE/145D: F0 09                Duration: 9 frames
DE/145F: 00 93                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DE/1461: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/1463: D4 07                Start code block, repeat 7 times
   DE/1465: 7B 01                <UNKNOWN COMMAND $7B>
   DE/1467: F0 01                Frame Duration: 1
   DE/1469: D7                   End of code block
   DE/146A: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/146D: F0 00                Frame Duration: 0
   DE/146F: 3D 6D 14             <UNKNOWN COMMAND $3D: pointer to address $DE/146D>
   DE/1472: 0B F0                Set Bits $F0 of current object address 0A,x
DE/1474: F0 09                Duration: 9 frames
DE/1476: 60 09 A3 D0          Run Dialogue $0309 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Well, that's good to hear.
 Thank you so much for spending
 time with Gaz.<I>
 He just loved it!<I><END>


DE/147A: 14 FB                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FB>
DE/147C: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
DE/147E: 34 EF                Change directional maneuverability: left right down up 
DE/1480: FE                   Return

DE/1481: F0 09                Duration: 9 frames
DE/1483: 00 E4                Set Object: MARIO ---> Begin action queue for object (Length: 0x64 bytes) (Wait until complete)
   DE/1485: C9 00                <UNKNOWN COMMAND $C9>
   DE/1487: BB 12                Store value at 00:700C to 00:7024
   DE/1489: FD 24 00 10          <UNKNOWN COMMAND $24>
   DE/148D: BB 00                Store value at 00:700C to 00:7000
   DE/148F: FD B0 C0 00          Isolate Bits $00C0 of 00:700C
   DE/1493: E2                   <UNKNOWN COMMAND $E2>
   DE/1494: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1495: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1496: A7                   Clear memory address Bits using 00:700C
   DE/1497: 14 E2                Isolate top Bits of current object address 0E,x and set Bit(s) $226
   DE/1499: 40                   <UNKNOWN COMMAND $40>
   DE/149A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/149B: B7 14 E2 80          Store a random number from 0 to #$80E2 to 00:7028
   DE/149F: 00                   Set Bit 7 of current object (enable object visibility)
   DE/14A0: C7 14                <UNKNOWN COMMAND $C7>
   DE/14A2: E2                   <UNKNOWN COMMAND $E2>
   DE/14A3: C0 00 D7             Compare value at 00:700C to #$D700
   DE/14A6: 14 08                Isolate top Bits of current object address 0E,x and set Bit(s) $8
   DE/14A8: 48                   <UNKNOWN COMMAND $48>
   DE/14A9: 80 F0 13             Move object to on-screen coords: (3600,152)
   DE/14AC: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/14AF: F0 27                Frame Duration: 39
   DE/14B1: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/14B4: D2 E4 14             Jump to address $DE/14E4
   DE/14B7: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/14BA: F0 13                Frame Duration: 19
   DE/14BC: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/14BF: F0 27                Frame Duration: 39
   DE/14C1: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/14C4: D2 E4 14             Jump to address $DE/14E4
   DE/14C7: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/14CA: F0 13                Frame Duration: 19
   DE/14CC: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/14CF: F0 27                Frame Duration: 39
   DE/14D1: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/14D4: D2 E4 14             Jump to address $DE/14E4
   DE/14D7: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/14DA: F0 13                Frame Duration: 19
   DE/14DC: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/14DF: F0 27                Frame Duration: 39
   DE/14E1: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/14E4: F0 13                Frame Duration: 19
   DE/14E6: 09                   Reset all object properties to default
   DE/14E7: 0B F0                Set Bits $F0 of current object address 0A,x
DE/14E9: F0 09                Duration: 9 frames
DE/14EB: 60 0A A3 D0          Run Dialogue $030A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Yes, you look awful!
 Why don't you rest some more?<I><END>


DE/14EF: 34 EF                Change directional maneuverability: left right down up 
DE/14F1: 14 FB                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FB>
DE/14F3: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
DE/14F5: FE                   Return

DE/14F6: 60 0E A3 D0          Run Dialogue $030E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


     Oh! This boy is IMPOSSIBLE!<I><END>


DE/14FA: 14 FB                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FB>
DE/14FC: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
DE/14FE: 34 EF                Change directional maneuverability: left right down up 
DE/1500: FE                   Return


EVENT [122] ------------------------------------------------------------>
DE/1501: A0 19                Set event flag memory address 00:7043 Bit 1
DE/1503: C7 80                <UNKNOWN COMMAND $C7>
DE/1505: C2 0A 05 00          Compare value at 00:7014 to #$0005
DE/1509: EC 7C 25             If Bit 0 of 00:70A0,x set, jump to address $DE/257C
DE/150C: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/150E: 73                   Object faces down-left
DE/150F: D8 66 A6 16          If event flag memory address 00:704C Bit 6 set, jump to address $DE/16A6
DE/1513: DA 0F 06 16          If event flag memory address 00:7081 Bit 7 set, jump to address $DE/1606
DE/1517: DA 13 2C 15          If event flag memory address 00:7082 Bit 3 set, jump to address $DE/152C
DE/151B: DA 0E 43 15          If event flag memory address 00:7081 Bit 6 set, jump to address $DE/1543
DE/151F: DA 08 2C 15          If event flag memory address 00:7081 Bit 0 set, jump to address $DE/152C
DE/1523: A2 08                Set event flag memory address 00:7081 Bit 0
DE/1525: 60 1E 82 D5          Run Dialogue $021E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario! What a pleasant surprise!<I>

 One of Frogfucius' grandchildren
 is running errands in town today.
 I haven't seen him, though....<I>

 Oh, you're here to shop?

DE/1529: D2 34 15             Jump to address $DE/1534
DE/152C: DA 0D 3C 15          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/153C
DE/1530: 60 1F 82 D5          Run Dialogue $021F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You know, I hate to admit it...
 But I LOVE this job!<I><END>


DE/1534: 60 20 A2 D5          Run Dialogue $0220 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  
 What are you looking for?<I><END>


DE/1538: 4C 00                Open Shop Menu $00
DE/153A: 71                   Lighten screen from black before following commands
DE/153B: FE                   Return

DE/153C: 60 62 82 D5          Run Dialogue $0262 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's raining hammer handles and
 pitchforks out there!<I><END>


DE/1540: D2 34 15             Jump to address $DE/1534
DE/1543: A2 13                Set event flag memory address 00:7082 Bit 3
DE/1545: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/1547: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/1549: 80 0E 14             Move object to on-screen coords: (448,160)
   DE/154C: 77                   Object faces up-right
DE/154D: 14 8B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/154F: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/1550: 92 0E 14 04          Place object at on-screen coords: (448,160) Z=64
   DE/1554: 61 04                Shift object down-right 4 pixels
   DE/1556: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1557: 61 0C                Shift object down-right 12 pixels
   DE/1559: 77                   Object faces up-right
DE/155A: F0 1D                Duration: 29 frames
DE/155C: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/155E: 10 43                Set transition flag, x4 speed
   DE/1560: 4A                   <UNKNOWN COMMAND $4A>
   DE/1561: 4B                   <UNKNOWN COMMAND $4B>
DE/1562: 60 63 A2 62          Run Dialogue $0263 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hey, Mallow!
 What kept you?
 I was starting to worry.<I><END>


DE/1566: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1568: 14 0B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/156A: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/156D: F0 13                Frame Duration: 19
   DE/156F: 09                   Reset all object properties to default
   DE/1570: F0 3B                Frame Duration: 59
   DE/1572: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
DE/1575: 60 64 A2 62          Run Dialogue $0264 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Wait until you hear this!
 You see......<I><END>


DE/1579: 60 65 A2 62          Run Dialogue $0265 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Wait...I've already heard...
 Old Frogfucius told me. He seems
 to know EVERYTHING! Hold on.<I><END>


DE/157D: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/157F: 0B 04                Set Bits $4 of current object address 0A,x
   DE/1581: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/1583: 10 46                Set transition flag, 1/4 speed
   DE/1585: 47                   <UNKNOWN COMMAND $47>
   DE/1586: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/1587: 73                   Object faces down-left
DE/1588: F0 1D                Duration: 29 frames
DE/158A: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/158C: 09                   Reset all object properties to default
   DE/158D: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DE/1590: 60 66 22 62          Run Dialogue $0266
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Listen...<I>
 The truth of the matter is, well,
 ...um...the coin was stolen.<I><END>


DE/1594: FD 60                <UNKNOWN COMMAND $FD 60>
DE/1596: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/1598: 09                   Reset all object properties to default
   DE/1599: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
DE/159C: 65                   <UNKNOWN COMMAND $65>
DE/159D: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/159F: 10 43                Set transition flag, x4 speed
   DE/15A1: 4A                   <UNKNOWN COMMAND $4A>
   DE/15A2: 4B                   <UNKNOWN COMMAND $4B>
   DE/15A3: 10 45                Set transition flag, 1/2 speed
   DE/15A5: 63 08                Shift object down-left 8 pixels
DE/15A7: 60 67 A2 62          Run Dialogue $0267 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 WHAT?! <pause 13 frames>0Well, if that's
 the case, I guess we can't trade.
 What a shame, huh?!<I><END>


DE/15AB: FD 32                <UNKNOWN COMMAND $FD 32>
DE/15AD: 14 0F                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/15AF: D4 03                Start code block, repeat 3 times
   DE/15B1: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/15B4: F0 07                Frame Duration: 7
   DE/15B6: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/15B9: F0 07                Frame Duration: 7
   DE/15BB: D7                   End of code block
   DE/15BC: 09                   Reset all object properties to default
   DE/15BD: 75                   Object faces up-left
DE/15BE: 60 68 A2 62          Run Dialogue $0268 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Oh, but there's
 no need to worry!
 Mario, here, will help us out!<I><END>


DE/15C2: FD 32                <UNKNOWN COMMAND $FD 32>
DE/15C4: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/15C6: 77                   Object faces up-right
DE/15C7: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/15C9: 10 46                Set transition flag, 1/4 speed
   DE/15CB: 63 08                Shift object down-left 8 pixels
   DE/15CD: 10 43                Set transition flag, x4 speed
   DE/15CF: 4A                   <UNKNOWN COMMAND $4A>
   DE/15D0: 4B                   <UNKNOWN COMMAND $4B>
DE/15D1: 60 69 A2 62          Run Dialogue $0269 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 'Zat so? Well, if Mario's on your
 team, you'll have that coin back
 in a jiffy!<I><END>


DE/15D5: FD 32                <UNKNOWN COMMAND $FD 32>
DE/15D7: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/15D9: 65 0E                Shift object up-left 14 pixels
   DE/15DB: 92 08 36 00          Place object at on-screen coords: (256,432) Z=0
DE/15DF: F0 00                Duration: 0 frames
DE/15E1: CB                   Store joypad register to 00:7000,00:7001
DE/15E2: E7 0F 00 EA 15       If memory address 00:7000 Bit $000F set, jump to address $DE/15EA
DE/15E7: D2 DF 15             Jump to address $DE/15DF
DE/15EA: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/15EC: 72                   Object faces down
   DE/15ED: F0 1D                Frame Duration: 29
   DE/15EF: 77                   Object faces up-right
DE/15F0: 60 6A A2 62          Run Dialogue $026A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Not so fast! Take this with you.
 You'll probably need it.<I><END>


DE/15F4: FD 32                <UNKNOWN COMMAND $FD 32>
DE/15F6: A8 07 66             Store #$66 to 00:70A7
DE/15F9: 9C 1B                Play sound effect #$1B
DE/15FB: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/15FF: 50 66                Put item in inventory: #$66 (-Pick Me Up  )
DE/1601: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/1605: FE                   Return

DE/1606: DE 10 B6 16          If event flag memory address 00:7082 Bit 0 clear, jump to address $DE/16B6
DE/160A: DA 1C 2C 15          If event flag memory address 00:7083 Bit 4 set, jump to address $DE/152C
DE/160E: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/1610: 73                   Object faces down-left
DE/1611: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/1613: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/1615: 80 0E 14             Move object to on-screen coords: (448,160)
   DE/1618: 77                   Object faces up-right
DE/1619: 14 8B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/161B: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/161C: 92 0E 14 04          Place object at on-screen coords: (448,160) Z=64
   DE/1620: 61 04                Shift object down-right 4 pixels
   DE/1622: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1623: 61 0C                Shift object down-right 12 pixels
   DE/1625: 77                   Object faces up-right
DE/1626: F0 1D                Duration: 29 frames
DE/1628: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/162A: 10 43                Set transition flag, x4 speed
   DE/162C: 4A                   <UNKNOWN COMMAND $4A>
   DE/162D: 4B                   <UNKNOWN COMMAND $4B>
DE/162E: 60 63 A2 62          Run Dialogue $0263 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hey, Mallow!
 What kept you?
 I was starting to worry.<I><END>


DE/1632: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1634: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/1636: 08 51 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DE/1639: F0 25                Frame Duration: 37
   DE/163B: 09                   Reset all object properties to default
DE/163C: 60 AB A2 D4          Run Dialogue $02AB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Hey, mister!<I>
 I got my coin back!<I><END>


DE/1640: 60 AC 22 62          Run Dialogue $02AC
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh! Well DONE, lad!
 Okay, here's the thing
 I promised you...<I><END>


DE/1644: 15 8D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/1646: 10 45                Set transition flag, 1/2 speed
   DE/1648: 0B 04                Set Bits $4 of current object address 0A,x
   DE/164A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/164C: 57 02                Shift object up-right 32 pixels
   DE/164E: F0 1D                Frame Duration: 29
   DE/1650: 43                   <UNKNOWN COMMAND $43>
   DE/1651: 63 0C                Shift object down-left 12 pixels
DE/1653: 65                   <UNKNOWN COMMAND $65>
DE/1654: 60 AD A2 62          Run Dialogue $02AD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 There! Make sure it doesn't get
 stolen, eaten, or...whatever!
 Your Grandpa needs it, okay?<I><END>


DE/1658: 9C 1B                Play sound effect #$1B
DE/165A: A8 07 82             Store #$82 to 00:70A7
DE/165D: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/1661: 60 AE 02 D4          Run Dialogue $02AE
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: You bet!<I>

DE/1665: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/1667: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/166A: F0 1D                Frame Duration: 29
   DE/166C: 09                   Reset all object properties to default
DE/166D: 65                   <UNKNOWN COMMAND $65>
DE/166E: D1 10 01             Execute event id $0110
DE/1671: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/1673: 75                   Object faces up-left
   DE/1674: F0 1D                Frame Duration: 29
   DE/1676: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DE/1679: F0 1D                Frame Duration: 29
   DE/167B: 09                   Reset all object properties to default
DE/167C: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/167E: F0 13                Frame Duration: 19
   DE/1680: 71                   Object faces down-right
DE/1681: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1683: 60 D8 A2 D4          Run Dialogue $02D8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Mario, thank you so much!<I>
 Grandpa will be delighted!<I><END>


DE/1687: F0 09                Duration: 9 frames
DE/1689: A8 0E 14             Store #$14 to 00:70AE
DE/168C: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/1690: F0 1D                Duration: 29 frames
DE/1692: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/1694: 10 45                Set transition flag, 1/2 speed
   DE/1696: 65 0E                Shift object up-left 14 pixels
   DE/1698: 01                   Clear Bit 7 of current object (disable object visibility)
DE/1699: A2 1C                Set event flag memory address 00:7083 Bit 4
DE/169B: 51 80                Remove item in inventory: #$80 (RareFrogCoin)
DE/169D: 50 82                Put item in inventory: #$82 (Cricket Pie )
DE/169F: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/16A1: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/16A3: 10 40                Set transition flag, x1 speed
DE/16A5: FE                   Return

DE/16A6: DE 1C 06 16          If event flag memory address 00:7083 Bit 4 clear, jump to address $DE/1606
DE/16AA: 60 C1 88 D5          Run Dialogue $08C1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hello Mario! Oh, hi, Mallow,
 didn't see you there!
 Well, what can I get you two?<I><END>


DE/16AE: 60 20 A2 D5          Run Dialogue $0220 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  
 What are you looking for?<I><END>


DE/16B2: 4C 00                Open Shop Menu $00
DE/16B4: 71                   Lighten screen from black before following commands
DE/16B5: FE                   Return

DE/16B6: 60 AF A2 D0          Run Dialogue $02AF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Excuse me?!<I>

 You want to...WHAT? How can
 you shop at a time like this?!<I>

 Just...take what you want and
 leave some money behind...<I><END>


DE/16BA: FE                   Return


EVENT [123] ------------------------------------------------------------>
DE/16BB: B4 08                Store value at 00:70A8 to 00:7000
DE/16BD: E2 14 00 CD 16       If value at 00:7000 = #$0014, jump to address $DE/16CD
DE/16C2: 10 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   DE/16C4: F0 0F                Frame Duration: 15
   DE/16C6: 75                   Object faces up-left
   DE/16C7: F0 1F                Frame Duration: 31
   DE/16C9: 73                   Object faces down-left
DE/16CA: D2 D5 16             Jump to address $DE/16D5
DE/16CD: 10 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   DE/16CF: F0 0F                Frame Duration: 15
   DE/16D1: 71                   Object faces down-right
   DE/16D2: F0 1F                Frame Duration: 31
   DE/16D4: 73                   Object faces down-left
DE/16D5: D8 66 E9 16          If event flag memory address 00:704C Bit 6 set, jump to address $DE/16E9
DE/16D9: DA 0D E4 16          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/16E4
DE/16DD: 60 10 A2 D0          Run Dialogue $0210 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario!
 Hurry, the Chancellor awaits.<I><END>


DE/16E1: FD 32                <UNKNOWN COMMAND $FD 32>
DE/16E3: FE                   Return

DE/16E4: 60 5B A2 D0          Run Dialogue $025B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Rain or shine,
 I shall fulfill my duty.<I><END>


DE/16E8: FE                   Return

DE/16E9: 60 B6 A8 D0          Run Dialogue $08B6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario, welcome home!
 Please, go in.<I><END>


DE/16ED: FE                   Return


EVENT [124] ------------------------------------------------------------>
DE/16EE: D8 66 16 17          If event flag memory address 00:704C Bit 6 set, jump to address $DE/1716
DE/16F2: DA 0D FF 16          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/16FF
DE/16F6: DA 0B FF 16          If event flag memory address 00:7081 Bit 3 set, jump to address $DE/16FF
DE/16FA: 60 12 A2 D0          Run Dialogue $0212 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I haven't seen Princess Toadstool
 lately...What?!
 Bowser's got her AGAIN?!<I><END>


DE/16FE: FE                   Return

DE/16FF: DA 0F 08 17          If event flag memory address 00:7081 Bit 7 set, jump to address $DE/1708
DE/1703: 60 5D A2 D0          Run Dialogue $025D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 So I guess Princess Toadstool
 really WAS kidnapped by Bowser.<I><END>


DE/1707: FE                   Return

DE/1708: DA 10 11 17          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/1711
DE/170C: 60 D4 A2 D0          Run Dialogue $02D4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Was the Princess kidnapped by
 those THINGS outside?
 Are THEY a part of this?<I><END>


DE/1710: FE                   Return

DE/1711: 60 5D A2 D0          Run Dialogue $025D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 So I guess Princess Toadstool
 really WAS kidnapped by Bowser.<I><END>


DE/1715: FE                   Return

DE/1716: 60 B8 88 D0          Run Dialogue $08B8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Were you able to rescue the
 Princess from Bowser,<I>
 that good for noth...<I><END>


DE/171A: F0 09                Duration: 9 frames
DE/171C: 9C 1A                Play sound effect #$1A
DE/171E: F0 27                Duration: 39 frames
DE/1720: 60 B9 A8 D0          Run Dialogue $08B9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Eh?
 W...what was that...odd noise?<I><END>


DE/1724: FE                   Return


EVENT [125] ------------------------------------------------------------>
DE/1725: DA E7 A3 37          If event flag memory address 00:709C Bit 7 set, jump to address $DE/37A3
DE/1729: D8 EB E5 17          If event flag memory address 00:705D Bit 3 set, jump to address $DE/17E5
DE/172D: D8 66 BE 17          If event flag memory address 00:704C Bit 6 set, jump to address $DE/17BE
DE/1731: DA 0F 33 37          If event flag memory address 00:7081 Bit 7 set, jump to address $DE/3733
DE/1735: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DE/1737: DA 0D 99 17          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/1799
DE/173B: DA 0E 99 17          If event flag memory address 00:7081 Bit 6 set, jump to address $DE/1799
DE/173F: DC 1E 4A 17          If event flag memory address 00:7043 Bit 6 clear, jump to address $DE/174A
DE/1743: 60 14 02 D7          Run Dialogue $0214
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 MY WALLET!!!
 Has anyone seen my wallet?!<I><END>


DE/1747: D2 4E 17             Jump to address $DE/174E
DE/174A: 60 40 80 D7          Run Dialogue $0040 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey! Did you just see
 a crocodile around here?
 He talks like a mobster wannabe.<I>

DE/174E: 10 38                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x38 bytes)
   DE/1750: D8 1E 60 17          If event flag memory address 00:7043 Bit 6 set, jump to address $DE/1760
   DE/1754: C9 17                <UNKNOWN COMMAND $C9>
   DE/1756: AD 02 00             Store #$0002 to 00:700C
   DE/1759: FD B0 07 00          Isolate Bits $0007 of 00:700C
   DE/175D: 7C                   Object faces right
   DE/175E: F0 2F                Frame Duration: 47
   DE/1760: D4 01                Start code block, repeat 1 times
   DE/1762: AD 06 00             Store #$0006 to 00:700C
   DE/1765: FD B0 07 00          Isolate Bits $0007 of 00:700C
   DE/1769: 7C                   Object faces right
   DE/176A: F0 03                Frame Duration: 3
   DE/176C: D7                   End of code block
   DE/176D: D4 01                Start code block, repeat 1 times
   DE/176F: AD 02 00             Store #$0002 to 00:700C
   DE/1772: FD B0 07 00          Isolate Bits $0007 of 00:700C
   DE/1776: 7C                   Object faces right
   DE/1777: F0 03                Frame Duration: 3
   DE/1779: D7                   End of code block
   DE/177A: D4 01                Start code block, repeat 1 times
   DE/177C: AD 06 00             Store #$0006 to 00:700C
   DE/177F: FD B0 07 00          Isolate Bits $0007 of 00:700C
   DE/1783: 7C                   Object faces right
   DE/1784: F0 03                Frame Duration: 3
   DE/1786: D7                   End of code block
   DE/1787: 78                   Object faces down
DE/1788: D8 1E 92 17          If event flag memory address 00:7043 Bit 6 set, jump to address $DE/1792
DE/178C: 60 41 A0 D0          Run Dialogue $0041 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 I'm sure he's up to no good!<pause 13 frames>0
 Hey, wait a sec!!!<pause 13 frames>0
 My wallet's gone!<I><END>


DE/1790: A0 1E                Set event flag memory address 00:7043 Bit 6
DE/1792: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1794: 65                   <UNKNOWN COMMAND $65>
DE/1795: 64                   <UNKNOWN COMMAND $64>
DE/1796: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DE/1798: FE                   Return

DE/1799: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DE/179B: 10 F2 63 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0063
DE/179F: 60 42 82 D0          Run Dialogue $0242 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It was that reptile! He's the
 one who stole my wallet...!<I><END>


DE/17A3: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DE/17A5: F0 00                Duration: 0 frames
DE/17A7: FD 3D 10 A5 17       If Bit 6 of 00:6606 set, jump to address $DE/17A5
DE/17AC: 60 43 A2 D0          Run Dialogue $0243 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 ...but I let him get away...<I><END>


DE/17B0: 10 F1 86                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/17B3: 0B 04                Set Bits $4 of current object address 0A,x
   DE/17B5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/17B7: 0B 40                Set Bits $40 of current object address 0A,x
DE/17B9: 10 F2 15 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0015
DE/17BD: FE                   Return

DE/17BE: DE 1A 33 37          If event flag memory address 00:7083 Bit 2 clear, jump to address $DE/3733
DE/17C2: 60 B7 A8 D0          Run Dialogue $08B7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oooh! It's good to see you back.
 Look what I found in the wallet
 you returned to me.<I>

 It's yours, isn't it?<I><END>


DE/17C6: F0 09                Duration: 9 frames
DE/17C8: D8 EA D9 17          If event flag memory address 00:705D Bit 2 set, jump to address $DE/17D9
DE/17CC: 53 01                Add 1 frog coins
DE/17CE: 9C 5E                Play sound effect #$5E
DE/17D0: A0 EA                Set event flag memory address 00:705D Bit 2
DE/17D2: 60 C3 A8 02          Run Dialogue $08C3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Got a Frog Coin!<I><END>


DE/17D6: A0 EB                Set event flag memory address 00:705D Bit 3
DE/17D8: FE                   Return

DE/17D9: AC 0C 02             Store #$020C to 00:7000
DE/17DC: A8 07 74             Store #$74 to 00:70A7
DE/17DF: D1 F4 0E             Execute event id $0EF4
DE/17E2: A0 EB                Set event flag memory address 00:705D Bit 3
DE/17E4: FE                   Return

DE/17E5: 60 C2 A8 D0          Run Dialogue $08C2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Enough with the chatter...<I>
 On your way, now.<I><END>


DE/17E9: FE                   Return


EVENT [126] ------------------------------------------------------------>

EVENT [127] ------------------------------------------------------------>
DE/17EA: D8 E9 F9 17          If event flag memory address 00:705D Bit 1 set, jump to address $DE/17F9
DE/17EE: D8 66 F9 17          If event flag memory address 00:704C Bit 6 set, jump to address $DE/17F9
DE/17F2: 68 17 80 0C 52 69    Enter area: $0017
                              MARIO will be at coords: (384,656) Z=144
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/17F8: FE                   Return

DE/17F9: 68 BF 80 0C 52 69    Enter area: $00BF
                              MARIO will be at coords: (384,656) Z=144
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/17FF: FE                   Return


EVENT [128] ------------------------------------------------------------>
DE/1800: DA 0D 09 18          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/1809
DE/1804: 60 15 A2 D0          Run Dialogue $0215 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I hope my grandchild turns out to
 be just like the Princess!<I><END>


DE/1808: FE                   Return

DE/1809: 60 5E A2 D0          Run Dialogue $025E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You'll catch your death of cold!
 Come on, let's dry off.<I><END>


DE/180D: FE                   Return


EVENT [129] ------------------------------------------------------------>
DE/180E: DA E1 29 18          If event flag memory address 00:709C Bit 1 set, jump to address $DE/1829
DE/1812: DA 0D 24 18          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/1824
DE/1816: 42 2C 18 2C 18       <UNKNOWN COMMAND $42>
DE/181B: 60 16 A2 D0          Run Dialogue $0216 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario!
 Let's say you and I get hitched in
 a few years, okay?<I>

 Just... give me time to grow
 into my mother's wedding dress!<I><END>


DE/181F: D8 9E 29 18          If event flag memory address 00:7053 Bit 6 set, jump to address $DE/1829
DE/1823: FE                   Return

DE/1824: 60 5F A2 D0          Run Dialogue $025F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 But I wanna play outside!!<I><END>


DE/1828: FE                   Return

DE/1829: D0 A6 03             Execute event id $03A6 subsequently
DE/182C: C3                   <UNKNOWN COMMAND $C3>
DE/182D: E2 EF 01 F7 0E       If value at 00:7000 = #$01EF, jump to address $DE/0EF7
DE/1832: E2 33 00 F7 0E       If value at 00:7000 = #$0033, jump to address $DE/0EF7
DE/1837: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DE/1839: F0 00                Duration: 0 frames
DE/183B: 3D 39 18             <UNKNOWN COMMAND: pointer to address $1839>
DE/183E: 34 EF                Change directional maneuverability: left right down up 
DE/1840: D4 EF                Start code block, repeat 239 times
DE/1842: F0 00                Duration: 0 frames
DE/1844: 3D F7 0E             <UNKNOWN COMMAND: pointer to address $0EF7>
DE/1847: D7                   End of code block
DE/1848: 34 00                Change directional maneuverability: 
DE/184A: C3                   <UNKNOWN COMMAND $C3>
DE/184B: E2 BF 00 55 18       If value at 00:7000 = #$00BF, jump to address $DE/1855
DE/1850: C9 1A                <UNKNOWN COMMAND $C9>
DE/1852: D2 57 18             Jump to address $DE/1857
DE/1855: C9 1B                <UNKNOWN COMMAND $C9>
DE/1857: BB 06                Store value at 00:7000 to 00:700C
DE/1859: 00 E0                Set Object: MARIO ---> Begin action queue for object (Length: 0x60 bytes) (Wait until complete)
   DE/185B: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/185C: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DE/185F: E2                   <UNKNOWN COMMAND $E2>
   DE/1860: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/1861: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1862: 72                   Object faces down
   DE/1863: 18                   <UNKNOWN COMMAND $18>
   DE/1864: E2                   <UNKNOWN COMMAND $E2>
   DE/1865: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/1866: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1867: 76                   Object faces up
   DE/1868: 18                   <UNKNOWN COMMAND $18>
   DE/1869: E2                   <UNKNOWN COMMAND $E2>
   DE/186A: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/186B: 00                   Set Bit 7 of current object (enable object visibility)
   DE/186C: 7A                   Object turns in random directions
   DE/186D: 18                   <UNKNOWN COMMAND $18>
   DE/186E: 41                   <UNKNOWN COMMAND $41>
   DE/186F: D2 7B 18             Jump to address $DE/187B
   DE/1872: 43                   <UNKNOWN COMMAND $43>
   DE/1873: D2 7B 18             Jump to address $DE/187B
   DE/1876: 47                   <UNKNOWN COMMAND $47>
   DE/1877: D2 7B 18             Jump to address $DE/187B
   DE/187A: 45                   <UNKNOWN COMMAND $45>
   DE/187B: F0 00                Frame Duration: 0
   DE/187D: 3D 7B 18             <UNKNOWN COMMAND $3D: pointer to address $DE/187B>
   DE/1880: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/1881: D4 07                Start code block, repeat 7 times
   DE/1883: 7B 01                <UNKNOWN COMMAND $7B>
   DE/1885: F0 01                Frame Duration: 1
   DE/1887: D7                   End of code block
   DE/1888: 7B 01                <UNKNOWN COMMAND $7B>
   DE/188A: F0 01                Frame Duration: 1
   DE/188C: C9 00                <UNKNOWN COMMAND $C9>
   DE/188E: E2                   <UNKNOWN COMMAND $E2>
   DE/188F: 07                   Clear "moon-walk" Bits
   DE/1890: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1891: 96 18                <UNKNOWN COMMAND $96>
   DE/1893: D2 88 18             Jump to address $DE/1888
   DE/1896: D4 02                Start code block, repeat 2 times
   DE/1898: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   DE/189B: F0 03                Frame Duration: 3
   DE/189D: 08 4A 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/18A0: F0 03                Frame Duration: 3
   DE/18A2: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/18A5: F0 05                Frame Duration: 5
   DE/18A7: 08 4A 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/18AA: F0 01                Frame Duration: 1
   DE/18AC: D7                   End of code block
   DE/18AD: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   DE/18B0: F0 01                Frame Duration: 1
   DE/18B2: FD 9E                <UNKNOWN COMMAND $9E>
   DE/18B4: 16                   <UNKNOWN COMMAND $16>
   DE/18B5: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/18B8: F0 1D                Frame Duration: 29
   DE/18BA: 09                   Reset all object properties to default
DE/18BB: F0 09                Duration: 9 frames
DE/18BD: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/18C1: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/18C5: FE                   Return


EVENT [12A] ------------------------------------------------------------>
DE/18C6: F0 00                Duration: 0 frames
DE/18C8: 3D C6 18             <UNKNOWN COMMAND: pointer to address $18C6>
DE/18CB: DA 11 06 19          If event flag memory address 00:7082 Bit 1 set, jump to address $DE/1906
DE/18CF: DA 0D 01 19          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/1901
DE/18D3: FD 31                Screen doesn't move with MARIO
DE/18D5: 60 17 02 D8          Run Dialogue $0217
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey, Mario!
 Look what you're standin' in!

DE/18D9: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/18DB: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/18DD: D1 1E 01             Execute event id $011E
DE/18E0: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/18E2: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/18E5: F0 00                Frame Duration: 0
   DE/18E7: 3D E5 18             <UNKNOWN COMMAND $3D: pointer to address $DE/18E5>
DE/18EA: F0 09                Duration: 9 frames
DE/18EC: 18 86                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/18EE: 10 43                Set transition flag, x4 speed
   DE/18F0: 4A                   <UNKNOWN COMMAND $4A>
   DE/18F1: 4B                   <UNKNOWN COMMAND $4B>
   DE/18F2: 10 40                Set transition flag, x1 speed
DE/18F4: F0 09                Duration: 9 frames
DE/18F6: 60 18 A2 D8          Run Dialogue $0218 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




               HA! Gotcha!<I><END>


DE/18FA: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/18FC: 0B F0                Set Bits $F0 of current object address 0A,x
DE/18FE: FD 30                Screen moves with MARIO
DE/1900: FE                   Return

DE/1901: 60 44 A2 D0          Run Dialogue $0244 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Dunno what that reptile's up to,
 but... MAN, can he JUMP!<I><END>


DE/1905: FE                   Return

DE/1906: 18 8E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/1908: C9 18                <UNKNOWN COMMAND $C9>
   DE/190A: BB 12                Store value at 00:700C to 00:7024
   DE/190C: 06                   Set "moon-walk" Bits
   DE/190D: AD 04 00             Store #$0004 to 00:700C
   DE/1910: FD B0 07 00          Isolate Bits $0007 of 00:700C
   DE/1914: 07                   Clear "moon-walk" Bits
   DE/1915: 7C                   Object faces right
DE/1916: 60 4C A2 D0          Run Dialogue $024C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Who cares if you can JUMP?
 Being mean is soooo UNCOOL!<I><END>


DE/191A: 18 83                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/191C: BA 12                Store value at 00:7024 to 00:700C
   DE/191E: 7C                   Object faces right
DE/191F: FE                   Return


EVENT [12B] ------------------------------------------------------------>
DE/1920: DA 0C F7 0E          If event flag memory address 00:7081 Bit 4 set, jump to address $DE/0EF7
DE/1924: A2 0C                Set event flag memory address 00:7081 Bit 4
DE/1926: DA 0D F7 0E          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/0EF7
DE/192A: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/192C: 73                   Object faces down-left
DE/192D: 60 17 02 D8          Run Dialogue $0217
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey, Mario!
 Look what you're standin' in!

DE/1931: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/1933: 77                   Object faces up-right
   DE/1934: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/1936: D1 1E 01             Execute event id $011E
DE/1939: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/193B: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/193E: F0 00                Frame Duration: 0
   DE/1940: 3D E5 18             <UNKNOWN COMMAND $3D: pointer to address $DE/18E5>
DE/1943: F0 09                Duration: 9 frames
DE/1945: 18 86                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/1947: 10 43                Set transition flag, x4 speed
   DE/1949: 4A                   <UNKNOWN COMMAND $4A>
   DE/194A: 4B                   <UNKNOWN COMMAND $4B>
   DE/194B: 10 40                Set transition flag, x1 speed
DE/194D: 60 18 A2 D8          Run Dialogue $0218 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




               HA! Gotcha!<I><END>


DE/1951: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/1953: 0B F0                Set Bits $F0 of current object address 0A,x
DE/1955: FE                   Return


EVENT [12C] ------------------------------------------------------------>
DE/1956: D8 E9 7A 19          If event flag memory address 00:705D Bit 1 set, jump to address $DE/197A
DE/195A: D8 66 75 19          If event flag memory address 00:704C Bit 6 set, jump to address $DE/1975
DE/195E: DA 10 70 19          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/1970
DE/1962: DA 0F 6B 19          If event flag memory address 00:7081 Bit 7 set, jump to address $DE/196B
DE/1966: 60 19 A2 D0          Run Dialogue $0219 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That horrible crocodile...
 and wearing crocodile-skin shoes,
 no less! Has he no shame?<I><END>


DE/196A: FE                   Return

DE/196B: 60 D5 A2 D0          Run Dialogue $02D5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Help the people in the castle, and
 they just might help you!<I><END>


DE/196F: FE                   Return

DE/1970: 60 D6 A2 D0          Run Dialogue $02D6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Trample the monsters!
 Smash 'em all! It'll do ya good.<I>
 Trust me<I>...on THIS ONE.<I><END>


DE/1974: FE                   Return

DE/1975: 60 BA A8 D0          Run Dialogue $08BA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Say hey! Welcome back.
 The Chancellor's been worrying<I>
 about you ever since you left.
 Come see me later!<I><END>


DE/1979: FE                   Return

DE/197A: 60 BB A8 D0          Run Dialogue $08BB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Avoid fighting the pointy monsters
 up on Star Hill.<I><END>


DE/197E: FE                   Return


EVENT [12D] ------------------------------------------------------------>
DE/197F: DA 10 88 19          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/1988
DE/1983: 60 1A A2 D0          Run Dialogue $021A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


      All I do is cook and clean!<I><END>


DE/1987: FE                   Return

DE/1988: 60 C9 A2 D0          Run Dialogue $02C9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


            Chop chop chop...<I><END>


DE/198C: FE                   Return


EVENT [12E] ------------------------------------------------------------>
DE/198D: DA 10 96 19          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/1996
DE/1991: 60 1C A2 D0          Run Dialogue $021C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


     Mmmph...grmmmph...chomp...<I><END>


DE/1995: FE                   Return

DE/1996: 60 A9 A2 D0          Run Dialogue $02A9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I just can't get this meal to look
 like the picture in my cookbook.<I><END>


DE/199A: FE                   Return


EVENT [12F] ------------------------------------------------------------>
DE/199B: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/199D: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/199F: 14 F1 8C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/19A2: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/19A4: 7E 00 00             Object jumps #$0000 units
   DE/19A7: F0 00                Frame Duration: 0
   DE/19A9: FD 3D 14 A7 19       <UNKNOWN COMMAND $DE: pointer to address 
DE/19AE: D8 66 06 1A          If event flag memory address 00:704C Bit 6 set, jump to address $DE/1A06
DE/19B2: 60 1D A2 D0          Run Dialogue $021D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 One! Two! Three!
 Think if I practice enough I'll
 jump as high as you, Mario?<I>
 >>   (Sure!)
 >>   (Yeah, right kid.)<I><END>


DE/19B6: 66 D1 19             If 2nd option chosen from dialogue prompt, jump to address $DE/19D1
DE/19B9: D1 03 0E             Execute event id $0E03
DE/19BC: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/19C0: 14 F2 17 00          Set Object: NPC #0 ---> Command: Set object to movement: $0017
DE/19C4: 60 21 A2 D0          Run Dialogue $0221 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


                 Yeah!!!<I><END>


DE/19C8: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/19CA: 0B F0                Set Bits $F0 of current object address 0A,x
DE/19CC: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/19CE: 0B F0                Set Bits $F0 of current object address 0A,x
DE/19D0: FE                   Return

DE/19D1: D1 03 0E             Execute event id $0E03
DE/19D4: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/19D8: FD 32                <UNKNOWN COMMAND $FD 32>
DE/19DA: 14 8D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/19DC: 06                   Set "moon-walk" Bits
   DE/19DD: 78                   Object faces down
   DE/19DE: C9 14                <UNKNOWN COMMAND $C9>
   DE/19E0: AD 04 00             Store #$0004 to 00:700C
   DE/19E3: FD B0 07 00          Isolate Bits $0007 of 00:700C
   DE/19E7: 07                   Clear "moon-walk" Bits
   DE/19E8: 7C                   Object faces right
DE/19E9: 14 8A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/19EB: 7E 00 00             Object jumps #$0000 units
   DE/19EE: F0 00                Frame Duration: 0
   DE/19F0: FD 3D 14 EE 19       <UNKNOWN COMMAND $DE: pointer to address 
DE/19F5: 14 F2 0F 00          Set Object: NPC #0 ---> Command: Set object to movement: $000F
DE/19F9: 60 22 A2 D0          Run Dialogue $0222 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


             Thanks a bunch.<I><END>


DE/19FD: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/19FF: 0B F0                Set Bits $F0 of current object address 0A,x
DE/1A01: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/1A03: 0B F0                Set Bits $F0 of current object address 0A,x
DE/1A05: FE                   Return

DE/1A06: 60 BF A8 D0          Run Dialogue $08BF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Boing, boing, boing...<I>
 Hey, Mario!
 I can out jump YOU now!<I>
 >>   (Impressive!)
 >>   (Keep practicing, kid)<I><END>


DE/1A0A: 66 D1 19             If 2nd option chosen from dialogue prompt, jump to address $DE/19D1
DE/1A0D: D1 03 0E             Execute event id $0E03
DE/1A10: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/1A14: 14 F2 17 00          Set Object: NPC #0 ---> Command: Set object to movement: $0017
DE/1A18: 60 C0 A8 D0          Run Dialogue $08C0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




               ALL RIGHT!<I><END>


DE/1A1C: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/1A1E: 0B F0                Set Bits $F0 of current object address 0A,x
DE/1A20: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/1A22: 0B 40                Set Bits $40 of current object address 0A,x
DE/1A24: FE                   Return


EVENT [130] ------------------------------------------------------------>
DE/1A25: A8 09 15             Store #$15 to 00:70A9
DE/1A28: B0 12 01 00          Store #$0001 to 00:7024
DE/1A2C: D0 08 01             Execute event id $0108 subsequently

EVENT [131] ------------------------------------------------------------>
DE/1A2F: A8 09 14             Store #$14 to 00:70A9
DE/1A32: B0 12 03 00          Store #$0003 to 00:7024
DE/1A36: D0 08 01             Execute event id $0108 subsequently

EVENT [132] ------------------------------------------------------------>
DE/1A39: D8 66 42 1A          If event flag memory address 00:704C Bit 6 set, jump to address $DE/1A42
DE/1A3D: 60 23 A2 D0          Run Dialogue $0223 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey Mario!
 My brother's waiting
 for you upstairs!<I><END>


DE/1A41: FE                   Return

DE/1A42: 60 BE A8 D0          Run Dialogue $08BE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario, go see my brother
 jump. He's been practicing
 like crazy!<I><END>


DE/1A46: FE                   Return


EVENT [133] ------------------------------------------------------------>
DE/1A47: A8 09 14             Store #$14 to 00:70A9
DE/1A4A: B0 12 05 00          Store #$0005 to 00:7024
DE/1A4E: D0 08 01             Execute event id $0108 subsequently

EVENT [134] ------------------------------------------------------------>
DE/1A51: 60 24 A2 D0          Run Dialogue $0224 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAZ: Say hey, Mario!
 Guess what?...<I>
 Raini isn't just a friend
 anymore. We're getting married.<I><END>


DE/1A55: FE                   Return


EVENT [135] ------------------------------------------------------------>
DE/1A56: 60 25 A2 D0          Run Dialogue $0225 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAZ: Yeah, she's right.
 I guess we can put it off until
 things cool down around here.<I><END>


DE/1A5A: FE                   Return


EVENT [136] ------------------------------------------------------------>
DE/1A5B: 60 A5 A2 D0          Run Dialogue $02A5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's so nice to see our young ones
 having a good time!<I><END>


DE/1A5F: FE                   Return


EVENT [137] ------------------------------------------------------------>
DE/1A60: D8 66 88 1A          If event flag memory address 00:704C Bit 6 set, jump to address $DE/1A88
DE/1A64: D8 1B F7 0E          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/0EF7
DE/1A68: DA 0D 79 1A          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/1A79
DE/1A6C: DA 12 83 1A          If event flag memory address 00:7082 Bit 2 set, jump to address $DE/1A83
DE/1A70: DA 0E 7E 1A          If event flag memory address 00:7081 Bit 6 set, jump to address $DE/1A7E
DE/1A74: 60 4E A2 D0          Run Dialogue $024E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 A lot of creepy looking thugs
 have been sneaking into town...
 Not on MY watch!!<I><END>


DE/1A78: FE                   Return

DE/1A79: 60 4F A2 D0          Run Dialogue $024F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Rain or shine, I stand watch!<I>
 But this is getting ridiculous!<I><END>


DE/1A7D: FE                   Return

DE/1A7E: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/1A80: D0 4C 01             Execute event id $014C subsequently
DE/1A83: 60 5C A2 D0          Run Dialogue $025C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


   I'll remain here on the lookout!<I><END>


DE/1A87: FE                   Return

DE/1A88: 60 B0 A8 D0          Run Dialogue $08B0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome back, Mario!
 All's well here!<I><END>


DE/1A8C: FE                   Return


EVENT [138] ------------------------------------------------------------>
DE/1A8D: D2 24 18             Jump to address $DE/1824

EVENT [139] ------------------------------------------------------------>
DE/1A90: 60 A4 A2 D0          Run Dialogue $02A4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's scary outside, so let's play
 indoors, all right?<I><END>


DE/1A94: FE                   Return


EVENT [13A] ------------------------------------------------------------>
DE/1A95: 60 A6 A2 D0          Run Dialogue $02A6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAINI: Do you happen to know of
 a good wedding chapel?<I><END>


DE/1A99: FE                   Return


EVENT [13B] ------------------------------------------------------------>
DE/1A9A: 60 A7 A2 D0          Run Dialogue $02A7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAINI: I found the perfect place
 for a wedding! But now we're all
 stuck inside!<I><END>


DE/1A9E: FE                   Return


EVENT [13C] ------------------------------------------------------------>
DE/1A9F: DA 10 BA 1A          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/1ABA
DE/1AA3: F8 E0 AF BF 1A       <UNKNOWN COMMAND $F8>
DE/1AA8: F8 E0 B1 BF 1A       <UNKNOWN COMMAND $F8>
DE/1AAD: 60 B4 A2 D0          Run Dialogue $02B4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


            Thanks, Mario!<I><END>


DE/1AB1: FE                   Return

DE/1AB2: DE 16 BF 1A          If event flag memory address 00:7082 Bit 6 clear, jump to address $DE/1ABF
DE/1AB6: DE 17 BF 1A          If event flag memory address 00:7082 Bit 7 clear, jump to address $DE/1ABF
DE/1ABA: 60 A9 A2 D0          Run Dialogue $02A9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I just can't get this meal to look
 like the picture in my cookbook.<I><END>


DE/1ABE: FE                   Return

DE/1ABF: 60 7A A2 D0          Run Dialogue $027A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Look! SCARY THINGS!!
 Get RID of them!!<I><END>


DE/1AC3: FE                   Return


EVENT [13D] ------------------------------------------------------------>
DE/1AC4: F8 E0 AF E1 1A       <UNKNOWN COMMAND $F8>
DE/1AC9: F8 E0 B1 E1 1A       <UNKNOWN COMMAND $F8>
DE/1ACE: DE 17 D7 1A          If event flag memory address 00:7082 Bit 7 clear, jump to address $DE/1AD7
DE/1AD2: 60 A8 A2 D0          Run Dialogue $02A8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


           Thank you, Mario!<I><END>


DE/1AD6: FE                   Return

DE/1AD7: F8 E1 2B D2 1A       <UNKNOWN COMMAND $F8>
DE/1ADC: 60 C1 A2 D0          Run Dialogue $02C1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


   I'm really worried about my son.<I><END>


DE/1AE0: FE                   Return

DE/1AE1: 60 D9 A2 D0          Run Dialogue $02D9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 EEK! There are...THINGS
 in our kitchen. HELP!!!!<I><END>


DE/1AE5: FE                   Return


EVENT [13E] ------------------------------------------------------------>
DE/1AE6: 60 89 A2 D0          Run Dialogue $0289 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Help!!<I><END>


DE/1AEA: FE                   Return


EVENT [13F] ------------------------------------------------------------>
DE/1AEB: D8 ED FB 1A          If event flag memory address 00:705D Bit 5 set, jump to address $DE/1AFB
DE/1AEF: D8 66 F8 0E          If event flag memory address 00:704C Bit 6 set, jump to address $DE/0EF8
DE/1AF3: D8 10 F8 0E          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/0EF8
DE/1AF7: DE 0D FF 1A          If event flag memory address 00:7081 Bit 5 clear, jump to address $DE/1AFF
DE/1AFB: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DE/1AFD: 71                   Lighten screen from black before following commands
DE/1AFE: FE                   Return

DE/1AFF: DA 0E FB 1A          If event flag memory address 00:7081 Bit 6 set, jump to address $DE/1AFB
DE/1B03: D0 01 01             Execute event id $0101 subsequently

EVENT [140] ------------------------------------------------------------>
DE/1B06: FD 88 02             Set Bit 7 of 00:0178
DE/1B09: FD 88 03             Set Bit 7 of 00:0188
DE/1B0C: A4 17                Clear event flag memory address 00:7042 Bit 7
DE/1B0E: FD F0 11 30 17 1B    <UNKNOWN COMMAND $F0: pointer to address $DE/1B17
DE/1B14: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/1B16: 01                   Clear Bit 7 of current object (disable object visibility)
DE/1B17: 9B                   Stop sound effect
DE/1B18: D8 ED 75 1B          If event flag memory address 00:705D Bit 5 set, jump to address $DE/1B75
DE/1B1C: D8 EC F8 0E          If event flag memory address 00:705D Bit 4 set, jump to address $DE/0EF8
DE/1B20: D8 66 94 1B          If event flag memory address 00:704C Bit 6 set, jump to address $DE/1B94
DE/1B24: D8 10 F8 0E          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/0EF8
DE/1B28: DA 09 6A 1B          If event flag memory address 00:7081 Bit 1 set, jump to address $DE/1B6A
DE/1B2C: A2 09                Set event flag memory address 00:7081 Bit 1
DE/1B2E: DC 95 4A 1B          If event flag memory address 00:7052 Bit 5 clear, jump to address $DE/1B4A
DE/1B32: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/1B34: 10 46                Set transition flag, 1/4 speed
   DE/1B36: 61 08                Shift object down-right 8 pixels
   DE/1B38: 73                   Object faces down-left
   DE/1B39: 10 40                Set transition flag, x1 speed
DE/1B3B: 70                   Simultaneously lighten screen from black with following commands
DE/1B3C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1B3E: 60 26 A2 D0          Run Dialogue $0226 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Mario, there you are!
 I'll tell the Chancellor you're here.<I>
 I'll wait for you down the hallway.<I><END>


DE/1B42: 40 57 21             Execute event id $2157 simultaneously with the following commands
DE/1B45: 14 F2 41 00          Set Object: NPC #0 ---> Command: Set object to movement: $0041
DE/1B49: FE                   Return

DE/1B4A: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/1B4C: 92 02 24 00          Place object at on-screen coords: (64,288) Z=0
   DE/1B50: 77                   Object faces up-right
   DE/1B51: 10 45                Set transition flag, 1/2 speed
DE/1B53: 70                   Simultaneously lighten screen from black with following commands
DE/1B54: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/1B56: 57 02                Shift object up-right 32 pixels
   DE/1B58: 55 01                Shift object up-left 16 pixels
   DE/1B5A: 73                   Object faces down-left
   DE/1B5B: 10 40                Set transition flag, x1 speed
DE/1B5D: 7F                   <UNKNOWN COMMAND $7F>
DE/1B5E: 60 9B A2 D4          Run Dialogue $029B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD:  (gasping)...Mario..
 I'm..sorry I'm...late. I was 
 caught up...in some business.<I>

 So, shall we head off to the
 Chancellor's place now?<I><END>


DE/1B62: 40 57 21             Execute event id $2157 simultaneously with the following commands
DE/1B65: 14 F2 41 00          Set Object: NPC #0 ---> Command: Set object to movement: $0041
DE/1B69: FE                   Return

DE/1B6A: DA 0E 75 1B          If event flag memory address 00:7081 Bit 6 set, jump to address $DE/1B75
DE/1B6E: DA 0D 75 1B          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/1B75
DE/1B72: D2 F8 0E             Jump to address $DE/0EF8
DE/1B75: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DE/1B77: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DE/1B79: 15 F2 80 00          Set Object: NPC #1 ---> Command: Set object to movement: $0080
DE/1B7D: 16 F2 80 00          Set Object: NPC #2 ---> Command: Set object to movement: $0080
DE/1B81: 71                   Lighten screen from black before following commands
DE/1B82: D1 04 0E             Execute event id $0E04
DE/1B85: DE CF F7 0E          If event flag memory address 00:7099 Bit 7 clear, jump to address $DE/0EF7
DE/1B89: FD F0 11 30 F7 0E    <UNKNOWN COMMAND $F0: pointer to address $DE/0EF7
DE/1B8F: 9C 95                Play sound effect #$95
DE/1B91: A6 CF                Clear event flag memory address 00:7099 Bit 7
DE/1B93: FE                   Return

DE/1B94: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/1B96: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/1B98: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/1B9A: 10 46                Set transition flag, 1/4 speed
   DE/1B9C: 61 08                Shift object down-right 8 pixels
   DE/1B9E: 73                   Object faces down-left
   DE/1B9F: 10 40                Set transition flag, x1 speed
DE/1BA1: 70                   Simultaneously lighten screen from black with following commands
DE/1BA2: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1BA4: 7F                   <UNKNOWN COMMAND $7F>
DE/1BA5: 60 C4 A8 D0          Run Dialogue $08C4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Mario!...
 Welcome back!!
 You look like you're in one piece!<I><END>


DE/1BA9: F0 09                Duration: 9 frames
DE/1BAB: 17 90                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/1BAD: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/1BAE: 92 02 22 00          Place object at on-screen coords: (64,272) Z=0
   DE/1BB2: 10 45                Set transition flag, 1/2 speed
   DE/1BB4: 94 08 04 00          Place object: right=8px down=4px up=0px
   DE/1BB8: 71                   Object faces down-right
   DE/1BB9: 00                   Set Bit 7 of current object (enable object visibility)
   DE/1BBA: 61 0A                Shift object down-right 10 pixels
   DE/1BBC: 77                   Object faces up-right
DE/1BBD: F0 1D                Duration: 29 frames
DE/1BBF: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/1BC1: 70                   Object faces right
DE/1BC2: 14 8B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/1BC4: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   DE/1BC6: 10 43                Set transition flag, x4 speed
   DE/1BC8: 61 08                Shift object down-right 8 pixels
   DE/1BCA: 43                   <UNKNOWN COMMAND $43>
   DE/1BCB: F0 09                Frame Duration: 9
   DE/1BCD: 4A                   <UNKNOWN COMMAND $4A>
   DE/1BCE: 4B                   <UNKNOWN COMMAND $4B>
DE/1BCF: F0 09                Duration: 9 frames
DE/1BD1: 60 C5 A8 D4          Run Dialogue $08C5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


           P...P..Princess!<I><END>


DE/1BD5: F0 09                Duration: 9 frames
DE/1BD7: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/1BD9: 71                   Object faces down-right
DE/1BDA: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/1BDC: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/1BDF: F0 07                Frame Duration: 7
   DE/1BE1: 09                   Reset all object properties to default
DE/1BE2: 60 C6 88 D7          Run Dialogue $08C6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: I'm finally home!<I>
 And with Mario...<I><END>


DE/1BE6: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/1BE8: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/1BEB: F0 1D                Frame Duration: 29
   DE/1BED: 09                   Reset all object properties to default
DE/1BEE: F0 09                Duration: 9 frames
DE/1BF0: 60 C7 A8 D7          Run Dialogue $08C7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 and some wonderful...
 new friends! They saved my life.<I><END>


DE/1BF4: F0 09                Duration: 9 frames
DE/1BF6: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/1BF8: F0 09                Frame Duration: 9
   DE/1BFA: 70                   Object faces right
DE/1BFB: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/1BFD: 4A                   <UNKNOWN COMMAND $4A>
   DE/1BFE: 4B                   <UNKNOWN COMMAND $4B>
DE/1BFF: F0 09                Duration: 9 frames
DE/1C01: 60 C8 A8 D4          Run Dialogue $08C8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD:
    Let's go find the Chancellor...<I><END>


DE/1C05: F0 09                Duration: 9 frames
DE/1C07: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/1C09: 71                   Object faces down-right
DE/1C0A: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/1C0C: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/1C0F: F0 07                Frame Duration: 7
   DE/1C11: 09                   Reset all object properties to default
DE/1C12: 60 C9 88 D7          Run Dialogue $08C9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL:
                 Lead on!<I><END>


DE/1C16: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/1C18: 10 40                Set transition flag, x1 speed
   DE/1C1A: 10 81                Set sequence flag, x2 speed
   DE/1C1C: 47                   <UNKNOWN COMMAND $47>
   DE/1C1D: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
DE/1C1F: 14 F2 41 00          Set Object: NPC #0 ---> Command: Set object to movement: $0041
DE/1C23: 40 57 21             Execute event id $2157 simultaneously with the following commands
DE/1C26: 17 81                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/1C28: 75                   Object faces up-left
DE/1C29: F0 1D                Duration: 29 frames
DE/1C2B: 60 CA A8 D7          Run Dialogue $08CA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Come on Mario. We mustn't
 keep the Chancellor waiting!<I><END>


DE/1C2F: F0 13                Duration: 19 frames
DE/1C31: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/1C35: F0 09                Duration: 9 frames
DE/1C37: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/1C39: 65 0A                Shift object up-left 10 pixels
   DE/1C3B: 92 04 3B 00          Place object at on-screen coords: (144,472) Z=0
DE/1C3F: A0 EC                Set event flag memory address 00:705D Bit 4
DE/1C41: FE                   Return


EVENT [141] ------------------------------------------------------------>
DE/1C42: AA 0E                Increment 00:70AE
DE/1C44: E0 0E 01 53 1C       If value at 00:70AE = #$01, jump to address $DE/1C53
DE/1C49: E0 0E 02 58 1C       If value at 00:70AE = #$02, jump to address $DE/1C58
DE/1C4E: 60 29 A2 D0          Run Dialogue $0229 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


      Didn't I tell you to CHILL?!<I><END>


DE/1C52: FE                   Return

DE/1C53: 60 27 A2 D0          Run Dialogue $0227 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


            This way, please.<I><END>


DE/1C57: FE                   Return

DE/1C58: 60 28 A2 D0          Run Dialogue $0228 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


                Hey, chill!<I><END>


DE/1C5C: FE                   Return


EVENT [142] ------------------------------------------------------------>
DE/1C5D: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/1C61: FD 88 02             Set Bit 7 of 00:0178
DE/1C64: FD 88 03             Set Bit 7 of 00:0188
DE/1C67: DA 0A B9 1C          If event flag memory address 00:7081 Bit 2 set, jump to address $DE/1CB9
DE/1C6B: A2 0A                Set event flag memory address 00:7081 Bit 2
DE/1C6D: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/1C6F: FD 0F 03             Object overlaps BG1 & BG2
DE/1C72: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/1C74: FD 0F 03             Object overlaps BG1 & BG2
DE/1C77: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/1C79: FD 0F 03             Object overlaps BG1 & BG2
DE/1C7C: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/1C7E: FD 0F 03             Object overlaps BG1 & BG2
DE/1C81: 1A 08                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/1C83: 92 0E 21 02          Place object at on-screen coords: (464,264) Z=32
   DE/1C87: 77                   Object faces up-right
   DE/1C88: FD 0F 03             Object overlaps BG1 & BG2
DE/1C8B: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/1C8D: 10 44                Set transition flag, x8 speed
   DE/1C8F: 57 04                Shift object up-right 64 pixels
DE/1C91: 1A 07                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/1C93: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/1C94: 10 81                Set sequence flag, x2 speed
   DE/1C96: 57 04                Shift object up-right 64 pixels
   DE/1C98: F0 0F                Frame Duration: 15
DE/1C9A: 70                   Simultaneously lighten screen from black with following commands
DE/1C9B: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1C9D: 60 2A A2 62          Run Dialogue $022A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


        Sir, Mario has arrived!<I><END>


DE/1CA1: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/1CA3: F0 1D                Frame Duration: 29
   DE/1CA5: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/1CA8: F0 0E                Frame Duration: 14
   DE/1CAA: 09                   Reset all object properties to default
DE/1CAB: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/1CAD: 55 02                Shift object up-left 32 pixels
   DE/1CAF: 71                   Object faces down-right
DE/1CB0: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/1CB2: 10 40                Set transition flag, x1 speed
   DE/1CB4: 53 04                Shift object down-left 64 pixels
DE/1CB6: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1CB8: FE                   Return

DE/1CB9: D8 E9 DB 1C          If event flag memory address 00:705D Bit 1 set, jump to address $DE/1CDB
DE/1CBD: DE 0D DB 1C          If event flag memory address 00:7081 Bit 5 clear, jump to address $DE/1CDB
DE/1CC1: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/1CC3: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/1CC5: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/1CC7: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DE/1CC9: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DE/1CCB: 1A 84                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/1CCD: 92 0F 1D 04          Place object at on-screen coords: (496,232) Z=64
DE/1CD1: 1A F2 80 00          Set Object: NPC #6 ---> Command: Set object to movement: $0080
DE/1CD5: 14 F2 8A 00          Set Object: NPC #0 ---> Command: Set object to movement: $008A
DE/1CD9: 71                   Lighten screen from black before following commands
DE/1CDA: FE                   Return

DE/1CDB: D8 ED C1 1C          If event flag memory address 00:705D Bit 5 set, jump to address $DE/1CC1
DE/1CDF: DA 0E C1 1C          If event flag memory address 00:7081 Bit 6 set, jump to address $DE/1CC1
DE/1CE3: D0 01 01             Execute event id $0101 subsequently

EVENT [143] ------------------------------------------------------------>

EVENT [144] ------------------------------------------------------------>
DE/1CE6: DA 0B F7 0E          If event flag memory address 00:7081 Bit 3 set, jump to address $DE/0EF7
DE/1CEA: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/1CEC: 75                   Object faces up-left
DE/1CED: 60 8B A2 D4          Run Dialogue $028B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         Hey, HEY! wrong way.<I><END>


DE/1CF1: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/1CF3: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/1CF6: 43                   <UNKNOWN COMMAND $43>
DE/1CF7: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/1CF9: 71                   Object faces down-right
DE/1CFA: FE                   Return


EVENT [145] ------------------------------------------------------------>
DE/1CFB: DA 0B F7 0E          If event flag memory address 00:7081 Bit 3 set, jump to address $DE/0EF7
DE/1CFF: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/1D01: 71                   Object faces down-right
DE/1D02: 60 8B A2 D4          Run Dialogue $028B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         Hey, HEY! wrong way.<I><END>


DE/1D06: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/1D08: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/1D0B: 43                   <UNKNOWN COMMAND $43>
DE/1D0C: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/1D0E: 75                   Object faces up-left
DE/1D0F: FE                   Return


EVENT [146] ------------------------------------------------------------>
DE/1D10: D8 E9 2A 1D          If event flag memory address 00:705D Bit 1 set, jump to address $DE/1D2A
DE/1D14: DA 0B 1D 1D          If event flag memory address 00:7081 Bit 3 set, jump to address $DE/1D1D
DE/1D18: 60 B8 A2 D0          Run Dialogue $02B8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


            This way, please.<I><END>


DE/1D1C: FE                   Return

DE/1D1D: E8 25 1D             If random number between 0 and 255 > 128, jump to address $DE/1D25
DE/1D20: 60 34 A2 D0          Run Dialogue $0234 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


   We know you won't let us down!<I><END>


DE/1D24: FE                   Return

DE/1D25: 60 35 A2 D0          Run Dialogue $0235 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


  So long Mario....and good luck!<I><END>


DE/1D29: FE                   Return

DE/1D2A: E8 32 1D             If random number between 0 and 255 > 128, jump to address $DE/1D32
DE/1D2D: 60 FB A8 D0          Run Dialogue $08FB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


           Thank you, Mario!<I><END>


DE/1D31: FE                   Return

DE/1D32: 60 FC A8 D0          Run Dialogue $08FC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          Excellent job, Mario!<I><END>


DE/1D36: FE                   Return


EVENT [147] ------------------------------------------------------------>
DE/1D37: D8 E9 40 1D          If event flag memory address 00:705D Bit 1 set, jump to address $DE/1D40
DE/1D3B: 60 36 A2 D0          Run Dialogue $0236 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Where could the Princess be?
 We're all counting on you
 to find her, Mario!<I><END>


DE/1D3F: FE                   Return

DE/1D40: 60 FA A8 D0          Run Dialogue $08FA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD:
         Happy hunting, Mario!<I><END>


DE/1D44: FE                   Return


EVENT [148] ------------------------------------------------------------>
DE/1D45: A4 10                Clear event flag memory address 00:7042 Bit 0
DE/1D47: FD 88 00             Set Bit 7 of 00:0158
DE/1D4A: DE 0B 37 0F          If event flag memory address 00:7081 Bit 3 clear, jump to address $DE/0F37
DE/1D4E: DA 0E 92 1D          If event flag memory address 00:7081 Bit 6 set, jump to address $DE/1D92
DE/1D52: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/1D54: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DE/1D56: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DE/1D58: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/1D5A: DA 0D 61 1D          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/1D61
DE/1D5E: D0 06 01             Execute event id $0106 subsequently
DE/1D61: 1E F8                Set Object: NPC #10 ---> Command: Show Object
DE/1D63: 1E 0B                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/1D65: 92 0D 60 08          Place object at on-screen coords: (416,768) Z=128
   DE/1D69: 94 FC 02 00          Place object: right=252px down=2px up=0px
   DE/1D6D: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
DE/1D70: DA 11 88 1D          If event flag memory address 00:7082 Bit 1 set, jump to address $DE/1D88
DE/1D74: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/1D76: 92 0E 6E 04          Place object at on-screen coords: (448,880) Z=64
   DE/1D7A: 75                   Object faces up-left
DE/1D7B: 18 07                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/1D7D: 92 07 6E 00          Place object at on-screen coords: (224,880) Z=0
   DE/1D81: 0B 04                Set Bits $4 of current object address 0A,x
   DE/1D83: 77                   Object faces up-right
DE/1D84: 18 F2 80 00          Set Object: NPC #4 ---> Command: Set object to movement: $0080
DE/1D88: 17 F2 15 00          Set Object: NPC #3 ---> Command: Set object to movement: $0015
DE/1D8C: 8A 61 11             Set 6 palettes from $37A220
DE/1D8F: D0 06 01             Execute event id $0106 subsequently
DE/1D92: DA 12 37 0F          If event flag memory address 00:7082 Bit 2 set, jump to address $DE/0F37
DE/1D96: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/1D98: 1C F2 64 00          Set Object: NPC #8 ---> Command: Set object to movement: $0064
DE/1D9C: DE E1 37 0F          If event flag memory address 00:709C Bit 1 clear, jump to address $DE/0F37
DE/1DA0: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DE/1DA2: D0 06 01             Execute event id $0106 subsequently

EVENT [149] ------------------------------------------------------------>
DE/1DA5: D8 18 F7 0E          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/0EF7
DE/1DA9: DE 0B F7 0E          If event flag memory address 00:7081 Bit 3 clear, jump to address $DE/0EF7
DE/1DAD: DA 0E F7 0E          If event flag memory address 00:7081 Bit 6 set, jump to address $DE/0EF7
DE/1DB1: DA 0D F7 0E          If event flag memory address 00:7081 Bit 5 set, jump to address $DE/0EF7
DE/1DB5: A0 18                Set event flag memory address 00:7043 Bit 0
DE/1DB7: 60 37 A2 62          Run Dialogue $0237 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            Come back here!!<I><END>


DE/1DBB: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/1DBD: 72                   Object faces down
DE/1DBE: F0 3B                Duration: 59 frames
DE/1DC0: FD 31                Screen doesn't move with MARIO
DE/1DC2: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/1DC4: 90 09 57 0D          Objects bounces 13px high to on-screen coords: (304,696)
DE/1DC8: 1D F8                Set Object: NPC #9 ---> Command: Show Object
DE/1DCA: 1E F8                Set Object: NPC #10 ---> Command: Show Object
DE/1DCC: 1D 2E                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x2E bytes)
   DE/1DCE: 10 C1                Set transition and sequence flags, x2 speed
   DE/1DD0: 51 06                Shift object down-right 96 pixels
   DE/1DD2: 75                   Object faces up-left
   DE/1DD3: F0 1D                Frame Duration: 29
   DE/1DD5: 7E 40 00             Object jumps #$0040 units
   DE/1DD8: F0 00                Frame Duration: 0
   DE/1DDA: FD 3D 1D D8 1D       <UNKNOWN COMMAND $DE: pointer to address 
   DE/1DDF: FD 09                Clear Bit 7 of object address 09,x
   DE/1DE1: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/1DE3: 7E 40 00             Object jumps #$0040 units
   DE/1DE6: 10 40                Set transition flag, x1 speed
   DE/1DE8: 43                   <UNKNOWN COMMAND $43>
   DE/1DE9: 63 06                Shift object down-left 6 pixels
   DE/1DEB: 0B 04                Set Bits $4 of current object address 0A,x
   DE/1DED: F0 00                Frame Duration: 0
   DE/1DEF: FD 3D 1D ED 1D       <UNKNOWN COMMAND $DE: pointer to address 
   DE/1DF4: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/1DF6: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/1DF8: 10 41                Set transition flag, x2 speed
   DE/1DFA: 51 08                Shift object down-right 128 pixels
DE/1DFC: 18 17                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x17 bytes)
   DE/1DFE: F0 1D                Frame Duration: 29
   DE/1E00: 77                   Object faces up-right
   DE/1E01: 06                   Set "moon-walk" Bits
   DE/1E02: 0B 04                Set Bits $4 of current object address 0A,x
   DE/1E04: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/1E06: 10 41                Set transition flag, x2 speed
   DE/1E08: 7E 6C 00             Object jumps #$006C units
   DE/1E0B: 53 04                Shift object down-left 64 pixels
   DE/1E0D: 92 08 6A 00          Place object at on-screen coords: (256,848) Z=0
   DE/1E11: 07                   Clear "moon-walk" Bits
   DE/1E12: 73                   Object faces down-left
   DE/1E13: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/1E15: 17 10                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/1E17: F0 63                Frame Duration: 99
   DE/1E19: 51 03                Shift object down-right 48 pixels
   DE/1E1B: 10 43                Set transition flag, x4 speed
   DE/1E1D: 4A                   <UNKNOWN COMMAND $4A>
   DE/1E1E: 4B                   <UNKNOWN COMMAND $4B>
   DE/1E1F: F0 09                Frame Duration: 9
   DE/1E21: 10 41                Set transition flag, x2 speed
   DE/1E23: 51 06                Shift object down-right 96 pixels
   DE/1E25: 10 40                Set transition flag, x1 speed
DE/1E27: F0 31                Duration: 49 frames
DE/1E29: 9D 44 40             Play sound effect #$44; speaker balance: 64
DE/1E2C: 1E 87                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/1E2E: F0 31                Frame Duration: 49
   DE/1E30: 08 40 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   DE/1E33: 51 06                Shift object down-right 96 pixels
DE/1E35: 9B                   Stop sound effect
DE/1E36: 1E C6                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x46 bytes) (Wait until complete)
   DE/1E38: D4 01                Start code block, repeat 1 times
   DE/1E3A: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/1E3D: F0 01                Frame Duration: 1
   DE/1E3F: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
   DE/1E42: F0 01                Frame Duration: 1
   DE/1E44: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/1E47: F0 01                Frame Duration: 1
   DE/1E49: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
   DE/1E4C: F0 01                Frame Duration: 1
   DE/1E4E: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/1E51: F0 01                Frame Duration: 1
   DE/1E53: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
   DE/1E56: F0 01                Frame Duration: 1
   DE/1E58: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/1E5B: F0 01                Frame Duration: 1
   DE/1E5D: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
   DE/1E60: F0 01                Frame Duration: 1
   DE/1E62: D7                   End of code block
   DE/1E63: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/1E66: F0 1D                Frame Duration: 29
   DE/1E68: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/1E6B: 7E 30 00             Object jumps #$0030 units
   DE/1E6E: F0 00                Frame Duration: 0
   DE/1E70: FD 3D 1E 6E 1E       <UNKNOWN COMMAND $DE: pointer to address 
   DE/1E75: F0 1D                Frame Duration: 29
   DE/1E77: 09                   Reset all object properties to default
   DE/1E78: 10 C1                Set transition and sequence flags, x2 speed
   DE/1E7A: 41                   <UNKNOWN COMMAND $41>
   DE/1E7B: 08 42 81             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DE/1E7E: 9C 45                Play sound effect #$45
DE/1E80: F0 1D                Duration: 29 frames
DE/1E82: 9D 44 C0             Play sound effect #$44; speaker balance: 192
DE/1E85: 1E 85                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/1E87: 08 40 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   DE/1E8A: 51 07                Shift object down-right 112 pixels
DE/1E8C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/1E8E: F0 13                Duration: 19 frames
DE/1E90: 9B                   Stop sound effect
DE/1E91: F0 1D                Duration: 29 frames
DE/1E93: 60 37 A2 62          Run Dialogue $0237 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            Come back here!!<I><END>


DE/1E97: 1D 31                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x31 bytes)
   DE/1E99: 0B 04                Set Bits $4 of current object address 0A,x
   DE/1E9B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/1E9D: 92 11 64 08          Place object at on-screen coords: (544,800) Z=128
   DE/1EA1: 53 02                Shift object down-left 32 pixels
   DE/1EA3: 55 06                Shift object up-left 96 pixels
   DE/1EA5: 71                   Object faces down-right
   DE/1EA6: F0 1D                Frame Duration: 29
   DE/1EA8: 7E 40 00             Object jumps #$0040 units
   DE/1EAB: F0 00                Frame Duration: 0
   DE/1EAD: FD 3D 1D AB 1E       <UNKNOWN COMMAND $DE: pointer to address 
   DE/1EB2: 7E 6C 00             Object jumps #$006C units
   DE/1EB5: 10 40                Set transition flag, x1 speed
   DE/1EB7: 47                   <UNKNOWN COMMAND $47>
   DE/1EB8: F0 00                Frame Duration: 0
   DE/1EBA: FD 3D 1D B8 1E       <UNKNOWN COMMAND $DE: pointer to address 
   DE/1EBF: 10 41                Set transition flag, x2 speed
   DE/1EC1: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/1EC3: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/1EC5: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/1EC7: 55 0C                Shift object up-left 192 pixels
   DE/1EC9: 01                   Clear Bit 7 of current object (disable object visibility)
DE/1ECA: 1E E2                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x62 bytes) (Wait until complete)
   DE/1ECC: F0 31                Frame Duration: 49
   DE/1ECE: 9D 44 C0             <UNKNOWN COMMAND $9D>
   DE/1ED1: 08 49 15             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/1ED4: F0 01                Frame Duration: 1
   DE/1ED6: 09                   Reset all object properties to default
   DE/1ED7: F0 11                Frame Duration: 17
   DE/1ED9: 92 11 64 08          Place object at on-screen coords: (544,800) Z=128
   DE/1EDD: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/1EDF: 10 81                Set sequence flag, x2 speed
   DE/1EE1: 08 40 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   DE/1EE4: 53 02                Shift object down-left 32 pixels
   DE/1EE6: 08 40 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DE/1EE9: 55 06                Shift object up-left 96 pixels
   DE/1EEB: 9B                   Stop sound effect
   DE/1EEC: 09                   Reset all object properties to default
   DE/1EED: D4 01                Start code block, repeat 1 times
   DE/1EEF: 75                   Object faces up-left
   DE/1EF0: F0 07                Frame Duration: 7
   DE/1EF2: 77                   Object faces up-right
   DE/1EF3: F0 07                Frame Duration: 7
   DE/1EF5: D7                   End of code block
   DE/1EF6: 77                   Object faces up-right
   DE/1EF7: F0 03                Frame Duration: 3
   DE/1EF9: 75                   Object faces up-left
   DE/1EFA: F0 03                Frame Duration: 3
   DE/1EFC: 77                   Object faces up-right
   DE/1EFD: F0 13                Frame Duration: 19
   DE/1EFF: 08 49 16             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/1F02: F0 07                Frame Duration: 7
   DE/1F04: 08 49 17             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/1F07: F0 13                Frame Duration: 19
   DE/1F09: 08 49 16             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/1F0C: F0 07                Frame Duration: 7
   DE/1F0E: 08 49 05             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/1F11: F0 07                Frame Duration: 7
   DE/1F13: 08 49 15             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/1F16: F0 31                Frame Duration: 49
   DE/1F18: 08 49 05             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/1F1B: F0 01                Frame Duration: 1
   DE/1F1D: 08 49 16             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/1F20: F0 01                Frame Duration: 1
   DE/1F22: 08 4A 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/1F25: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DE/1F28: 10 45                Set transition flag, 1/2 speed
   DE/1F2A: 67 06                Shift object up-right 6 pixels
   DE/1F2C: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/1F2E: 9C 45                Play sound effect #$45
DE/1F30: 0C 92                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/1F32: 10 44                Set transition flag, x8 speed
   DE/1F34: 67 04                Shift object up-right 4 pixels
   DE/1F36: 63 08                Shift object down-left 8 pixels
   DE/1F38: 67 08                Shift object up-right 8 pixels
   DE/1F3A: 63 06                Shift object down-left 6 pixels
   DE/1F3C: 67 02                Shift object up-right 2 pixels
   DE/1F3E: 63 04                Shift object down-left 4 pixels
   DE/1F40: 67 04                Shift object up-right 4 pixels
   DE/1F42: 63 02                Shift object down-left 2 pixels
DE/1F44: 1E A2                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x22 bytes) (Wait until complete)
   DE/1F46: F0 3B                Frame Duration: 59
   DE/1F48: 9C 46                Play sound effect #$46
   DE/1F4A: 10 46                Set transition flag, 1/4 speed
   DE/1F4C: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/1F4E: 08 49 18             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   DE/1F51: 10 44                Set transition flag, x8 speed
   DE/1F53: 63 02                Shift object down-left 2 pixels
   DE/1F55: 10 46                Set transition flag, 1/4 speed
   DE/1F57: 63 0A                Shift object down-left 10 pixels
   DE/1F59: F0 63                Frame Duration: 99
   DE/1F5B: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/1F5E: F0 3B                Frame Duration: 59
   DE/1F60: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DE/1F63: F0 03                Frame Duration: 3
   DE/1F65: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DE/1F68: F0 3B                Duration: 59 frames
DE/1F6A: 60 3C 82 62          Run Dialogue $023C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh, no! That REPTILE
 stole my Grandpa's coin!<I><END>


DE/1F6E: 1E F2 4C 00          Set Object: NPC #10 ---> Command: Set object to movement: $004C
DE/1F72: F0 3B                Duration: 59 frames
DE/1F74: 60 3D 22 62          Run Dialogue $023D
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 B...boo hoo...sniffle...<I>
 I can't cry. Big boys don't cry.
 But it's just not fair...!<I>


 What am I gonna do? Waaaaaah!!!<I><END>


DE/1F78: FD 60                <UNKNOWN COMMAND $FD 60>
DE/1F7A: A0 19                Set event flag memory address 00:7043 Bit 1
DE/1F7C: 65                   <UNKNOWN COMMAND $65>
DE/1F7D: 1E 87                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/1F7F: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/1F81: 7E 00 00             Object jumps #$0000 units
   DE/1F84: 0B F0                Set Bits $F0 of current object address 0A,x
DE/1F86: 1E F2 4D 00          Set Object: NPC #10 ---> Command: Set object to movement: $004D
DE/1F8A: A2 0D                Set event flag memory address 00:7081 Bit 5
DE/1F8C: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DE/1F8E: F0 1D                Duration: 29 frames
DE/1F90: 89                   <UNKNOWN COMMAND $89>
DE/1F91: EA 01 11             If Bit 1 of 00:70A0,x set, jump to address $DE/1101
DE/1F94: 89                   <UNKNOWN COMMAND $89>
DE/1F95: EA 02 12             If Bit 1 of 00:70A0,x set, jump to address $DE/1202
DE/1F98: 89                   <UNKNOWN COMMAND $89>
DE/1F99: EA 03 13             If Bit 1 of 00:70A0,x set, jump to address $DE/1303
DE/1F9C: 89                   <UNKNOWN COMMAND $89>
DE/1F9D: EA 04 14             If Bit 1 of 00:70A0,x set, jump to address $DE/1404
DE/1FA0: 89                   <UNKNOWN COMMAND $89>
DE/1FA1: EA 05 15             If Bit 1 of 00:70A0,x set, jump to address $DE/1505
DE/1FA4: 89                   <UNKNOWN COMMAND $89>
DE/1FA5: EA 06 16             If Bit 1 of 00:70A0,x set, jump to address $DE/1606
DE/1FA8: 89                   <UNKNOWN COMMAND $89>
DE/1FA9: EA 07 17             If Bit 1 of 00:70A0,x set, jump to address $DE/1707
DE/1FAC: FD 9C 06             Play sound effect #$06
DE/1FAF: F0 3B                Duration: 59 frames
DE/1FB1: D1 14 01             Execute event id $0114
DE/1FB4: 17 F2 15 00          Set Object: NPC #3 ---> Command: Set object to movement: $0015
DE/1FB8: 18 84                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/1FBA: FD 08                Set Bit 7 of object address 09,x
   DE/1FBC: FD 08                Set Bit 7 of object address 09,x
DE/1FBE: 18 F2 80 00          Set Object: NPC #4 ---> Command: Set object to movement: $0080
DE/1FC2: FD 30                Screen moves with MARIO
DE/1FC4: FE                   Return


EVENT [14A] ------------------------------------------------------------>
DE/1FC5: D8 E9 E4 1F          If event flag memory address 00:705D Bit 1 set, jump to address $DE/1FE4
DE/1FC9: DE 0B 07 20          If event flag memory address 00:7081 Bit 3 clear, jump to address $DE/2007
DE/1FCD: AA 0E                Increment 00:70AE
DE/1FCF: E0 0E 03 D9 1F       If value at 00:70AE = #$03, jump to address $DE/1FD9
DE/1FD4: 60 38 A2 D0          Run Dialogue $0238 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: All we can do is
 wait here. Don't let us down!<I><END>


DE/1FD8: FE                   Return

DE/1FD9: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/1FDB: 09                   Reset all object properties to default
DE/1FDC: 60 39 A2 D0          Run Dialogue $0239 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: On your way now!<I><END>


DE/1FE0: A8 0E 00             Store #$00 to 00:70AE
DE/1FE3: FE                   Return

DE/1FE4: E0 0E 01 D4 1F       If value at 00:70AE = #$01, jump to address $DE/1FD4
DE/1FE9: E0 0E 02 D4 1F       If value at 00:70AE = #$02, jump to address $DE/1FD4
DE/1FEE: E0 0E 03 D9 1F       If value at 00:70AE = #$03, jump to address $DE/1FD9
DE/1FF3: C9 10                <UNKNOWN COMMAND $C9>
DE/1FF5: BB 12                Store value at 00:7000 to 00:7024
DE/1FF7: 10 82                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/1FF9: 09                   Reset all object properties to default
   DE/1FFA: 78                   Object faces down
DE/1FFB: AA 0E                Increment 00:70AE
DE/1FFD: 60 38 A2 D0          Run Dialogue $0238 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: All we can do is
 wait here. Don't let us down!<I><END>


DE/2001: 10 83                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/2003: BA 12                Store value at 00:7024 to 00:700C
   DE/2005: 7C                   Object faces right
DE/2006: FE                   Return

DE/2007: D0 0E 0E             Execute event id $0E0E subsequently

EVENT [14B] ------------------------------------------------------------>
DE/200A: DA 11 43 22          If event flag memory address 00:7082 Bit 1 set, jump to address $DE/2243
DE/200E: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
DE/2010: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/2012: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2014: 80 0C 62             Move object to on-screen coords: (384,784)
   DE/2017: 67 04                Shift object up-right 4 pixels
DE/2019: FD 31                Screen doesn't move with MARIO
DE/201B: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/201D: 90 09 56 0D          Objects bounces 13px high to on-screen coords: (288,688)
DE/2021: 18 F1 80                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
DE/2024: 18 F2 61 00          Set Object: NPC #4 ---> Command: Set object to movement: $0061
DE/2028: 1E 97                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/202A: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/202D: F0 09                Frame Duration: 9
   DE/202F: 08 48 15             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/2032: F0 09                Frame Duration: 9
   DE/2034: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/2037: F0 1D                Frame Duration: 29
   DE/2039: 08 48 15             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/203C: F0 1D                Frame Duration: 29
   DE/203E: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/2041: 60 3A A2 D0          Run Dialogue $023A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Y, yes?...Gee, you're soaking
 wet, aren't you?<I><END>


DE/2045: F0 09                Duration: 9 frames
DE/2047: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2049: 77                   Object faces up-right
DE/204A: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/204E: F0 13                Duration: 19 frames
DE/2050: 9E 02 00             <UNKNOWN>
DE/2053: FD 88 01             Set Bit 7 of 00:0168
DE/2056: 89                   <UNKNOWN COMMAND $89>
DE/2057: EA 01 29             If Bit 1 of 00:70A0,x set, jump to address $DE/2901
DE/205A: 89                   <UNKNOWN COMMAND $89>
DE/205B: EA 02 2A             If Bit 1 of 00:70A0,x set, jump to address $DE/2A02
DE/205E: 89                   <UNKNOWN COMMAND $89>
DE/205F: EA 03 2B             If Bit 1 of 00:70A0,x set, jump to address $DE/2B03
DE/2062: 89                   <UNKNOWN COMMAND $89>
DE/2063: EA 04 2C             If Bit 1 of 00:70A0,x set, jump to address $DE/2C04
DE/2066: 89                   <UNKNOWN COMMAND $89>
DE/2067: EA 05 2D             If Bit 1 of 00:70A0,x set, jump to address $DE/2D05
DE/206A: 89                   <UNKNOWN COMMAND $89>
DE/206B: EA 06 2E             If Bit 1 of 00:70A0,x set, jump to address $DE/2E06
DE/206E: 89                   <UNKNOWN COMMAND $89>
DE/206F: EA 07 2F             If Bit 1 of 00:70A0,x set, jump to address $DE/2F07
DE/2072: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2074: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/2077: F0 3B                Duration: 59 frames
DE/2079: 60 3B 82 DE          Run Dialogue $023B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'm all right now. Sorry...
 There's nothing like a good cry!<I>
 But, why was I crying?<I>

DE/207D: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/207F: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DE/2082: 60 51 A2 DE          Run Dialogue $0251 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 There was SOME reason...<I><END>


DE/2086: F0 09                Duration: 9 frames
DE/2088: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/208A: 10 83                Set sequence flag, x4 speed
   DE/208C: 08 52 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/208F: F0 09                Frame Duration: 9
   DE/2091: 08 52 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/2094: 9C 16                Play sound effect #$16
DE/2096: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/2098: F0 27                Frame Duration: 39
   DE/209A: 09                   Reset all object properties to default
DE/209B: 1E F2 60 00          Set Object: NPC #10 ---> Command: Set object to movement: $0060
DE/209F: F0 1D                Duration: 29 frames
DE/20A1: 60 3E A2 D0          Run Dialogue $023E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 My Grandpa asked me to buy some
 things for him here. When I walked
 into town, that croc stopped me!<I><END>


DE/20A5: F0 3B                Duration: 59 frames
DE/20A7: FD 89 01             Clear Bit 7 of 00:0168
DE/20AA: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
DE/20AC: 1E 13                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/20AE: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/20B1: 7E 40 00             Object jumps #$0040 units
   DE/20B4: F0 00                Frame Duration: 0
   DE/20B6: FD 3D 1E B4 20       <UNKNOWN COMMAND $DE: pointer to address 
   DE/20BB: F0 3B                Frame Duration: 59
   DE/20BD: 09                   Reset all object properties to default
   DE/20BE: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/20C1: 60 3F A2 DE          Run Dialogue $023F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh yeah! He took it from me!
 He stole my coin! I chased
 him, but he's way too fast...<I><END>


DE/20C5: FD 32                <UNKNOWN COMMAND $FD 32>
DE/20C7: 18 F6                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $F6>
DE/20C9: 18 84                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/20CB: 10 43                Set transition flag, x4 speed
   DE/20CD: 4A                   <UNKNOWN COMMAND $4A>
   DE/20CE: 4B                   <UNKNOWN COMMAND $4B>
DE/20CF: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/20D1: 74                   Object faces left
DE/20D2: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/20D4: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
DE/20D7: 60 40 82 DE          Run Dialogue $0240 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario!
 Let's see how you're going
 to take care of Bowser!

DE/20DB: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/20DD: F0 3B                Frame Duration: 59
   DE/20DF: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/20E2: D1 1E 01             Execute event id $011E
DE/20E5: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/20E7: 7F 6C 00             Object jumps (with sound effect) #$006C units
DE/20EA: F0 00                Duration: 0 frames
DE/20EC: 3D EA 20             <UNKNOWN COMMAND: pointer to address $20EA>
DE/20EF: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/20F1: 4A                   <UNKNOWN COMMAND $4A>
   DE/20F2: 4B                   <UNKNOWN COMMAND $4B>
   DE/20F3: 4A                   <UNKNOWN COMMAND $4A>
   DE/20F4: 4B                   <UNKNOWN COMMAND $4B>
DE/20F5: 60 41 22 D0          Run Dialogue $0241
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Wow!
 He doesn't stand a chance!<I><END>


DE/20F9: 1E 8F                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/20FB: F0 1D                Frame Duration: 29
   DE/20FD: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/2100: 7E 6C 00             Object jumps #$006C units
   DE/2103: F0 00                Frame Duration: 0
   DE/2105: FD 3D 1E 03 21       <UNKNOWN COMMAND $DE: pointer to address 
DE/210A: 65                   <UNKNOWN COMMAND $65>
DE/210B: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/210D: 77                   Object faces up-right
DE/210E: F0 3B                Duration: 59 frames
DE/2110: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2112: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/2115: 60 45 82 DE          Run Dialogue $0245 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Wow! You're THE Mario? I know
 all about you! You've got more
 JUMP in you than a box of frogs!<I><END>


DE/2119: 1E 88                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/211B: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DE/211E: F0 13                Frame Duration: 19
   DE/2120: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/2123: 60 46 82 DE          Run Dialogue $0246 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 I'm Mallow from Tadpole Pond.
 I'm a frog, but can you believe it?
 I can't jump. Embarrassing huh?<I><END>


DE/2127: 1E 08                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/2129: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DE/212C: F0 31                Frame Duration: 49
   DE/212E: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/2131: 60 47 A2 D0          Run Dialogue $0247 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 How about it, Mario!
 Will you help me catch that
 filthy thief?<I>
 >>   (Sure thing)
 >>   (I'm a little busy)<I><END>


DE/2135: 66 BB 21             If 2nd option chosen from dialogue prompt, jump to address $DE/21BB
DE/2138: 64                   <UNKNOWN COMMAND $64>
DE/2139: F0 1D                Duration: 29 frames
DE/213B: FD 32                <UNKNOWN COMMAND $FD 32>
DE/213D: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/2141: 1E A7                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x27 bytes) (Wait until complete)
   DE/2143: 10 40                Set transition flag, x1 speed
   DE/2145: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DE/2148: F0 07                Frame Duration: 7
   DE/214A: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/214D: F0 03                Frame Duration: 3
   DE/214F: 08 08 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/2152: 6A 0A                Shift object up 10 pixels
   DE/2154: 10 41                Set transition flag, x2 speed
   DE/2156: 08 08 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/2159: 6A 06                Shift object up 6 pixels
   DE/215B: 10 43                Set transition flag, x4 speed
   DE/215D: 08 09 19             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: no
   DE/2160: 4B                   <UNKNOWN COMMAND $4B>
   DE/2161: F0 27                Frame Duration: 39
   DE/2163: 10 40                Set transition flag, x1 speed
   DE/2165: 73                   Object faces down-left
   DE/2166: 09                   Reset all object properties to default
   DE/2167: 63 12                Shift object down-left 18 pixels
   DE/2169: 01                   Clear Bit 7 of current object (disable object visibility)
DE/216A: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/216C: F0 09                Frame Duration: 9
   DE/216E: 72                   Object faces down
DE/216F: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DE/2171: 36 84                Add MALLOW to party (also increase maximum number of party members by 1)
DE/2173: 60 48 A2 42          Run Dialogue $0248 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     The young frog, Mallow, who
      doesn't look AT ALL like a
    frog, joins Mario in his quest.<I><END>


DE/2177: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DE/217A: F0 3B                Duration: 59 frames
DE/217C: 91 28                Play music: #$28
DE/217E: F0 17                Duration: 23 frames
DE/2180: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/2182: D4 06                Start code block, repeat 6 times
   DE/2184: 7B 01                <UNKNOWN COMMAND $7B>
   DE/2186: F0 01                Frame Duration: 1
   DE/2188: D7                   End of code block
DE/2189: 00 F3 FE 01          Set Object: MARIO ---> Command: Set object to movement: $01FE
DE/218D: 91 02                Play music: #$02
DE/218F: F0 02                Duration: 2 frames
DE/2191: A6 0D                Clear event flag memory address 00:7081 Bit 5
DE/2193: A2 0E                Set event flag memory address 00:7081 Bit 6
DE/2195: A6 11                Clear event flag memory address 00:7082 Bit 1
DE/2197: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DE/2199: 19 F8                Set Object: NPC #5 ---> Command: Show Object
DE/219B: 1A F8                Set Object: NPC #6 ---> Command: Show Object
DE/219D: 16 F2 80 00          Set Object: NPC #2 ---> Command: Set object to movement: $0080
DE/21A1: 19 F2 77 00          Set Object: NPC #5 ---> Command: Set object to movement: $0077
DE/21A5: 1A F2 40 00          Set Object: NPC #6 ---> Command: Set object to movement: $0040
DE/21A9: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/21AD: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/21AF: 1C F2 64 00          Set Object: NPC #8 ---> Command: Set object to movement: $0064
DE/21B3: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/21B5: FD 30                Screen moves with MARIO
DE/21B7: FD 89 01             Clear Bit 7 of 00:0168
DE/21BA: FE                   Return

DE/21BB: 9E 01 6F             <UNKNOWN>
DE/21BE: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/21C2: FD 32                <UNKNOWN COMMAND $FD 32>
DE/21C4: F0 1D                Duration: 29 frames
DE/21C6: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/21C8: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DE/21CB: F0 1D                Duration: 29 frames
DE/21CD: 60 49 A2 D0          Run Dialogue $0249 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're sure you won't reconsider?<I>
 >>   (All right, I'll help you)
 >>   (Sorry)<I><END>


DE/21D1: 66 D7 21             If 2nd option chosen from dialogue prompt, jump to address $DE/21D7
DE/21D4: D2 38 21             Jump to address $DE/2138
DE/21D7: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/21DB: FD 32                <UNKNOWN COMMAND $FD 32>
DE/21DD: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
DE/21DF: 1E F2 4C 00          Set Object: NPC #10 ---> Command: Set object to movement: $004C
DE/21E3: 60 4A 82 DE          Run Dialogue $024A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh, please...
 Pretty please?<I>
 >>   (Okay, okay...)
 >>   (NO!)<I><END>


DE/21E7: 66 ED 21             If 2nd option chosen from dialogue prompt, jump to address $DE/21ED
DE/21EA: D2 38 21             Jump to address $DE/2138
DE/21ED: 9E 01 6F             <UNKNOWN>
DE/21F0: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/21F4: FD 32                <UNKNOWN COMMAND $FD 32>
DE/21F6: 60 4B A2 D0          Run Dialogue $024B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 I never thought you'd be
 so mean, Mario.<I><END>


DE/21FA: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
DE/21FC: 1E 8C                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/21FE: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2200: 7E 00 00             Object jumps #$0000 units
   DE/2203: F0 00                Frame Duration: 0
   DE/2205: FD 3D 1E 03 22       <UNKNOWN COMMAND $DE: pointer to address 
DE/220A: F0 1D                Duration: 29 frames
DE/220C: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
DE/220E: 1E F2 4D 00          Set Object: NPC #10 ---> Command: Set object to movement: $004D
DE/2212: FD 88 01             Set Bit 7 of 00:0168
DE/2215: 89                   <UNKNOWN COMMAND $89>
DE/2216: EA 01 11             If Bit 1 of 00:70A0,x set, jump to address $DE/1101
DE/2219: 89                   <UNKNOWN COMMAND $89>
DE/221A: EA 02 12             If Bit 1 of 00:70A0,x set, jump to address $DE/1202
DE/221D: 89                   <UNKNOWN COMMAND $89>
DE/221E: EA 03 13             If Bit 1 of 00:70A0,x set, jump to address $DE/1303
DE/2221: 89                   <UNKNOWN COMMAND $89>
DE/2222: EA 04 14             If Bit 1 of 00:70A0,x set, jump to address $DE/1404
DE/2225: 89                   <UNKNOWN COMMAND $89>
DE/2226: EA 05 15             If Bit 1 of 00:70A0,x set, jump to address $DE/1505
DE/2229: 89                   <UNKNOWN COMMAND $89>
DE/222A: EA 06 16             If Bit 1 of 00:70A0,x set, jump to address $DE/1606
DE/222D: 89                   <UNKNOWN COMMAND $89>
DE/222E: EA 07 17             If Bit 1 of 00:70A0,x set, jump to address $DE/1707
DE/2231: FD 9C 06             Play sound effect #$06
DE/2234: A2 0D                Set event flag memory address 00:7081 Bit 5
DE/2236: A2 11                Set event flag memory address 00:7082 Bit 1
DE/2238: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/223C: FD 30                Screen moves with MARIO
DE/223E: 7F                   <UNKNOWN COMMAND $7F>
DE/223F: FD 89 01             Clear Bit 7 of 00:0168
DE/2242: FE                   Return

DE/2243: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/2245: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2247: 80 0C 62             Move object to on-screen coords: (384,784)
   DE/224A: 67 04                Shift object up-right 4 pixels
DE/224C: 1E 97                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/224E: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/2251: F0 09                Frame Duration: 9
   DE/2253: 08 48 15             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/2256: F0 09                Frame Duration: 9
   DE/2258: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DE/225B: F0 1D                Frame Duration: 29
   DE/225D: 08 48 15             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/2260: F0 1D                Frame Duration: 29
   DE/2262: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DE/2265: 9E 02 00             <UNKNOWN>
DE/2268: FD 88 01             Set Bit 7 of 00:0168
DE/226B: 89                   <UNKNOWN COMMAND $89>
DE/226C: EA 01 29             If Bit 1 of 00:70A0,x set, jump to address $DE/2901
DE/226F: 89                   <UNKNOWN COMMAND $89>
DE/2270: EA 02 2A             If Bit 1 of 00:70A0,x set, jump to address $DE/2A02
DE/2273: 89                   <UNKNOWN COMMAND $89>
DE/2274: EA 03 2B             If Bit 1 of 00:70A0,x set, jump to address $DE/2B03
DE/2277: 89                   <UNKNOWN COMMAND $89>
DE/2278: EA 04 2C             If Bit 1 of 00:70A0,x set, jump to address $DE/2C04
DE/227B: 89                   <UNKNOWN COMMAND $89>
DE/227C: EA 05 2D             If Bit 1 of 00:70A0,x set, jump to address $DE/2D05
DE/227F: 89                   <UNKNOWN COMMAND $89>
DE/2280: EA 06 2E             If Bit 1 of 00:70A0,x set, jump to address $DE/2E06
DE/2283: 89                   <UNKNOWN COMMAND $89>
DE/2284: EA 07 2F             If Bit 1 of 00:70A0,x set, jump to address $DE/2F07
DE/2287: 60 4D A2 D0          Run Dialogue $024D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: You know I can't get my
 coin back without your help.<I>
 >>   (All right, already)
 >>   (No means NO!)<I><END>


DE/228B: 66 ED 21             If 2nd option chosen from dialogue prompt, jump to address $DE/21ED
DE/228E: D2 38 21             Jump to address $DE/2138

EVENT [14C] ------------------------------------------------------------>
DE/2291: DE 0E F7 0E          If event flag memory address 00:7081 Bit 6 clear, jump to address $DE/0EF7
DE/2295: DA 12 F7 0E          If event flag memory address 00:7082 Bit 2 set, jump to address $DE/0EF7
DE/2299: A2 12                Set event flag memory address 00:7082 Bit 2
DE/229B: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DE/229D: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/229F: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/22A1: 90 10 68 04          Objects bounces 4px high to on-screen coords: (512,832)
DE/22A5: 1C 8F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/22A7: 0B 04                Set Bits $4 of current object address 0A,x
   DE/22A9: 07                   Clear "moon-walk" Bits
   DE/22AA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/22AC: 7E 00 00             Object jumps #$0000 units
   DE/22AF: F0 00                Frame Duration: 0
   DE/22B1: FD 3D 1C AF 22       <UNKNOWN COMMAND $DE: pointer to address 
DE/22B6: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/22B8: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/22BA: 1E F8                Set Object: NPC #10 ---> Command: Show Object
DE/22BC: 1D F8                Set Object: NPC #9 ---> Command: Show Object
DE/22BE: 1E 02                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/22C0: 09                   Reset all object properties to default
   DE/22C1: 01                   Clear Bit 7 of current object (disable object visibility)
DE/22C2: 1D 07                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/22C4: 09                   Reset all object properties to default
   DE/22C5: 73                   Object faces down-left
   DE/22C6: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/22C7: 92 13 77 04          Place object at on-screen coords: (624,952) Z=64
DE/22CB: A8 0A 1C             Store #$1C to 00:70AA
DE/22CE: A8 09 1C             Store #$1C to 00:70A9
DE/22D1: A8 08 1C             Store #$1C to 00:70A8
DE/22D4: D8 1B E2 22          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/22E2
DE/22D8: D1 04 01             Execute event id $0104
DE/22DB: 60 57 A2 D0          Run Dialogue $0257 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario!
 I have something to report, sir.<I><END>


DE/22DF: FD 32                <UNKNOWN COMMAND $FD 32>
DE/22E1: 65                   <UNKNOWN COMMAND $65>
DE/22E2: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/22E4: 73                   Object faces down-left
DE/22E5: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/22E7: 80 13 77             Move object to on-screen coords: (624,952)
   DE/22EA: 77                   Object faces up-right
DE/22EB: 1E 8A                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/22ED: 92 13 77 04          Place object at on-screen coords: (624,952) Z=64
   DE/22F1: 61 04                Shift object down-right 4 pixels
   DE/22F3: 00                   Set Bit 7 of current object (enable object visibility)
   DE/22F4: 61 0C                Shift object down-right 12 pixels
   DE/22F6: 77                   Object faces up-right
DE/22F7: 1C F2 63 00          Set Object: NPC #8 ---> Command: Set object to movement: $0063
DE/22FB: F0 13                Duration: 19 frames
DE/22FD: 60 58 A2 D0          Run Dialogue $0258 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I saw him! He's here somewhere!
 He just zoomed past me a
 second ago. Did you see him?<I><END>


DE/2301: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/2303: 1C 8E                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/2305: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2307: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2309: 7E 00 00             Object jumps #$0000 units
   DE/230C: F0 00                Frame Duration: 0
   DE/230E: FD 3D 1C 0C 23       <UNKNOWN COMMAND $DE: pointer to address 
DE/2313: 60 52 A2 DE          Run Dialogue $0252 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Did he look something
 ...like...this?<I><END>


DE/2317: 1E 12                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x12 bytes)
   DE/2319: 75                   Object faces up-left
   DE/231A: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/231D: F0 1D                Frame Duration: 29
   DE/231F: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DE/2322: F0 03                Frame Duration: 3
   DE/2324: 08 42 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/2327: F0 27                Frame Duration: 39
   DE/2329: 09                   Reset all object properties to default
   DE/232A: 77                   Object faces up-right
DE/232B: 00 1B                Set Object: MARIO ---> Begin action queue for object (Length: 0x1B bytes)
   DE/232D: 71                   Object faces down-right
   DE/232E: F0 27                Frame Duration: 39
   DE/2330: D4 01                Start code block, repeat 1 times
   DE/2332: 08 4A 1A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   DE/2335: F0 01                Frame Duration: 1
   DE/2337: 08 4B 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/233A: F0 01                Frame Duration: 1
   DE/233C: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/233F: F0 01                Frame Duration: 1
   DE/2341: 08 4A 9A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: yes
   DE/2344: F0 01                Frame Duration: 1
   DE/2346: D7                   End of code block
   DE/2347: 01                   Clear Bit 7 of current object (disable object visibility)
DE/2348: 1D 8D                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/234A: F0 37                Frame Duration: 55
   DE/234C: 00                   Set Bit 7 of current object (enable object visibility)
   DE/234D: F0 01                Frame Duration: 1
   DE/234F: D4 05                Start code block, repeat 5 times
   DE/2351: 7B 02                <UNKNOWN COMMAND $7B>
   DE/2353: F0 01                Frame Duration: 1
   DE/2355: D7                   End of code block
   DE/2356: 9B                   Stop sound effect
DE/2357: F0 1D                Duration: 29 frames
DE/2359: 1C F2 63 00          Set Object: NPC #8 ---> Command: Set object to movement: $0063
DE/235D: F0 1D                Duration: 29 frames
DE/235F: 60 53 A2 D0          Run Dialogue $0253 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          Why, yes! Exactly!<I><END>


DE/2363: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/2365: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/2366: 92 0A 62 04          Place object at on-screen coords: (320,784) Z=64
DE/236A: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/236C: 09                   Reset all object properties to default
   DE/236D: 77                   Object faces up-right
   DE/236E: 00                   Set Bit 7 of current object (enable object visibility)
DE/236F: 1E 85                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/2371: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DE/2374: F0 1D                Frame Duration: 29
DE/2376: 60 54 A2 DE          Run Dialogue $0254 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: He's the one who took my
 coin! Why didn't you stop him?<I><END>


DE/237A: F0 13                Duration: 19 frames
DE/237C: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/237E: D1 16 01             Execute event id $0116
DE/2381: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2383: 09                   Reset all object properties to default
DE/2384: F0 1D                Duration: 29 frames
DE/2386: 60 55 A2 D0          Run Dialogue $0255 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Because I forgot my bazooka
 at home! Sheesh...
 Give me a break, here.<I><END>


DE/238A: 1E 0F                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/238C: 10 83                Set sequence flag, x4 speed
   DE/238E: 08 51 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/2391: F0 0C                Frame Duration: 12
   DE/2393: 08 41 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/2396: 9C 16                Play sound effect #$16
   DE/2398: F0 31                Frame Duration: 49
   DE/239A: 09                   Reset all object properties to default
DE/239B: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/239D: 10 83                Set sequence flag, x4 speed
   DE/239F: 08 52 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/23A2: F0 0C                Frame Duration: 12
   DE/23A4: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/23A7: F0 31                Frame Duration: 49
   DE/23A9: 09                   Reset all object properties to default
DE/23AA: F0 3B                Duration: 59 frames
DE/23AC: 60 37 A2 62          Run Dialogue $0237 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            Come back here!!<I><END>


DE/23B0: 00 0E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes)
   DE/23B2: 75                   Object faces up-left
   DE/23B3: F0 1D                Frame Duration: 29
   DE/23B5: 08 4A 87             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/23B8: 10 43                Set transition flag, x4 speed
   DE/23BA: 9C 00                Play sound effect #$00
   DE/23BC: 4A                   <UNKNOWN COMMAND $4A>
   DE/23BD: 4B                   <UNKNOWN COMMAND $4B>
   DE/23BE: 10 40                Set transition flag, x1 speed
DE/23C0: 1E 0C                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/23C2: 75                   Object faces up-left
   DE/23C3: F0 1D                Frame Duration: 29
   DE/23C5: 08 49 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/23C8: 10 43                Set transition flag, x4 speed
   DE/23CA: 4A                   <UNKNOWN COMMAND $4A>
   DE/23CB: 4B                   <UNKNOWN COMMAND $4B>
   DE/23CC: 10 40                Set transition flag, x1 speed
DE/23CE: 1C 0E                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/23D0: 07                   Clear "moon-walk" Bits
   DE/23D1: 0B 04                Set Bits $4 of current object address 0A,x
   DE/23D3: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/23D5: 75                   Object faces up-left
   DE/23D6: F0 1D                Frame Duration: 29
   DE/23D8: 10 43                Set transition flag, x4 speed
   DE/23DA: 4A                   <UNKNOWN COMMAND $4A>
   DE/23DB: 4B                   <UNKNOWN COMMAND $4B>
   DE/23DC: 10 40                Set transition flag, x1 speed
DE/23DE: 1D 88                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/23E0: 00                   Set Bit 7 of current object (enable object visibility)
   DE/23E1: 10 43                Set transition flag, x4 speed
   DE/23E3: 51 0E                Shift object down-right 224 pixels
   DE/23E5: 75                   Object faces up-left
   DE/23E6: F0 13                Frame Duration: 19
DE/23E8: 60 56 A2 DD          Run Dialogue $0256 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: Har, har! Youse mugs'll
 NEVER catch me! A snail could
 outrun YOU morons! Later!<I><END>


DE/23EC: 1D 21                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x21 bytes)
   DE/23EE: 71                   Object faces down-right
   DE/23EF: 10 83                Set sequence flag, x4 speed
   DE/23F1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/23F2: 6A 08                Shift object up 8 pixels
   DE/23F4: 10 45                Set transition flag, 1/2 speed
   DE/23F6: 6A 04                Shift object up 4 pixels
   DE/23F8: 10 46                Set transition flag, 1/4 speed
   DE/23FA: 6A 02                Shift object up 2 pixels
   DE/23FC: F0 07                Frame Duration: 7
   DE/23FE: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/2400: 10 45                Set transition flag, 1/2 speed
   DE/2402: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DE/2404: 10 40                Set transition flag, x1 speed
   DE/2406: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   DE/2408: 10 44                Set transition flag, x8 speed
   DE/240A: 9C 0B                Play sound effect #$0B
   DE/240C: 51 09                Shift object down-right 144 pixels
   DE/240E: 01                   Clear Bit 7 of current object (disable object visibility)
DE/240F: 1E 23                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x23 bytes)
   DE/2411: 09                   Reset all object properties to default
   DE/2412: F0 37                Frame Duration: 55
   DE/2414: D4 0B                Start code block, repeat 11 times
   DE/2416: 7B 02                <UNKNOWN COMMAND $7B>
   DE/2418: F0 02                Frame Duration: 2
   DE/241A: D7                   End of code block
   DE/241B: D4 07                Start code block, repeat 7 times
   DE/241D: 7B 02                <UNKNOWN COMMAND $7B>
   DE/241F: F0 04                Frame Duration: 4
   DE/2421: D7                   End of code block
   DE/2422: D4 07                Start code block, repeat 7 times
   DE/2424: 7B 02                <UNKNOWN COMMAND $7B>
   DE/2426: F0 09                Frame Duration: 9
   DE/2428: D7                   End of code block
   DE/2429: 77                   Object faces up-right
   DE/242A: F0 1D                Frame Duration: 29
   DE/242C: 75                   Object faces up-left
   DE/242D: F0 4F                Frame Duration: 79
   DE/242F: 10 80                Set sequence flag, x1 speed
   DE/2431: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DE/2434: 1C 19                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x19 bytes)
   DE/2436: 09                   Reset all object properties to default
   DE/2437: F0 37                Frame Duration: 55
   DE/2439: D4 0B                Start code block, repeat 11 times
   DE/243B: 7B 06                <UNKNOWN COMMAND $7B>
   DE/243D: F0 02                Frame Duration: 2
   DE/243F: D7                   End of code block
   DE/2440: D4 07                Start code block, repeat 7 times
   DE/2442: 7B 06                <UNKNOWN COMMAND $7B>
   DE/2444: F0 04                Frame Duration: 4
   DE/2446: D7                   End of code block
   DE/2447: D4 07                Start code block, repeat 7 times
   DE/2449: 7B 06                <UNKNOWN COMMAND $7B>
   DE/244B: F0 09                Frame Duration: 9
   DE/244D: D7                   End of code block
   DE/244E: 73                   Object faces down-left
DE/244F: 00 1D                Set Object: MARIO ---> Begin action queue for object (Length: 0x1D bytes)
   DE/2451: 09                   Reset all object properties to default
   DE/2452: F0 37                Frame Duration: 55
   DE/2454: D4 0B                Start code block, repeat 11 times
   DE/2456: 7B 01                <UNKNOWN COMMAND $7B>
   DE/2458: F0 02                Frame Duration: 2
   DE/245A: D7                   End of code block
   DE/245B: D4 07                Start code block, repeat 7 times
   DE/245D: 7B 01                <UNKNOWN COMMAND $7B>
   DE/245F: F0 04                Frame Duration: 4
   DE/2461: D7                   End of code block
   DE/2462: D4 0D                Start code block, repeat 13 times
   DE/2464: 7B 01                <UNKNOWN COMMAND $7B>
   DE/2466: F0 09                Frame Duration: 9
   DE/2468: D7                   End of code block
   DE/2469: 10 80                Set sequence flag, x1 speed
   DE/246B: 08 42 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
DE/246E: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2470: 60 59 A2 DE          Run Dialogue $0259 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: That's HIMMMMM!
 Hurry, Mario, let's get him!<I><END>


DE/2474: F0 1D                Duration: 29 frames
DE/2476: 1E 97                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/2478: 10 40                Set transition flag, x1 speed
   DE/247A: 08 08 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DE/247D: 6A 0A                Shift object up 10 pixels
   DE/247F: 10 41                Set transition flag, x2 speed
   DE/2481: 6A 06                Shift object up 6 pixels
   DE/2483: 08 08 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DE/2486: 10 43                Set transition flag, x4 speed
   DE/2488: 4B                   <UNKNOWN COMMAND $4B>
   DE/2489: 9C 16                Play sound effect #$16
   DE/248B: F0 13                Frame Duration: 19
   DE/248D: 10 40                Set transition flag, x1 speed
DE/248F: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/2491: 09                   Reset all object properties to default
   DE/2492: 77                   Object faces up-right
DE/2493: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/2497: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2499: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/249B: 71                   Object faces down-right
   DE/249C: F0 09                Frame Duration: 9
DE/249E: 1E 84                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/24A0: 09                   Reset all object properties to default
   DE/24A1: 65 0C                Shift object up-left 12 pixels
   DE/24A3: 01                   Clear Bit 7 of current object (disable object visibility)
DE/24A4: 19 F8                Set Object: NPC #5 ---> Command: Show Object
DE/24A6: 19 F2 77 00          Set Object: NPC #5 ---> Command: Set object to movement: $0077
DE/24AA: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/24AE: 6A BE 80             Modify BGL of area $80BE
DE/24B1: 6A 45 81             Modify BGL of area $8145
DE/24B4: 6B BE 80             Modify physical field of area $80BE
DE/24B7: 6B 45 81             Modify physical field of area $8145
DE/24BA: A1 2C                Set event flag memory address 00:7065 Bit 4
DE/24BC: A1 6C                Set event flag memory address 00:706D Bit 4
DE/24BE: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/24C0: F2 17 3C             <UNKNOWN COMMAND $F2>
DE/24C3: F2 17 3A             <UNKNOWN COMMAND $F2>
DE/24C6: FE                   Return


EVENT [14D] ------------------------------------------------------------>
DE/24C7: DE 0D 54 0F          If event flag memory address 00:7081 Bit 5 clear, jump to address $DE/0F54
DE/24CB: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DE/24CD: 15 F2 77 00          Set Object: NPC #1 ---> Command: Set object to movement: $0077
DE/24D1: D0 09 01             Execute event id $0109 subsequently

EVENT [14E] ------------------------------------------------------------>
DE/24D4: DA E1 EB 24          If event flag memory address 00:709C Bit 1 set, jump to address $DE/24EB
DE/24D8: DE 0D 2D 0F          If event flag memory address 00:7081 Bit 5 clear, jump to address $DE/0F2D
DE/24DC: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DE/24DE: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DE/24E0: 15 F2 77 00          Set Object: NPC #1 ---> Command: Set object to movement: $0077
DE/24E4: 16 F2 77 00          Set Object: NPC #2 ---> Command: Set object to movement: $0077
DE/24E8: D0 05 01             Execute event id $0105 subsequently
DE/24EB: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DE/24ED: 16 F2 77 00          Set Object: NPC #2 ---> Command: Set object to movement: $0077
DE/24F1: D0 05 01             Execute event id $0105 subsequently

EVENT [14F] ------------------------------------------------------------>
DE/24F4: DE 0D F7 0E          If event flag memory address 00:7081 Bit 5 clear, jump to address $DE/0EF7
DE/24F8: A8 09 16             Store #$16 to 00:70A9
DE/24FB: B0 12 05 00          Store #$0005 to 00:7024
DE/24FF: D0 08 01             Execute event id $0108 subsequently

EVENT [150] ------------------------------------------------------------>
DE/2502: DA 10 F7 0E          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/0EF7
DE/2506: A8 09 14             Store #$14 to 00:70A9
DE/2509: B0 12 05 00          Store #$0005 to 00:7024
DE/250D: D0 08 01             Execute event id $0108 subsequently

EVENT [151] ------------------------------------------------------------>
DE/2510: D8 18 F7 0E          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/0EF7
DE/2514: A0 18                Set event flag memory address 00:7043 Bit 0
DE/2516: A8 09 00             Store #$00 to 00:70A9
DE/2519: 00 95                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DE/251B: 09                   Reset all object properties to default
   DE/251C: D4 09                Start code block, repeat 9 times
   DE/251E: 7B 01                <UNKNOWN COMMAND $7B>
   DE/2520: F0 01                Frame Duration: 1
   DE/2522: D7                   End of code block
   DE/2523: 10 80                Set sequence flag, x1 speed
   DE/2525: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/2528: F0 1D                Frame Duration: 29
   DE/252A: 10 86                Set sequence flag, 1/4 speed
   DE/252C: F0 27                Frame Duration: 39
   DE/252E: 72                   Object faces down
   DE/252F: 09                   Reset all object properties to default
DE/2530: F0 1D                Duration: 29 frames
DE/2532: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/2534: 73                   Object faces down-left
   DE/2535: F0 13                Frame Duration: 19
   DE/2537: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/253A: 7E 40 00             Object jumps #$0040 units
DE/253D: 15 87                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/253F: 77                   Object faces up-right
   DE/2540: 10 43                Set transition flag, x4 speed
   DE/2542: 4A                   <UNKNOWN COMMAND $4A>
   DE/2543: 4B                   <UNKNOWN COMMAND $4B>
   DE/2544: 10 40                Set transition flag, x1 speed
DE/2546: 60 60 A2 62          Run Dialogue $0260 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hey, what do you think
 you're doing?!
 Get off of there this minute!<I><END>


DE/254A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/254C: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/254E: 09                   Reset all object properties to default
   DE/254F: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DE/2552: 43                   <UNKNOWN COMMAND $43>
DE/2553: D1 16 01             Execute event id $0116
DE/2556: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2558: 73                   Object faces down-left
DE/2559: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/255D: 00 F6                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $F6>
DE/255F: FE                   Return


EVENT [152] ------------------------------------------------------------>
DE/2560: C3                   <UNKNOWN COMMAND $C3>
DE/2561: E2 E3 01 B6 16       If value at 00:7000 = #$01E3, jump to address $DE/16B6
DE/2566: C7 80                <UNKNOWN COMMAND $C7>
DE/2568: C2 0A 05 00          Compare value at 00:7014 to #$0005
DE/256C: EC 7C 25             If Bit 0 of 00:70A0,x set, jump to address $DE/257C
DE/256F: C2 09 13 00          Compare value at 00:7012 to #$0013
DE/2573: ED 7C 25             If Bit 0 of 00:70A0,x clear, jump to address $DE/257C
DE/2576: EA 81 25             If Bit 1 of 00:70A0,x set, jump to address $DE/2581
DE/2579: D0 22 01             Execute event id $0122 subsequently
DE/257C: 60 61 A2 D0          Run Dialogue $0261 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 All right now, let's start again.
 Go in FRONT of the counter
 and talk to me.<I><END>


DE/2580: FE                   Return

DE/2581: C2 08 0E 00          Compare value at 00:7010 to #$000E
DE/2585: EC 7C 25             If Bit 0 of 00:70A0,x set, jump to address $DE/257C
DE/2588: D0 22 01             Execute event id $0122 subsequently

EVENT [153] ------------------------------------------------------------>
DE/258B: F8 BE 2E 2D 0F       <UNKNOWN COMMAND $F8>
DE/2590: 40 54 21             Execute event id $2154 simultaneously with the following commands
DE/2593: D0 05 01             Execute event id $0105 subsequently

EVENT [154] ------------------------------------------------------------>
DE/2596: F0 3B                Duration: 59 frames
DE/2598: 9C 16                Play sound effect #$16
DE/259A: 0C 8E                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/259C: 10 44                Set transition flag, x8 speed
   DE/259E: 65 04                Shift object up-left 4 pixels
   DE/25A0: 61 08                Shift object down-right 8 pixels
   DE/25A2: 65 06                Shift object up-left 6 pixels
   DE/25A4: 61 04                Shift object down-right 4 pixels
   DE/25A6: 65 03                Shift object up-left 3 pixels
   DE/25A8: 61 01                Shift object down-right 1 pixels
DE/25AA: D2 96 25             Jump to address $DE/2596

EVENT [155] ------------------------------------------------------------>
DE/25AD: D8 ED C8 25          If event flag memory address 00:705D Bit 5 set, jump to address $DE/25C8
DE/25B1: D8 66 F8 0E          If event flag memory address 00:704C Bit 6 set, jump to address $DE/0EF8
DE/25B5: D8 10 F8 0E          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/0EF8
DE/25B9: DA 1D C4 25          If event flag memory address 00:7083 Bit 5 set, jump to address $DE/25C4
DE/25BD: A2 1D                Set event flag memory address 00:7083 Bit 5
DE/25BF: 40 56 21             Execute event id $2156 simultaneously with the following commands
DE/25C2: 71                   Lighten screen from black before following commands
DE/25C3: FE                   Return

DE/25C4: DE 0D CE 25          If event flag memory address 00:7081 Bit 5 clear, jump to address $DE/25CE
DE/25C8: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DE/25CA: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DE/25CC: 71                   Lighten screen from black before following commands
DE/25CD: FE                   Return

DE/25CE: DA 0E C8 25          If event flag memory address 00:7081 Bit 6 set, jump to address $DE/25C8
DE/25D2: D2 F8 0E             Jump to address $DE/0EF8

EVENT [156] ------------------------------------------------------------>
DE/25D5: F0 00                Duration: 0 frames
DE/25D7: D8 25 DE 25          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/25DE
DE/25DB: D2 D5 25             Jump to address $DE/25D5
DE/25DE: B0 08 1D 00          Store #$001D to 00:7010
DE/25E2: B0 09 5C 00          Store #$005C to 00:7012
DE/25E6: FD C9                <UNKNOWN COMMAND $FD C9>
DE/25E8: E2 60 01 F5 25       If value at 00:7000 = #$0160, jump to address $DE/25F5
DE/25ED: 9C 10                Play sound effect #$10
DE/25EF: 6A 40 81             Modify BGL of area $8140
DE/25F2: 6B 40 81             Modify physical field of area $8140
DE/25F5: FE                   Return


EVENT [157] ------------------------------------------------------------>
DE/25F6: F0 00                Duration: 0 frames
DE/25F8: D8 25 FF 25          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/25FF
DE/25FC: D2 F6 25             Jump to address $DE/25F6
DE/25FF: B0 08 0A 00          Store #$000A to 00:7010
DE/2603: B0 09 12 00          Store #$0012 to 00:7012
DE/2607: FD C9                <UNKNOWN COMMAND $FD C9>
DE/2609: BB 12                Store value at 00:7000 to 00:7024
DE/260B: E2 62 01 18 26       If value at 00:7000 = #$0162, jump to address $DE/2618
DE/2610: 9C 10                Play sound effect #$10
DE/2612: 6A 11 80             Modify BGL of area $8011
DE/2615: 6B 11 80             Modify physical field of area $8011
DE/2618: FE                   Return


EVENT [158] ------------------------------------------------------------>
DE/2619: DE 10 2D 0F          If event flag memory address 00:7082 Bit 0 clear, jump to address $DE/0F2D
DE/261D: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/261F: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/2621: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DE/2623: A0 5F                Set event flag memory address 00:704B Bit 7
DE/2625: 16 F2 D1 03          Set Object: NPC #2 ---> Command: Set object to movement: $03D1
DE/2629: D0 05 01             Execute event id $0105 subsequently

EVENT [159] ------------------------------------------------------------>
DE/262C: D8 ED A6 26          If event flag memory address 00:705D Bit 5 set, jump to address $DE/26A6
DE/2630: DA 24 39 26          If event flag memory address 00:7084 Bit 4 set, jump to address $DE/2639
DE/2634: 60 CB A2 D0          Run Dialogue $02CB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The Princess' room is up ahead.
 Don't you go snooping through
 her things, though.<I><END>


DE/2638: FE                   Return

DE/2639: 60 CE 82 D0          Run Dialogue $02CE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The Princess' room is up ahead.
 Were you caught trying to steal
 something?<I>
 >>   (Are you kidding?!)
 >>   (How did you know?)<I><END>


DE/263D: 66 92 26             If 2nd option chosen from dialogue prompt, jump to address $DE/2692
DE/2640: F0 09                Duration: 9 frames
DE/2642: D1 03 0E             Execute event id $0E03
DE/2645: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/2649: FD 32                <UNKNOWN COMMAND $FD 32>
DE/264B: F0 09                Duration: 9 frames
DE/264D: 60 CF A2 D0          Run Dialogue $02CF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 You musn't lie.
 I know what you've been up to.<I><END>


DE/2651: F0 09                Duration: 9 frames
DE/2653: 00 BC                Set Object: MARIO ---> Begin action queue for object (Length: 0x3C bytes) (Wait until complete)
   DE/2655: FD 24 00 10          <UNKNOWN COMMAND $24>
   DE/2659: FD B0 C0 00          Isolate Bits $00C0 of 00:700C
   DE/265D: E2                   <UNKNOWN COMMAND $E2>
   DE/265E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/265F: 00                   Set Bit 7 of current object (enable object visibility)
   DE/2660: 7F 26 E2             Object jumps (with sound effect) #$E226 units
   DE/2663: 40                   <UNKNOWN COMMAND $40>
   DE/2664: 00                   Set Bit 7 of current object (enable object visibility)
   DE/2665: 71                   Object faces down-right
   DE/2666: 26 E2 80 00 71 26 E2 C0 00 7F 26 08 4A 87 F0 1D <UNKNOWN COMMAND $26>
   DE/2676: 09                   Reset all object properties to default
   DE/2677: F0 09                Frame Duration: 9
   DE/2679: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/267C: D2 8A 26             Jump to address $DE/268A
   DE/267F: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/2682: F0 1D                Frame Duration: 29
   DE/2684: 09                   Reset all object properties to default
   DE/2685: F0 09                Frame Duration: 9
   DE/2687: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/268A: F0 3B                Frame Duration: 59
   DE/268C: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DE/268F: 72                   Object faces down
   DE/2690: 09                   Reset all object properties to default
DE/2691: FE                   Return

DE/2692: F0 09                Duration: 9 frames
DE/2694: 60 D0 A2 D0          Run Dialogue $02D0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Honesty is one of your finest
 qualities, Mario.<I><END>


DE/2698: F0 09                Duration: 9 frames
DE/269A: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/269C: 71                   Object faces down-right
DE/269D: F0 09                Duration: 9 frames
DE/269F: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/26A3: FD 32                <UNKNOWN COMMAND $FD 32>
DE/26A5: FE                   Return

DE/26A6: 60 10 A9 D0          Run Dialogue $0910 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


     The Princess is resting now.<I><END>


DE/26AA: FE                   Return


EVENT [15A] ------------------------------------------------------------>
DE/26AB: D8 66 0F 27          If event flag memory address 00:704C Bit 6 set, jump to address $DE/270F
DE/26AF: DA 24 F7 0E          If event flag memory address 00:7084 Bit 4 set, jump to address $DE/0EF7
DE/26B3: A2 24                Set event flag memory address 00:7084 Bit 4
DE/26B5: 60 CC A2 02          Run Dialogue $02CC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

        Found Toadstool's ???<I><END>


DE/26B9: D8 66 59 27          If event flag memory address 00:704C Bit 6 set, jump to address $DE/2759
DE/26BD: 00 19                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes)
   DE/26BF: F0 3B                Frame Duration: 59
   DE/26C1: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/26C4: 7E 50 00             Object jumps #$0050 units
   DE/26C7: F0 00                Frame Duration: 0
   DE/26C9: 3D C7 26             <UNKNOWN COMMAND $3D: pointer to address $DE/26C7>
   DE/26CC: F0 09                Frame Duration: 9
   DE/26CE: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/26D1: F0 1D                Frame Duration: 29
   DE/26D3: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/26D6: 73                   Object faces down-left
   DE/26D7: 09                   Reset all object properties to default
DE/26D8: 60 CD A2 C0          Run Dialogue $02CD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey there!!
 What do you think you're doing?<I><END>


DE/26DC: FD 32                <UNKNOWN COMMAND $FD 32>
DE/26DE: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/26E0: 14 F1 94                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/26E3: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   DE/26E5: 10 43                Set transition flag, x4 speed
   DE/26E7: 10 81                Set sequence flag, x2 speed
   DE/26E9: 90 05 41 00          Objects bounces 0px high to on-screen coords: (176,520)
   DE/26ED: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/26EF: 10 41                Set transition flag, x2 speed
   DE/26F1: 0C 01                XOR Bits $1 of current object address 0A,x
   DE/26F3: 57 05                Shift object up-right 80 pixels
   DE/26F5: 10 85                Set sequence flag, 1/2 speed
DE/26F7: 60 D1 A2 D4          Run Dialogue $02D1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'll give you this in exchange.
 Just leave everything
 where it was!<I><END>


DE/26FB: A8 07 60             Store #$60 to 00:70A7
DE/26FE: 9C 1B                Play sound effect #$1B
DE/2700: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/2704: 50 60                Put item in inventory: #$60 (-Mushroom    )
DE/2706: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/2708: 0B 01                Set Bits $1 of current object address 0A,x
DE/270A: 14 F2 80 00          Set Object: NPC #0 ---> Command: Set object to movement: $0080
DE/270E: FE                   Return

DE/270F: D8 ED 1A 27          If event flag memory address 00:705D Bit 5 set, jump to address $DE/271A
DE/2713: DC E9 1A 27          If event flag memory address 00:705D Bit 1 clear, jump to address $DE/271A
DE/2717: D2 AF 26             Jump to address $DE/26AF
DE/271A: 60 11 A9 62          Run Dialogue $0911 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                  Mario!<I><END>


DE/271E: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/2720: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/2722: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/2724: 90 08 3C 02          Objects bounces 2px high to on-screen coords: (256,480)
   DE/2728: 77                   Object faces up-right
DE/2729: 19 90                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/272B: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/272C: 92 08 3C 02          Place object at on-screen coords: (256,480) Z=32
   DE/2730: 10 45                Set transition flag, 1/2 speed
   DE/2732: 67 04                Shift object up-right 4 pixels
   DE/2734: 00                   Set Bit 7 of current object (enable object visibility)
   DE/2735: 67 0C                Shift object up-right 12 pixels
   DE/2737: 73                   Object faces down-left
   DE/2738: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DE/273B: 60 12 A9 62          Run Dialogue $0912 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Stop peeking into
 other people's rooms!<I><END>


DE/273F: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/2741: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/2744: F0 3B                Frame Duration: 59
   DE/2746: 09                   Reset all object properties to default
DE/2747: 19 8B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/2749: F0 1D                Frame Duration: 29
   DE/274B: 09                   Reset all object properties to default
   DE/274C: F0 1D                Frame Duration: 29
   DE/274E: 63 0C                Shift object down-left 12 pixels
   DE/2750: 92 10 42 00          Place object at on-screen coords: (512,528) Z=0
DE/2754: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/2758: FE                   Return

DE/2759: 60 4D A9 60          Run Dialogue $094D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Go on now, return it!<I><END>


DE/275D: 00 9B                Set Object: MARIO ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   DE/275F: F0 3B                Frame Duration: 59
   DE/2761: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/2764: 7E 50 00             Object jumps #$0050 units
   DE/2767: F0 00                Frame Duration: 0
   DE/2769: 3D 67 27             <UNKNOWN COMMAND $3D: pointer to address $DE/2767>
   DE/276C: F0 09                Frame Duration: 9
   DE/276E: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/2771: F0 1D                Frame Duration: 29
   DE/2773: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/2776: 73                   Object faces down-left
   DE/2777: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/277A: 60 4E A9 02          Run Dialogue $094E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

 Looks like we've been scolded.<I><END>


DE/277E: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/2782: FE                   Return


EVENT [15B] ------------------------------------------------------------>
DE/2783: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/2785: 10 44                Set transition flag, x8 speed
   DE/2787: 63 04                Shift object down-left 4 pixels
DE/2789: DA E2 B7 27          If event flag memory address 00:709C Bit 2 set, jump to address $DE/27B7
DE/278D: D8 E9 97 27          If event flag memory address 00:705D Bit 1 set, jump to address $DE/2797
DE/2791: D8 66 97 27          If event flag memory address 00:704C Bit 6 set, jump to address $DE/2797
DE/2795: 71                   Lighten screen from black before following commands
DE/2796: FE                   Return

DE/2797: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/2799: 14 F1 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/279C: 92 03 40 00          Place object at on-screen coords: (96,512) Z=0
   DE/27A0: 77                   Object faces up-right
   DE/27A1: 0B 40                Set Bits $40 of current object address 0A,x
DE/27A3: 14 F2 77 00          Set Object: NPC #0 ---> Command: Set object to movement: $0077
DE/27A7: DC E9 B5 27          If event flag memory address 00:705D Bit 1 clear, jump to address $DE/27B5
DE/27AB: 18 88                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/27AD: 92 03 3F 00          Place object at on-screen coords: (112,504) Z=0
   DE/27B1: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/27B4: 73                   Object faces down-left
DE/27B5: 71                   Lighten screen from black before following commands
DE/27B6: FE                   Return

DE/27B7: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/27B9: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/27BB: 92 10 42 00          Place object at on-screen coords: (512,528) Z=0
   DE/27BF: 0B 40                Set Bits $40 of current object address 0A,x
DE/27C1: 18 89                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/27C3: 92 04 39 02          Place object at on-screen coords: (144,456) Z=32
   DE/27C7: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   DE/27CA: FD 0B                Clear Bit 3,4 of object address 08,x
DE/27CC: 71                   Lighten screen from black before following commands
DE/27CD: FE                   Return


EVENT [15C] ------------------------------------------------------------>
DE/27CE: D8 ED D7 27          If event flag memory address 00:705D Bit 5 set, jump to address $DE/27D7
DE/27D2: 60 CA A2 D0          Run Dialogue $02CA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hurry and find the Princess!
 We're getting too stressed out!<I><END>


DE/27D6: FE                   Return

DE/27D7: 60 0F A9 D0          Run Dialogue $090F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'll make sure that Princess
 Toadstool will be able to lead a
 safe, and long, life!<I>
 You can bet on it!<I><END>


DE/27DB: FE                   Return


EVENT [15D] ------------------------------------------------------------>
DE/27DC: D8 ED E8 27          If event flag memory address 00:705D Bit 5 set, jump to address $DE/27E8
DE/27E0: D8 E9 E8 27          If event flag memory address 00:705D Bit 1 set, jump to address $DE/27E8
DE/27E4: D8 66 EF 27          If event flag memory address 00:704C Bit 6 set, jump to address $DE/27EF
DE/27E8: 68 12 80 0D 23 E0    Enter area: $0012
                              MARIO will be at coords: (432,280) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/27EE: FE                   Return

DE/27EF: 68 1D 80 0D 23 E0    Enter area: $001D
                              MARIO will be at coords: (432,280) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/27F5: FE                   Return


EVENT [15E] ------------------------------------------------------------>
DE/27F6: 68 40 81 1C 5D 60    Enter area: $0140
                              MARIO will be at coords: (912,744) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/27FC: FE                   Return


EVENT [15F] ------------------------------------------------------------>
DE/27FD: D9 13 99 28          If event flag memory address 00:7062 Bit 3 set, jump to address $DE/2899
DE/2801: DA 86 5B 28          If event flag memory address 00:7090 Bit 6 set, jump to address $DE/285B
DE/2805: B4 0F                Store value at 00:70AF to 00:7000
DE/2807: C0 03 00             Compare value at 00:7000 to #$0003
DE/280A: EC 34 28             If Bit 0 of 00:70A0,x set, jump to address $DE/2834
DE/280D: E8 22 28             If random number between 0 and 255 > 128, jump to address $DE/2822
DE/2810: DA 10 1B 28          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/281B
DE/2814: 60 94 AE D0          Run Dialogue $0E94 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


              Oh, shut up.<I><END>


DE/2818: AA 0F                Increment 00:70AF
DE/281A: FE                   Return

DE/281B: 60 97 AE D0          Run Dialogue $0E97 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Wait, hold on!<I>
 This is the highest score...<I><END>


DE/281F: AA 0F                Increment 00:70AF
DE/2821: FE                   Return

DE/2822: DA 10 2D 28          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/282D
DE/2826: 60 95 AE D0          Run Dialogue $0E95 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         Don't talk to me now.<I><END>


DE/282A: AA 0F                Increment 00:70AF
DE/282C: FE                   Return

DE/282D: 60 98 AE D0          Run Dialogue $0E98 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh, wait, wait...<I><END>


DE/2831: AA 0F                Increment 00:70AF
DE/2833: FE                   Return

DE/2834: D8 66 51 28          If event flag memory address 00:704C Bit 6 set, jump to address $DE/2851
DE/2838: 10 8F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/283A: 10 43                Set transition flag, x4 speed
   DE/283C: 06                   Set "moon-walk" Bits
   DE/283D: 65 01                Shift object up-left 1 pixels
   DE/283F: D4 07                Start code block, repeat 7 times
   DE/2841: 61 02                Shift object down-right 2 pixels
   DE/2843: 65 02                Shift object up-left 2 pixels
   DE/2845: D7                   End of code block
   DE/2846: 61 01                Shift object down-right 1 pixels
   DE/2848: 07                   Clear "moon-walk" Bits
DE/2849: 60 96 AE D0          Run Dialogue $0E96 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh, now look!<I>
 I lost 'cause of YOU!<I><END>


DE/284D: A8 0F 00             Store #$00 to 00:70AF
DE/2850: FE                   Return

DE/2851: D9 13 99 28          If event flag memory address 00:7062 Bit 3 set, jump to address $DE/2899
DE/2855: A2 86                Set event flag memory address 00:7090 Bit 6
DE/2857: 60 99 AE D0          Run Dialogue $0E99 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  All right! YES!!<I>
 ...I'm done here.<I><END>


DE/285B: 10 97                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/285D: FD 24 17 00          <UNKNOWN COMMAND $24>
   DE/2861: FD B0 C0 00          Isolate Bits $00C0 of 00:700C
   DE/2865: E2                   <UNKNOWN COMMAND $E2>
   DE/2866: 40                   <UNKNOWN COMMAND $40>
   DE/2867: 00                   Set Bit 7 of current object (enable object visibility)
   DE/2868: 74                   Object faces left
   DE/2869: 28 08 40 01 94 04 00 00 D2 74 28 D1 03 0E 60 9A <UNKNOWN COMMAND $28>
DE/2879: 8E                   <UNKNOWN COMMAND $8E>
DE/287A: D0 66 BA             Execute event id $BA66 subsequently
DE/287D: 28 F0 09                Set Object: NPC #20 ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DE/2880: 00                   Set Bit 7 of current object (enable object visibility)
   DE/2881: F3 9E 02             <UNKNOWN COMMAND $F3>
   DE/2884: B0 12 F4 01          Store #$01F4 to 00:7024
   DE/2888: D1                   <UNKNOWN COMMAND $D1>
DE/2889: 12 01                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes)
   DE/288B: D8 4B C7 28          If event flag memory address 00:7049 Bit 3 set, jump to address $DE/28C7
DE/288F: 9C 0D                Play sound effect #$0D
DE/2891: AC F4 01             Store #$01F4 to 00:7000
DE/2894: FD 53                Subtract # at 00:7000 from total coins
DE/2896: A1 13                Set event flag memory address 00:7062 Bit 3
DE/2898: 64                   <UNKNOWN COMMAND $64>
DE/2899: 60 9E 8E D0          Run Dialogue $0E9E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Want me to teach you?<I>
 >>   (Yes, please)
 >>   (I already know)<I><END>


DE/289D: 66 AD 28             If 2nd option chosen from dialogue prompt, jump to address $DE/28AD
DE/28A0: F0 09                Duration: 9 frames
DE/28A2: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/28A6: 60 A0 AE D0          Run Dialogue $0EA0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 High score if you hit
 the shells with the stars
 fired from the beetle.<I>
 If you get hit, recover by firing
 consecutively...Just do it!<I><END>


DE/28AA: D2 CE 28             Jump to address $DE/28CE
DE/28AD: F0 09                Duration: 9 frames
DE/28AF: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/28B3: 60 9F AE D0          Run Dialogue $0E9F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




          Aww, you're no fun.<I><END>


DE/28B7: D2 CE 28             Jump to address $DE/28CE
DE/28BA: F0 09                Duration: 9 frames
DE/28BC: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/28C0: 60 9B AE D0          Run Dialogue $0E9B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




              Suit yourself.<I><END>


DE/28C4: D2 CE 28             Jump to address $DE/28CE
DE/28C7: 60 9D AE D0          Run Dialogue $0E9D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




         You need more coinage.<I><END>


DE/28CB: D2 CE 28             Jump to address $DE/28CE
DE/28CE: 10 8B                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/28D0: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/28D3: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/28D5: 92 09 5B 00          Place object at on-screen coords: (304,728) Z=0
   DE/28D9: 0B F0                Set Bits $F0 of current object address 0A,x
DE/28DB: FE                   Return


EVENT [160] ------------------------------------------------------------>

EVENT [161] ------------------------------------------------------------>

EVENT [162] ------------------------------------------------------------>

EVENT [163] ------------------------------------------------------------>

EVENT [164] ------------------------------------------------------------>

EVENT [165] ------------------------------------------------------------>

EVENT [166] ------------------------------------------------------------>

EVENT [167] ------------------------------------------------------------>

EVENT [168] ------------------------------------------------------------>

EVENT [169] ------------------------------------------------------------>

EVENT [16A] ------------------------------------------------------------>

EVENT [16B] ------------------------------------------------------------>

EVENT [16C] ------------------------------------------------------------>

EVENT [16D] ------------------------------------------------------------>

EVENT [16E] ------------------------------------------------------------>
DE/28DC: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/28DE: 7F 20 00             Object jumps (with sound effect) #$0020 units
   DE/28E1: 51 02                Shift object down-right 32 pixels
   DE/28E3: F0 00                Frame Duration: 0
   DE/28E5: 3D E3 28             <UNKNOWN COMMAND $3D: pointer to address $DE/28E3>
DE/28E8: FE                   Return


EVENT [16F] ------------------------------------------------------------>
DE/28E9: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/28EB: 7F 20 00             Object jumps (with sound effect) #$0020 units
   DE/28EE: 55 02                Shift object up-left 32 pixels
   DE/28F0: F0 00                Frame Duration: 0
   DE/28F2: 3D F0 28             <UNKNOWN COMMAND $3D: pointer to address $DE/28F0>
DE/28F5: FE                   Return


EVENT [170] ------------------------------------------------------------>
DE/28F6: FD 88 02             Set Bit 7 of 00:0178
DE/28F9: FD 88 03             Set Bit 7 of 00:0188
DE/28FC: A6 14                Clear event flag memory address 00:7082 Bit 4
DE/28FE: 15 0B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/2900: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/2902: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/2905: 10 44                Set transition flag, x8 speed
   DE/2907: 66 06                Shift object up 6 pixels
   DE/2909: 65 02                Shift object up-left 2 pixels
DE/290B: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/290D: FD 0F 03             Object overlaps BG1 & BG2
DE/2910: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2912: FD 0F 03             Object overlaps BG1 & BG2
DE/2915: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2917: FD 0F 03             Object overlaps BG1 & BG2
DE/291A: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/291C: FD 0F 02             Object overlaps BG1
DE/291F: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/2921: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/2924: FD 0F 03             Object overlaps BG1 & BG2
DE/2927: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2929: FD 0F 02             Object overlaps BG1
DE/292C: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/292E: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/2931: 01                   Clear Bit 7 of current object (disable object visibility)
DE/2932: FD 31                Screen doesn't move with MARIO
DE/2934: 0C 8A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/2936: 10 44                Set transition flag, x8 speed
   DE/2938: 90 0A 13 06          Objects bounces 6px high to on-screen coords: (336,152)
   DE/293C: 94 00 FC 00          Place object: right=0px down=252px up=0px
DE/2940: 71                   Lighten screen from black before following commands
DE/2941: F0 27                Duration: 39 frames
DE/2943: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2945: 18 F2 67 00          Set Object: NPC #4 ---> Command: Set object to movement: $0067
DE/2949: 1D F2 67 00          Set Object: NPC #9 ---> Command: Set object to movement: $0067
DE/294D: F0 09                Duration: 9 frames
DE/294F: 19 F2 67 00          Set Object: NPC #5 ---> Command: Set object to movement: $0067
DE/2953: 1A F2 67 00          Set Object: NPC #6 ---> Command: Set object to movement: $0067
DE/2957: F0 09                Duration: 9 frames
DE/2959: 1C F2 67 00          Set Object: NPC #8 ---> Command: Set object to movement: $0067
DE/295D: 1B F2 67 00          Set Object: NPC #7 ---> Command: Set object to movement: $0067
DE/2961: F0 1D                Duration: 29 frames
DE/2963: 1C F2 67 00          Set Object: NPC #8 ---> Command: Set object to movement: $0067
DE/2967: 1B F2 67 00          Set Object: NPC #7 ---> Command: Set object to movement: $0067
DE/296B: F0 09                Duration: 9 frames
DE/296D: 19 F2 67 00          Set Object: NPC #5 ---> Command: Set object to movement: $0067
DE/2971: 1A F2 67 00          Set Object: NPC #6 ---> Command: Set object to movement: $0067
DE/2975: F0 09                Duration: 9 frames
DE/2977: 18 F2 67 00          Set Object: NPC #4 ---> Command: Set object to movement: $0067
DE/297B: 1D F2 67 00          Set Object: NPC #9 ---> Command: Set object to movement: $0067
DE/297F: F0 3B                Duration: 59 frames
DE/2981: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2983: 18 F2 67 00          Set Object: NPC #4 ---> Command: Set object to movement: $0067
DE/2987: 60 6B A2 62          Run Dialogue $026B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


  Where do ya think everyone went?<I><END>


DE/298B: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/298D: F0 1D                Duration: 29 frames
DE/298F: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2991: 1A F2 67 00          Set Object: NPC #6 ---> Command: Set object to movement: $0067
DE/2995: 60 6C A2 62          Run Dialogue $026C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Well, gang, looks like we have
 ourselves a new home!<I><END>


DE/2999: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/299B: F0 1D                Duration: 29 frames
DE/299D: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/299F: 1D F2 67 00          Set Object: NPC #9 ---> Command: Set object to movement: $0067
DE/29A3: 60 6D A2 62          Run Dialogue $026D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 We can bounce around all
 day long! And there's no one
 here who can stand in our way!<I><END>


DE/29A7: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/29A9: F0 1D                Duration: 29 frames
DE/29AB: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/29AD: 1C F2 67 00          Set Object: NPC #8 ---> Command: Set object to movement: $0067
DE/29B1: 60 6E A2 62          Run Dialogue $026E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Yahoo!
 Let's bounce the night away!<I><END>


DE/29B5: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/29B7: F0 1D                Duration: 29 frames
DE/29B9: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/29BB: 1A 82                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/29BD: 0B 10                Set Bits $10 of current object address 0A,x
DE/29BF: 1B 82                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/29C1: 0B 10                Set Bits $10 of current object address 0A,x
DE/29C3: A0 1E                Set event flag memory address 00:7043 Bit 6
DE/29C5: 18 F2 65 00          Set Object: NPC #4 ---> Command: Set object to movement: $0065
DE/29C9: 19 F2 66 00          Set Object: NPC #5 ---> Command: Set object to movement: $0066
DE/29CD: 1C F2 65 00          Set Object: NPC #8 ---> Command: Set object to movement: $0065
DE/29D1: 1D F2 66 00          Set Object: NPC #9 ---> Command: Set object to movement: $0066
DE/29D5: 1A F2 65 00          Set Object: NPC #6 ---> Command: Set object to movement: $0065
DE/29D9: 1B F2 66 00          Set Object: NPC #7 ---> Command: Set object to movement: $0066
DE/29DD: F0 3B                Duration: 59 frames
DE/29DF: A0 4A                Set event flag memory address 00:7049 Bit 2
DE/29E1: D1 14 01             Execute event id $0114
DE/29E4: FD 30                Screen moves with MARIO
DE/29E6: FE                   Return


EVENT [171] ------------------------------------------------------------>
DE/29E7: 68 43 81 1C 5D 60    Enter area: $0143
                              MARIO will be at coords: (912,744) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/29ED: FE                   Return


EVENT [172] ------------------------------------------------------------>
DE/29EE: 68 43 01 1A 5D 40    Enter area: $0143
                              MARIO will be at coords: (848,744) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/29F4: 71                   Lighten screen from black before following commands
DE/29F5: FE                   Return


EVENT [173] ------------------------------------------------------------>
DE/29F6: FD 88 02             Set Bit 7 of 00:0178
DE/29F9: FD 88 03             Set Bit 7 of 00:0188
DE/29FC: FD F0 45 35 05 2A    <UNKNOWN COMMAND $F0: pointer to address $DE/2A05
DE/2A02: 1A 81                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2A04: 01                   Clear Bit 7 of current object (disable object visibility)
DE/2A05: 40 79 61             Execute event id $6179 simultaneously with the following commands
DE/2A08: 71                   Lighten screen from black before following commands
DE/2A09: FE                   Return


EVENT [174] ------------------------------------------------------------>
DE/2A0A: DA 14 F7 0E          If event flag memory address 00:7082 Bit 4 set, jump to address $DE/0EF7
DE/2A0E: A2 14                Set event flag memory address 00:7082 Bit 4
DE/2A10: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2A12: 00 96                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DE/2A14: F0 00                Frame Duration: 0
   DE/2A16: 3D 14 2A             <UNKNOWN COMMAND $3D: pointer to address $DE/2A14>
   DE/2A19: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/2A1B: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2A1D: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/2A1F: 90 0F 1F 04          Objects bounces 4px high to on-screen coords: (496,248)
   DE/2A23: 77                   Object faces up-right
   DE/2A24: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/2A26: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2A28: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DE/2A2A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2A2C: F0 3B                Duration: 59 frames
DE/2A2E: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2A30: 1C F2 67 00          Set Object: NPC #8 ---> Command: Set object to movement: $0067
DE/2A34: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2A36: F0 1D                Frame Duration: 29
   DE/2A38: 75                   Object faces up-left
DE/2A39: 60 6F A2 62          Run Dialogue $026F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


          NOT SO FAST, PAL!<I><END>


DE/2A3D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2A3F: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2A41: F0 1D                Duration: 29 frames
DE/2A43: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2A45: 1D F2 67 00          Set Object: NPC #9 ---> Command: Set object to movement: $0067
DE/2A49: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2A4B: F0 1D                Frame Duration: 29
   DE/2A4D: 71                   Object faces down-right
DE/2A4E: 60 70 A2 62          Run Dialogue $0270 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Look at him! Can't even bounce!
 Hey, maybe we could bounce ON
 HIS HEAD!!!!<I><END>


DE/2A52: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2A54: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2A56: F0 1D                Duration: 29 frames
DE/2A58: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2A5A: 1C 39                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x39 bytes)
   DE/2A5C: 10 40                Set transition flag, x1 speed
   DE/2A5E: 0C 10                XOR Bits $10 of current object address 0A,x
   DE/2A60: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2A62: 10 40                Set transition flag, x1 speed
   DE/2A64: 20 04                <UNKNOWN COMMAND $20>
   DE/2A66: 25 00 07 70 FF       <UNKNOWN COMMAND $25>
   DE/2A6B: 61 0F                Shift object down-right 15 pixels
   DE/2A6D: 10 41                Set transition flag, x2 speed
   DE/2A6F: 61 0A                Shift object down-right 10 pixels
   DE/2A71: 21                   <UNKNOWN COMMAND $21>
   DE/2A72: 06                   Set "moon-walk" Bits
   DE/2A73: 9C 42                Play sound effect #$42
   DE/2A75: 10 40                Set transition flag, x1 speed
   DE/2A77: 7E 50 00             Object jumps #$0050 units
   DE/2A7A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2A7C: 45                   <UNKNOWN COMMAND $45>
   DE/2A7D: 65 09                Shift object up-left 9 pixels
   DE/2A7F: F0 00                Frame Duration: 0
   DE/2A81: FD 3D 1C 7F 2A       <UNKNOWN COMMAND $DE: pointer to address 
   DE/2A86: 7E 40 00             Object jumps #$0040 units
   DE/2A89: 45                   <UNKNOWN COMMAND $45>
   DE/2A8A: F0 00                Frame Duration: 0
   DE/2A8C: FD 3D 1C 8A 2A       <UNKNOWN COMMAND $DE: pointer to address 
   DE/2A91: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/2A93: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/2A95: 1D 35                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x35 bytes)
   DE/2A97: 0C 10                XOR Bits $10 of current object address 0A,x
   DE/2A99: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2A9B: 10 40                Set transition flag, x1 speed
   DE/2A9D: 20 04                <UNKNOWN COMMAND $20>
   DE/2A9F: 25 00 07 70 FF       <UNKNOWN COMMAND $25>
   DE/2AA4: 65 0F                Shift object up-left 15 pixels
   DE/2AA6: 10 41                Set transition flag, x2 speed
   DE/2AA8: 65 0A                Shift object up-left 10 pixels
   DE/2AAA: 21                   <UNKNOWN COMMAND $21>
   DE/2AAB: 06                   Set "moon-walk" Bits
   DE/2AAC: 10 40                Set transition flag, x1 speed
   DE/2AAE: 7E 50 00             Object jumps #$0050 units
   DE/2AB1: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2AB3: 41                   <UNKNOWN COMMAND $41>
   DE/2AB4: 61 09                Shift object down-right 9 pixels
   DE/2AB6: F0 00                Frame Duration: 0
   DE/2AB8: FD 3D 1D B6 2A       <UNKNOWN COMMAND $DE: pointer to address 
   DE/2ABD: 7E 40 00             Object jumps #$0040 units
   DE/2AC0: 41                   <UNKNOWN COMMAND $41>
   DE/2AC1: F0 00                Frame Duration: 0
   DE/2AC3: FD 3D 1D C1 2A       <UNKNOWN COMMAND $DE: pointer to address 
   DE/2AC8: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/2ACA: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/2ACC: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/2ACE: F0 09                Frame Duration: 9
   DE/2AD0: 77                   Object faces up-right
   DE/2AD1: 08 4A 10             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DE/2AD4: F0 1D                Frame Duration: 29
   DE/2AD6: 09                   Reset all object properties to default
DE/2AD7: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2AD9: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/2ADB: 73                   Object faces down-left
DE/2ADC: 19 01                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/2ADE: 73                   Object faces down-left
DE/2ADF: 1A 01                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/2AE1: 73                   Object faces down-left
DE/2AE2: 1B 01                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/2AE4: 73                   Object faces down-left
DE/2AE5: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2AE7: F0 3B                Duration: 59 frames
DE/2AE9: 18 F2 66 00          Set Object: NPC #4 ---> Command: Set object to movement: $0066
DE/2AED: 19 F2 65 00          Set Object: NPC #5 ---> Command: Set object to movement: $0065
DE/2AF1: 1C F2 66 00          Set Object: NPC #8 ---> Command: Set object to movement: $0066
DE/2AF5: 1D F2 65 00          Set Object: NPC #9 ---> Command: Set object to movement: $0065
DE/2AF9: 1A F2 66 00          Set Object: NPC #6 ---> Command: Set object to movement: $0066
DE/2AFD: 1B F2 65 00          Set Object: NPC #7 ---> Command: Set object to movement: $0065
DE/2B01: F0 3B                Duration: 59 frames
DE/2B03: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2B05: 47                   <UNKNOWN COMMAND $47>
DE/2B06: D2 1A 2B             Jump to address $DE/2B1A

EVENT [175] ------------------------------------------------------------>
DE/2B09: DA 10 9B 2F          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/2F9B
DE/2B0D: F0 00                Duration: 0 frames
DE/2B0F: 3D 0D 2B             <UNKNOWN COMMAND: pointer to address $2B0D>
DE/2B12: C8 80                <UNKNOWN COMMAND $C8>
DE/2B14: E5 0D 04 00 F7 0E    If value at 00:701A = #$0004, jump to address $DE/0EF7
DE/2B1A: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DE/2B1C: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/2B1E: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2B20: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/2B22: 90 10 1D 04          Objects bounces 4px high to on-screen coords: (528,232)
   DE/2B26: 77                   Object faces up-right
   DE/2B27: 0B 04                Set Bits $4 of current object address 0A,x
DE/2B29: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2B2B: 80 0C 09             Move object to on-screen coords: (400,72)
DE/2B2E: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2B30: F0 1D                Duration: 29 frames
DE/2B32: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2B34: 71                   Object faces down-right
DE/2B35: F0 09                Duration: 9 frames
DE/2B37: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2B39: 71                   Object faces down-right
DE/2B3A: F0 09                Duration: 9 frames
DE/2B3C: 1A 81                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2B3E: 75                   Object faces up-left
DE/2B3F: F0 09                Duration: 9 frames
DE/2B41: 1B 81                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2B43: 75                   Object faces up-left
DE/2B44: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/2B46: 77                   Object faces up-right
   DE/2B47: 0B F0                Set Bits $F0 of current object address 0A,x
DE/2B49: 17 1D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x1D bytes)
   DE/2B4B: 9C 56                Play sound effect #$56
   DE/2B4D: 10 45                Set transition flag, 1/2 speed
   DE/2B4F: 20 04                <UNKNOWN COMMAND $20>
   DE/2B51: 25 00 0A E0 FF       <UNKNOWN COMMAND $25>
   DE/2B56: 43                   <UNKNOWN COMMAND $43>
   DE/2B57: 21                   <UNKNOWN COMMAND $21>
   DE/2B58: 92 12 1A 14          Place object at on-screen coords: (576,208) Z=320
   DE/2B5C: F0 77                Frame Duration: 119
   DE/2B5E: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2B60: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2B62: 63 03                Shift object down-left 3 pixels
   DE/2B64: 10 45                Set transition flag, 1/2 speed
   DE/2B66: 63 0D                Shift object down-left 13 pixels
DE/2B68: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DE/2B6A: F0 1D                Frame Duration: 29
   DE/2B6C: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/2B6F: F0 95                Frame Duration: 149
   DE/2B71: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/2B74: 7E 6C 00             Object jumps #$006C units
DE/2B77: 9C 13                Play sound effect #$13
DE/2B79: F0 B3                Duration: 179 frames
DE/2B7B: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2B7D: 21 FA                Set Object: NPC #13 ---> Command: Remove movement effects
DE/2B7F: 21 F2 67 00          Set Object: NPC #13 ---> Command: Set object to movement: $0067
DE/2B83: 18 F2 67 00          Set Object: NPC #4 ---> Command: Set object to movement: $0067
DE/2B87: 19 F2 67 00          Set Object: NPC #5 ---> Command: Set object to movement: $0067
DE/2B8B: 1A F2 67 00          Set Object: NPC #6 ---> Command: Set object to movement: $0067
DE/2B8F: 1B F2 67 00          Set Object: NPC #7 ---> Command: Set object to movement: $0067
DE/2B93: DE 14 A2 2B          If event flag memory address 00:7082 Bit 4 clear, jump to address $DE/2BA2
DE/2B97: 1C F2 67 00          Set Object: NPC #8 ---> Command: Set object to movement: $0067
DE/2B9B: 1D F2 67 00          Set Object: NPC #9 ---> Command: Set object to movement: $0067
DE/2B9F: D2 C8 2B             Jump to address $DE/2BC8
DE/2BA2: 1C 11                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/2BA4: 06                   Set "moon-walk" Bits
   DE/2BA5: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2BA7: 10 40                Set transition flag, x1 speed
   DE/2BA9: 7E 50 00             Object jumps #$0050 units
   DE/2BAC: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2BAE: 65 08                Shift object up-left 8 pixels
   DE/2BB0: 10 45                Set transition flag, 1/2 speed
   DE/2BB2: 65 08                Shift object up-left 8 pixels
   DE/2BB4: 07                   Clear "moon-walk" Bits
DE/2BB5: 1D 11                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/2BB7: 06                   Set "moon-walk" Bits
   DE/2BB8: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2BBA: 10 40                Set transition flag, x1 speed
   DE/2BBC: 7E 50 00             Object jumps #$0050 units
   DE/2BBF: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2BC1: 61 08                Shift object down-right 8 pixels
   DE/2BC3: 10 45                Set transition flag, 1/2 speed
   DE/2BC5: 61 08                Shift object down-right 8 pixels
   DE/2BC7: 07                   Clear "moon-walk" Bits
DE/2BC8: 9C 15                Play sound effect #$15
DE/2BCA: 0C 92                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/2BCC: 10 44                Set transition flag, x8 speed
   DE/2BCE: 62 08                Shift object down 8 pixels
   DE/2BD0: 46                   <UNKNOWN COMMAND $46>
   DE/2BD1: 62 0C                Shift object down 12 pixels
   DE/2BD3: 66 08                Shift object up 8 pixels
   DE/2BD5: 62 06                Shift object down 6 pixels
   DE/2BD7: 66 04                Shift object up 4 pixels
   DE/2BD9: 9B                   Stop sound effect
   DE/2BDA: 62 03                Shift object down 3 pixels
   DE/2BDC: 66 01                Shift object up 1 pixels
DE/2BDE: F0 3B                Duration: 59 frames
DE/2BE0: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2BE2: 21 F2 71 00          Set Object: NPC #13 ---> Command: Set object to movement: $0071
DE/2BE6: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2BE8: 09                   Reset all object properties to default
DE/2BE9: 17 F3 7C 02          Set Object: NPC #3 ---> Command: Set object to movement: $027C
DE/2BED: 9C 16                Play sound effect #$16
DE/2BEF: 60 71 22 62          Run Dialogue $0271
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MACK: Listen up, gang!<I>
 These guys are gonna put
 a stop to OUR party!<I>
 Are we happy about this?!<I><END>


DE/2BF3: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2BF5: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2BF7: F0 27                Frame Duration: 39
   DE/2BF9: 77                   Object faces up-right
DE/2BFA: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2BFC: F0 27                Frame Duration: 39
   DE/2BFE: 77                   Object faces up-right
DE/2BFF: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/2C01: F0 27                Frame Duration: 39
   DE/2C03: 07                   Clear "moon-walk" Bits
   DE/2C04: 77                   Object faces up-right
DE/2C05: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/2C07: F0 27                Frame Duration: 39
   DE/2C09: 07                   Clear "moon-walk" Bits
   DE/2C0A: 77                   Object faces up-right
DE/2C0B: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2C0D: F0 27                Frame Duration: 39
   DE/2C0F: 77                   Object faces up-right
DE/2C10: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/2C12: F0 27                Frame Duration: 39
   DE/2C14: 77                   Object faces up-right
DE/2C15: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2C17: D1 10 01             Execute event id $0110
DE/2C1A: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2C1C: F0 4F                Frame Duration: 79
   DE/2C1E: 71                   Object faces down-right
DE/2C1F: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2C21: F0 4F                Frame Duration: 79
   DE/2C23: 71                   Object faces down-right
DE/2C24: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/2C26: F0 4F                Frame Duration: 79
   DE/2C28: 07                   Clear "moon-walk" Bits
   DE/2C29: 71                   Object faces down-right
DE/2C2A: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/2C2C: F0 4F                Frame Duration: 79
   DE/2C2E: 07                   Clear "moon-walk" Bits
   DE/2C2F: 75                   Object faces up-left
DE/2C30: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2C32: F0 4F                Frame Duration: 79
   DE/2C34: 75                   Object faces up-left
DE/2C35: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/2C37: F0 4F                Frame Duration: 79
   DE/2C39: 75                   Object faces up-left
DE/2C3A: 65                   <UNKNOWN COMMAND $65>
DE/2C3B: F0 09                Duration: 9 frames
DE/2C3D: 18 8D                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/2C3F: 71                   Object faces down-right
   DE/2C40: F0 1D                Frame Duration: 29
   DE/2C42: 10 40                Set transition flag, x1 speed
   DE/2C44: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2C46: 9C 21                Play sound effect #$21
   DE/2C48: 7E 48 00             Object jumps #$0048 units
   DE/2C4B: 41                   <UNKNOWN COMMAND $41>
DE/2C4C: A8 09 18             Store #$18 to 00:70A9
DE/2C4F: D1 16 01             Execute event id $0116
DE/2C52: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2C54: 75                   Object faces up-left
DE/2C55: 60 72 A2 62          Run Dialogue $0272 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         You're asking for IT!<I><END>


DE/2C59: 19 8D                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/2C5B: 71                   Object faces down-right
   DE/2C5C: 10 40                Set transition flag, x1 speed
   DE/2C5E: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2C60: 9C 21                Play sound effect #$21
   DE/2C62: 7E 50 00             Object jumps #$0050 units
   DE/2C65: 41                   <UNKNOWN COMMAND $41>
   DE/2C66: 61 04                Shift object down-right 4 pixels
DE/2C68: A8 09 19             Store #$19 to 00:70A9
DE/2C6B: D1 16 01             Execute event id $0116
DE/2C6E: 19 82                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/2C70: 07                   Clear "moon-walk" Bits
   DE/2C71: 77                   Object faces up-right
DE/2C72: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2C74: 73                   Object faces down-left
DE/2C75: 60 73 A2 62          Run Dialogue $0273 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       Ooh, you're gonna get it!<I><END>


DE/2C79: 1A 8F                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/2C7B: 75                   Object faces up-left
   DE/2C7C: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2C7E: 9C 21                Play sound effect #$21
   DE/2C80: 13 02                Layering priority: Object overlaps MARIO
   DE/2C82: 10 40                Set transition flag, x1 speed
   DE/2C84: 7E 50 00             Object jumps #$0050 units
   DE/2C87: 45                   <UNKNOWN COMMAND $45>
   DE/2C88: 65 04                Shift object up-left 4 pixels
DE/2C8A: A8 09 1A             Store #$1A to 00:70A9
DE/2C8D: D1 16 01             Execute event id $0116
DE/2C90: 1A 82                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/2C92: 07                   Clear "moon-walk" Bits
   DE/2C93: 77                   Object faces up-right
DE/2C94: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2C96: F0 09                Frame Duration: 9
   DE/2C98: 72                   Object faces down
DE/2C99: 60 74 A2 62          Run Dialogue $0274 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You picked the WRONG people
 not to bounce with, bub!<I><END>


DE/2C9D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2C9F: 1B 8A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/2CA1: 10 40                Set transition flag, x1 speed
   DE/2CA3: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2CA5: 9C 21                Play sound effect #$21
   DE/2CA7: 7E 48 00             Object jumps #$0048 units
   DE/2CAA: 45                   <UNKNOWN COMMAND $45>
DE/2CAB: A8 09 1A             Store #$1A to 00:70A9
DE/2CAE: D1 16 01             Execute event id $0116
DE/2CB1: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/2CB3: F0 09                Frame Duration: 9
   DE/2CB5: 71                   Object faces down-right
DE/2CB6: 60 75 A2 62          Run Dialogue $0275 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 How 'bout a fat lip to go with
 that ugly mustache?!<I><END>


DE/2CBA: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/2CBC: F0 09                Frame Duration: 9
   DE/2CBE: 77                   Object faces up-right
   DE/2CBF: F0 09                Frame Duration: 9
   DE/2CC1: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/2CC4: 9C 21                Play sound effect #$21
DE/2CC6: FD FE                Store value at 7F:F8CD to 00:7000
DE/2CC8: 18 13                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/2CCA: F0 13                Frame Duration: 19
   DE/2CCC: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2CCE: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2CD0: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/2CD2: 20 04                <UNKNOWN COMMAND $20>
   DE/2CD4: 25 00 08 84 FF       <UNKNOWN COMMAND $25>
   DE/2CD9: 10 45                Set transition flag, 1/2 speed
   DE/2CDB: 41                   <UNKNOWN COMMAND $41>
   DE/2CDC: 21                   <UNKNOWN COMMAND $21>
DE/2CDD: 19 13                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/2CDF: F0 13                Frame Duration: 19
   DE/2CE1: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2CE3: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2CE5: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/2CE7: 20 04                <UNKNOWN COMMAND $20>
   DE/2CE9: 25 00 08 84 FF       <UNKNOWN COMMAND $25>
   DE/2CEE: 10 45                Set transition flag, 1/2 speed
   DE/2CF0: 47                   <UNKNOWN COMMAND $47>
   DE/2CF1: 21                   <UNKNOWN COMMAND $21>
DE/2CF2: 1A 18                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x18 bytes)
   DE/2CF4: F0 13                Frame Duration: 19
   DE/2CF6: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2CF8: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2CFA: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/2CFC: FD 0F 03             Object overlaps BG1 & BG2
   DE/2CFF: 13 02                Layering priority: Object overlaps MARIO
   DE/2D01: 20 04                <UNKNOWN COMMAND $20>
   DE/2D03: 25 00 08 84 FF       <UNKNOWN COMMAND $25>
   DE/2D08: 10 45                Set transition flag, 1/2 speed
   DE/2D0A: 47                   <UNKNOWN COMMAND $47>
   DE/2D0B: 21                   <UNKNOWN COMMAND $21>
DE/2D0C: 1B 13                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/2D0E: F0 13                Frame Duration: 19
   DE/2D10: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2D12: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2D14: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/2D16: 20 04                <UNKNOWN COMMAND $20>
   DE/2D18: 25 00 08 84 FF       <UNKNOWN COMMAND $25>
   DE/2D1D: 10 45                Set transition flag, 1/2 speed
   DE/2D1F: 45                   <UNKNOWN COMMAND $45>
   DE/2D20: 21                   <UNKNOWN COMMAND $21>
DE/2D21: 17 17                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x17 bytes)
   DE/2D23: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2D25: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2D27: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/2D29: F0 13                Frame Duration: 19
   DE/2D2B: 20 04                <UNKNOWN COMMAND $20>
   DE/2D2D: 25 40 08 84 FF       <UNKNOWN COMMAND $25>
   DE/2D32: 10 45                Set transition flag, 1/2 speed
   DE/2D34: 63 08                Shift object down-left 8 pixels
   DE/2D36: 10 40                Set transition flag, x1 speed
   DE/2D38: 43                   <UNKNOWN COMMAND $43>
   DE/2D39: 21                   <UNKNOWN COMMAND $21>
DE/2D3A: 9C 00                Play sound effect #$00
DE/2D3C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2D3E: A1 E5                Set event flag memory address 00:707C Bit 5
DE/2D40: A5 E6                Clear event flag memory address 00:707C Bit 6
DE/2D42: A5 E7                Clear event flag memory address 00:707C Bit 7
DE/2D44: 95 00 01             Fade out music to volume 1; Duration: 0 frames
DE/2D47: 4A B3 00 0F          Engage in battle with formation pack #$00B3 in background #$0F
DE/2D4B: D1 18 00             Execute event id $0018
DE/2D4E: FD FE                Store value at 7F:F8CD to 00:7000
DE/2D50: A2 10                Set event flag memory address 00:7082 Bit 0
DE/2D52: FD 5B                Restore all HP
DE/2D54: FD 5C                Restore all FP
DE/2D56: 90                   <UNKNOWN COMMAND $90>
DE/2D57: 17 F0 00                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
DE/2D5A: FD A2                Stop music playback
DE/2D5C: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/2D5E: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DE/2D60: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DE/2D62: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DE/2D64: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DE/2D66: 21 02                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/2D68: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
DE/2D6A: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2D6C: 09                   Reset all object properties to default
DE/2D6D: 71                   Lighten screen from black before following commands
DE/2D6E: F0 1D                Duration: 29 frames
DE/2D70: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/2D72: 10 40                Set transition flag, x1 speed
   DE/2D74: 57 04                Shift object up-right 64 pixels
DE/2D76: FD FD                Store value at 7F:F8CD to 00:7000
DE/2D78: FD 8E 99 07 0F       <UNKNOWN COMMAND $8E>
DE/2D7D: F0 3B                Duration: 59 frames
DE/2D7F: FD FC                Store value at 7F:F8CD to 00:7000
DE/2D81: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/2D83: 15 1D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1D bytes)
   DE/2D85: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/2D87: 10 44                Set transition flag, x8 speed
   DE/2D89: 5A 02                Shift object up 32 pixels
   DE/2D8B: 10 43                Set transition flag, x4 speed
   DE/2D8D: 6A 08                Shift object up 8 pixels
   DE/2D8F: 10 41                Set transition flag, x2 speed
   DE/2D91: 6A 04                Shift object up 4 pixels
   DE/2D93: 10 40                Set transition flag, x1 speed
   DE/2D95: 6A 02                Shift object up 2 pixels
   DE/2D97: 10 45                Set transition flag, 1/2 speed
   DE/2D99: 6A 01                Shift object up 1 pixels
   DE/2D9B: 10 46                Set transition flag, 1/4 speed
   DE/2D9D: 6A 01                Shift object up 1 pixels
   DE/2D9F: FD 0F 03             Object overlaps BG1 & BG2
DE/2DA2: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/2DA4: F0 03                Frame Duration: 3
   DE/2DA6: 00                   Set Bit 7 of current object (enable object visibility)
   DE/2DA7: F0 0F                Frame Duration: 15
   DE/2DA9: 01                   Clear Bit 7 of current object (disable object visibility)
DE/2DAA: F0 1D                Duration: 29 frames
DE/2DAC: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2DAE: F0 59                Duration: 89 frames
DE/2DB0: 15 F1 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/2DB3: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/2DB6: F0 44                Duration: 68 frames
DE/2DB8: 91 17                Play music: #$17
DE/2DBA: F0 32                Duration: 50 frames
DE/2DBC: 14 F2 7A 02          Set Object: NPC #0 ---> Command: Set object to movement: $027A
DE/2DC0: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/2DC2: F0 0B                Frame Duration: 11
   DE/2DC4: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
DE/2DC6: 0C 0B                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0B bytes)
   DE/2DC8: F0 13                Frame Duration: 19
   DE/2DCA: 10 41                Set transition flag, x2 speed
   DE/2DCC: 64 10                Shift object left 16 pixels
   DE/2DCE: 10 40                Set transition flag, x1 speed
   DE/2DD0: 44                   <UNKNOWN COMMAND $44>
   DE/2DD1: 64 08                Shift object left 8 pixels
DE/2DD3: 14 F6                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $F6>
DE/2DD5: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/2DD7: 21                   <UNKNOWN COMMAND $21>
   DE/2DD8: 10 46                Set transition flag, 1/4 speed
   DE/2DDA: 67 10                Shift object up-right 16 pixels
DE/2DDC: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/2DDE: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
DE/2DE1: 15 F2 78 00          Set Object: NPC #1 ---> Command: Set object to movement: $0078
DE/2DE5: F0 77                Duration: 119 frames
DE/2DE7: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/2DE9: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2DEB: 21                   <UNKNOWN COMMAND $21>
DE/2DEC: 15 28                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x28 bytes)
   DE/2DEE: 10 44                Set transition flag, x8 speed
   DE/2DF0: 5A 02                Shift object up 32 pixels
   DE/2DF2: 6A 04                Shift object up 4 pixels
   DE/2DF4: 10 43                Set transition flag, x4 speed
   DE/2DF6: 6A 0A                Shift object up 10 pixels
   DE/2DF8: 10 41                Set transition flag, x2 speed
   DE/2DFA: 6A 06                Shift object up 6 pixels
   DE/2DFC: 10 40                Set transition flag, x1 speed
   DE/2DFE: 6A 02                Shift object up 2 pixels
   DE/2E00: 10 45                Set transition flag, 1/2 speed
   DE/2E02: 6A 01                Shift object up 1 pixels
   DE/2E04: 10 46                Set transition flag, 1/4 speed
   DE/2E06: 6A 01                Shift object up 1 pixels
   DE/2E08: F0 63                Frame Duration: 99
   DE/2E0A: 10 81                Set sequence flag, x2 speed
   DE/2E0C: F0 1D                Frame Duration: 29
   DE/2E0E: 10 83                Set sequence flag, x4 speed
   DE/2E10: F0 3B                Frame Duration: 59
   DE/2E12: 10 84                Set sequence flag, x8 speed
   DE/2E14: F0 59                Frame Duration: 89
DE/2E16: 16 13                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/2E18: 92 10 1D 0D          Place object at on-screen coords: (528,232) Z=208
   DE/2E1C: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/2E1F: F0 06                Frame Duration: 6
   DE/2E21: 00                   Set Bit 7 of current object (enable object visibility)
   DE/2E22: 10 43                Set transition flag, x4 speed
   DE/2E24: 6A 04                Shift object up 4 pixels
   DE/2E26: 10 41                Set transition flag, x2 speed
   DE/2E28: 6A 06                Shift object up 6 pixels
   DE/2E2A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/2E2B: F0 E7                Duration: 231 frames
DE/2E2D: 91 18                Play music: #$18
DE/2E2F: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2E31: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/2E33: 10 43                Set transition flag, x4 speed
   DE/2E35: 52 02                Shift object down 32 pixels
DE/2E37: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/2E39: 10 43                Set transition flag, x4 speed
   DE/2E3B: 5B 04                Shift object down 64 pixels
   DE/2E3D: 6B 0A                <UNKNOWN COMMAND: frame duration=10?>
   DE/2E3F: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DE/2E42: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/2E44: F0 0D                Frame Duration: 13
   DE/2E46: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DE/2E49: F0 EF                Duration: 239 frames
DE/2E4B: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/2E4D: 10 45                Set transition flag, 1/2 speed
   DE/2E4F: 5A 04                Shift object up 64 pixels
   DE/2E51: 10 46                Set transition flag, 1/4 speed
   DE/2E53: 5A 02                Shift object up 32 pixels
DE/2E55: 16 14                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x14 bytes)
   DE/2E57: 92 10 1D 09          Place object at on-screen coords: (528,232) Z=144
   DE/2E5B: F0 29                Frame Duration: 41
   DE/2E5D: 10 45                Set transition flag, 1/2 speed
   DE/2E5F: 5A 03                Shift object up 48 pixels
   DE/2E61: 6A 02                Shift object up 2 pixels
   DE/2E63: 10 46                Set transition flag, 1/4 speed
   DE/2E65: 6A 06                Shift object up 6 pixels
   DE/2E67: 10 45                Set transition flag, 1/2 speed
   DE/2E69: 6A 04                Shift object up 4 pixels
DE/2E6B: 0C 09                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x09 bytes)
   DE/2E6D: F0 21                Frame Duration: 33
   DE/2E6F: 10 40                Set transition flag, x1 speed
   DE/2E71: 5A 06                Shift object up 96 pixels
   DE/2E73: 10 45                Set transition flag, 1/2 speed
   DE/2E75: 4A                   <UNKNOWN COMMAND $4A>
DE/2E76: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2E78: FD 8E 00 0A 06       <UNKNOWN COMMAND $8E>
DE/2E7D: A1 11                Set event flag memory address 00:7062 Bit 1
DE/2E7F: 15 F2 78 00          Set Object: NPC #1 ---> Command: Set object to movement: $0078
DE/2E83: F0 3B                Duration: 59 frames
DE/2E85: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/2E87: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2E89: 00                   Set Bit 7 of current object (enable object visibility)
DE/2E8A: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/2E8C: 10 44                Set transition flag, x8 speed
   DE/2E8E: 5A 08                Shift object up 128 pixels
DE/2E90: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/2E92: 10 44                Set transition flag, x8 speed
   DE/2E94: 5A 08                Shift object up 128 pixels
DE/2E96: FD 32                <UNKNOWN COMMAND $FD 32>
DE/2E98: FD 4D 01             ENDING - Star Piece Scene #1
DE/2E9B: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/2E9D: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/2E9F: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/2EA1: 09                   Reset all object properties to default
   DE/2EA2: 72                   Object faces down
DE/2EA3: FD 8E 72 00 06       <UNKNOWN COMMAND $8E>
DE/2EA8: 95 00 01             Fade out music to volume 1; Duration: 0 frames
DE/2EAB: 90                   <UNKNOWN COMMAND $90>
DE/2EAC: 02 F0 00                Set Object: BOWSER ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
DE/2EAF: FD A2                Stop music playback
DE/2EB1: A0 4E                Set event flag memory address 00:7049 Bit 6
DE/2EB3: D1 14 01             Execute event id $0114
DE/2EB6: 71                   Lighten screen from black before following commands
DE/2EB7: F0 1D                Duration: 29 frames
DE/2EB9: 1C F2 87 00          Set Object: NPC #8 ---> Command: Set object to movement: $0087
DE/2EBD: F0 1D                Duration: 29 frames
DE/2EBF: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/2EC1: 10 40                Set transition flag, x1 speed
   DE/2EC3: 90 0B 0F 00          Objects bounces 0px high to on-screen coords: (368,120)
DE/2EC7: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2EC9: 74                   Object faces left
DE/2ECA: 60 C4 A2 62          Run Dialogue $02C4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            This is not good!<I><END>


DE/2ECE: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2ED0: F0 1D                Duration: 29 frames
DE/2ED2: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2ED4: 1D F2 87 00          Set Object: NPC #9 ---> Command: Set object to movement: $0087
DE/2ED8: F0 1D                Duration: 29 frames
DE/2EDA: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2EDC: 72                   Object faces down
DE/2EDD: 60 C4 A2 62          Run Dialogue $02C4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            This is not good!<I><END>


DE/2EE1: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2EE3: F0 1D                Duration: 29 frames
DE/2EE5: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2EE7: 1C F2 87 00          Set Object: NPC #8 ---> Command: Set object to movement: $0087
DE/2EEB: F0 1D                Duration: 29 frames
DE/2EED: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2EEF: 74                   Object faces left
DE/2EF0: 60 C5 A2 62          Run Dialogue $02C5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


    The mustachioed one is strong!<I><END>


DE/2EF4: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2EF6: F0 1D                Duration: 29 frames
DE/2EF8: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2EFA: 1D F2 87 00          Set Object: NPC #9 ---> Command: Set object to movement: $0087
DE/2EFE: F0 1D                Duration: 29 frames
DE/2F00: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2F02: 72                   Object faces down
DE/2F03: 60 C6 A2 62          Run Dialogue $02C6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


             Strong, YES!<I><END>


DE/2F07: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2F09: F0 1D                Duration: 29 frames
DE/2F0B: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2F0D: 1C F2 87 00          Set Object: NPC #8 ---> Command: Set object to movement: $0087
DE/2F11: F0 1D                Duration: 29 frames
DE/2F13: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2F15: 74                   Object faces left
DE/2F16: 60 C7 A2 62          Run Dialogue $02C7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       We MUST warn the boss!<I><END>


DE/2F1A: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2F1C: F0 1D                Duration: 29 frames
DE/2F1E: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2F20: 1D F2 87 00          Set Object: NPC #9 ---> Command: Set object to movement: $0087
DE/2F24: F0 1D                Duration: 29 frames
DE/2F26: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/2F28: 72                   Object faces down
DE/2F29: 60 C8 A2 62          Run Dialogue $02C8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                Come on!!<I><END>


DE/2F2D: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/2F2F: F0 1D                Duration: 29 frames
DE/2F31: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/2F33: 1C 29                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x29 bytes)
   DE/2F35: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2F37: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2F39: 10 41                Set transition flag, x2 speed
   DE/2F3B: 20 04                <UNKNOWN COMMAND $20>
   DE/2F3D: 9C 21                Play sound effect #$21
   DE/2F3F: 25 00 08 00 FF       <UNKNOWN COMMAND $25>
   DE/2F44: 53 02                Shift object down-left 32 pixels
   DE/2F46: 71                   Object faces down-right
   DE/2F47: 9C 21                Play sound effect #$21
   DE/2F49: 25 00 08 00 FF       <UNKNOWN COMMAND $25>
   DE/2F4E: 51 02                Shift object down-right 32 pixels
   DE/2F50: 73                   Object faces down-left
   DE/2F51: 9C 21                Play sound effect #$21
   DE/2F53: 25 00 08 00 FF       <UNKNOWN COMMAND $25>
   DE/2F58: 53 02                Shift object down-left 32 pixels
   DE/2F5A: 63 0C                Shift object down-left 12 pixels
   DE/2F5C: 21                   <UNKNOWN COMMAND $21>
   DE/2F5D: 01                   Clear Bit 7 of current object (disable object visibility)
DE/2F5E: 1D A3                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x23 bytes) (Wait until complete)
   DE/2F60: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2F62: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2F64: 10 41                Set transition flag, x2 speed
   DE/2F66: 20 04                <UNKNOWN COMMAND $20>
   DE/2F68: 25 00 08 00 FF       <UNKNOWN COMMAND $25>
   DE/2F6D: 53 02                Shift object down-left 32 pixels
   DE/2F6F: 75                   Object faces up-left
   DE/2F70: 25 00 08 00 FF       <UNKNOWN COMMAND $25>
   DE/2F75: 55 02                Shift object up-left 32 pixels
   DE/2F77: 73                   Object faces down-left
   DE/2F78: 25 00 08 00 FF       <UNKNOWN COMMAND $25>
   DE/2F7D: 53 02                Shift object down-left 32 pixels
   DE/2F7F: 63 0C                Shift object down-left 12 pixels
   DE/2F81: 21                   <UNKNOWN COMMAND $21>
   DE/2F82: 01                   Clear Bit 7 of current object (disable object visibility)
DE/2F83: F2 46 39             <UNKNOWN COMMAND $F2>
DE/2F86: F2 46 3B             <UNKNOWN COMMAND $F2>
DE/2F89: F0 1D                Duration: 29 frames
DE/2F8B: A0 4A                Set event flag memory address 00:7049 Bit 2
DE/2F8D: D1 14 01             Execute event id $0114
DE/2F90: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/2F94: FE                   Return


EVENT [176] ------------------------------------------------------------>
DE/2F95: DC 20 F7 0E          If event flag memory address 00:7044 Bit 0 clear, jump to address $DE/0EF7
DE/2F99: A1 0D                Set event flag memory address 00:7061 Bit 5

EVENT [177] ------------------------------------------------------------>
DE/2F9B: 91 02                Play music: #$02
DE/2F9D: 21 FA                Set Object: NPC #13 ---> Command: Remove movement effects
DE/2F9F: 21 8C                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/2FA1: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2FA3: 07                   Clear "moon-walk" Bits
   DE/2FA4: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/2FA5: 10 81                Set sequence flag, x2 speed
   DE/2FA7: 80 11 14             Move object to on-screen coords: (544,160)
   DE/2FAA: 73                   Object faces down-left
   DE/2FAB: 10 40                Set transition flag, x1 speed
DE/2FAD: D9 0D 24 32          If event flag memory address 00:7061 Bit 5 set, jump to address $DE/3224
DE/2FB1: 60 76 A2 E1          Run Dialogue $0276 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: Mario!<I><END>


DE/2FB5: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   DE/2FB7: F0 00                Frame Duration: 0
   DE/2FB9: 3D B7 2F             <UNKNOWN COMMAND $3D: pointer to address $DE/2FB7>
   DE/2FBC: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/2FBE: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/2FC0: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/2FC2: 90 10 1E 04          Objects bounces 4px high to on-screen coords: (512,240)
   DE/2FC6: 77                   Object faces up-right
   DE/2FC7: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2FC9: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2FCB: 0B F0                Set Bits $F0 of current object address 0A,x
DE/2FCD: 21 91                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/2FCF: 0B 04                Set Bits $4 of current object address 0A,x
   DE/2FD1: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/2FD3: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/2FD4: 10 41                Set transition flag, x2 speed
   DE/2FD6: 10 83                Set sequence flag, x4 speed
   DE/2FD8: 53 01                Shift object down-left 16 pixels
   DE/2FDA: 51 04                Shift object down-right 64 pixels
   DE/2FDC: 53 04                Shift object down-left 64 pixels
   DE/2FDE: F0 1D                Frame Duration: 29
DE/2FE0: 60 77 02 E1          Run Dialogue $0277
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Once again, Mario to the rescue!<I>

DE/2FE4: FD 60                <UNKNOWN COMMAND $FD 60>
DE/2FE6: 21 86                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/2FE8: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/2FEB: F0 1D                Frame Duration: 29
   DE/2FED: 09                   Reset all object properties to default
DE/2FEE: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/2FF2: F0 1D                Duration: 29 frames
DE/2FF4: 21 0C                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/2FF6: 10 81                Set sequence flag, x2 speed
   DE/2FF8: 10 46                Set transition flag, 1/4 speed
   DE/2FFA: 57 02                Shift object up-right 32 pixels
   DE/2FFC: 73                   Object faces down-left
   DE/2FFD: F0 09                Frame Duration: 9
   DE/2FFF: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/3002: 60 78 A2 D4          Run Dialogue $0278 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




         But who WERE those...<I><END>


DE/3006: FD 32                <UNKNOWN COMMAND $FD 32>
DE/3008: 1E F8                Set Object: NPC #10 ---> Command: Show Object
DE/300A: 1F F8                Set Object: NPC #11 ---> Command: Show Object
DE/300C: 20 F8                Set Object: NPC #12 ---> Command: Show Object
DE/300E: 60 79 A2 DE          Run Dialogue $0279 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Chancellor!<I><END>


DE/3012: 21 81                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/3014: 09                   Reset all object properties to default
DE/3015: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/3017: 73                   Object faces down-left
DE/3018: 1E 13                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/301A: 92 0C 23 00          Place object at on-screen coords: (400,280) Z=0
   DE/301E: 0B 04                Set Bits $4 of current object address 0A,x
   DE/3020: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3022: 10 43                Set transition flag, x4 speed
   DE/3024: 57 07                Shift object up-right 112 pixels
   DE/3026: 51 01                Shift object down-right 16 pixels
   DE/3028: 77                   Object faces up-right
   DE/3029: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/302B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/302D: 1F 15                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/302F: F0 13                Frame Duration: 19
   DE/3031: 92 0C 23 00          Place object at on-screen coords: (400,280) Z=0
   DE/3035: 0B 04                Set Bits $4 of current object address 0A,x
   DE/3037: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3039: 10 43                Set transition flag, x4 speed
   DE/303B: 57 05                Shift object up-right 80 pixels
   DE/303D: 51 03                Shift object down-right 48 pixels
   DE/303F: 77                   Object faces up-right
   DE/3040: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/3042: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/3044: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3046: F0 09                Frame Duration: 9
   DE/3048: 77                   Object faces up-right
DE/3049: 20 92                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/304B: F0 27                Frame Duration: 39
   DE/304D: 92 0C 23 00          Place object at on-screen coords: (400,280) Z=0
   DE/3051: 0B 04                Set Bits $4 of current object address 0A,x
   DE/3053: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3055: 10 43                Set transition flag, x4 speed
   DE/3057: 57 05                Shift object up-right 80 pixels
   DE/3059: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/305B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/305D: 60 83 82 DE          Run Dialogue $0283 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Sir!
 Thank goodness you're all right!<I>

DE/3061: F0 09                Duration: 9 frames
DE/3063: D8 26 72 30          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/3072
DE/3067: 21 86                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/3069: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/306C: F0 13                Frame Duration: 19
   DE/306E: 09                   Reset all object properties to default
DE/306F: D2 7A 30             Jump to address $DE/307A
DE/3072: 21 86                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/3074: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/3077: F0 13                Frame Duration: 19
   DE/3079: 09                   Reset all object properties to default
DE/307A: F0 27                Duration: 39 frames
DE/307C: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/307E: 73                   Object faces down-left
DE/307F: DD 0D 86 30          If event flag memory address 00:7061 Bit 5 clear, jump to address $DE/3086
DE/3083: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/3085: 77                   Object faces up-right
DE/3086: 60 84 A2 DE          Run Dialogue $0284 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Mario! So it was YOU who
 got us through all of this!
 We owe much to you...!<I><END>


DE/308A: 00 94                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/308C: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/308F: F0 05                Frame Duration: 5
   DE/3091: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   DE/3094: F0 07                Frame Duration: 7
   DE/3096: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/3099: F0 03                Frame Duration: 3
   DE/309B: 08 4A 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/309E: F0 01                Frame Duration: 1
DE/30A0: 76 64                Simultaneously darken screen from black with following commands; Duration: 100 frames
DE/30A2: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/30A6: DD 0D B0 30          If event flag memory address 00:7061 Bit 5 clear, jump to address $DE/30B0
DE/30AA: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/30AC: 10 45                Set transition flag, 1/2 speed
   DE/30AE: 53 02                Shift object down-left 32 pixels
DE/30B0: 7F                   <UNKNOWN COMMAND $7F>
DE/30B1: 68 12 00 10 1E E2    Enter area: $0012
                              MARIO will be at coords: (512,240) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/30B7: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/30B9: 10 44                Set transition flag, x8 speed
   DE/30BB: 60 10                Shift object right 16 pixels
DE/30BD: 72 C8                Simultaneously lighten screen from black with following commands; Duration: 200 frames
DE/30BF: 14 94                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/30C1: 10 46                Set transition flag, 1/4 speed
   DE/30C3: 10 81                Set sequence flag, x2 speed
   DE/30C5: 65 08                Shift object up-left 8 pixels
   DE/30C7: 73                   Object faces down-left
   DE/30C8: F0 13                Frame Duration: 19
   DE/30CA: 41                   <UNKNOWN COMMAND $41>
   DE/30CB: 73                   Object faces down-left
   DE/30CC: F0 13                Frame Duration: 19
   DE/30CE: 45                   <UNKNOWN COMMAND $45>
   DE/30CF: 73                   Object faces down-left
   DE/30D0: F0 13                Frame Duration: 19
   DE/30D2: 61 08                Shift object down-right 8 pixels
   DE/30D4: 73                   Object faces down-left
DE/30D5: 7F                   <UNKNOWN COMMAND $7F>
DE/30D6: 60 7B A2 D4          Run Dialogue $027B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: First the Princess
 and now THIS!
 It's just too much to bear.<I><END>


DE/30DA: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/30DC: 08 43 84             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DE/30DF: F0 3B                Frame Duration: 59
DE/30E1: 60 7D A2 60          Run Dialogue $027D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Mario!<I><END>


DE/30E5: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/30E7: 09                   Reset all object properties to default
DE/30E8: 1C 8A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/30EA: 92 10 1E 04          Place object at on-screen coords: (512,240) Z=64
   DE/30EE: 65 04                Shift object up-left 4 pixels
   DE/30F0: 00                   Set Bit 7 of current object (enable object visibility)
   DE/30F1: 65 0C                Shift object up-left 12 pixels
   DE/30F3: 71                   Object faces down-right
DE/30F4: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/30F6: 75                   Object faces up-left
DE/30F7: 65                   <UNKNOWN COMMAND $65>
DE/30F8: 60 7E 02 DC          Run Dialogue $027E
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: How about we ask my
 Grandpa for help?...<I>

DE/30FC: 65                   <UNKNOWN COMMAND $65>
DE/30FD: 1C F2 72 00          Set Object: NPC #8 ---> Command: Set object to movement: $0072
DE/3101: 60 7F A2 DC          Run Dialogue $027F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 He knows...EVERYTHING!<I><END>


DE/3105: F0 1D                Duration: 29 frames
DE/3107: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/3109: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/310C: F0 1D                Frame Duration: 29
   DE/310E: 09                   Reset all object properties to default
DE/310F: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3111: F0 27                Frame Duration: 39
   DE/3113: 77                   Object faces up-right
DE/3114: 60 85 A2 D4          Run Dialogue $0285 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: Excuse me, but...
 who are YOU?<I><END>


DE/3118: FD 32                <UNKNOWN COMMAND $FD 32>
DE/311A: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/311C: 1C 88                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/311E: 09                   Reset all object properties to default
   DE/311F: 77                   Object faces up-right
   DE/3120: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/3123: F0 1D                Frame Duration: 29
   DE/3125: 09                   Reset all object properties to default
DE/3126: 60 86 A2 DC          Run Dialogue $0286 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Oh, hello!
 My name is Mallow. I'm from
 Tadpole Pond...<I><END>


DE/312A: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/312C: F0 13                Frame Duration: 19
   DE/312E: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/3131: F0 13                Frame Duration: 19
   DE/3133: 09                   Reset all object properties to default
DE/3134: FD 32                <UNKNOWN COMMAND $FD 32>
DE/3136: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/3138: F0 09                Frame Duration: 9
   DE/313A: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/313D: F0 09                Frame Duration: 9
   DE/313F: 09                   Reset all object properties to default
   DE/3140: F0 09                Frame Duration: 9
DE/3142: 60 87 82 D4          Run Dialogue $0287 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: Well, any friend of
 Mario's is welcome here in
 Mushroom Kingdom.<I>

DE/3146: FD 32                <UNKNOWN COMMAND $FD 32>
DE/3148: 14 0B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/314A: D4 01                Start code block, repeat 1 times
   DE/314C: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/314F: F0 09                Frame Duration: 9
   DE/3151: 09                   Reset all object properties to default
   DE/3152: F0 09                Frame Duration: 9
   DE/3154: D7                   End of code block
DE/3155: 60 88 A2 D4          Run Dialogue $0288 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 As I was saying, Mario, you
 are our only hope!<I><END>


DE/3159: FD 32                <UNKNOWN COMMAND $FD 32>
DE/315B: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/315D: 10 43                Set transition flag, x4 speed
   DE/315F: 43                   <UNKNOWN COMMAND $43>
   DE/3160: F0 1D                Frame Duration: 29
   DE/3162: 4A                   <UNKNOWN COMMAND $4A>
   DE/3163: 4B                   <UNKNOWN COMMAND $4B>
   DE/3164: 4A                   <UNKNOWN COMMAND $4A>
   DE/3165: 4B                   <UNKNOWN COMMAND $4B>
DE/3166: 60 7C A2 D4          Run Dialogue $027C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario! Please! You MUST
 rescue the Princess, NOW!<I><END>


DE/316A: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/316C: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/316F: F0 1D                Duration: 29 frames
DE/3171: 1C 17                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x17 bytes)
   DE/3173: 71                   Object faces down-right
   DE/3174: F0 09                Frame Duration: 9
   DE/3176: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DE/3179: 10 40                Set transition flag, x1 speed
   DE/317B: 6A 08                Shift object up 8 pixels
   DE/317D: 10 41                Set transition flag, x2 speed
   DE/317F: 6A 08                Shift object up 8 pixels
   DE/3181: 08 48 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   DE/3184: 10 43                Set transition flag, x4 speed
   DE/3186: 4B                   <UNKNOWN COMMAND $4B>
   DE/3187: F0 3B                Frame Duration: 59
   DE/3189: 09                   Reset all object properties to default
DE/318A: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/318C: F0 1D                Frame Duration: 29
   DE/318E: 75                   Object faces up-left
DE/318F: 60 82 A2 DC          Run Dialogue $0282 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Mario!
 I'm in your debt, too.<I>
 Let's head over to Grandpa's place
 in Tadpole Pond. He can help!<I><END>


DE/3193: F0 09                Duration: 9 frames
DE/3195: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/3197: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DE/319A: F0 1D                Duration: 29 frames
DE/319C: 60 6D 83 DC          Run Dialogue $036D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Wait...
 Why did I even come to Mushroom
 Kingdom in the first place?<I>

DE/31A0: F0 09                Duration: 9 frames
DE/31A2: 1C 06                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/31A4: 09                   Reset all object properties to default
   DE/31A5: F0 1D                Frame Duration: 29
   DE/31A7: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DE/31AA: 60 6E A3 DC          Run Dialogue $036E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Guess I'll find out soon enough.<I><END>


DE/31AE: F0 3B                Duration: 59 frames
DE/31B0: 1C 8C                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/31B2: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/31B5: F0 1D                Frame Duration: 29
   DE/31B7: 09                   Reset all object properties to default
   DE/31B8: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/31B9: 10 45                Set transition flag, 1/2 speed
   DE/31BB: 61 0E                Shift object down-right 14 pixels
   DE/31BD: 01                   Clear Bit 7 of current object (disable object visibility)
DE/31BE: F0 3B                Duration: 59 frames
DE/31C0: FD 31                Screen doesn't move with MARIO
DE/31C2: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/31C4: 72                   Object faces down
   DE/31C5: 06                   Set "moon-walk" Bits
   DE/31C6: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/31C7: 46                   <UNKNOWN COMMAND $46>
DE/31C8: FD 88 00             Set Bit 7 of 00:0158
DE/31CB: FD 88 01             Set Bit 7 of 00:0168
DE/31CE: FD 8E 80 07 01       <UNKNOWN COMMAND $8E>
DE/31D3: 7F                   <UNKNOWN COMMAND $7F>
DE/31D4: FD 32                <UNKNOWN COMMAND $FD 32>
DE/31D6: 60 80 A2 42          Run Dialogue $0280 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

             Could Mack,<I>
    the sword-like monster who
  crashed into Mushroom Kingdom,
    have anything to do with the<I>
  Star Piece that Mario found...?<I>

    Our heroes move on towards
          the Kero Sewers...<I><END>


DE/31DA: F0 1D                Duration: 29 frames
DE/31DC: 00 96                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DE/31DE: 07                   Clear "moon-walk" Bits
   DE/31DF: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/31E0: D4 06                Start code block, repeat 6 times
   DE/31E2: 7B 07                <UNKNOWN COMMAND $7B>
   DE/31E4: F0 01                Frame Duration: 1
   DE/31E6: D7                   End of code block
   DE/31E7: 10 80                Set sequence flag, x1 speed
   DE/31E9: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/31EC: F0 1D                Frame Duration: 29
   DE/31EE: 9C 0D                Play sound effect #$0D
   DE/31F0: F0 1D                Frame Duration: 29
   DE/31F2: 09                   Reset all object properties to default
   DE/31F3: 72                   Object faces down
DE/31F4: A2 10                Set event flag memory address 00:7082 Bit 0
DE/31F6: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/31F8: 92 11 1B 06          Place object at on-screen coords: (560,216) Z=96
   DE/31FC: 09                   Reset all object properties to default
   DE/31FD: 73                   Object faces down-left
DE/31FE: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/3200: 10 45                Set transition flag, 1/2 speed
   DE/3202: 06                   Set "moon-walk" Bits
   DE/3203: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/3204: 42                   <UNKNOWN COMMAND $42>
DE/3205: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/3209: FD 30                Screen moves with MARIO
DE/320B: F0 1D                Duration: 29 frames
DE/320D: FD 8E B2 07 01       <UNKNOWN COMMAND $8E>
DE/3212: 7F                   <UNKNOWN COMMAND $7F>
DE/3213: FD 89 00             Clear Bit 7 of 00:0158
DE/3216: FD 89 01             Clear Bit 7 of 00:0168
DE/3219: A1 2D                Set event flag memory address 00:7065 Bit 5
DE/321B: A1 2E                Set event flag memory address 00:7065 Bit 6
DE/321D: A1 2F                Set event flag memory address 00:7065 Bit 7
DE/321F: A1 6D                Set event flag memory address 00:706D Bit 5
DE/3221: A0 10                Set event flag memory address 00:7042 Bit 0
DE/3223: FE                   Return

DE/3224: 21 86                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/3226: 10 43                Set transition flag, x4 speed
   DE/3228: 4A                   <UNKNOWN COMMAND $4A>
   DE/3229: 4B                   <UNKNOWN COMMAND $4B>
   DE/322A: 10 40                Set transition flag, x1 speed
DE/322C: 60 81 A2 E1          Run Dialogue $0281 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: Gracious!<pause 13 frames>
 OH! It's YOU, Mario.
 What a relief!<I><END>


DE/3230: 65                   <UNKNOWN COMMAND $65>
DE/3231: 64                   <UNKNOWN COMMAND $64>
DE/3232: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   DE/3234: 80 10 16             Move object to on-screen coords: (512,176)
   DE/3237: 71                   Object faces down-right
   DE/3238: F0 1F                Frame Duration: 31
   DE/323A: 51 03                Shift object down-right 48 pixels
   DE/323C: 52 01                Shift object down 16 pixels
   DE/323E: 77                   Object faces up-right
DE/323F: 21 07                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/3241: F0 0F                Frame Duration: 15
   DE/3243: 53 01                Shift object down-left 16 pixels
   DE/3245: 51 04                Shift object down-right 64 pixels
   DE/3247: 73                   Object faces down-left
DE/3248: FD 32                <UNKNOWN COMMAND $FD 32>
DE/324A: 60 77 02 E1          Run Dialogue $0277
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Once again, Mario to the rescue!<I>

DE/324E: FD 60                <UNKNOWN COMMAND $FD 60>
DE/3250: 21 86                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/3252: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/3255: F0 1D                Frame Duration: 29
   DE/3257: 09                   Reset all object properties to default
DE/3258: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/325C: F0 1D                Duration: 29 frames
DE/325E: 21 05                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/3260: F0 1D                Frame Duration: 29
   DE/3262: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/3265: 60 78 A2 E1          Run Dialogue $0278 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




         But who WERE those...<I><END>


DE/3269: FD 32                <UNKNOWN COMMAND $FD 32>
DE/326B: 1E F8                Set Object: NPC #10 ---> Command: Show Object
DE/326D: 1F F8                Set Object: NPC #11 ---> Command: Show Object
DE/326F: 20 F8                Set Object: NPC #12 ---> Command: Show Object
DE/3271: 60 79 A2 DE          Run Dialogue $0279 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Chancellor!<I><END>


DE/3275: 21 81                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/3277: 09                   Reset all object properties to default
DE/3278: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/327A: F0 07                Frame Duration: 7
   DE/327C: 73                   Object faces down-left
DE/327D: 1E 14                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x14 bytes)
   DE/327F: 92 0D 22 04          Place object at on-screen coords: (416,272) Z=64
   DE/3283: 0B 04                Set Bits $4 of current object address 0A,x
   DE/3285: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3287: 10 43                Set transition flag, x4 speed
   DE/3289: 57 09                Shift object up-right 144 pixels
   DE/328B: 67 04                Shift object up-right 4 pixels
   DE/328D: 41                   <UNKNOWN COMMAND $41>
   DE/328E: 77                   Object faces up-right
   DE/328F: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/3291: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/3293: 1F 15                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/3295: F0 13                Frame Duration: 19
   DE/3297: 92 0D 22 00          Place object at on-screen coords: (416,272) Z=0
   DE/329B: 0B 04                Set Bits $4 of current object address 0A,x
   DE/329D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/329F: 10 43                Set transition flag, x4 speed
   DE/32A1: 57 06                Shift object up-right 96 pixels
   DE/32A3: 55 01                Shift object up-left 16 pixels
   DE/32A5: 71                   Object faces down-right
   DE/32A6: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/32A8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/32AA: 20 15                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/32AC: F0 27                Frame Duration: 39
   DE/32AE: 92 0D 22 04          Place object at on-screen coords: (416,272) Z=64
   DE/32B2: 0B 04                Set Bits $4 of current object address 0A,x
   DE/32B4: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/32B6: 10 43                Set transition flag, x4 speed
   DE/32B8: 57 05                Shift object up-right 80 pixels
   DE/32BA: 55 01                Shift object up-left 16 pixels
   DE/32BC: 71                   Object faces down-right
   DE/32BD: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/32BF: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/32C1: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/32C3: F0 13                Frame Duration: 19
   DE/32C5: 77                   Object faces up-right
DE/32C6: FD 32                <UNKNOWN COMMAND $FD 32>
DE/32C8: 64                   <UNKNOWN COMMAND $64>
DE/32C9: D2 5D 30             Jump to address $DE/305D

EVENT [178] ------------------------------------------------------------>
DE/32CC: FD 88 00             Set Bit 7 of 00:0158
DE/32CF: 40 88 21             Execute event id $2188 simultaneously with the following commands
DE/32D2: F8 BE B2 E8 32       <UNKNOWN COMMAND $F8>
DE/32D7: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/32D9: 1D 89                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/32DB: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/32DD: 92 14 76 04          Place object at on-screen coords: (640,944) Z=64
   DE/32E1: 73                   Object faces down-left
   DE/32E2: 0B 40                Set Bits $40 of current object address 0A,x
DE/32E4: 1D F2 62 00          Set Object: NPC #9 ---> Command: Set object to movement: $0062
DE/32E8: F8 BE B4 FB 32       <UNKNOWN COMMAND $F8>
DE/32ED: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DE/32EF: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/32F1: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/32F3: 0B 40                Set Bits $40 of current object address 0A,x
   DE/32F5: 0B 10                Set Bits $10 of current object address 0A,x
DE/32F7: 1B F2 80 00          Set Object: NPC #7 ---> Command: Set object to movement: $0080
DE/32FB: F8 BE B0 07 33       <UNKNOWN COMMAND $F8>
DE/3300: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/3302: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/3304: 73                   Object faces down-left
   DE/3305: 0B 40                Set Bits $40 of current object address 0A,x
DE/3307: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3309: FD 0F 03             Object overlaps BG1 & BG2
DE/330C: 18 83                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/330E: FD 0F 03             Object overlaps BG1 & BG2
DE/3311: D2 3E 0F             Jump to address $DE/0F3E

EVENT [179] ------------------------------------------------------------>
DE/3314: 16 F2 6C 00          Set Object: NPC #2 ---> Command: Set object to movement: $006C
DE/3318: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/331A: 14 F1 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/331D: 21                   <UNKNOWN COMMAND $21>
DE/331E: 14 F2 6E 00          Set Object: NPC #0 ---> Command: Set object to movement: $006E
DE/3322: F0 95                Duration: 149 frames
DE/3324: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/3326: 15 F1 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/3329: 21                   <UNKNOWN COMMAND $21>
DE/332A: 15 F2 6E 00          Set Object: NPC #1 ---> Command: Set object to movement: $006E
DE/332E: F0 95                Duration: 149 frames
DE/3330: D2 18 33             Jump to address $DE/3318

EVENT [17A] ------------------------------------------------------------>
DE/3333: A1 E5                Set event flag memory address 00:707C Bit 5
DE/3335: A1 E7                Set event flag memory address 00:707C Bit 7
DE/3337: A1 E6                Set event flag memory address 00:707C Bit 6
DE/3339: 4A 0A 00 0F          Engage in battle with formation pack #$000A in background #$0F
DE/333D: D1 18 00             Execute event id $0018
DE/3340: FD 43                <UNKNOWN COMMAND $FD 43>
DE/3342: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
DE/3344: 19 86                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/3346: 92 04 19 04          Place object at on-screen coords: (144,200) Z=64
   DE/334A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/334B: 77                   Object faces up-right
DE/334C: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/334E: 92 05 18 04          Place object at on-screen coords: (160,192) Z=64
   DE/3352: 73                   Object faces down-left
DE/3353: A0 4E                Set event flag memory address 00:7049 Bit 6
DE/3355: D1 14 01             Execute event id $0114
DE/3358: 71                   Lighten screen from black before following commands
DE/3359: 60 FE A9 D0          Run Dialogue $09FE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Now THAT was really scary!
 Everyone's hiding in the
 Princess' bedroom.<I>

 I and some others couldn't
 escape in time.
 I hope no one got hurt...<I><END>


DE/335D: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/335F: 10 40                Set transition flag, x1 speed
   DE/3361: 55 02                Shift object up-left 32 pixels
   DE/3363: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3364: F2 45 33             <UNKNOWN COMMAND $F2>
DE/3367: F2 45 31             <UNKNOWN COMMAND $F2>
DE/336A: FE                   Return


EVENT [17B] ------------------------------------------------------------>
DE/336B: DA 18 A6 33          If event flag memory address 00:7083 Bit 0 set, jump to address $DE/33A6
DE/336F: A2 18                Set event flag memory address 00:7083 Bit 0
DE/3371: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/3373: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3375: 07                   Clear "moon-walk" Bits
   DE/3376: 73                   Object faces down-left
   DE/3377: 10 43                Set transition flag, x4 speed
DE/3379: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/337B: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/337D: 80 1B 31             Move object to on-screen coords: (880,392)
   DE/3380: 77                   Object faces up-right
   DE/3381: 0B F0                Set Bits $F0 of current object address 0A,x
DE/3383: 60 FF A9 C0          Run Dialogue $09FF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Never mind that, guess what I
 found?! It's a gold coin!
 A GOLD COIN! And it's all MINE!<I><END>


DE/3387: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/3389: 53 02                Shift object down-left 32 pixels
DE/338B: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/338D: 07                   Clear "moon-walk" Bits
   DE/338E: 53 02                Shift object down-left 32 pixels
DE/3390: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/3392: 77                   Object faces up-right
DE/3393: 60 8E A2 D0          Run Dialogue $028E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh, I found this in the cellar.
 Here, you can have it.<I><END>


DE/3397: A8 07 55             Store #$55 to 00:70A7
DE/339A: 9C 1B                Play sound effect #$1B
DE/339C: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/33A0: 50 55                Put item in inventory: #$55 (@Wake Up Pin )
DE/33A2: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/33A4: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/33A5: FE                   Return

DE/33A6: 60 8F A2 C0          Run Dialogue $028F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I guard the vault.
 No one takes our treasure!<I><END>


DE/33AA: FE                   Return


EVENT [17C] ------------------------------------------------------------>
DE/33AB: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/33AD: A8 09 16             Store #$16 to 00:70A9
DE/33B0: D1 16 01             Execute event id $0116
DE/33B3: 16 F2 63 00          Set Object: NPC #2 ---> Command: Set object to movement: $0063
DE/33B7: 60 90 A2 D0          Run Dialogue $0290 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That Vault...Guard!
 I come here to save him and
 he runs into the next room!<I>
 Well, so much for him.<I><END>


DE/33BB: FE                   Return


EVENT [17D] ------------------------------------------------------------>
DE/33BC: D8 26 F7 0E          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/0EF7
DE/33C0: F8 4C 29 F7 0E       <UNKNOWN COMMAND $F8>
DE/33C5: A0 26                Set event flag memory address 00:7044 Bit 6
DE/33C7: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/33C9: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/33CB: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/33CD: 80 0C 5F             Move object to on-screen coords: (400,760)
   DE/33D0: 61 08                Shift object down-right 8 pixels
   DE/33D2: 75                   Object faces up-left
   DE/33D3: 0B F0                Set Bits $F0 of current object address 0A,x
DE/33D5: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/33D7: 71                   Object faces down-right
DE/33D8: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/33DA: 75                   Object faces up-left
DE/33DB: FD 32                <UNKNOWN COMMAND $FD 32>
DE/33DD: F0 1D                Duration: 29 frames
DE/33DF: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/33E1: 14 F2 67 00          Set Object: NPC #0 ---> Command: Set object to movement: $0067
DE/33E5: 60 6F A2 62          Run Dialogue $026F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


          NOT SO FAST, PAL!<I><END>


DE/33E9: FD 32                <UNKNOWN COMMAND $FD 32>
DE/33EB: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/33ED: F0 1D                Duration: 29 frames
DE/33EF: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/33F1: 15 F2 67 00          Set Object: NPC #1 ---> Command: Set object to movement: $0067
DE/33F5: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/33F7: F0 1D                Frame Duration: 29
   DE/33F9: 71                   Object faces down-right
DE/33FA: 60 70 A2 62          Run Dialogue $0270 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Look at him! Can't even bounce!
 Hey, maybe we could bounce ON
 HIS HEAD!!!!<I><END>


DE/33FE: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/3400: F0 1D                Duration: 29 frames
DE/3402: FD 32                <UNKNOWN COMMAND $FD 32>
DE/3404: 14 16                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x16 bytes)
   DE/3406: 10 40                Set transition flag, x1 speed
   DE/3408: 0C 10                XOR Bits $10 of current object address 0A,x
   DE/340A: 0B 04                Set Bits $4 of current object address 0A,x
   DE/340C: 10 40                Set transition flag, x1 speed
   DE/340E: 20 04                <UNKNOWN COMMAND $20>
   DE/3410: 25 C0 06 60 FF       <UNKNOWN COMMAND $25>
   DE/3415: 61 0B                Shift object down-right 11 pixels
   DE/3417: 10 45                Set transition flag, 1/2 speed
   DE/3419: 61 04                Shift object down-right 4 pixels
   DE/341B: 21                   <UNKNOWN COMMAND $21>
DE/341C: 15 18                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x18 bytes)
   DE/341E: 10 40                Set transition flag, x1 speed
   DE/3420: 0C 10                XOR Bits $10 of current object address 0A,x
   DE/3422: 0B 04                Set Bits $4 of current object address 0A,x
   DE/3424: 10 40                Set transition flag, x1 speed
   DE/3426: 20 04                <UNKNOWN COMMAND $20>
   DE/3428: 25 C0 06 60 FF       <UNKNOWN COMMAND $25>
   DE/342D: 9C 21                Play sound effect #$21
   DE/342F: 65 0B                Shift object up-left 11 pixels
   DE/3431: 10 45                Set transition flag, 1/2 speed
   DE/3433: 65 04                Shift object up-left 4 pixels
   DE/3435: 21                   <UNKNOWN COMMAND $21>
DE/3436: FD 32                <UNKNOWN COMMAND $FD 32>
DE/3438: 4A 0B 00 0F          Engage in battle with formation pack #$000B in background #$0F
DE/343C: A0 52                Set event flag memory address 00:704A Bit 2
DE/343E: D1 F3 03             Execute event id $03F3
DE/3441: F2 4C 29             <UNKNOWN COMMAND $F2>
DE/3444: F2 4C 2B             <UNKNOWN COMMAND $F2>
DE/3447: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/3449: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/344B: F8 47 2B 52 34       <UNKNOWN COMMAND $F8>
DE/3450: 71                   Lighten screen from black before following commands
DE/3451: FE                   Return

DE/3452: F8 45 B1 F8 0E       <UNKNOWN COMMAND $F8>
DE/3457: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/3459: 72                   Object faces down
DE/345A: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/345C: 10 44                Set transition flag, x8 speed
   DE/345E: 67 08                Shift object up-right 8 pixels
   DE/3460: 75                   Object faces up-left
DE/3461: 71                   Lighten screen from black before following commands
DE/3462: 60 96 A2 62          Run Dialogue $0296 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Saved by Mario again! How could
 I ever thank you enough?!<I><END>


DE/3466: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3468: 10 40                Set transition flag, x1 speed
   DE/346A: 67 08                Shift object up-right 8 pixels
DE/346C: 6A 4C 81             Modify BGL of area $814C
DE/346F: 6B 4C 81             Modify physical field of area $814C
DE/3472: 9C 10                Play sound effect #$10
DE/3474: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/3476: 47                   <UNKNOWN COMMAND $47>
   DE/3477: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/3478: FD F2                <UNKNOWN COMMAND $F2>
DE/347A: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/347C: F0 09                Frame Duration: 9
   DE/347E: 70                   Object faces right
   DE/347F: F0 1D                Frame Duration: 29
   DE/3481: 72                   Object faces down
DE/3482: FD 32                <UNKNOWN COMMAND $FD 32>
DE/3484: FE                   Return


EVENT [17E] ------------------------------------------------------------>
DE/3485: 1A 86                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/3487: 10 44                Set transition flag, x8 speed
   DE/3489: 66 02                Shift object up 2 pixels
   DE/348B: 13 00                Layering priority: MARIO overlaps object
DE/348D: D8 27 87 35          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/3587
DE/3491: F8 45 31 98 34       <UNKNOWN COMMAND $F8>
DE/3496: 71                   Lighten screen from black before following commands
DE/3497: FE                   Return

DE/3498: F8 47 AB F8 0E       <UNKNOWN COMMAND $F8>
DE/349D: DA 15 9B 35          If event flag memory address 00:7082 Bit 5 set, jump to address $DE/359B
DE/34A1: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/34A3: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/34A5: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/34A7: 71                   Object faces down-right
DE/34A8: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/34AA: 75                   Object faces up-left
DE/34AB: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/34AD: 92 03 43 00          Place object at on-screen coords: (112,536) Z=0
DE/34B1: 70                   Simultaneously lighten screen from black with following commands
DE/34B2: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/34B4: 10 46                Set transition flag, 1/4 speed
   DE/34B6: 47                   <UNKNOWN COMMAND $47>
DE/34B7: 7F                   <UNKNOWN COMMAND $7F>
DE/34B8: 60 97 A2 D7          Run Dialogue $0297 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're in one piece!<I><END>


DE/34BC: 17 81                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/34BE: 75                   Object faces up-left
DE/34BF: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/34C1: 75                   Object faces up-left
DE/34C2: 16 86                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/34C4: 10 C1                Set transition and sequence flags, x2 speed
   DE/34C6: 47                   <UNKNOWN COMMAND $47>
   DE/34C7: 51 03                Shift object down-right 48 pixels
   DE/34C9: 73                   Object faces down-left
DE/34CA: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/34CC: 77                   Object faces up-right
DE/34CD: 17 F2 63 00          Set Object: NPC #3 ---> Command: Set object to movement: $0063
DE/34D1: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/34D3: 70                   Object faces right
DE/34D4: FD 32                <UNKNOWN COMMAND $FD 32>
DE/34D6: 60 98 A2 D7          Run Dialogue $0298 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Thanks to Mario, of course!<I><END>


DE/34DA: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/34DC: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/34DE: 7E 00 00             Object jumps #$0000 units
DE/34E1: 16 82                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/34E3: 45                   <UNKNOWN COMMAND $45>
   DE/34E4: 73                   Object faces down-left
DE/34E5: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/34E7: 77                   Object faces up-right
DE/34E8: 60 96 A2 D7          Run Dialogue $0296 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Saved by Mario again! How could
 I ever thank you enough?!<I><END>


DE/34EC: F0 13                Duration: 19 frames
DE/34EE: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/34F2: F0 13                Duration: 19 frames
DE/34F4: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/34F6: 10 41                Set transition flag, x2 speed
   DE/34F8: 45                   <UNKNOWN COMMAND $45>
DE/34F9: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/34FB: F0 09                Frame Duration: 9
   DE/34FD: 71                   Object faces down-right
DE/34FE: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/3500: F0 09                Frame Duration: 9
   DE/3502: 70                   Object faces right
DE/3503: 60 93 A2 D4          Run Dialogue $0293 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 OH NO!
 The Chancellor's still in the
 throne room!<I><END>


DE/3507: FD 32                <UNKNOWN COMMAND $FD 32>
DE/3509: 17 F2 63 00          Set Object: NPC #3 ---> Command: Set object to movement: $0063
DE/350D: F0 13                Duration: 19 frames
DE/350F: 60 99 A2 D8          Run Dialogue $0299 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: What?! That's terrible!<I><END>


DE/3513: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/3515: A8 09 17             Store #$17 to 00:70A9
DE/3518: D1 16 01             Execute event id $0116
DE/351B: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/351D: 10 C1                Set transition and sequence flags, x2 speed
   DE/351F: 43                   <UNKNOWN COMMAND $43>
   DE/3520: 75                   Object faces up-left
DE/3521: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/3523: 71                   Object faces down-right
DE/3524: FD 32                <UNKNOWN COMMAND $FD 32>
DE/3526: 60 9A A2 D7          Run Dialogue $029A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 But, with Mario around,...
 we're...safe, right?<I>
 >>   (You bet)
 >>   (I wouldn't be so sure)<I><END>


DE/352A: 66 A4 35             If 2nd option chosen from dialogue prompt, jump to address $DE/35A4
DE/352D: F0 13                Duration: 19 frames
DE/352F: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/3533: F0 09                Duration: 9 frames
DE/3535: 17 F2 63 00          Set Object: NPC #3 ---> Command: Set object to movement: $0063
DE/3539: 60 BA A2 D7          Run Dialogue $02BA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There we go, now! Hey wait...<I>
 Hang on for a sec, okay?<I><END>


DE/353D: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/353F: A8 09 17             Store #$17 to 00:70A9
DE/3542: D1 16 01             Execute event id $0116
DE/3545: 17 0D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/3547: 0B 04                Set Bits $4 of current object address 0A,x
   DE/3549: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/354B: 57 07                Shift object up-right 112 pixels
   DE/354D: 51 03                Shift object down-right 48 pixels
   DE/354F: 55 03                Shift object up-left 48 pixels
   DE/3551: 53 07                Shift object down-left 112 pixels
   DE/3553: 75                   Object faces up-left
DE/3554: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/3556: F0 1D                Frame Duration: 29
   DE/3558: 77                   Object faces up-right
   DE/3559: F0 77                Frame Duration: 119
   DE/355B: 75                   Object faces up-left
DE/355C: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/355E: F0 1D                Frame Duration: 29
   DE/3560: 77                   Object faces up-right
   DE/3561: F0 77                Frame Duration: 119
   DE/3563: 73                   Object faces down-left
DE/3564: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/3566: F0 1D                Frame Duration: 29
   DE/3568: 77                   Object faces up-right
   DE/3569: F0 77                Frame Duration: 119
   DE/356B: 71                   Object faces down-right
DE/356C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/356E: 60 BB A2 D7          Run Dialogue $02BB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Please take this.
 The Princess would be happy to
 know you have something of hers.<I><END>


DE/3572: 9C 55                Play sound effect #$55
DE/3574: A8 07 73             Store #$73 to 00:70A7
DE/3577: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/357B: 50 73                Put item in inventory: #$73 (Flower Tab  )
DE/357D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/357F: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/3581: F0 1D                Frame Duration: 29
   DE/3583: 72                   Object faces down
DE/3584: A2 15                Set event flag memory address 00:7082 Bit 5
DE/3586: FE                   Return

DE/3587: DE 15 92 35          If event flag memory address 00:7082 Bit 5 clear, jump to address $DE/3592
DE/358B: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/358D: 92 04 3F 00          Place object at on-screen coords: (144,504) Z=0
   DE/3591: 73                   Object faces down-left
DE/3592: D1 51 00             Execute event id $0051
DE/3595: FE                   Return

DE/3596: F8 47 AB F8 0E       <UNKNOWN COMMAND $F8>
DE/359B: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/359D: 92 04 3F 00          Place object at on-screen coords: (144,504) Z=0
   DE/35A1: 73                   Object faces down-left
DE/35A2: 71                   Lighten screen from black before following commands
DE/35A3: FE                   Return

DE/35A4: F0 1D                Duration: 29 frames
DE/35A6: 17 81                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/35A8: 71                   Object faces down-right
DE/35A9: 60 BD A2 D7          Run Dialogue $02BD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Yeah, you're right...
 I'm asking for too much...<I><END>


DE/35AD: A2 15                Set event flag memory address 00:7082 Bit 5
DE/35AF: FE                   Return


EVENT [17F] ------------------------------------------------------------>
DE/35B0: 60 BE A2 D0          Run Dialogue $02BE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Good luck, Mario!
 Give 'em heck!<I><END>


DE/35B4: FE                   Return


EVENT [180] ------------------------------------------------------------>
DE/35B5: F8 45 31 D5 35       <UNKNOWN COMMAND $F8>
DE/35BA: 71                   Lighten screen from black before following commands
DE/35BB: FE                   Return

DE/35BC: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/35BE: 92 0C 61 04          Place object at on-screen coords: (400,776) Z=64
   DE/35C2: 77                   Object faces up-right
DE/35C3: 6B 4C 83             Modify physical field of area $834C
DE/35C6: F8 4C A9 D3 35       <UNKNOWN COMMAND $F8>
DE/35CB: F2 4C 2D             <UNKNOWN COMMAND $F2>
DE/35CE: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/35D0: 6B 4C 85             Modify physical field of area $854C
DE/35D3: 71                   Lighten screen from black before following commands
DE/35D4: FE                   Return

DE/35D5: F8 47 2B BC 35       <UNKNOWN COMMAND $F8>
DE/35DA: D0 01 01             Execute event id $0101 subsequently

EVENT [181] ------------------------------------------------------------>
DE/35DD: F8 4C 29 E7 35       <UNKNOWN COMMAND $F8>
DE/35E2: 60 95 A2 D0          Run Dialogue $0295 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


             Trapped again!<I><END>


DE/35E6: FE                   Return

DE/35E7: 60 96 A2 D0          Run Dialogue $0296 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Saved by Mario again! How could
 I ever thank you enough?!<I><END>


DE/35EB: FE                   Return


EVENT [182] ------------------------------------------------------------>
DE/35EC: 60 91 A2 D0          Run Dialogue $0291 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


               I'm scared!<I><END>


DE/35F0: FE                   Return


EVENT [183] ------------------------------------------------------------>
DE/35F1: 60 92 A2 D0          Run Dialogue $0292 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 What ARE those things
 out there, anyway?!<I><END>


DE/35F5: FE                   Return


EVENT [184] ------------------------------------------------------------>
DE/35F6: 60 93 A2 D0          Run Dialogue $0293 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 OH NO!
 The Chancellor's still in the
 throne room!<I><END>


DE/35FA: FE                   Return


EVENT [185] ------------------------------------------------------------>
DE/35FB: 9C 00                Play sound effect #$00
DE/35FD: A1 E5                Set event flag memory address 00:707C Bit 5
DE/35FF: A5 E6                Clear event flag memory address 00:707C Bit 6
DE/3601: A5 E7                Clear event flag memory address 00:707C Bit 7
DE/3603: 4A 0B 00 0F          Engage in battle with formation pack #$000B in background #$0F
DE/3607: D1 18 00             Execute event id $0018
DE/360A: F8 45 31 16 36       <UNKNOWN COMMAND $F8>
DE/360F: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DE/3611: F2 47 2B             <UNKNOWN COMMAND $F2>
DE/3614: 71                   Lighten screen from black before following commands
DE/3615: FE                   Return

DE/3616: F8 47 2D F8 0E       <UNKNOWN COMMAND $F8>
DE/361B: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/361D: 92 19 1B 00          Place object at on-screen coords: (816,216) Z=0
   DE/3621: 73                   Object faces down-left
DE/3622: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/3624: F2 47 2B             <UNKNOWN COMMAND $F2>
DE/3627: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/3629: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/362B: 77                   Object faces up-right
DE/362C: A0 4E                Set event flag memory address 00:7049 Bit 6
DE/362E: D1 14 01             Execute event id $0114
DE/3631: 71                   Lighten screen from black before following commands
DE/3632: 60 96 A2 60          Run Dialogue $0296 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Saved by Mario again! How could
 I ever thank you enough?!<I><END>


DE/3636: F8 47 29 69 36       <UNKNOWN COMMAND $F8>
DE/363B: 16 1E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1E bytes)
   DE/363D: 0B 04                Set Bits $4 of current object address 0A,x
   DE/363F: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3641: 10 83                Set sequence flag, x4 speed
   DE/3643: 10 41                Set transition flag, x2 speed
   DE/3645: 55 03                Shift object up-left 48 pixels
   DE/3647: 65 08                Shift object up-left 8 pixels
   DE/3649: 57 04                Shift object up-right 64 pixels
   DE/364B: 71                   Object faces down-right
   DE/364C: 06                   Set "moon-walk" Bits
   DE/364D: 10 46                Set transition flag, 1/4 speed
   DE/364F: 10 81                Set sequence flag, x2 speed
   DE/3651: 47                   <UNKNOWN COMMAND $47>
   DE/3652: 67 08                Shift object up-right 8 pixels
   DE/3654: 10 41                Set transition flag, x2 speed
   DE/3656: 10 83                Set sequence flag, x4 speed
   DE/3658: 07                   Clear "moon-walk" Bits
   DE/3659: 47                   <UNKNOWN COMMAND $47>
   DE/365A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/365B: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/365D: F0 1D                Frame Duration: 29
   DE/365F: 76                   Object faces up
DE/3660: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/3662: F0 1D                Frame Duration: 29
   DE/3664: 72                   Object faces down
DE/3665: F2 47 2D             <UNKNOWN COMMAND $F2>
DE/3668: FE                   Return

DE/3669: 16 0D                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/366B: 0B 04                Set Bits $4 of current object address 0A,x
   DE/366D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/366F: 10 83                Set sequence flag, x4 speed
   DE/3671: 10 41                Set transition flag, x2 speed
   DE/3673: 55 02                Shift object up-left 32 pixels
   DE/3675: 57 06                Shift object up-right 96 pixels
   DE/3677: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3678: D2 5B 36             Jump to address $DE/365B

EVENT [186] ------------------------------------------------------------>
DE/367B: 60 94 A2 D0          Run Dialogue $0294 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


  I'm too scared to pass by them!<I><END>


DE/367F: FE                   Return


EVENT [187] ------------------------------------------------------------>
DE/3680: F8 47 2B F8 0E       <UNKNOWN COMMAND $F8>
DE/3685: F8 45 31 8C 36       <UNKNOWN COMMAND $F8>
DE/368A: 71                   Lighten screen from black before following commands
DE/368B: FE                   Return

DE/368C: F8 47 2D F8 0E       <UNKNOWN COMMAND $F8>
DE/3691: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3693: 92 19 1C 00          Place object at on-screen coords: (800,224) Z=0
DE/3697: F8 47 A9 A3 36       <UNKNOWN COMMAND $F8>
DE/369C: F8 47 AB A3 36       <UNKNOWN COMMAND $F8>
DE/36A1: 71                   Lighten screen from black before following commands
DE/36A2: FE                   Return

DE/36A3: 71                   Lighten screen from black before following commands
DE/36A4: FE                   Return


EVENT [188] ------------------------------------------------------------>
DE/36A5: 9C 35                Play sound effect #$35
DE/36A7: 16 F2 88 00          Set Object: NPC #2 ---> Command: Set object to movement: $0088
DE/36AB: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/36AD: 14 F2 85 00          Set Object: NPC #0 ---> Command: Set object to movement: $0085
DE/36B1: F0 EF                Duration: 239 frames
DE/36B3: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/36B5: 15 F2 85 00          Set Object: NPC #1 ---> Command: Set object to movement: $0085
DE/36B9: F0 EF                Duration: 239 frames
DE/36BB: D2 AB 36             Jump to address $DE/36AB

EVENT [189] ------------------------------------------------------------>
DE/36BE: F8 E0 AF FF 36       <UNKNOWN COMMAND $F8>
DE/36C3: F8 E0 B1 FF 36       <UNKNOWN COMMAND $F8>
DE/36C8: F8 E1 2B D1 36       <UNKNOWN COMMAND $F8>
DE/36CD: DA 16 1F 37          If event flag memory address 00:7082 Bit 6 set, jump to address $DE/371F
DE/36D1: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DE/36D3: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/36D5: 92 07 16 04          Place object at on-screen coords: (224,176) Z=64
   DE/36D9: 75                   Object faces up-left
DE/36DA: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/36DC: 14 F2 77 00          Set Object: NPC #0 ---> Command: Set object to movement: $0077
DE/36E0: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/36E2: 92 07 10 04          Place object at on-screen coords: (224,128) Z=64
   DE/36E6: 77                   Object faces up-right
DE/36E7: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/36E9: 92 05 12 04          Place object at on-screen coords: (160,144) Z=64
   DE/36ED: 73                   Object faces down-left
DE/36EE: FD 32                <UNKNOWN COMMAND $FD 32>
DE/36F0: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/36F2: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/36F4: 15 F2 77 00          Set Object: NPC #1 ---> Command: Set object to movement: $0077
DE/36F8: 16 F2 80 00          Set Object: NPC #2 ---> Command: Set object to movement: $0080
DE/36FC: D2 32 0F             Jump to address $DE/0F32
DE/36FF: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/3701: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/3703: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/3705: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/3707: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/3709: 06                   Set "moon-walk" Bits
DE/370A: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/370C: 06                   Set "moon-walk" Bits
DE/370D: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/370F: 06                   Set "moon-walk" Bits
DE/3710: 14 F2 71 00          Set Object: NPC #0 ---> Command: Set object to movement: $0071
DE/3714: 15 F2 71 00          Set Object: NPC #1 ---> Command: Set object to movement: $0071
DE/3718: 16 F2 71 00          Set Object: NPC #2 ---> Command: Set object to movement: $0071
DE/371C: D2 32 0F             Jump to address $DE/0F32
DE/371F: F8 E1 2B D1 36       <UNKNOWN COMMAND $F8>
DE/3724: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/3726: D2 E0 36             Jump to address $DE/36E0

EVENT [18A] ------------------------------------------------------------>
DE/3729: F8 BE 30 D3 18       <UNKNOWN COMMAND $F8>
DE/372E: 60 A2 A2 D0          Run Dialogue $02A2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


               Oh, wow...!<I><END>


DE/3732: FE                   Return


EVENT [18B] ------------------------------------------------------------>
DE/3733: DA E7 A3 37          If event flag memory address 00:709C Bit 7 set, jump to address $DE/37A3
DE/3737: DA 1B 83 37          If event flag memory address 00:7083 Bit 3 set, jump to address $DE/3783
DE/373B: DA 1A 95 37          If event flag memory address 00:7083 Bit 2 set, jump to address $DE/3795
DE/373F: FD 58 81             Store the number of instances in item inventory of item #$81 (Wallet      ) to 00:7000
DE/3742: E2 00 00 43 17       If value at 00:7000 = #$0000, jump to address $DE/1743
DE/3747: D1 03 0E             Execute event id $0E03
DE/374A: 60 9D A2 D0          Run Dialogue $029D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey! THAT'S the wallet the
 crocodile swiped from me!
 Can I have it back?<I>
 >>   (Sure)
 >>   (No way)<I><END>


DE/374E: 66 74 37             If 2nd option chosen from dialogue prompt, jump to address $DE/3774
DE/3751: F0 09                Duration: 9 frames
DE/3753: D1 03 0E             Execute event id $0E03
DE/3756: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/375A: F0 09                Duration: 9 frames
DE/375C: 60 9F A2 D0          Run Dialogue $029F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Thank you so much! Here,
 I'll give you this as a reward.
 Go on now, take it.<I><END>


DE/3760: AC 0C 02             Store #$020C to 00:7000
DE/3763: A8 07 73             Store #$73 to 00:70A7
DE/3766: D1 F4 0E             Execute event id $0EF4
DE/3769: 51 81                Remove item in inventory: #$81 (Wallet      )
DE/376B: A2 1A                Set event flag memory address 00:7083 Bit 2
DE/376D: A6 1B                Clear event flag memory address 00:7083 Bit 3
DE/376F: 10 F2 D2 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $03D2
DE/3773: FE                   Return

DE/3774: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/3778: FD 32                <UNKNOWN COMMAND $FD 32>
DE/377A: F0 09                Duration: 9 frames
DE/377C: 60 9E A2 D0          Run Dialogue $029E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




     Why, you're as bad as he is!<I><END>


DE/3780: A2 1B                Set event flag memory address 00:7083 Bit 3
DE/3782: FE                   Return

DE/3783: D1 03 0E             Execute event id $0E03
DE/3786: 60 A0 A2 D0          Run Dialogue $02A0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey, give me back my wallet!<I>
 >>   (All right, quit whining)
 >>   (NO WAY, Jose!)<I><END>


DE/378A: FD 58 81             Store the number of instances in item inventory of item #$81 (Wallet      ) to 00:7000
DE/378D: E2 00 00 9F 37       If value at 00:7000 = #$0000, jump to address $DE/379F
DE/3792: D2 4E 37             Jump to address $DE/374E
DE/3795: 60 9C A2 D0          Run Dialogue $029C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That was TOO darn close.
 Thanks for the hand, Mario.<I><END>


DE/3799: FE                   Return

DE/379A: A0 1E                Set event flag memory address 00:7043 Bit 6
DE/379C: D2 43 17             Jump to address $DE/1743
DE/379F: 60 79 83 D0          Run Dialogue $0379 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey!...You gave it to someone!<I>
 You're gonna get it!<I><END>


DE/37A3: 60 7A A3 D0          Run Dialogue $037A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're gonna get it!<I><END>


DE/37A7: A2 E7                Set event flag memory address 00:709C Bit 7
DE/37A9: FE                   Return


EVENT [18C] ------------------------------------------------------------>
DE/37AA: 60 A3 A2 D0          Run Dialogue $02A3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


     I'm shaken, but not stirred!<I><END>


DE/37AE: FE                   Return


EVENT [18D] ------------------------------------------------------------>
DE/37AF: 60 AA A2 D0          Run Dialogue $02AA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You may NOT sleep in the Princess'
 bed. Have you no manners?<I><END>


DE/37B3: B0 11 08 00          Store #$0008 to 00:7022
DE/37B7: 44 03 FC             <UNKNOWN COMMAND $44>
DE/37BA: 9C 47                Play sound effect #$47
DE/37BC: FD 5B                Restore all HP
DE/37BE: FD 5C                Restore all FP
DE/37C0: FE                   Return


EVENT [18E] ------------------------------------------------------------>
DE/37C1: D8 E9 E4 37          If event flag memory address 00:705D Bit 1 set, jump to address $DE/37E4
DE/37C5: D8 66 E9 37          If event flag memory address 00:704C Bit 6 set, jump to address $DE/37E9
DE/37C9: DA 24 D2 37          If event flag memory address 00:7084 Bit 4 set, jump to address $DE/37D2
DE/37CD: 60 B0 A2 D0          Run Dialogue $02B0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The Princess hasn't returned yet.
 Can you imagine how the<I>
 Chancellor must feel?<I><END>


DE/37D1: FE                   Return

DE/37D2: D8 E9 E4 37          If event flag memory address 00:705D Bit 1 set, jump to address $DE/37E4
DE/37D6: DA 10 DF 37          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/37DF
DE/37DA: 60 D2 A2 D0          Run Dialogue $02D2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Let's refrain from searching
 through other peoples' things!<I><END>


DE/37DE: FE                   Return

DE/37DF: 60 D3 A2 D0          Run Dialogue $02D3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It doesn't seem like the Princess
 is THAT far away.
 I can almost feel her presence.<I><END>


DE/37E3: FE                   Return

DE/37E4: 60 DB A2 D0          Run Dialogue $02DB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The Princess is back!
 I humble myself before you!<I><END>


DE/37E8: FE                   Return

DE/37E9: D8 EF 40 38          If event flag memory address 00:705D Bit 7 set, jump to address $DE/3840
DE/37ED: A0 EF                Set event flag memory address 00:705D Bit 7
DE/37EF: 60 B0 A2 D0          Run Dialogue $02B0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The Princess hasn't returned yet.
 Can you imagine how the<I>
 Chancellor must feel?<I><END>


DE/37F3: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/37F5: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/37F7: 80 03 41             Move object to on-screen coords: (112,520)
   DE/37FA: 43                   <UNKNOWN COMMAND $43>
   DE/37FB: 76                   Object faces up
DE/37FC: 19 8B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/37FE: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/37FF: 92 03 42 00          Place object at on-screen coords: (96,528) Z=0
   DE/3803: 67 04                Shift object up-right 4 pixels
   DE/3805: 00                   Set Bit 7 of current object (enable object visibility)
   DE/3806: 67 0C                Shift object up-right 12 pixels
   DE/3808: 75                   Object faces up-left
DE/3809: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/380B: 71                   Object faces down-right
DE/380C: 60 13 A9 D0          Run Dialogue $0913 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Princess!<I><END>


DE/3810: 19 86                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/3812: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/3815: F0 09                Frame Duration: 9
   DE/3817: 09                   Reset all object properties to default
DE/3818: F0 09                Duration: 9 frames
DE/381A: 60 14 A9 D0          Run Dialogue $0914 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Hello Grandma,
 I'm back. I hope I didn't worry
 you too much...<I><END>


DE/381E: 60 15 A9 D0          Run Dialogue $0915 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Nonsense, dear.<I>
 By the way, have you seen
 the Chancellor yet?<I><END>


DE/3822: F0 09                Duration: 9 frames
DE/3824: 19 86                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/3826: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/3829: F0 09                Frame Duration: 9
   DE/382B: 09                   Reset all object properties to default
DE/382C: F0 09                Duration: 9 frames
DE/382E: 60 16 A9 D0          Run Dialogue $0916 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: I was just on my way.<I>
 See you later!<I><END>


DE/3832: F0 09                Duration: 9 frames
DE/3834: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/3836: 77                   Object faces up-right
DE/3837: 19 86                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/3839: 63 0C                Shift object down-left 12 pixels
   DE/383B: 92 10 42 00          Place object at on-screen coords: (512,528) Z=0
DE/383F: FE                   Return

DE/3840: 60 17 A9 D0          Run Dialogue $0917 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Run along and talk to the
 Chancellor right away.
 We'll talk later, dear.<I><END>


DE/3844: FE                   Return


EVENT [18F] ------------------------------------------------------------>
DE/3845: DA C7 69 38          If event flag memory address 00:7098 Bit 7 set, jump to address $DE/3869
DE/3849: DA 0B 6E 38          If event flag memory address 00:7081 Bit 3 set, jump to address $DE/386E
DE/384D: FD F0 4B 29 64 38    <UNKNOWN COMMAND $F0: pointer to address $DE/3864
DE/3853: FD F0 4B 2B 64 38    <UNKNOWN COMMAND $F0: pointer to address $DE/3864
DE/3859: FD F0 4B 2D 64 38    <UNKNOWN COMMAND $F0: pointer to address $DE/3864
DE/385F: 60 8A A2 D0          Run Dialogue $028A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'm guarding the Treasure Room.
 Sorry, but you'll have to get the
 Chancellor's permission to pass.<I><END>


DE/3863: FE                   Return

DE/3864: 60 B1 A2 D0          Run Dialogue $02B1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'm shaken and stirred but still
 standing.<I><END>


DE/3868: FE                   Return

DE/3869: 60 AC AE D0          Run Dialogue $0EAC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          I'm standing guard!<I><END>


DE/386D: FE                   Return

DE/386E: 60 A5 8E D0          Run Dialogue $0EA5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario!<I>

DE/3872: 60 A6 AE D0          Run Dialogue $0EA6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 The Chancellor has filled me in!
 Come. Let me show you around.<I><END>


DE/3876: F0 09                Duration: 9 frames
DE/3878: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/387A: 73                   Object faces down-left
   DE/387B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/387C: F0 1D                Frame Duration: 29
   DE/387E: 01                   Clear Bit 7 of current object (disable object visibility)
DE/387F: A2 C8                Set event flag memory address 00:7099 Bit 0
DE/3881: FE                   Return


EVENT [190] ------------------------------------------------------------>
DE/3882: C3                   <UNKNOWN COMMAND $C3>
DE/3883: E2 15 00 8D 38       If value at 00:7000 = #$0015, jump to address $DE/388D
DE/3888: 60 B2 A2 D0          Run Dialogue $02B2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The Vault Guard better not be
 goofing off while I'm cleaning
 the guest room!<I><END>


DE/388C: FE                   Return

DE/388D: 60 4F AF D0          Run Dialogue $0F4F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Our guest is resting.
 Please be quiet.<I><END>


DE/3891: FE                   Return


EVENT [191] ------------------------------------------------------------>
DE/3892: D8 17 B3 38          If event flag memory address 00:7042 Bit 7 set, jump to address $DE/38B3
DE/3896: DA C7 9E 38          If event flag memory address 00:7098 Bit 7 set, jump to address $DE/389E
DE/389A: DA C8 B3 38          If event flag memory address 00:7099 Bit 0 set, jump to address $DE/38B3
DE/389E: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/38A0: 10 44                Set transition flag, x8 speed
   DE/38A2: 61 08                Shift object down-right 8 pixels
   DE/38A4: 77                   Object faces up-right
DE/38A5: D8 F7 F8 0E          If event flag memory address 00:705E Bit 7 set, jump to address $DE/0EF8
DE/38A9: DA 30 AF 38          If event flag memory address 00:7086 Bit 0 set, jump to address $DE/38AF
DE/38AD: 71                   Lighten screen from black before following commands
DE/38AE: FE                   Return

DE/38AF: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DE/38B1: 71                   Lighten screen from black before following commands
DE/38B2: FE                   Return

DE/38B3: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/38B5: 71                   Lighten screen from black before following commands
DE/38B6: FE                   Return


EVENT [192] ------------------------------------------------------------>
DE/38B7: A1 E5                Set event flag memory address 00:707C Bit 5
DE/38B9: A1 E6                Set event flag memory address 00:707C Bit 6
DE/38BB: A1 E7                Set event flag memory address 00:707C Bit 7
DE/38BD: 4A 0A 00 1C          Engage in battle with formation pack #$000A in background #$1C
DE/38C1: D1 18 00             Execute event id $0018
DE/38C4: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/38C6: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/38C8: 92 11 71 04          Place object at on-screen coords: (560,904) Z=64
   DE/38CC: 73                   Object faces down-left
DE/38CD: 1D F1 87                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/38D0: 92 11 72 04          Place object at on-screen coords: (544,912) Z=64
   DE/38D4: 77                   Object faces up-right
   DE/38D5: 0B 40                Set Bits $40 of current object address 0A,x
DE/38D7: A0 4E                Set event flag memory address 00:7049 Bit 6
DE/38D9: D1 14 01             Execute event id $0114
DE/38DC: 71                   Lighten screen from black before following commands
DE/38DD: F0 1D                Duration: 29 frames
DE/38DF: 60 B3 A2 D0          Run Dialogue $02B3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Thanks, Mario. I'll continue to
 stand watch, but now EVERYONE
 seems suspicious!<I>
 By the way, look what I found.<I><END>


DE/38E3: AC 0A 00             Store #$000A to 00:7000
DE/38E6: FD 52                Add # at 00:7000 to total coins
DE/38E8: 9C 0D                Play sound effect #$0D
DE/38EA: 60 03 A2 02          Run Dialogue $0203 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

              Won <$00> coin (s)!<I><END>


DE/38EE: 1D F2 62 00          Set Object: NPC #9 ---> Command: Set object to movement: $0062
DE/38F2: FE                   Return


EVENT [193] ------------------------------------------------------------>
DE/38F3: 4A 0B 00 1C          Engage in battle with formation pack #$000B in background #$1C
DE/38F7: A0 52                Set event flag memory address 00:704A Bit 2
DE/38F9: A8 09 1A             Store #$1A to 00:70A9
DE/38FC: D1 F2 03             Execute event id $03F2
DE/38FF: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/3901: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/3903: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DE/3905: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/3907: 92 0E 77 00          Place object at on-screen coords: (464,952) Z=0
   DE/390B: 73                   Object faces down-left
DE/390C: 1B F1 89                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/390F: 92 0E 78 00          Place object at on-screen coords: (448,960) Z=0
   DE/3913: 77                   Object faces up-right
   DE/3914: 0B 40                Set Bits $40 of current object address 0A,x
   DE/3916: 0B 01                Set Bits $1 of current object address 0A,x
DE/3918: FD 32                <UNKNOWN COMMAND $FD 32>
DE/391A: 71                   Lighten screen from black before following commands
DE/391B: F0 1D                Duration: 29 frames
DE/391D: 60 9C A2 DB          Run Dialogue $029C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That was TOO darn close.
 Thanks for the hand, Mario.<I><END>


DE/3921: 65                   <UNKNOWN COMMAND $65>
DE/3922: D3 25 17             Jump to address $DE/1725
DE/3925: 1B 82                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/3927: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
DE/3929: 1B F2 80 00          Set Object: NPC #7 ---> Command: Set object to movement: $0080
DE/392D: FE                   Return


EVENT [194] ------------------------------------------------------------>
DE/392E: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/3930: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/3932: 94 00 00 FD          Place object: right=0px down=0px up=253px
DE/3936: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3938: 92 10 10 04          Place object at on-screen coords: (512,128) Z=64
DE/393C: 15 F2 71 00          Set Object: NPC #1 ---> Command: Set object to movement: $0071
DE/3940: D0 05 01             Execute event id $0105 subsequently

EVENT [195] ------------------------------------------------------------>
DE/3943: A0 52                Set event flag memory address 00:704A Bit 2
DE/3945: B4 08                Store value at 00:70A8 to 00:7000
DE/3947: B5 09                Store value at 00:7000 to 00:70A9
DE/3949: 4A 0A 00 0B          Engage in battle with formation pack #$000A in background #$0B
DE/394D: D1 F2 03             Execute event id $03F2
DE/3950: F8 E0 AF B1 39       <UNKNOWN COMMAND $F8>
DE/3955: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/3957: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/3959: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/395B: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/395D: 07                   Clear "moon-walk" Bits
   DE/395E: 92 05 14 04          Place object at on-screen coords: (160,160) Z=64
   DE/3962: 77                   Object faces up-right
DE/3963: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/3965: 07                   Clear "moon-walk" Bits
   DE/3966: 92 04 15 04          Place object at on-screen coords: (144,168) Z=64
   DE/396A: 77                   Object faces up-right
DE/396B: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/396D: 07                   Clear "moon-walk" Bits
   DE/396E: 92 05 16 04          Place object at on-screen coords: (160,176) Z=64
   DE/3972: 77                   Object faces up-right
DE/3973: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/3975: 92 05 13 04          Place object at on-screen coords: (176,152) Z=64
   DE/3979: 73                   Object faces down-left
DE/397A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/397C: A0 4E                Set event flag memory address 00:7049 Bit 6
DE/397E: D1 14 01             Execute event id $0114
DE/3981: 71                   Lighten screen from black before following commands
DE/3982: 60 B4 82 D4          Run Dialogue $02B4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


            Thanks, Mario!<I><END>


DE/3986: F8 E1 2B B3 39       <UNKNOWN COMMAND $F8>
DE/398B: 64                   <UNKNOWN COMMAND $64>
DE/398C: 60 BF 22 D5          Run Dialogue $02BF
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


  But what about my son upstairs?<I><END>


DE/3990: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/3992: F0 3B                Frame Duration: 59
   DE/3994: 73                   Object faces down-left
DE/3995: 65                   <UNKNOWN COMMAND $65>
DE/3996: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3998: 10 43                Set transition flag, x4 speed
   DE/399A: 4A                   <UNKNOWN COMMAND $4A>
   DE/399B: 4B                   <UNKNOWN COMMAND $4B>
DE/399C: 60 C0 A2 D4          Run Dialogue $02C0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oops!<pause 13 frames>0
 I forgot all about him!<I><END>


DE/39A0: 14 8C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/39A2: 0B 04                Set Bits $4 of current object address 0A,x
   DE/39A4: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/39A6: 45                   <UNKNOWN COMMAND $45>
   DE/39A7: 53 03                Shift object down-left 48 pixels
   DE/39A9: 55 01                Shift object up-left 16 pixels
   DE/39AB: 57 02                Shift object up-right 32 pixels
   DE/39AD: 01                   Clear Bit 7 of current object (disable object visibility)
DE/39AE: A2 16                Set event flag memory address 00:7082 Bit 6
DE/39B0: FE                   Return

DE/39B1: 71                   Lighten screen from black before following commands
DE/39B2: FE                   Return

DE/39B3: 60 DA A2 D4          Run Dialogue $02DA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Here's a little token of my
 appreciation!<I><END>


DE/39B7: A8 07 73             Store #$73 to 00:70A7
DE/39BA: AC 0C 02             Store #$020C to 00:7000
DE/39BD: D1 F4 0E             Execute event id $0EF4
DE/39C0: FE                   Return


EVENT [196] ------------------------------------------------------------>
DE/39C1: F8 E1 2B E6 39       <UNKNOWN COMMAND $F8>
DE/39C6: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/39C8: 14 F1 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/39CB: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/39CD: 0B 04                Set Bits $4 of current object address 0A,x
   DE/39CF: 7E 00 00             Object jumps #$0000 units
DE/39D2: F0 00                Duration: 0 frames
DE/39D4: FD 3D 14 D2 39       If Bit 6 of 00:6786 set, jump to address $DE/39D2
DE/39D9: 60 B5 A2 D0          Run Dialogue $02B5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Boing, boing, boing!
 Now THIS guy can JUMP!<I><END>


DE/39DD: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/39DF: 0B 40                Set Bits $40 of current object address 0A,x
DE/39E1: 14 F2 16 00          Set Object: NPC #0 ---> Command: Set object to movement: $0016
DE/39E5: FE                   Return

DE/39E6: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/39E8: 14 F1 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/39EB: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/39ED: 0B 04                Set Bits $4 of current object address 0A,x
   DE/39EF: 7E 00 00             Object jumps #$0000 units
DE/39F2: F0 00                Duration: 0 frames
DE/39F4: FD 3D 14 F2 39       If Bit 6 of 00:6786 set, jump to address $DE/39F2
DE/39F9: 60 B6 A2 D0          Run Dialogue $02B6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


     I can still jump the highest!<I><END>


DE/39FD: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/39FF: 0B 40                Set Bits $40 of current object address 0A,x
DE/3A01: 14 F2 17 00          Set Object: NPC #0 ---> Command: Set object to movement: $0017
DE/3A05: FE                   Return


EVENT [197] ------------------------------------------------------------>
DE/3A06: A0 52                Set event flag memory address 00:704A Bit 2
DE/3A08: B4 08                Store value at 00:70A8 to 00:7000
DE/3A0A: B5 09                Store value at 00:7000 to 00:70A9
DE/3A0C: 4A 0B 00 0B          Engage in battle with formation pack #$000B in background #$0B
DE/3A10: D1 F2 03             Execute event id $03F2
DE/3A13: F8 E0 31 55 39       <UNKNOWN COMMAND $F8>
DE/3A18: 71                   Lighten screen from black before following commands
DE/3A19: FE                   Return


EVENT [198] ------------------------------------------------------------>
DE/3A1A: F8 E1 2B 24 3A       <UNKNOWN COMMAND $F8>
DE/3A1F: 60 B9 A2 D0          Run Dialogue $02B9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


     Hope my little brother is OK.<I><END>


DE/3A23: FE                   Return

DE/3A24: 60 D7 A2 D0          Run Dialogue $02D7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


    Thanks for saving my brother.<I><END>


DE/3A28: FE                   Return


EVENT [199] ------------------------------------------------------------>
DE/3A29: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/3A2B: DA 16 31 3A          If event flag memory address 00:7082 Bit 6 set, jump to address $DE/3A31
DE/3A2F: 71                   Lighten screen from black before following commands
DE/3A30: FE                   Return

DE/3A31: F8 E1 2B 2D 0F       <UNKNOWN COMMAND $F8>
DE/3A36: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DE/3A38: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/3A3A: 16 F2 71 00          Set Object: NPC #2 ---> Command: Set object to movement: $0071
DE/3A3E: 71                   Lighten screen from black before following commands
DE/3A3F: FE                   Return


EVENT [19A] ------------------------------------------------------------>
DE/3A40: A0 52                Set event flag memory address 00:704A Bit 2
DE/3A42: B4 08                Store value at 00:70A8 to 00:7000
DE/3A44: B5 09                Store value at 00:7000 to 00:70A9
DE/3A46: 4A 0B 00 0B          Engage in battle with formation pack #$000B in background #$0B
DE/3A4A: D1 F2 03             Execute event id $03F2
DE/3A4D: A2 16                Set event flag memory address 00:7082 Bit 6
DE/3A4F: 32 16 BA 3A          <UNKNOWN COMMAND $32>
DE/3A53: A2 17                Set event flag memory address 00:7082 Bit 7
DE/3A55: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/3A57: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/3A59: 92 07 2C 06          Place object at on-screen coords: (224,352) Z=96
   DE/3A5D: 75                   Object faces up-left
DE/3A5E: 71                   Lighten screen from black before following commands
DE/3A5F: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/3A61: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/3A63: 07                   Clear "moon-walk" Bits
   DE/3A64: 10 40                Set transition flag, x1 speed
   DE/3A66: 51 02                Shift object down-right 32 pixels
DE/3A68: 60 C2 82 D6          Run Dialogue $02C2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Really, thank you so much for
 EVERYTHING!<I><END>


DE/3A6C: F0 09                Duration: 9 frames
DE/3A6E: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/3A72: F0 09                Duration: 9 frames
DE/3A74: 60 DA A2 D6          Run Dialogue $02DA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Here's a little token of my
 appreciation!<I><END>


DE/3A78: F0 09                Duration: 9 frames
DE/3A7A: 9C 55                Play sound effect #$55
DE/3A7C: A8 07 73             Store #$73 to 00:70A7
DE/3A7F: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/3A83: 50 73                Put item in inventory: #$73 (Flower Tab  )
DE/3A85: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/3A87: 53 02                Shift object down-left 32 pixels
   DE/3A89: 51 02                Shift object down-right 32 pixels
   DE/3A8B: 77                   Object faces up-right
DE/3A8C: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/3A8E: 73                   Object faces down-left
DE/3A8F: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/3A91: A8 09 14             Store #$14 to 00:70A9
DE/3A94: D1 16 01             Execute event id $0116
DE/3A97: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/3A99: 73                   Object faces down-left
   DE/3A9A: 0B F0                Set Bits $F0 of current object address 0A,x
DE/3A9C: 60 C3 A2 D6          Run Dialogue $02C3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're going to grow up to be just
 like Mario, you hear?<I><END>


DE/3AA0: F0 1D                Duration: 29 frames
DE/3AA2: 14 F2 17 00          Set Object: NPC #0 ---> Command: Set object to movement: $0017
DE/3AA6: 60 21 22 D4          Run Dialogue $0221
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


                 Yeah!!!<I><END>


DE/3AAA: 16 89                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/3AAC: 10 41                Set transition flag, x2 speed
   DE/3AAE: 55 05                Shift object up-left 80 pixels
   DE/3AB0: 53 05                Shift object down-left 80 pixels
   DE/3AB2: FD F2                <UNKNOWN COMMAND $F2>
   DE/3AB4: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3AB5: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/3AB9: FE                   Return

DE/3ABA: 71                   Lighten screen from black before following commands
DE/3ABB: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/3ABF: FE                   Return


EVENT [19B] ------------------------------------------------------------>
DE/3AC0: A5 E6                Clear event flag memory address 00:707C Bit 6
DE/3AC2: A5 E7                Clear event flag memory address 00:707C Bit 7
DE/3AC4: A1 E5                Set event flag memory address 00:707C Bit 5
DE/3AC6: 4A 0B 00 1C          Engage in battle with formation pack #$000B in background #$1C
DE/3ACA: D1 18 00             Execute event id $0018
DE/3ACD: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DE/3ACF: 10 88                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/3AD1: 21                   <UNKNOWN COMMAND $21>
   DE/3AD2: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/3AD3: 92 0D 51 12          Place object at on-screen coords: (432,648) Z=288
   DE/3AD7: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/3AD9: 71                   Lighten screen from black before following commands
DE/3ADA: FE                   Return


EVENT [19C] ------------------------------------------------------------>
DE/3ADB: A5 E6                Clear event flag memory address 00:707C Bit 6
DE/3ADD: A5 E7                Clear event flag memory address 00:707C Bit 7
DE/3ADF: A1 E5                Set event flag memory address 00:707C Bit 5
DE/3AE1: 4A 0A 00 0F          Engage in battle with formation pack #$000A in background #$0F
DE/3AE5: D1 18 00             Execute event id $0018
DE/3AE8: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DE/3AEA: 10 88                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/3AEC: 21                   <UNKNOWN COMMAND $21>
   DE/3AED: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/3AEE: 92 0B 12 04          Place object at on-screen coords: (352,144) Z=64
   DE/3AF2: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/3AF4: 71                   Lighten screen from black before following commands
DE/3AF5: FE                   Return


EVENT [19D] ------------------------------------------------------------>
DE/3AF6: DC 20 F7 0E          If event flag memory address 00:7044 Bit 0 clear, jump to address $DE/0EF7
DE/3AFA: A4 20                Clear event flag memory address 00:7044 Bit 0
DE/3AFC: FE                   Return


EVENT [19E] ------------------------------------------------------------>
DE/3AFD: D8 20 F7 0E          If event flag memory address 00:7044 Bit 0 set, jump to address $DE/0EF7
DE/3B01: A0 20                Set event flag memory address 00:7044 Bit 0
DE/3B03: FE                   Return


EVENT [19F] ------------------------------------------------------------>
DE/3B04: 68 7F 80 11 2C E1    Enter area: $007F
                              MARIO will be at coords: (544,352) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/3B0A: FE                   Return


EVENT [1A0] ------------------------------------------------------------>
DE/3B0B: 68 7B 80 0B 08 61    Enter area: $007B
                              MARIO will be at coords: (352,64) Z=16
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/3B11: FE                   Return


EVENT [1A1] ------------------------------------------------------------>
DE/3B12: A4 23                Clear event flag memory address 00:7044 Bit 3
DE/3B14: B0 0B 1E 00          Store #$001E to 00:7016
DE/3B18: B0 0C 12 00          Store #$0012 to 00:7018
DE/3B1C: D1 42 00             Execute event id $0042
DE/3B1F: 68 7C 80 05 36 E1    Enter area: $007C
                              MARIO will be at coords: (160,432) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/3B25: FE                   Return


EVENT [1A2] ------------------------------------------------------------>
DE/3B26: A4 23                Clear event flag memory address 00:7044 Bit 3
DE/3B28: B0 0B 05 00          Store #$0005 to 00:7016
DE/3B2C: B0 0C 36 00          Store #$0036 to 00:7018
DE/3B30: D1 42 00             Execute event id $0042
DE/3B33: 68 7F 80 1E 12 67    Enter area: $007F
                              MARIO will be at coords: (960,144) Z=112
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/3B39: D0 0E 01             Execute event id $010E subsequently

EVENT [1A3] ------------------------------------------------------------>

EVENT [1A4] ------------------------------------------------------------>
DE/3B3C: D1 41 00             Execute event id $0041
DE/3B3F: 68 7C 80 0B 2A E1    Enter area: $007C
                              MARIO will be at coords: (352,336) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/3B45: A0 25                Set event flag memory address 00:7044 Bit 5
DE/3B47: FE                   Return


EVENT [1A5] ------------------------------------------------------------>
DE/3B48: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/3B4A: B0 0B 0F 00          Store #$000F to 00:7016
DE/3B4E: B0 0C 22 00          Store #$0022 to 00:7018
DE/3B52: D1 42 00             Execute event id $0042
DE/3B55: 68 81 80 0C 7E E1    Enter area: $0081
                              MARIO will be at coords: (384,1008) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/3B5B: D0 0D 01             Execute event id $010D subsequently

EVENT [1A6] ------------------------------------------------------------>
DE/3B5E: B0 0B 0C 00          Store #$000C to 00:7016
DE/3B62: B0 0C 7E 00          Store #$007E to 00:7018
DE/3B66: D1 42 00             Execute event id $0042
DE/3B69: 68 7C 80 0F 22 61    Enter area: $007C
                              MARIO will be at coords: (480,272) Z=16
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/3B6F: FE                   Return


EVENT [1A7] ------------------------------------------------------------>
DE/3B70: B0 0B 19 00          Store #$0019 to 00:7016
DE/3B74: B0 0C 64 00          Store #$0064 to 00:7018
DE/3B78: D1 42 00             Execute event id $0042
DE/3B7B: 68 7E 80 02 64 E1    Enter area: $007E
                              MARIO will be at coords: (64,800) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/3B81: D0 0D 01             Execute event id $010D subsequently

EVENT [1A8] ------------------------------------------------------------>
DE/3B84: B0 0B 02 00          Store #$0002 to 00:7016
DE/3B88: B0 0C 64 00          Store #$0064 to 00:7018
DE/3B8C: D1 42 00             Execute event id $0042
DE/3B8F: 68 81 80 19 64 61    Enter area: $0081
                              MARIO will be at coords: (800,800) Z=16
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/3B95: D0 0D 01             Execute event id $010D subsequently

EVENT [1A9] ------------------------------------------------------------>
DE/3B98: B0 0B 07 00          Store #$0007 to 00:7016
DE/3B9C: B0 0C 5A 00          Store #$005A to 00:7018
DE/3BA0: D1 42 00             Execute event id $0042
DE/3BA3: 68 80 80 0C 54 E2    Enter area: $0080
                              MARIO will be at coords: (384,672) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/3BA9: D0 0D 01             Execute event id $010D subsequently

EVENT [1AA] ------------------------------------------------------------>
DE/3BAC: B0 0B 0C 00          Store #$000C to 00:7016
DE/3BB0: B0 0C 54 00          Store #$0054 to 00:7018
DE/3BB4: D1 42 00             Execute event id $0042
DE/3BB7: 68 7E 80 07 5A 61    Enter area: $007E
                              MARIO will be at coords: (224,720) Z=16
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/3BBD: D0 0D 01             Execute event id $010D subsequently

EVENT [1AB] ------------------------------------------------------------>
DE/3BC0: B0 0B 1A 00          Store #$001A to 00:7016
DE/3BC4: B0 0C 38 00          Store #$0038 to 00:7018
DE/3BC8: D1 42 00             Execute event id $0042
DE/3BCB: A1 35                Set event flag memory address 00:7066 Bit 5
DE/3BCD: A1 75                Set event flag memory address 00:706E Bit 5
DE/3BCF: 68 21 80 05 14 40    Enter area: $0021
                              MARIO will be at coords: (160,160) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DE/3BD5: D0 0E 01             Execute event id $010E subsequently
DE/3BD8: FE                   Return


EVENT [1AC] ------------------------------------------------------------>
DE/3BD9: A5 E0                Clear event flag memory address 00:707C Bit 0
DE/3BDB: F8 7F AE E5 3B       <UNKNOWN COMMAND $F8>
DE/3BE0: F2 7F AE             <UNKNOWN COMMAND $F2>
DE/3BE3: 17 F8                Set Object: NPC #3 ---> Command: Show Object
DE/3BE5: 40 AD 21             Execute event id $21AD simultaneously with the following commands
DE/3BE8: 40 F9 61             Execute event id $61F9 simultaneously with the following commands
DE/3BEB: 71                   Lighten screen from black before following commands
DE/3BEC: FE                   Return


EVENT [1AD] ------------------------------------------------------------>
DE/3BED: D8 19 F6 3B          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/3BF6
DE/3BF1: F0 00                Duration: 0 frames
DE/3BF3: D2 ED 3B             Jump to address $DE/3BED
DE/3BF6: 0C F3 92 02          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0292
DE/3BFA: D2 ED 3B             Jump to address $DE/3BED

EVENT [1AE] ------------------------------------------------------------>
DE/3BFD: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/3BFF: DC 1C F7 0E          If event flag memory address 00:7043 Bit 4 clear, jump to address $DE/0EF7
DE/3C03: 00 C0                Set Object: MARIO ---> Begin action queue for object (Length: 0x40 bytes) (Wait until complete)
   DE/3C05: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/3C06: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/3C08: 13 00                Layering priority: MARIO overlaps object
   DE/3C0A: F0 00                Frame Duration: 0
   DE/3C0C: DC 1C 13 3C          If event flag memory address 00:7043 Bit 4 clear, jump to address $DE/3C13
   DE/3C10: D2 0A 3C             Jump to address $DE/3C0A
   DE/3C13: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/3C16: 92 19 1C 0A          Place object at on-screen coords: (800,224) Z=160
   DE/3C1A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/3C1B: 10 46                Set transition flag, 1/4 speed
   DE/3C1D: 63 0E                Shift object down-left 14 pixels
   DE/3C1F: 13 01                Layering priority: Normal
   DE/3C21: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/3C23: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/3C25: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/3C27: D4 03                Start code block, repeat 3 times
   DE/3C29: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/3C2C: 94 00 00 F3          Place object: right=0px down=0px up=243px
   DE/3C30: 6B 03                <UNKNOWN COMMAND: frame duration=3?>
   DE/3C32: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/3C35: 63 10                Shift object down-left 16 pixels
   DE/3C37: D7                   End of code block
   DE/3C38: F0 3B                Frame Duration: 59
   DE/3C3A: 77                   Object faces up-right
   DE/3C3B: 0B 04                Set Bits $4 of current object address 0A,x
   DE/3C3D: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/3C3F: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3C41: 10 40                Set transition flag, x1 speed
   DE/3C43: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
DE/3C45: 30                   <UNKNOWN COMMAND $30>
DE/3C46: D1 14 01             Execute event id $0114
DE/3C49: 31                   <UNKNOWN COMMAND $31>
DE/3C4A: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/3C4E: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/3C52: FE                   Return


EVENT [1AF] ------------------------------------------------------------>
DE/3C53: A0 26                Set event flag memory address 00:7044 Bit 6
DE/3C55: B0 0B 0D 00          Store #$000D to 00:7016
DE/3C59: B0 0C 26 00          Store #$0026 to 00:7018
DE/3C5D: D1 42 00             Execute event id $0042
DE/3C60: 68 8F 80 02 7B E1    Enter area: $008F
                              MARIO will be at coords: (80,984) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/3C66: 34 00                Change directional maneuverability: 
DE/3C68: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/3C6A: C8 00                <UNKNOWN COMMAND $C8>
   DE/3C6C: B1 0D 00 09          Add #$0900 to 00:701A
   DE/3C70: 99                   <UNKNOWN COMMAND $99>
   DE/3C71: 94 10 00 00          Place object: right=16px down=0px up=0px
   DE/3C75: 7E 00 00             Object jumps #$0000 units
DE/3C78: 71                   Lighten screen from black before following commands
DE/3C79: F0 00                Duration: 0 frames
DE/3C7B: 3D 79 3C             <UNKNOWN COMMAND: pointer to address $3C79>
DE/3C7E: FE                   Return


EVENT [1B0] ------------------------------------------------------------>
DE/3C7F: 64                   <UNKNOWN COMMAND $64>
DE/3C80: FD 43                <UNKNOWN COMMAND $FD 43>
DE/3C82: 46 00                <UNKNOWN COMMAND $46>
DE/3C84: A4 4E                Clear event flag memory address 00:7049 Bit 6
DE/3C86: D1 41 00             Execute event id $0041
DE/3C89: 68 7C 80 0D 26 E1    Enter area: $007C
                              MARIO will be at coords: (416,304) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/3C8F: A0 26                Set event flag memory address 00:7044 Bit 6
DE/3C91: FE                   Return


EVENT [1B1] ------------------------------------------------------------>
DE/3C92: 3D F7 0E             <UNKNOWN COMMAND: pointer to address $0EF7>
DE/3C95: FD 59                Store # of current coins to 00:7000
DE/3C97: E2 00 00 D7 3C       If value at 00:7000 = #$0000, jump to address $DE/3CD7
DE/3C9C: 18 F7                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $F7>
DE/3C9E: 18 16                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x16 bytes)
   DE/3CA0: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/3CA2: 94 00 00 18          Place object: right=0px down=0px up=24px
   DE/3CA6: B6 08 00             Store a random number from 0 to #$0008 to 00:700C
   DE/3CA9: 7C                   Object faces right
   DE/3CAA: 7E 6C 00             Object jumps #$006C units
   DE/3CAD: 10 40                Set transition flag, x1 speed
   DE/3CAF: 68 0C                Shift object right 12 pixels
   DE/3CB1: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3CB3: 68 0C                Shift object right 12 pixels
   DE/3CB5: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3CB6: 19 F7                Set Object: NPC #5 ---> Command: <UNKNOWN COMMAND $F7>
DE/3CB8: 19 16                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x16 bytes)
   DE/3CBA: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/3CBC: 94 00 00 18          Place object: right=0px down=0px up=24px
   DE/3CC0: B6 08 00             Store a random number from 0 to #$0008 to 00:700C
   DE/3CC3: 7C                   Object faces right
   DE/3CC4: 7E 6C 00             Object jumps #$006C units
   DE/3CC7: 10 40                Set transition flag, x1 speed
   DE/3CC9: 68 0C                Shift object right 12 pixels
   DE/3CCB: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3CCD: 68 0C                Shift object right 12 pixels
   DE/3CCF: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3CD0: 9C 37                Play sound effect #$37
DE/3CD2: AC 02 00             Store #$0002 to 00:7000
DE/3CD5: FD 53                Subtract # at 00:7000 from total coins
DE/3CD7: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/3CD9: 08 43 08             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/3CDC: 7E 6C 00             Object jumps #$006C units
   DE/3CDF: F0 09                Frame Duration: 9
   DE/3CE1: 09                   Reset all object properties to default
DE/3CE2: F0 00                Duration: 0 frames
DE/3CE4: FD 3D 10 E2 3C       If Bit 6 of 00:6606 set, jump to address $DE/3CE2
DE/3CE9: FE                   Return


EVENT [1B2] ------------------------------------------------------------>
DE/3CEA: A5 E0                Clear event flag memory address 00:707C Bit 0
DE/3CEC: 18 06                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/3CEE: FD 0F 03             Object overlaps BG1 & BG2
   DE/3CF1: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DE/3CF4: 19 06                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/3CF6: FD 0F 03             Object overlaps BG1 & BG2
   DE/3CF9: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DE/3CFC: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3CFE: FD 0F 03             Object overlaps BG1 & BG2
DE/3D01: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3D03: FD 0F 03             Object overlaps BG1 & BG2
DE/3D06: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/3D08: FD 0F 03             Object overlaps BG1 & BG2
   DE/3D0B: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3D0C: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/3D0E: FD 0F 03             Object overlaps BG1 & BG2
   DE/3D11: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3D12: FD 32                <UNKNOWN COMMAND $FD 32>
DE/3D14: FE                   Return


EVENT [1B3] ------------------------------------------------------------>
DE/3D15: D8 48 23 3D          If event flag memory address 00:7049 Bit 0 set, jump to address $DE/3D23
DE/3D19: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/3D1B: 92 0A 0A 02          Place object at on-screen coords: (320,80) Z=32
   DE/3D1F: 73                   Object faces down-left
DE/3D20: D2 2A 3D             Jump to address $DE/3D2A
DE/3D23: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/3D25: 92 04 16 02          Place object at on-screen coords: (128,176) Z=32
   DE/3D29: 77                   Object faces up-right
DE/3D2A: F8 7B 2A 32 3D       <UNKNOWN COMMAND $F8>
DE/3D2F: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/3D31: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3D32: F8 7B 2C 3A 3D       <UNKNOWN COMMAND $F8>
DE/3D37: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/3D39: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3D3A: F8 7B 2E 42 3D       <UNKNOWN COMMAND $F8>
DE/3D3F: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/3D41: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3D42: F8 7B 30 4A 3D       <UNKNOWN COMMAND $F8>
DE/3D47: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/3D49: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3D4A: 40 01 2D             Execute event id $2D01 simultaneously with the following commands
DE/3D4D: D8 48 F7 0E          If event flag memory address 00:7049 Bit 0 set, jump to address $DE/0EF7
DE/3D51: 71                   Lighten screen from black before following commands
DE/3D52: FE                   Return


EVENT [1B4] ------------------------------------------------------------>
DE/3D53: FD 43                <UNKNOWN COMMAND $FD 43>
DE/3D55: 4A 1E 00 15          Engage in battle with formation pack #$001E in background #$15
DE/3D59: D1 B8 01             Execute event id $01B8
DE/3D5C: D8 01 6D 3D          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/3D6D
DE/3D60: D8 00 C2 13          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/13C2
DE/3D64: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3D66: 92 05 13 04          Place object at on-screen coords: (176,152) Z=64
DE/3D6A: D2 73 3D             Jump to address $DE/3D73
DE/3D6D: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3D6F: 92 04 16 02          Place object at on-screen coords: (128,176) Z=32
DE/3D73: A0 4E                Set event flag memory address 00:7049 Bit 6
DE/3D75: D1 14 01             Execute event id $0114
DE/3D78: DC 01 80 3D          If event flag memory address 00:7040 Bit 1 clear, jump to address $DE/3D80
DE/3D7C: 10 F4 02 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0002
DE/3D80: 71                   Lighten screen from black before following commands
DE/3D81: 00 9B                Set Object: MARIO ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   DE/3D83: D4 03                Start code block, repeat 3 times
   DE/3D85: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/3D86: F0 03                Frame Duration: 3
   DE/3D88: 00                   Set Bit 7 of current object (enable object visibility)
   DE/3D89: F0 03                Frame Duration: 3
   DE/3D8B: D7                   End of code block
   DE/3D8C: D4 03                Start code block, repeat 3 times
   DE/3D8E: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/3D8F: F0 01                Frame Duration: 1
   DE/3D91: 00                   Set Bit 7 of current object (enable object visibility)
   DE/3D92: F0 01                Frame Duration: 1
   DE/3D94: D7                   End of code block
   DE/3D95: D4 03                Start code block, repeat 3 times
   DE/3D97: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/3D98: F0 00                Frame Duration: 0
   DE/3D9A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/3D9B: F0 00                Frame Duration: 0
   DE/3D9D: D7                   End of code block
DE/3D9E: 40 01 2D             Execute event id $2D01 simultaneously with the following commands
DE/3DA1: FE                   Return


EVENT [1B5] ------------------------------------------------------------>
DE/3DA2: FD 43                <UNKNOWN COMMAND $FD 43>
DE/3DA4: 4A 1F 00 15          Engage in battle with formation pack #$001F in background #$15
DE/3DA8: D1 B8 01             Execute event id $01B8
DE/3DAB: D8 01 BC 3D          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/3DBC
DE/3DAF: D8 00 C2 13          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/13C2
DE/3DB3: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3DB5: 92 07 10 02          Place object at on-screen coords: (224,128) Z=32
DE/3DB9: D2 C2 3D             Jump to address $DE/3DC2
DE/3DBC: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3DBE: 92 05 13 04          Place object at on-screen coords: (176,152) Z=64
DE/3DC2: A0 4E                Set event flag memory address 00:7049 Bit 6
DE/3DC4: D1 14 01             Execute event id $0114
DE/3DC7: DC 01 CF 3D          If event flag memory address 00:7040 Bit 1 clear, jump to address $DE/3DCF
DE/3DCB: 10 F4 02 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0002
DE/3DCF: 71                   Lighten screen from black before following commands
DE/3DD0: D2 81 3D             Jump to address $DE/3D81

EVENT [1B6] ------------------------------------------------------------>
DE/3DD3: FD 43                <UNKNOWN COMMAND $FD 43>
DE/3DD5: 4A 1F 00 15          Engage in battle with formation pack #$001F in background #$15
DE/3DD9: D1 B8 01             Execute event id $01B8
DE/3DDC: D8 01 ED 3D          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/3DED
DE/3DE0: D8 00 C2 13          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/13C2
DE/3DE4: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3DE6: 92 08 0D 04          Place object at on-screen coords: (272,104) Z=64
DE/3DEA: D2 F3 3D             Jump to address $DE/3DF3
DE/3DED: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3DEF: 92 07 10 02          Place object at on-screen coords: (224,128) Z=32
DE/3DF3: A0 4E                Set event flag memory address 00:7049 Bit 6
DE/3DF5: D1 14 01             Execute event id $0114
DE/3DF8: DC 01 00 3E          If event flag memory address 00:7040 Bit 1 clear, jump to address $DE/3E00
DE/3DFC: 10 F4 02 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0002
DE/3E00: 71                   Lighten screen from black before following commands
DE/3E01: D2 81 3D             Jump to address $DE/3D81

EVENT [1B7] ------------------------------------------------------------>
DE/3E04: FD 43                <UNKNOWN COMMAND $FD 43>
DE/3E06: 4A 1E 00 15          Engage in battle with formation pack #$001E in background #$15
DE/3E0A: D1 B8 01             Execute event id $01B8
DE/3E0D: D8 01 1E 3E          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/3E1E
DE/3E11: D8 00 C2 13          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/13C2
DE/3E15: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3E17: 92 0A 0A 02          Place object at on-screen coords: (320,80) Z=32
DE/3E1B: D2 24 3E             Jump to address $DE/3E24
DE/3E1E: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/3E20: 92 08 0D 04          Place object at on-screen coords: (272,104) Z=64
DE/3E24: DC 01 2C 3E          If event flag memory address 00:7040 Bit 1 clear, jump to address $DE/3E2C
DE/3E28: 10 F4 02 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0002
DE/3E2C: 71                   Lighten screen from black before following commands
DE/3E2D: D2 81 3D             Jump to address $DE/3D81

EVENT [1B8] ------------------------------------------------------------>
DE/3E30: D8 00 3C 3E          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/3E3C
DE/3E34: D8 01 3E 3E          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/3E3E
DE/3E38: F5                   <UNKNOWN COMMAND: check current area?>
DE/3E39: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DE/3E3B: FE                   Return

DE/3E3C: FB                   Reset game, choose game

DE/3E3D: FF                   Return all

DE/3E3E: FE                   Return


EVENT [1B9] ------------------------------------------------------------>
DE/3E3F: 3D F7 0E             <UNKNOWN COMMAND: pointer to address $0EF7>
DE/3E42: FD 59                Store # of current coins to 00:7000
DE/3E44: E2 00 00 84 3E       If value at 00:7000 = #$0000, jump to address $DE/3E84
DE/3E49: 1C F7                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $F7>
DE/3E4B: 1C 16                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x16 bytes)
   DE/3E4D: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/3E4F: 94 00 00 18          Place object: right=0px down=0px up=24px
   DE/3E53: B6 08 00             Store a random number from 0 to #$0008 to 00:700C
   DE/3E56: 7C                   Object faces right
   DE/3E57: 7E 6C 00             Object jumps #$006C units
   DE/3E5A: 10 40                Set transition flag, x1 speed
   DE/3E5C: 68 0C                Shift object right 12 pixels
   DE/3E5E: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3E60: 68 0C                Shift object right 12 pixels
   DE/3E62: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3E63: 1D F7                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $F7>
DE/3E65: 1D 16                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x16 bytes)
   DE/3E67: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/3E69: 94 00 00 18          Place object: right=0px down=0px up=24px
   DE/3E6D: B6 08 00             Store a random number from 0 to #$0008 to 00:700C
   DE/3E70: 7C                   Object faces right
   DE/3E71: 7E 6C 00             Object jumps #$006C units
   DE/3E74: 10 40                Set transition flag, x1 speed
   DE/3E76: 68 0C                Shift object right 12 pixels
   DE/3E78: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3E7A: 68 0C                Shift object right 12 pixels
   DE/3E7C: 01                   Clear Bit 7 of current object (disable object visibility)
DE/3E7D: 9C 37                Play sound effect #$37
DE/3E7F: AC 02 00             Store #$0002 to 00:7000
DE/3E82: FD 53                Subtract # at 00:7000 from total coins
DE/3E84: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/3E86: 08 43 08             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/3E89: 7E 6C 00             Object jumps #$006C units
   DE/3E8C: F0 0E                Frame Duration: 14
   DE/3E8E: 09                   Reset all object properties to default
DE/3E8F: FE                   Return


EVENT [1BA] ------------------------------------------------------------>

EVENT [1BB] ------------------------------------------------------------>
DE/3E90: A5 E0                Clear event flag memory address 00:707C Bit 0
DE/3E92: A8 3F 14             Store #$14 to 00:70DF
DE/3E95: D1 19 01             Execute event id $0119
DE/3E98: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3E9A: FD 0F 02             Object overlaps BG1
DE/3E9D: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3E9F: FD 0F 02             Object overlaps BG1
DE/3EA2: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3EA4: FD 0F 03             Object overlaps BG1 & BG2
DE/3EA7: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3EA9: FD 0F 03             Object overlaps BG1 & BG2
DE/3EAC: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3EAE: FD 0F 03             Object overlaps BG1 & BG2
DE/3EB1: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3EB3: FD 0F 03             Object overlaps BG1 & BG2
DE/3EB6: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3EB8: FD 0F 02             Object overlaps BG1
DE/3EBB: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3EBD: FD 0F 03             Object overlaps BG1 & BG2
DE/3EC0: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3EC2: FD 0F 03             Object overlaps BG1 & BG2
DE/3EC5: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3EC7: FD 0F 03             Object overlaps BG1 & BG2
DE/3ECA: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3ECC: FD 0F 03             Object overlaps BG1 & BG2
DE/3ECF: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/3ED1: FD 0F 03             Object overlaps BG1 & BG2
DE/3ED4: FD 32                <UNKNOWN COMMAND $FD 32>
DE/3ED6: FE                   Return


EVENT [1BC] ------------------------------------------------------------>
DE/3ED7: D8 25 6E 3F          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/3F6E
DE/3EDB: D8 26 C3 3F          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/3FC3
DE/3EDF: 64                   <UNKNOWN COMMAND $64>
DE/3EE0: 60 ED 89 D0          Run Dialogue $09ED (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey mate, step right up!
 10 coins to do some Goomba
 thumping. How about it?<I>
 >>   (Sure, why not?)
 >>   (I'll save it for another day)<I><END>


DE/3EE4: 66 63 3F             If 2nd option chosen from dialogue prompt, jump to address $DE/3F63
DE/3EE7: D1 03 0E             Execute event id $0E03
DE/3EEA: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/3EEE: F0 09                Duration: 9 frames
DE/3EF0: AC 0A 00             Store #$000A to 00:7000
DE/3EF3: BB 12                Store value at 00:7000 to 00:7024
DE/3EF5: D1 12 01             Execute event id $0112
DE/3EF8: D8 4B 84 3F          If event flag memory address 00:7049 Bit 3 set, jump to address $DE/3F84
DE/3EFC: BA 12                Store value at 00:7024 to 00:7000
DE/3EFE: FD 53                Subtract # at 00:7000 from total coins
DE/3F00: DA 1F 09 3F          If event flag memory address 00:7083 Bit 7 set, jump to address $DE/3F09
DE/3F04: AC 14 00             Store #$0014 to 00:7000
DE/3F07: B5 4C                Store value at 00:7000 to 00:70EC
DE/3F09: 60 EE 89 D0          Run Dialogue $09EE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 You know the rules?<I>
 >>   (Sure do)
 >>   (Nope)<I><END>


DE/3F0D: 66 42 3F             If 2nd option chosen from dialogue prompt, jump to address $DE/3F42
DE/3F10: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/3F14: F0 09                Duration: 9 frames
DE/3F16: 64                   <UNKNOWN COMMAND $64>
DE/3F17: 60 44 83 C0          Run Dialogue $0344 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's easier if ya stand
 in the middle.

DE/3F1B: 00 97                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/3F1D: 10 81                Set sequence flag, x2 speed
   DE/3F1F: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/3F21: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/3F23: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/3F25: 80 04 73             Move object to on-screen coords: (144,920)
   DE/3F28: 0B 04                Set Bits $4 of current object address 0A,x
   DE/3F2A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/3F2C: 51 02                Shift object down-right 32 pixels
   DE/3F2E: 62 08                Shift object down 8 pixels
   DE/3F30: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/3F32: 10 80                Set sequence flag, x1 speed
DE/3F34: 60 36 A3 C0          Run Dialogue $0336 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Okay, hit as many as you can!
 Ready?<pause 13 frames>0...GO!<pause 13 frames>0

DE/3F38: 34 EF                Change directional maneuverability: left right down up 
DE/3F3A: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DE/3F3D: A0 26                Set event flag memory address 00:7044 Bit 6
DE/3F3F: D0 BD 01             Execute event id $01BD subsequently
DE/3F42: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/3F46: F0 09                Duration: 9 frames
DE/3F48: B4 4C                Store value at 00:70EC to 00:7000
DE/3F4A: 60 EF 89 C0          Run Dialogue $09EF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Thump a Goomba, get 1 pt.
 Thump Spikey, and lose 1 pt.
 Thump a gold Goomba, get 3 pts.<I>

 If you get more than <$00> pts.,
 you get a prize. Want a recap?<I>
  >>   (No thanks)
  >>   (Just once more)<I><END>


DE/3F4E: 66 5A 3F             If 2nd option chosen from dialogue prompt, jump to address $DE/3F5A
DE/3F51: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/3F55: F0 09                Duration: 9 frames
DE/3F57: D2 16 3F             Jump to address $DE/3F16
DE/3F5A: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/3F5E: F0 09                Duration: 9 frames
DE/3F60: D2 48 3F             Jump to address $DE/3F48
DE/3F63: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/3F67: F0 09                Duration: 9 frames
DE/3F69: 60 47 A3 D0          Run Dialogue $0347 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




              Then SCRAM!<I><END>


DE/3F6D: FE                   Return

DE/3F6E: B4 4C                Store value at 00:70EC to 00:7000
DE/3F70: BB 1D                Store value at 00:7000 to 00:703A
DE/3F72: BA 12                Store value at 00:7024 to 00:7000
DE/3F74: C1 1D                Compare values at memory addresses 00:703A and 00:7000
DE/3F76: EC 89 3F             If Bit 0 of 00:70A0,x set, jump to address $DE/3F89
DE/3F79: 60 48 A3 D0          Run Dialogue $0348 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Looks like you've got
 yourself a tough road ahead.
 Good luck!<I><END>


DE/3F7D: 35 FF                Enable Overworld Menu
DE/3F7F: A4 4E                Clear event flag memory address 00:7049 Bit 6
DE/3F81: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/3F83: FE                   Return

DE/3F84: 60 6F A3 D0          Run Dialogue $036F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Hey, if you're out of cash,
 better learn to stash.<I><END>


DE/3F88: FE                   Return

DE/3F89: BA 12                Store value at 00:7024 to 00:7000
DE/3F8B: AD 02 00             Store #$0002 to 00:7000
DE/3F8E: B5 4C                Store value at 00:7000 to 00:70EC
DE/3F90: 60 45 A3 D0          Run Dialogue $0345 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That was SOME thumping!
 Here's your prize! Next time,
 try and get <$00> pts.<I><END>


DE/3F94: DA CC A6 3F          If event flag memory address 00:7099 Bit 4 set, jump to address $DE/3FA6
DE/3F98: A2 CC                Set event flag memory address 00:7099 Bit 4
DE/3F9A: A8 07 73             Store #$73 to 00:70A7
DE/3F9D: AC 0C 02             Store #$020C to 00:7000
DE/3FA0: D1 F4 0E             Execute event id $0EF4
DE/3FA3: D2 7D 3F             Jump to address $DE/3F7D
DE/3FA6: DA CD B8 3F          If event flag memory address 00:7099 Bit 5 set, jump to address $DE/3FB8
DE/3FAA: A2 CD                Set event flag memory address 00:7099 Bit 5
DE/3FAC: A8 07 74             Store #$74 to 00:70A7
DE/3FAF: AC 0C 02             Store #$020C to 00:7000
DE/3FB2: D1 F4 0E             Execute event id $0EF4
DE/3FB5: D2 7D 3F             Jump to address $DE/3F7D
DE/3FB8: 9C 5E                Play sound effect #$5E
DE/3FBA: 60 0E A2 00          Run Dialogue $020E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Got a Frog Coin!<I><END>


DE/3FBE: 53 01                Add 1 frog coins
DE/3FC0: D2 7D 3F             Jump to address $DE/3F7D
DE/3FC3: 64                   <UNKNOWN COMMAND $64>
DE/3FC4: 60 46 A3 D0          Run Dialogue $0346 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


     You can do better than that!<I><END>


DE/3FC8: FE                   Return


EVENT [1BD] ------------------------------------------------------------>
DE/3FC9: B0 12 00 00          Store #$0000 to 00:7024
DE/3FCD: 35 EF                Enable Overworld Menu
DE/3FCF: 40 BF 21             Execute event id $21BF simultaneously with the following commands
DE/3FD2: AC 1E 00             Store #$001E to 00:7000
DE/3FD5: BB 13                Store value at 00:7000 to 00:7026
DE/3FD7: 91 2F                Play music: #$2F
DE/3FD9: D2 14 40             Jump to address $DE/4014

EVENT [1BE] ------------------------------------------------------------>
DE/3FDC: B3 13                Decrement 00:7026
DE/3FDE: E4 13 0A 00 1C 40    If value at 00:7026 = #$000A, jump to address $DE/401C
DE/3FE4: E4 13 00 00 F3 3F    If value at 00:7026 = #$0000, jump to address $DE/3FF3
DE/3FEA: BA 13                Store value at 00:7026 to 00:7000
DE/3FEC: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/3FF0: D2 14 40             Jump to address $DE/4014
DE/3FF3: 60 62 03 40          Run Dialogue $0362
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




                 <$01> points

DE/3FF7: FD 43                <UNKNOWN COMMAND $FD 43>
DE/3FF9: FD 44                <UNKNOWN COMMAND $FD 44>
DE/3FFB: FD 30                Screen moves with MARIO
DE/3FFD: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DE/4000: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/4002: A0 25                Set event flag memory address 00:7044 Bit 5
DE/4004: 35 FF                Enable Overworld Menu
DE/4006: A2 1F                Set event flag memory address 00:7083 Bit 7
DE/4008: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/400C: F0 00                Duration: 0 frames
DE/400E: 3D 0C 40             <UNKNOWN COMMAND: pointer to address $400C>
DE/4011: 91 07                Play music: #$07
DE/4013: FE                   Return

DE/4014: B0 0E 50 00          Store #$0050 to 00:701C
DE/4018: 45 BE 31             <UNKNOWN COMMAND $45>
DE/401B: FE                   Return

DE/401C: BA 12                Store value at 00:7024 to 00:7000
DE/401E: C0 14 00             Compare value at 00:7000 to #$0014
DE/4021: EC 27 40             If Bit 0 of 00:70A0,x set, jump to address $DE/4027
DE/4024: D2 E4 3F             Jump to address $DE/3FE4
DE/4027: A0 4E                Set event flag memory address 00:7049 Bit 6
DE/4029: D2 E4 3F             Jump to address $DE/3FE4

EVENT [1BF] ------------------------------------------------------------>
DE/402C: DC 20 41 40          If event flag memory address 00:7044 Bit 0 clear, jump to address $DE/4041
DE/4030: DC 21 41 40          If event flag memory address 00:7044 Bit 1 clear, jump to address $DE/4041
DE/4034: DC 22 41 40          If event flag memory address 00:7044 Bit 2 clear, jump to address $DE/4041
DE/4038: DC 23 41 40          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/4041
DE/403C: F0 00                Duration: 0 frames
DE/403E: D0 BF 01             Execute event id $01BF subsequently
DE/4041: B6 04 00              Store a random number from 0 to #$0004 to 00:7000
DE/4044: E2 01 00 8C 40       If value at 00:7000 = #$0001, jump to address $DE/408C
DE/4049: E2 02 00 D7 40       If value at 00:7000 = #$0002, jump to address $DE/40D7
DE/404E: E2 03 00 10 41       If value at 00:7000 = #$0003, jump to address $DE/4110
DE/4053: D8 20 2C 40          If event flag memory address 00:7044 Bit 0 set, jump to address $DE/402C
DE/4057: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/4059: B6 17 00              Store a random number from 0 to #$0017 to 00:7000
DE/405C: C0 15 00             Compare value at 00:7000 to #$0015
DE/405F: EC 71 40             If Bit 0 of 00:70A0,x set, jump to address $DE/4071
DE/4062: C0 10 00             Compare value at 00:7000 to #$0010
DE/4065: EC 7A 40             If Bit 0 of 00:70A0,x set, jump to address $DE/407A
DE/4068: C0 02 00             Compare value at 00:7000 to #$0002
DE/406B: EC 83 40             If Bit 0 of 00:70A0,x set, jump to address $DE/4083
DE/406E: D2 C5 40             Jump to address $DE/40C5
DE/4071: 19 F2 A0 01          Set Object: NPC #5 ---> Command: Set object to movement: $01A0
DE/4075: A0 20                Set event flag memory address 00:7044 Bit 0
DE/4077: D0 BF 01             Execute event id $01BF subsequently
DE/407A: 1E F2 A0 01          Set Object: NPC #10 ---> Command: Set object to movement: $01A0
DE/407E: A0 20                Set event flag memory address 00:7044 Bit 0
DE/4080: D0 BF 01             Execute event id $01BF subsequently
DE/4083: 15 F2 A0 01          Set Object: NPC #1 ---> Command: Set object to movement: $01A0
DE/4087: A0 20                Set event flag memory address 00:7044 Bit 0
DE/4089: D0 BF 01             Execute event id $01BF subsequently
DE/408C: D8 21 2C 40          If event flag memory address 00:7044 Bit 1 set, jump to address $DE/402C
DE/4090: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/4092: B6 17 00              Store a random number from 0 to #$0017 to 00:7000
DE/4095: C0 15 00             Compare value at 00:7000 to #$0015
DE/4098: EC AA 40             If Bit 0 of 00:70A0,x set, jump to address $DE/40AA
DE/409B: C0 10 00             Compare value at 00:7000 to #$0010
DE/409E: EC B3 40             If Bit 0 of 00:70A0,x set, jump to address $DE/40B3
DE/40A1: C0 02 00             Compare value at 00:7000 to #$0002
DE/40A4: EC BC 40             If Bit 0 of 00:70A0,x set, jump to address $DE/40BC
DE/40A7: D2 C5 40             Jump to address $DE/40C5
DE/40AA: 1A F2 A1 01          Set Object: NPC #6 ---> Command: Set object to movement: $01A1
DE/40AE: A0 21                Set event flag memory address 00:7044 Bit 1
DE/40B0: D0 BF 01             Execute event id $01BF subsequently
DE/40B3: 1F F2 A1 01          Set Object: NPC #11 ---> Command: Set object to movement: $01A1
DE/40B7: A0 21                Set event flag memory address 00:7044 Bit 1
DE/40B9: D0 BF 01             Execute event id $01BF subsequently
DE/40BC: 16 F2 A1 01          Set Object: NPC #2 ---> Command: Set object to movement: $01A1
DE/40C0: A0 21                Set event flag memory address 00:7044 Bit 1
DE/40C2: D0 BF 01             Execute event id $01BF subsequently
DE/40C5: E9 2C 40             If random number between 0 and 255 > 66, jump to address $DE/402C
DE/40C8: CF                   <UNKNOWN COMMAND $CF>
DE/40C9: 40 F0 46             Execute event id $46F0 simultaneously with the following commands
DE/40CC: D0 BF 01             Execute event id $01BF subsequently
DE/40CF: E8 2C 40             If random number between 0 and 255 > 128, jump to address $DE/402C
DE/40D2: F0 62                Duration: 98 frames
DE/40D4: D0 BF 01             Execute event id $01BF subsequently
DE/40D7: D8 22 2C 40          If event flag memory address 00:7044 Bit 2 set, jump to address $DE/402C
DE/40DB: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/40DD: B6 17 00              Store a random number from 0 to #$0017 to 00:7000
DE/40E0: C0 15 00             Compare value at 00:7000 to #$0015
DE/40E3: EC F5 40             If Bit 0 of 00:70A0,x set, jump to address $DE/40F5
DE/40E6: C0 10 00             Compare value at 00:7000 to #$0010
DE/40E9: EC FE 40             If Bit 0 of 00:70A0,x set, jump to address $DE/40FE
DE/40EC: C0 02 00             Compare value at 00:7000 to #$0002
DE/40EF: EC 07 41             If Bit 0 of 00:70A0,x set, jump to address $DE/4107
DE/40F2: D2 C5 40             Jump to address $DE/40C5
DE/40F5: 1B F2 A2 01          Set Object: NPC #7 ---> Command: Set object to movement: $01A2
DE/40F9: A0 22                Set event flag memory address 00:7044 Bit 2
DE/40FB: D0 BF 01             Execute event id $01BF subsequently
DE/40FE: 20 F2 A2 01          Set Object: NPC #12 ---> Command: Set object to movement: $01A2
DE/4102: A0 22                Set event flag memory address 00:7044 Bit 2
DE/4104: D0 BF 01             Execute event id $01BF subsequently
DE/4107: 17 F2 A2 01          Set Object: NPC #3 ---> Command: Set object to movement: $01A2
DE/410B: A0 22                Set event flag memory address 00:7044 Bit 2
DE/410D: D0 BF 01             Execute event id $01BF subsequently
DE/4110: D8 23 2C 40          If event flag memory address 00:7044 Bit 3 set, jump to address $DE/402C
DE/4114: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/4116: B6 17 00              Store a random number from 0 to #$0017 to 00:7000
DE/4119: C0 15 00             Compare value at 00:7000 to #$0015
DE/411C: EC 2E 41             If Bit 0 of 00:70A0,x set, jump to address $DE/412E
DE/411F: C0 10 00             Compare value at 00:7000 to #$0010
DE/4122: EC 37 41             If Bit 0 of 00:70A0,x set, jump to address $DE/4137
DE/4125: C0 02 00             Compare value at 00:7000 to #$0002
DE/4128: EC 40 41             If Bit 0 of 00:70A0,x set, jump to address $DE/4140
DE/412B: D2 C5 40             Jump to address $DE/40C5
DE/412E: 1C F2 A3 01          Set Object: NPC #8 ---> Command: Set object to movement: $01A3
DE/4132: A0 23                Set event flag memory address 00:7044 Bit 3
DE/4134: D0 BF 01             Execute event id $01BF subsequently
DE/4137: 21 F2 A3 01          Set Object: NPC #13 ---> Command: Set object to movement: $01A3
DE/413B: A0 23                Set event flag memory address 00:7044 Bit 3
DE/413D: D0 BF 01             Execute event id $01BF subsequently
DE/4140: 18 F2 A3 01          Set Object: NPC #4 ---> Command: Set object to movement: $01A3
DE/4144: A0 23                Set event flag memory address 00:7044 Bit 3
DE/4146: D0 BF 01             Execute event id $01BF subsequently

EVENT [1C0] ------------------------------------------------------------>
DE/4149: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/414D: A0 19                Set event flag memory address 00:7043 Bit 1
DE/414F: 9C 42                Play sound effect #$42
DE/4151: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/4155: 15 F2 A4 01          Set Object: NPC #1 ---> Command: Set object to movement: $01A4
DE/4159: B2 12                Increment 00:7024
DE/415B: BA 13                Store value at 00:7026 to 00:7000
DE/415D: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/4161: FE                   Return


EVENT [1C1] ------------------------------------------------------------>
DE/4162: D8 1A F7 0E          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/0EF7
DE/4166: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/4168: 9C 42                Play sound effect #$42
DE/416A: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/416E: 16 F2 A5 01          Set Object: NPC #2 ---> Command: Set object to movement: $01A5
DE/4172: B2 12                Increment 00:7024
DE/4174: BA 13                Store value at 00:7026 to 00:7000
DE/4176: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/417A: FE                   Return


EVENT [1C2] ------------------------------------------------------------>
DE/417B: D8 1B F7 0E          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/0EF7
DE/417F: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/4181: 9C 42                Play sound effect #$42
DE/4183: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/4187: 17 F2 A6 01          Set Object: NPC #3 ---> Command: Set object to movement: $01A6
DE/418B: B2 12                Increment 00:7024
DE/418D: BA 13                Store value at 00:7026 to 00:7000
DE/418F: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/4193: FE                   Return


EVENT [1C3] ------------------------------------------------------------>
DE/4194: D8 1C F7 0E          If event flag memory address 00:7043 Bit 4 set, jump to address $DE/0EF7
DE/4198: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/419A: 9C 42                Play sound effect #$42
DE/419C: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/41A0: 18 F2 A7 01          Set Object: NPC #4 ---> Command: Set object to movement: $01A7
DE/41A4: B2 12                Increment 00:7024
DE/41A6: BA 13                Store value at 00:7026 to 00:7000
DE/41A8: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/41AC: FE                   Return


EVENT [1C4] ------------------------------------------------------------>

EVENT [1C5] ------------------------------------------------------------>

EVENT [1C6] ------------------------------------------------------------>
DE/41AD: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/41AF: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41B1: FD 0F 03             Object overlaps BG1 & BG2
DE/41B4: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/41B6: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41B8: FD 0F 03             Object overlaps BG1 & BG2
DE/41BB: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/41BD: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41BF: FD 0F 03             Object overlaps BG1 & BG2
DE/41C2: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/41C4: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41C6: FD 0F 03             Object overlaps BG1 & BG2
DE/41C9: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/41CB: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41CD: FD 0F 03             Object overlaps BG1 & BG2
DE/41D0: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/41D2: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41D4: FD 0F 03             Object overlaps BG1 & BG2
DE/41D7: 1B 05                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/41D9: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41DB: FD 0F 03             Object overlaps BG1 & BG2
DE/41DE: 1C 05                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/41E0: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41E2: FD 0F 03             Object overlaps BG1 & BG2
DE/41E5: 1E 07                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/41E7: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41E9: FD 0F 03             Object overlaps BG1 & BG2
   DE/41EC: 73                   Object faces down-left
   DE/41ED: 06                   Set "moon-walk" Bits
DE/41EE: 1F 07                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/41F0: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41F2: FD 0F 03             Object overlaps BG1 & BG2
   DE/41F5: 73                   Object faces down-left
   DE/41F6: 06                   Set "moon-walk" Bits
DE/41F7: 20 07                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/41F9: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/41FB: FD 0F 03             Object overlaps BG1 & BG2
   DE/41FE: 73                   Object faces down-left
   DE/41FF: 06                   Set "moon-walk" Bits
DE/4200: 21 07                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/4202: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/4204: FD 0F 03             Object overlaps BG1 & BG2
   DE/4207: 73                   Object faces down-left
   DE/4208: 06                   Set "moon-walk" Bits
DE/4209: 22 09                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/420B: 94 02 06 00          Place object: right=2px down=6px up=0px
   DE/420F: FD 0F 03             Object overlaps BG1 & BG2
   DE/4212: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/4214: FD 32                <UNKNOWN COMMAND $FD 32>
DE/4216: 8A 0B 6E             Set 0 palettes from $37ADC0
DE/4219: F0 01                Duration: 1 frames
DE/421B: 19 F2 23 03          Set Object: NPC #5 ---> Command: Set object to movement: $0323
DE/421F: 1A F2 23 03          Set Object: NPC #6 ---> Command: Set object to movement: $0323
DE/4223: 1B F2 23 03          Set Object: NPC #7 ---> Command: Set object to movement: $0323
DE/4227: 1C F3 23 03          Set Object: NPC #8 ---> Command: Set object to movement: $0323
DE/422B: FE                   Return


EVENT [1C7] ------------------------------------------------------------>
DE/422C: A5 E0                Clear event flag memory address 00:707C Bit 0
DE/422E: F2 7B A8             <UNKNOWN COMMAND $F2>
DE/4231: F2 7B AA             <UNKNOWN COMMAND $F2>
DE/4234: F2 7B AC             <UNKNOWN COMMAND $F2>
DE/4237: F2 7B AE             <UNKNOWN COMMAND $F2>
DE/423A: F2 7F AA             <UNKNOWN COMMAND $F2>
DE/423D: F2 7F AC             <UNKNOWN COMMAND $F2>
DE/4240: F2 7F AE             <UNKNOWN COMMAND $F2>
DE/4243: F2 7C A8             <UNKNOWN COMMAND $F2>
DE/4246: F2 7C AA             <UNKNOWN COMMAND $F2>
DE/4249: F2 7C AC             <UNKNOWN COMMAND $F2>
DE/424C: F2 7C AE             <UNKNOWN COMMAND $F2>
DE/424F: F2 81 A8             <UNKNOWN COMMAND $F2>
DE/4252: F2 81 AA             <UNKNOWN COMMAND $F2>
DE/4255: F2 81 AC             <UNKNOWN COMMAND $F2>
DE/4258: F2 81 AE             <UNKNOWN COMMAND $F2>
DE/425B: F2 7E A8             <UNKNOWN COMMAND $F2>
DE/425E: F2 7E AA             <UNKNOWN COMMAND $F2>
DE/4261: F2 80 C0             <UNKNOWN COMMAND $F2>
DE/4264: F2 80 C2             <UNKNOWN COMMAND $F2>
DE/4267: C3                   <UNKNOWN COMMAND $C3>
DE/4268: E2 21 00 76 42       If value at 00:7000 = #$0021, jump to address $DE/4276
DE/426D: A8 3F 14             Store #$14 to 00:70DF
DE/4270: 71                   Lighten screen from black before following commands
DE/4271: FE                   Return

DE/4272: D1 51 00             Execute event id $0051
DE/4275: FE                   Return

DE/4276: A8 3F 34             Store #$34 to 00:70DF
DE/4279: FD F0 21 2A 82 42    <UNKNOWN COMMAND $F0: pointer to address $DE/4282
DE/427F: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/4281: 01                   Clear Bit 7 of current object (disable object visibility)
DE/4282: D8 27 72 42          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/4272
DE/4286: D1 04 0E             Execute event id $0E04
DE/4289: DE CF 70 42          If event flag memory address 00:7099 Bit 7 clear, jump to address $DE/4270
DE/428D: FD F0 21 2A 70 42    <UNKNOWN COMMAND $F0: pointer to address $DE/4270
DE/4293: 71                   Lighten screen from black before following commands
DE/4294: 9C 95                Play sound effect #$95
DE/4296: A6 CF                Clear event flag memory address 00:7099 Bit 7
DE/4298: FE                   Return


EVENT [1C8] ------------------------------------------------------------>
DE/4299: 35 00                Disable Overworld Menu
DE/429B: 1D F2 77 00          Set Object: NPC #9 ---> Command: Set object to movement: $0077
DE/429F: FD 45                <UNKNOWN COMMAND $FD 45>
DE/42A1: FE                   Return


EVENT [1C9] ------------------------------------------------------------>
DE/42A2: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/42A4: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/42A6: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
DE/42A8: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/42AA: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/42AC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/42AD: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
DE/42AF: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/42B1: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/42B3: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
DE/42B5: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/42B7: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/42B9: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/42BA: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
DE/42BC: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/42BE: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/42C0: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
DE/42C2: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/42C4: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/42C6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/42C7: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
DE/42C9: FD 32                <UNKNOWN COMMAND $FD 32>
DE/42CB: FE                   Return


EVENT [1CA] ------------------------------------------------------------>
DE/42CC: 0C 87                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/42CE: 10 44                Set transition flag, x8 speed
   DE/42D0: 80 07 41             Move object to on-screen coords: (240,520)
   DE/42D3: 10 45                Set transition flag, 1/2 speed
DE/42D5: A5 0F                Clear event flag memory address 00:7061 Bit 7
DE/42D7: FD 45                <UNKNOWN COMMAND $FD 45>
DE/42D9: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/42DB: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/42DD: 35 00                Disable Overworld Menu
DE/42DF: 1D F1 0D                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/42E2: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   DE/42E4: 92 0A 51 00          Place object at on-screen coords: (336,648) Z=0
   DE/42E8: 77                   Object faces up-right
   DE/42E9: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DE/42EB: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/42ED: 0C 04                XOR Bits $4 of current object address 0A,x
DE/42EF: 00 F1 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/42F2: 08 46 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/42F5: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/42F7: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/42F9: 92 0A 51 00          Place object at on-screen coords: (336,648) Z=0
   DE/42FD: 0B 04                Set Bits $4 of current object address 0A,x
DE/42FF: D3 A2 42             Jump to address $DE/42A2
DE/4302: 72 3C                Simultaneously lighten screen from black with following commands; Duration: 60 frames
DE/4304: D8 F1 0C 43          If event flag memory address 00:705E Bit 1 set, jump to address $DE/430C
DE/4308: 40 D1 A1             Execute event id $A1D1 simultaneously with the following commands
DE/430B: FE                   Return

DE/430C: D0 11 0E             Execute event id $0E11 subsequently

EVENT [1CB] ------------------------------------------------------------>
DE/430F: 9C 3F                Play sound effect #$3F
DE/4311: DC 25 24 43          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/4324
DE/4315: D1 C8 01             Execute event id $01C8
DE/4318: DA 2B 29 43          If event flag memory address 00:7085 Bit 3 set, jump to address $DE/4329
DE/431C: 60 85 A3 D0          Run Dialogue $0385 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Boshi here is the fastest runner
  ...but he's full of himself!)<I><END>


DE/4320: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4323: FE                   Return

DE/4324: 34 EF                Change directional maneuverability: left right down up 
DE/4326: F0 1F                Duration: 31 frames
DE/4328: FE                   Return

DE/4329: D1 C8 01             Execute event id $01C8
DE/432C: 60 AC A3 D0          Run Dialogue $03AC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (It's the best when we can
  all race together!)<I><END>


DE/4330: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4333: FE                   Return


EVENT [1CC] ------------------------------------------------------------>
DE/4334: 9C 3F                Play sound effect #$3F
DE/4336: DC 25 49 43          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/4349
DE/433A: D1 C8 01             Execute event id $01C8
DE/433D: DA 2B 4E 43          If event flag memory address 00:7085 Bit 3 set, jump to address $DE/434E
DE/4341: 60 86 A3 D0          Run Dialogue $0386 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Boshi only races one-on-one
  so everyone can't join us.
  Bummer!)<I><END>


DE/4345: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4348: FE                   Return

DE/4349: 34 EF                Change directional maneuverability: left right down up 
DE/434B: F0 1F                Duration: 31 frames
DE/434D: FE                   Return

DE/434E: D1 C8 01             Execute event id $01C8
DE/4351: D0 A2 03             Execute event id $03A2 subsequently

EVENT [1CD] ------------------------------------------------------------>
DE/4354: 9C 3F                Play sound effect #$3F
DE/4356: DC 25 65 43          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/4365
DE/435A: D1 C8 01             Execute event id $01C8
DE/435D: 60 87 A3 D0          Run Dialogue $0387 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (What? Are you cracked?
  Racing's my life!
  I could run all day!)<I><END>


DE/4361: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4364: FE                   Return

DE/4365: 34 EF                Change directional maneuverability: left right down up 
DE/4367: F0 1F                Duration: 31 frames
DE/4369: FE                   Return


EVENT [1CE] ------------------------------------------------------------>
DE/436A: 9C 3F                Play sound effect #$3F
DE/436C: DC 25 7F 43          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/437F
DE/4370: D1 C8 01             Execute event id $01C8
DE/4373: DA 2B 4A 4B          If event flag memory address 00:7085 Bit 3 set, jump to address $DE/4B4A
DE/4377: 60 99 A3 D0          Run Dialogue $0399 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (It would be so much better if we
  could all race together!)<I><END>


DE/437B: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/437E: FE                   Return

DE/437F: 34 EF                Change directional maneuverability: left right down up 
DE/4381: F0 1F                Duration: 31 frames
DE/4383: FE                   Return

DE/4384: D0 A3 03             Execute event id $03A3 subsequently

EVENT [1CF] ------------------------------------------------------------>
DE/4387: 9C 3F                Play sound effect #$3F
DE/4389: DC 25 B7 43          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/43B7
DE/438D: D1 C8 01             Execute event id $01C8
DE/4390: DA 2B BC 43          If event flag memory address 00:7085 Bit 3 set, jump to address $DE/43BC
DE/4394: 60 89 83 D0          Run Dialogue $0389 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Hey, Yoshi! <I>Think you can
  beat the old Boshi today?)<I>
  >>  (Of course)
  >>  (No, not today)<I><END>


DE/4398: 66 F8 43             If 2nd option chosen from dialogue prompt, jump to address $DE/43F8
DE/439B: DA CB 00 44          If event flag memory address 00:7099 Bit 3 set, jump to address $DE/4400
DE/439F: A2 CB                Set event flag memory address 00:7099 Bit 3
DE/43A1: 60 AA A3 D0          Run Dialogue $03AA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



  (Here, take my Cookies.
  Good luck! I'm rooting for you!)<I><END>


DE/43A5: 9C 1B                Play sound effect #$1B
DE/43A7: F0 09                Duration: 9 frames
DE/43A9: 9C 3F                Play sound effect #$3F
DE/43AB: 60 BB A3 DD          Run Dialogue $03BB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

YOSHI:  (Thanks! I've got
 MAJOR support on my side, so
 I can probably win today!)<I><END>


DE/43AF: 60 BC A3 22          Run Dialogue $03BC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text


        Yoshi got some Cookies!<I><END>


DE/43B3: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/43B6: FE                   Return

DE/43B7: 34 EF                Change directional maneuverability: left right down up 
DE/43B9: F0 1F                Duration: 31 frames
DE/43BB: FE                   Return

DE/43BC: D8 66 F1 43          If event flag memory address 00:704C Bit 6 set, jump to address $DE/43F1
DE/43C0: 60 88 83 D0          Run Dialogue $0388 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


  (Careful, don't step on the eggs.)<I><END>


DE/43C4: FD 58 6D             Store the number of instances in item inventory of item #$6D (.Yoshi Cookie) to 00:7000
DE/43C7: BB 12                Store value at 00:7000 to 00:7024
DE/43C9: B4 38                Store value at 00:70D8 to 00:7000
DE/43CB: B8 12                Add value at 00:7024 to 00:7000
DE/43CD: E2 00 00 D7 43       If value at 00:7000 = #$0000, jump to address $DE/43D7
DE/43D2: 64                   <UNKNOWN COMMAND $64>
DE/43D3: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/43D6: FE                   Return

DE/43D7: 60 AD A3 D0          Run Dialogue $03AD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



  (Wait a sec...
  You don't have any Cookies...<I>

  Well, since Yoshi got everyone to
  race again, I'll give you mine as
  a reward. Here, take 'em!)<I><END>


DE/43DB: 9C 1B                Play sound effect #$1B
DE/43DD: AC 03 00             Store #$0003 to 00:7000
DE/43E0: 60 AF A3 20          Run Dialogue $03AF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Got <$00> Cookie (s)!<I><END>


DE/43E4: D4 02                Start code block, repeat 2 times
DE/43E6: 50 6D                Put item in inventory: #$6D (.Yoshi Cookie)
DE/43E8: D7                   End of code block
DE/43E9: 60 B1 A3 D0          Run Dialogue $03B1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



  (Now no one has to be
  left out of a race!)<I><END>


DE/43ED: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/43F0: FE                   Return

DE/43F1: 60 3F 89 D0          Run Dialogue $093F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Look how he eats! He's gonna be
  a GIANT someday!)<I><END>


DE/43F5: D2 C4 43             Jump to address $DE/43C4
DE/43F8: 60 AB A3 D0          Run Dialogue $03AB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



  (Yeah, maybe another day...<I>
  So you've heard, right?...<I>
  I'm just waiting for the day we
  can all race together.)<I><END>


DE/43FC: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/43FF: FE                   Return

DE/4400: 60 40 A9 D0          Run Dialogue $0940 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




              (Good luck!)<I><END>


DE/4404: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4407: FE                   Return


EVENT [1D0] ------------------------------------------------------------>
DE/4408: 9C 3F                Play sound effect #$3F
DE/440A: DC 25 15 44          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/4415
DE/440E: 34 00                Change directional maneuverability: 
DE/4410: 60 FB A2 D0          Run Dialogue $02FB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The super duper...<I>
 Custom, patented, one and only...
 SHOOTING STAR SHOT!!<I><END>


DE/4414: FE                   Return

DE/4415: 34 EF                Change directional maneuverability: left right down up 
DE/4417: F0 1F                Duration: 31 frames
DE/4419: FE                   Return


EVENT [1D1] ------------------------------------------------------------>
DE/441A: A2 2C                Set event flag memory address 00:7085 Bit 4
DE/441C: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/441E: A4 50                Clear event flag memory address 00:704A Bit 0
DE/4420: A4 51                Clear event flag memory address 00:704A Bit 1
DE/4422: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/4424: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/4426: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/4428: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/442A: A4 1E                Clear event flag memory address 00:7043 Bit 6
DE/442C: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/442E: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/4430: A4 27                Clear event flag memory address 00:7044 Bit 7
DE/4432: A8 0E 00             Store #$00 to 00:70AE
DE/4435: A8 0F 00             Store #$00 to 00:70AF
DE/4438: A8 4B 00             Store #$00 to 00:70EB
DE/443B: A8 4E 00             Store #$00 to 00:70EE
DE/443E: B0 12 00 00          Store #$0000 to 00:7024
DE/4442: B0 13 14 00          Store #$0014 to 00:7026
DE/4446: B0 15 14 00          Store #$0014 to 00:702A
DE/444A: B0 17 14 00          Store #$0014 to 00:702E
DE/444E: B0 19 00 00          Store #$0000 to 00:7032
DE/4452: B0 0A 00 00          Store #$0000 to 00:7014
DE/4456: B0 09 00 00          Store #$0000 to 00:7012
DE/445A: B0 08 00 00          Store #$0000 to 00:7010
DE/445E: B0 0B 00 00          Store #$0000 to 00:7016
DE/4462: B0 0C 00 00          Store #$0000 to 00:7018
DE/4466: B0 0D 00 00          Store #$0000 to 00:701A
DE/446A: B0 05 00 00          Store #$0000 to 00:700A
DE/446E: B0 06 00 00          Store #$0000 to 00:700C
DE/4472: B0 1C 00 00          Store #$0000 to 00:7038
DE/4476: B0 1D 00 00          Store #$0000 to 00:703A
DE/447A: B0 1E 00 00          Store #$0000 to 00:703C
DE/447E: B0 1F 00 00          Store #$0000 to 00:703E
DE/4482: DC F2 CA 44          If event flag memory address 00:705E Bit 2 clear, jump to address $DE/44CA
DE/4486: B0 13 14 00          Store #$0014 to 00:7026
DE/448A: B0 17 14 00          Store #$0014 to 00:702E
DE/448E: B0 15 14 00          Store #$0014 to 00:702A
DE/4492: B0 0A 14 00          Store #$0014 to 00:7014
DE/4496: D8 F1 BF 44          If event flag memory address 00:705E Bit 1 set, jump to address $DE/44BF
DE/449A: B4 10                Store value at 00:70B0 to 00:7000
DE/449C: E2 03 00 D5 44       If value at 00:7000 = #$0003, jump to address $DE/44D5
DE/44A1: E2 04 00 F0 44       If value at 00:7000 = #$0004, jump to address $DE/44F0
DE/44A6: E2 05 00 17 45       If value at 00:7000 = #$0005, jump to address $DE/4517
DE/44AB: E2 06 00 32 45       If value at 00:7000 = #$0006, jump to address $DE/4532
DE/44B0: E2 08 00 59 45       If value at 00:7000 = #$0008, jump to address $DE/4559
DE/44B5: E2 0A 00 80 45       If value at 00:7000 = #$000A, jump to address $DE/4580
DE/44BA: E2 14 00 A7 45       If value at 00:7000 = #$0014, jump to address $DE/45A7
DE/44BF: E9 F0 44             If random number between 0 and 255 > 66, jump to address $DE/44F0
DE/44C2: 32 45 E8 59          <UNKNOWN COMMAND $32>
DE/44C6: 45 D2 80             <UNKNOWN COMMAND $45>
DE/44C9: 45 B0 0B             <UNKNOWN COMMAND $45>
DE/44CC: 51 00                Remove item in inventory: #$00 (Weapon      )
DE/44CE: B0 14 32 00          Store #$0032 to 00:7028
DE/44D2: D2 C2 45             Jump to address $DE/45C2
DE/44D5: B0 0B 4F 00          Store #$004F to 00:7016
DE/44D9: B0 14 30 00          Store #$0030 to 00:7028
DE/44DD: B0 0D 51 00          Store #$0051 to 00:701A
DE/44E1: B0 18 32 00          Store #$0032 to 00:7030
DE/44E5: B0 0C 4C 00          Store #$004C to 00:7018
DE/44E9: B0 16 44 00          Store #$0044 to 00:702C
DE/44ED: D2 C2 45             Jump to address $DE/45C2
DE/44F0: B0 0B 4D 00          Store #$004D to 00:7016
DE/44F4: B0 14 2F 00          Store #$002F to 00:7028
DE/44F8: B0 0D 4F 00          Store #$004F to 00:701A
DE/44FC: B0 18 2D 00          Store #$002D to 00:7030
DE/4500: B0 0C 48 00          Store #$0048 to 00:7018
DE/4504: B0 16 44 00          Store #$0044 to 00:702C
DE/4508: DC F1 C2 45          If event flag memory address 00:705E Bit 1 clear, jump to address $DE/45C2
DE/450C: B0 1C 4A 00          Store #$004A to 00:7038
DE/4510: B0 1D 2B 00          Store #$002B to 00:703A
DE/4514: D2 DD 45             Jump to address $DE/45DD
DE/4517: B0 0B 4A 00          Store #$004A to 00:7016
DE/451B: B0 14 2D 00          Store #$002D to 00:7028
DE/451F: B0 0D 4D 00          Store #$004D to 00:701A
DE/4523: B0 18 29 00          Store #$0029 to 00:7030
DE/4527: B0 0C 46 00          Store #$0046 to 00:7018
DE/452B: B0 16 40 00          Store #$0040 to 00:702C
DE/452F: D2 C2 45             Jump to address $DE/45C2
DE/4532: B0 0B 46 00          Store #$0046 to 00:7016
DE/4536: B0 14 2A 00          Store #$002A to 00:7028
DE/453A: B0 0D 4C 00          Store #$004C to 00:701A
DE/453E: B0 18 26 00          Store #$0026 to 00:7030
DE/4542: B0 0C 44 00          Store #$0044 to 00:7018
DE/4546: B0 16 3E 00          Store #$003E to 00:702C
DE/454A: DC F1 C2 45          If event flag memory address 00:705E Bit 1 clear, jump to address $DE/45C2
DE/454E: B0 1C 44 00          Store #$0044 to 00:7038
DE/4552: B0 1D 26 00          Store #$0026 to 00:703A
DE/4556: D2 DD 45             Jump to address $DE/45DD
DE/4559: B0 0B 44 00          Store #$0044 to 00:7016
DE/455D: B0 14 27 00          Store #$0027 to 00:7028
DE/4561: B0 0D 4A 00          Store #$004A to 00:701A
DE/4565: B0 18 22 00          Store #$0022 to 00:7030
DE/4569: B0 0C 40 00          Store #$0040 to 00:7018
DE/456D: B0 16 3A 00          Store #$003A to 00:702C
DE/4571: DC F1 C2 45          If event flag memory address 00:705E Bit 1 clear, jump to address $DE/45C2
DE/4575: B0 1C 41 00          Store #$0041 to 00:7038
DE/4579: B0 1D 24 00          Store #$0024 to 00:703A
DE/457D: D2 DD 45             Jump to address $DE/45DD
DE/4580: B0 0B 42 00          Store #$0042 to 00:7016
DE/4584: B0 14 23 00          Store #$0023 to 00:7028
DE/4588: B0 0D 46 00          Store #$0046 to 00:701A
DE/458C: B0 18 1F 00          Store #$001F to 00:7030
DE/4590: B0 0C 3E 00          Store #$003E to 00:7018
DE/4594: B0 16 37 00          Store #$0037 to 00:702C
DE/4598: DC F1 C2 45          If event flag memory address 00:705E Bit 1 clear, jump to address $DE/45C2
DE/459C: B0 1C 42 00          Store #$0042 to 00:7038
DE/45A0: B0 1D 1E 00          Store #$001E to 00:703A
DE/45A4: D2 DD 45             Jump to address $DE/45DD
DE/45A7: B0 0B 38 00          Store #$0038 to 00:7016
DE/45AB: B0 14 1E 00          Store #$001E to 00:7028
DE/45AF: B0 0D 3C 00          Store #$003C to 00:701A
DE/45B3: B0 18 10 00          Store #$0010 to 00:7030
DE/45B7: B0 0C 34 00          Store #$0034 to 00:7018
DE/45BB: B0 16 2C 00          Store #$002C to 00:702C
DE/45BF: D2 C2 45             Jump to address $DE/45C2
DE/45C2: DC F2 DA 45          If event flag memory address 00:705E Bit 2 clear, jump to address $DE/45DA
DE/45C6: FD 58 6D             Store the number of instances in item inventory of item #$6D (.Yoshi Cookie) to 00:7000
DE/45C9: C0 06 00             Compare value at 00:7000 to #$0006
DE/45CC: EC D4 45             If Bit 0 of 00:70A0,x set, jump to address $DE/45D4
DE/45CF: B5 4B                Store value at 00:7000 to 00:70EB
DE/45D1: D2 DD 45             Jump to address $DE/45DD
DE/45D4: A8 4B 05             Store #$05 to 00:70EB
DE/45D7: D2 DD 45             Jump to address $DE/45DD
DE/45DA: A8 4B 03             Store #$03 to 00:70EB
DE/45DD: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DE/45E0: F0 3B                Duration: 59 frames
DE/45E2: FD 32                <UNKNOWN COMMAND $FD 32>
DE/45E4: 91 10                Play music: #$10
DE/45E6: 1D F1 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/45E9: 10 85                Set sequence flag, 1/2 speed
   DE/45EB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/45EC: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/45EE: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/45EF: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/45F1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/45F2: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/45F4: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/45F5: FD 32                <UNKNOWN COMMAND $FD 32>
DE/45F7: F0 00                Duration: 0 frames
DE/45F9: FD 97 04 F7 45       If value at 00:2143 != #$04 jump to address $DE/45F7
DE/45FE: 97 00 02             <UNKNOWN>
DE/4601: F0 00                Duration: 0 frames
DE/4603: FD 97 03 01 46       If value at 00:2143 != #$03 jump to address $DE/4601
DE/4608: 40 D2 21             Execute event id $21D2 simultaneously with the following commands
DE/460B: D8 F1 F7 0E          If event flag memory address 00:705E Bit 1 set, jump to address $DE/0EF7
DE/460F: 40 D4 61             Execute event id $61D4 simultaneously with the following commands
DE/4612: CB                   Store joypad register to 00:7000,00:7001
DE/4613: F0 00                Duration: 0 frames
DE/4615: E7 20 00 7C 46       If memory address 00:7000 Bit $0020 set, jump to address $DE/467C
DE/461A: E7 80 00 8B 46       If memory address 00:7000 Bit $0080 set, jump to address $DE/468B
DE/461F: FD 97 02 12 46       If value at 00:2143 != #$02 jump to address $DE/4612
DE/4624: D2 32 46             Jump to address $DE/4632
DE/4627: F0 00                Duration: 0 frames
DE/4629: DE 2C F7 0E          If event flag memory address 00:7085 Bit 4 clear, jump to address $DE/0EF7
DE/462D: FD 97 02 27 46       If value at 00:2143 != #$02 jump to address $DE/4627
DE/4632: F0 00                Duration: 0 frames
DE/4634: DE 2C F7 0E          If event flag memory address 00:7085 Bit 4 clear, jump to address $DE/0EF7
DE/4638: FD 97 01 32 46       If value at 00:2143 != #$01 jump to address $DE/4632
DE/463D: CB                   Store joypad register to 00:7000,00:7001
DE/463E: E7 20 00 5E 46       If memory address 00:7000 Bit $0020 set, jump to address $DE/465E
DE/4643: E7 80 00 6D 46       If memory address 00:7000 Bit $0080 set, jump to address $DE/466D
DE/4648: F0 00                Duration: 0 frames
DE/464A: FD 97 02 3D 46       If value at 00:2143 != #$02 jump to address $DE/463D
DE/464F: A4 50                Clear event flag memory address 00:704A Bit 0
DE/4651: A4 51                Clear event flag memory address 00:704A Bit 1
DE/4653: B0 19 00 00          Store #$0000 to 00:7032
DE/4657: B0 0A 00 00          Store #$0000 to 00:7014
DE/465B: D2 32 46             Jump to address $DE/4632
DE/465E: D8 50 9A 46          If event flag memory address 00:704A Bit 0 set, jump to address $DE/469A
DE/4662: D8 51 A3 46          If event flag memory address 00:704A Bit 1 set, jump to address $DE/46A3
DE/4666: A0 50                Set event flag memory address 00:704A Bit 0
DE/4668: A4 51                Clear event flag memory address 00:704A Bit 1
DE/466A: D2 27 46             Jump to address $DE/4627
DE/466D: D8 51 9A 46          If event flag memory address 00:704A Bit 1 set, jump to address $DE/469A
DE/4671: D8 50 B5 46          If event flag memory address 00:704A Bit 0 set, jump to address $DE/46B5
DE/4675: A0 51                Set event flag memory address 00:704A Bit 1
DE/4677: A4 50                Clear event flag memory address 00:704A Bit 0
DE/4679: D2 27 46             Jump to address $DE/4627
DE/467C: A0 50                Set event flag memory address 00:704A Bit 0
DE/467E: A4 51                Clear event flag memory address 00:704A Bit 1
DE/4680: 00 F2 F3 01          Set Object: MARIO ---> Command: Set object to movement: $01F3
DE/4684: 1D F2 AF 01          Set Object: NPC #9 ---> Command: Set object to movement: $01AF
DE/4688: D2 27 46             Jump to address $DE/4627
DE/468B: A0 51                Set event flag memory address 00:704A Bit 1
DE/468D: A4 50                Clear event flag memory address 00:704A Bit 0
DE/468F: 00 F2 F3 01          Set Object: MARIO ---> Command: Set object to movement: $01F3
DE/4693: 1D F2 AF 01          Set Object: NPC #9 ---> Command: Set object to movement: $01AF
DE/4697: D2 27 46             Jump to address $DE/4627
DE/469A: A0 19                Set event flag memory address 00:7043 Bit 1
DE/469C: B0 19 00 00          Store #$0000 to 00:7032
DE/46A0: D2 27 46             Jump to address $DE/4627
DE/46A3: A0 50                Set event flag memory address 00:704A Bit 0
DE/46A5: A4 51                Clear event flag memory address 00:704A Bit 1
DE/46A7: B2 19                Increment 00:7032
DE/46A9: C2 19 04 00          Compare value at 00:7032 to #$0004
DE/46AD: EC C7 46             If Bit 0 of 00:70A0,x set, jump to address $DE/46C7
DE/46B0: A0 18                Set event flag memory address 00:7043 Bit 0
DE/46B2: D2 27 46             Jump to address $DE/4627
DE/46B5: A0 51                Set event flag memory address 00:704A Bit 1
DE/46B7: A4 50                Clear event flag memory address 00:704A Bit 0
DE/46B9: B2 19                Increment 00:7032
DE/46BB: C2 19 04 00          Compare value at 00:7032 to #$0004
DE/46BF: EC C7 46             If Bit 0 of 00:70A0,x set, jump to address $DE/46C7
DE/46C2: A0 18                Set event flag memory address 00:7043 Bit 0
DE/46C4: D2 27 46             Jump to address $DE/4627
DE/46C7: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/46C9: B0 19 00 00          Store #$0000 to 00:7032
DE/46CD: D2 27 46             Jump to address $DE/4627

EVENT [1D2] ------------------------------------------------------------>
DE/46D0: 1E F2 1A 03          Set Object: NPC #10 ---> Command: Set object to movement: $031A
DE/46D4: D8 F1 DF 46          If event flag memory address 00:705E Bit 1 set, jump to address $DE/46DF
DE/46D8: 1D F2 AF 01          Set Object: NPC #9 ---> Command: Set object to movement: $01AF
DE/46DC: D2 E3 46             Jump to address $DE/46E3
DE/46DF: 1D F2 1D 03          Set Object: NPC #9 ---> Command: Set object to movement: $031D
DE/46E3: DC F2 0E 47          If event flag memory address 00:705E Bit 2 clear, jump to address $DE/470E
DE/46E7: 17 F2 1B 03          Set Object: NPC #3 ---> Command: Set object to movement: $031B
DE/46EB: 16 F2 1C 03          Set Object: NPC #2 ---> Command: Set object to movement: $031C
DE/46EF: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
DE/46F1: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/46F3: 75                   Object faces up-left
DE/46F4: 19 F1 8C                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/46F7: 92 10 40 00          Place object at on-screen coords: (512,512) Z=0
   DE/46FB: 71                   Object faces down-right
   DE/46FC: FD 0F 03             Object overlaps BG1 & BG2
   DE/46FF: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   DE/4701: 0C 04                XOR Bits $4 of current object address 0A,x
DE/4703: 19 F2 A5 02          Set Object: NPC #5 ---> Command: Set object to movement: $02A5
DE/4707: 14 F2 A5 02          Set Object: NPC #0 ---> Command: Set object to movement: $02A5
DE/470B: D2 1E 47             Jump to address $DE/471E
DE/470E: 14 F2 A5 02          Set Object: NPC #0 ---> Command: Set object to movement: $02A5
DE/4712: 16 F2 A5 02          Set Object: NPC #2 ---> Command: Set object to movement: $02A5
DE/4716: 15 F2 A5 02          Set Object: NPC #1 ---> Command: Set object to movement: $02A5
DE/471A: 17 F2 A5 02          Set Object: NPC #3 ---> Command: Set object to movement: $02A5
DE/471E: D8 F1 F7 0E          If event flag memory address 00:705E Bit 1 set, jump to address $DE/0EF7
DE/4722: 00 F2 F4 01          Set Object: MARIO ---> Command: Set object to movement: $01F4
DE/4726: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/4728: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/472A: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/472C: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/472E: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/4730: F0 00                Duration: 0 frames
DE/4732: D8 18 45 47          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/4745
DE/4736: D8 19 52 47          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/4752
DE/473A: D8 1B 6A 47          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/476A
DE/473E: D8 1C 61 47          If event flag memory address 00:7043 Bit 4 set, jump to address $DE/4761
DE/4742: D2 30 47             Jump to address $DE/4730
DE/4745: AA 0E                Increment 00:70AE
DE/4747: 00 F2 F3 01          Set Object: MARIO ---> Command: Set object to movement: $01F3
DE/474B: 1D F2 AE 01          Set Object: NPC #9 ---> Command: Set object to movement: $01AE
DE/474F: D2 26 47             Jump to address $DE/4726
DE/4752: B0 19 00 00          Store #$0000 to 00:7032
DE/4756: 00 F2 F6 01          Set Object: MARIO ---> Command: Set object to movement: $01F6
DE/475A: 1D F2 AC 01          Set Object: NPC #9 ---> Command: Set object to movement: $01AC
DE/475E: D2 61 47             Jump to address $DE/4761
DE/4761: F0 00                Duration: 0 frames
DE/4763: D8 1A 26 47          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/4726
DE/4767: D2 61 47             Jump to address $DE/4761
DE/476A: B0 19 00 00          Store #$0000 to 00:7032
DE/476E: 00 F2 F5 01          Set Object: MARIO ---> Command: Set object to movement: $01F5
DE/4772: 1D F2 AE 01          Set Object: NPC #9 ---> Command: Set object to movement: $01AE
DE/4776: D2 61 47             Jump to address $DE/4761

EVENT [1D3] ------------------------------------------------------------>
DE/4779: A5 E0                Clear event flag memory address 00:707C Bit 0
DE/477B: FE                   Return


EVENT [1D4] ------------------------------------------------------------>
DE/477C: 20 81                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/477E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/477F: B4 4B                Store value at 00:70EB to 00:7000
DE/4781: E2 00 00 8C 47       If value at 00:7000 = #$0000, jump to address $DE/478C
DE/4786: BB 12                Store value at 00:7000 to 00:7024
DE/4788: 60 0B 82 22          Run Dialogue $020B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



        <$01> Cookie (s)

DE/478C: F0 00                Duration: 0 frames
DE/478E: CB                   Store joypad register to 00:7000,00:7001
DE/478F: E7 40 00 97 47       If memory address 00:7000 Bit $0040 set, jump to address $DE/4797
DE/4794: D2 8C 47             Jump to address $DE/478C
DE/4797: D8 1C 8C 47          If event flag memory address 00:7043 Bit 4 set, jump to address $DE/478C
DE/479B: E4 12 00 00 8C 47    If value at 00:7024 = #$0000, jump to address $DE/478C
DE/47A1: B3 12                Decrement 00:7024
DE/47A3: AA 4E                Increment 00:70EE
DE/47A5: E4 12 00 00 B2 47    If value at 00:7024 = #$0000, jump to address $DE/47B2
DE/47AB: 60 0B 82 22          Run Dialogue $020B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



        <$01> Cookie (s)

DE/47AF: D2 B3 47             Jump to address $DE/47B3
DE/47B2: 64                   <UNKNOWN COMMAND $64>
DE/47B3: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/47B5: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/47B7: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/47B9: 20 87                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/47BB: 87 00                Transfer object to coords of MARIO
   DE/47BD: 94 00 00 10          Place object: right=0px down=0px up=16px
   DE/47C1: 00                   Set Bit 7 of current object (enable object visibility)
DE/47C2: 20 06                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/47C4: 7E 6E 00             Object jumps #$006E units
   DE/47C7: 57 02                Shift object up-right 32 pixels
   DE/47C9: 01                   Clear Bit 7 of current object (disable object visibility)
DE/47CA: 1D 71                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes)
   DE/47CC: F0 0D                Frame Duration: 13
   DE/47CE: 08 49 86             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/47D1: F0 01                Frame Duration: 1
   DE/47D3: 08 49 87             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/47D6: F0 01                Frame Duration: 1
   DE/47D8: 08 49 88             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DE/47DB: F0 01                Frame Duration: 1
   DE/47DD: 08 49 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/47E0: F0 01                Frame Duration: 1
   DE/47E2: 08 49 8A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DE/47E5: F0 01                Frame Duration: 1
   DE/47E7: 08 49 8B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   DE/47EA: F0 01                Frame Duration: 1
   DE/47EC: 08 49 8C             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
   DE/47EF: F0 01                Frame Duration: 1
   DE/47F1: 08 49 8D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
   DE/47F4: F0 01                Frame Duration: 1
   DE/47F6: 08 49 8E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DE/47F9: F0 01                Frame Duration: 1
   DE/47FB: 08 49 8F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/47FE: F0 01                Frame Duration: 1
   DE/4800: 08 49 90             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
   DE/4803: F0 01                Frame Duration: 1
   DE/4805: 08 49 91             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
   DE/4808: F0 01                Frame Duration: 1
   DE/480A: 08 49 92             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   DE/480D: F0 01                Frame Duration: 1
   DE/480F: 08 49 93             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   DE/4812: F0 01                Frame Duration: 1
   DE/4814: 08 49 94             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: yes
   DE/4817: F0 01                Frame Duration: 1
   DE/4819: 08 49 95             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   DE/481C: F0 02                Frame Duration: 2
   DE/481E: 08 49 96             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   DE/4821: F0 03                Frame Duration: 3
   DE/4823: 08 49 95             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   DE/4826: F0 01                Frame Duration: 1
   DE/4828: 08 49 97             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/482B: F0 01                Frame Duration: 1
   DE/482D: 08 49 98             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   DE/4830: F0 01                Frame Duration: 1
   DE/4832: 08 49 99             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   DE/4835: F0 01                Frame Duration: 1
   DE/4837: 09                   Reset all object properties to default
   DE/4838: 10 83                Set sequence flag, x4 speed
   DE/483A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/483B: F0 03                Frame Duration: 3
DE/483D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/483F: 1D F2 AE 01          Set Object: NPC #9 ---> Command: Set object to movement: $01AE
DE/4843: 00 F2 F7 01          Set Object: MARIO ---> Command: Set object to movement: $01F7
DE/4847: D2 8C 47             Jump to address $DE/478C

EVENT [1D5] ------------------------------------------------------------>
DE/484A: 35 0F                Disable Overworld Menu
DE/484C: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/484E: 10 41                Set transition flag, x2 speed
DE/4850: FD 30                Screen moves with MARIO
DE/4852: 1D 82                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/4854: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
DE/4856: 34 0F                Change directional maneuverability: left right down up 
DE/4858: 1D 82                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/485A: 87 00                Transfer object to coords of MARIO
DE/485C: 1D F2 F9 01          Set Object: NPC #9 ---> Command: Set object to movement: $01F9
DE/4860: CA                   Store held joypad register to 00:7000,00:7001
DE/4861: E7 08 00 6A 49       If memory address 00:7000 Bit $0008 set, jump to address $DE/496A
DE/4866: E7 04 00 78 49       If memory address 00:7000 Bit $0004 set, jump to address $DE/4978
DE/486B: E7 02 00 86 49       If memory address 00:7000 Bit $0002 set, jump to address $DE/4986
DE/4870: E7 01 00 94 49       If memory address 00:7000 Bit $0001 set, jump to address $DE/4994
DE/4875: E7 09 00 1B 49       If memory address 00:7000 Bit $0009 set, jump to address $DE/491B
DE/487A: E7 05 00 31 49       If memory address 00:7000 Bit $0005 set, jump to address $DE/4931
DE/487F: E7 06 00 26 49       If memory address 00:7000 Bit $0006 set, jump to address $DE/4926
DE/4884: E7 0A 00 10 49       If memory address 00:7000 Bit $000A set, jump to address $DE/4910
DE/4889: E7 80 00 98 48       If memory address 00:7000 Bit $0080 set, jump to address $DE/4898
DE/488E: E7 40 00 A2 49       If memory address 00:7000 Bit $0040 set, jump to address $DE/49A2
DE/4893: F0 00                Duration: 0 frames
DE/4895: D2 56 48             Jump to address $DE/4856
DE/4898: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/489A: C9 00                <UNKNOWN COMMAND $C9>
   DE/489C: BB 1F                Store value at 00:700C to 00:703E
DE/489E: C8 80                <UNKNOWN COMMAND $C8>
DE/48A0: BA 0D                Store value at 00:701A to 00:7000
DE/48A2: E3 00 00 56 48       If value at 00:7000 != #$0000, jump to address $DE/4856
DE/48A7: FD CA                <UNKNOWN COMMAND $FD CA>
DE/48A9: E2 00 00 C0 48       If value at 00:7000 = #$0000, jump to address $DE/48C0
DE/48AE: E2 00 02 C0 48       If value at 00:7000 = #$0200, jump to address $DE/48C0
DE/48B3: E2 13 02 C0 48       If value at 00:7000 = #$0213, jump to address $DE/48C0
DE/48B8: E2 00 01 C0 48       If value at 00:7000 = #$0100, jump to address $DE/48C0
DE/48BD: D2 56 48             Jump to address $DE/4856
DE/48C0: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/48C2: 88                   Object runs away?
DE/48C3: BA 1F                Store value at 00:703E to 00:7000
DE/48C5: AD 04 00             Store #$0004 to 00:7000
DE/48C8: FD B0 07 00          Isolate Bits $0007 of 00:7000
DE/48CC: BB 1F                Store value at 00:7000 to 00:703E
DE/48CE: 34 00                Change directional maneuverability: 
DE/48D0: E2 00 00 F5 48       If value at 00:7000 = #$0000, jump to address $DE/48F5
DE/48D5: E2 04 00 F5 48       If value at 00:7000 = #$0004, jump to address $DE/48F5
DE/48DA: 1D F2 21 01          Set Object: NPC #9 ---> Command: Set object to movement: $0121
DE/48DE: 00 F2 20 01          Set Object: MARIO ---> Command: Set object to movement: $0120
DE/48E2: 00 F6                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $F6>
DE/48E4: F0 00                Duration: 0 frames
DE/48E6: 3D E4 48             <UNKNOWN COMMAND: pointer to address $48E4>
DE/48E9: 6B 22 84             Modify physical field of area $8422
DE/48EC: 6B 22 88             Modify physical field of area $8822
DE/48EF: 6B 22 8C             Modify physical field of area $8C22
DE/48F2: 35 FF                Enable Overworld Menu
DE/48F4: FE                   Return

DE/48F5: 1D F2 F2 01          Set Object: NPC #9 ---> Command: Set object to movement: $01F2
DE/48F9: 00 F2 F1 01          Set Object: MARIO ---> Command: Set object to movement: $01F1
DE/48FD: 00 F6                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $F6>
DE/48FF: F0 00                Duration: 0 frames
DE/4901: 3D FF 48             <UNKNOWN COMMAND: pointer to address $48FF>
DE/4904: 6B 22 84             Modify physical field of area $8422
DE/4907: 6B 22 88             Modify physical field of area $8822
DE/490A: 6B 22 8C             Modify physical field of area $8C22
DE/490D: 35 FF                Enable Overworld Menu
DE/490F: FE                   Return

DE/4910: 1D F2 D3 00          Set Object: NPC #9 ---> Command: Set object to movement: $00D3
DE/4914: 00 F3 E6 00          Set Object: MARIO ---> Command: Set object to movement: $00E6
DE/4918: D2 60 48             Jump to address $DE/4860
DE/491B: 1D F2 D4 00          Set Object: NPC #9 ---> Command: Set object to movement: $00D4
DE/491F: 00 F3 E7 00          Set Object: MARIO ---> Command: Set object to movement: $00E7
DE/4923: D2 60 48             Jump to address $DE/4860
DE/4926: 1D F2 D5 00          Set Object: NPC #9 ---> Command: Set object to movement: $00D5
DE/492A: 00 F3 E8 00          Set Object: MARIO ---> Command: Set object to movement: $00E8
DE/492E: D2 60 48             Jump to address $DE/4860
DE/4931: 1D F2 D9 00          Set Object: NPC #9 ---> Command: Set object to movement: $00D9
DE/4935: 00 F3 E9 00          Set Object: MARIO ---> Command: Set object to movement: $00E9
DE/4939: D2 60 48             Jump to address $DE/4860
DE/493C: 1D F2 DA 00          Set Object: NPC #9 ---> Command: Set object to movement: $00DA
DE/4940: 00 F3 EA 00          Set Object: MARIO ---> Command: Set object to movement: $00EA
DE/4944: D2 60 48             Jump to address $DE/4860
DE/4947: 1D F2 DB 00          Set Object: NPC #9 ---> Command: Set object to movement: $00DB
DE/494B: 00 F3 EB 00          Set Object: MARIO ---> Command: Set object to movement: $00EB
DE/494F: D2 60 48             Jump to address $DE/4860
DE/4952: A0 27                Set event flag memory address 00:7044 Bit 7
DE/4954: 1D F2 DC 00          Set Object: NPC #9 ---> Command: Set object to movement: $00DC
DE/4958: 00 F3 EC 00          Set Object: MARIO ---> Command: Set object to movement: $00EC
DE/495C: D2 60 48             Jump to address $DE/4860
DE/495F: 1D F2 DD 00          Set Object: NPC #9 ---> Command: Set object to movement: $00DD
DE/4963: 00 F3 ED 00          Set Object: MARIO ---> Command: Set object to movement: $00ED
DE/4967: D2 60 48             Jump to address $DE/4860
DE/496A: CA                   Store held joypad register to 00:7000,00:7001
DE/496B: E7 02 00 10 49       If memory address 00:7000 Bit $0002 set, jump to address $DE/4910
DE/4970: E7 01 00 1B 49       If memory address 00:7000 Bit $0001 set, jump to address $DE/491B
DE/4975: D2 3C 49             Jump to address $DE/493C
DE/4978: CA                   Store held joypad register to 00:7000,00:7001
DE/4979: E7 02 00 26 49       If memory address 00:7000 Bit $0002 set, jump to address $DE/4926
DE/497E: E7 01 00 31 49       If memory address 00:7000 Bit $0001 set, jump to address $DE/4931
DE/4983: D2 47 49             Jump to address $DE/4947
DE/4986: CA                   Store held joypad register to 00:7000,00:7001
DE/4987: E7 08 00 10 49       If memory address 00:7000 Bit $0008 set, jump to address $DE/4910
DE/498C: E7 04 00 26 49       If memory address 00:7000 Bit $0004 set, jump to address $DE/4926
DE/4991: D2 52 49             Jump to address $DE/4952
DE/4994: CA                   Store held joypad register to 00:7000,00:7001
DE/4995: E7 08 00 1B 49       If memory address 00:7000 Bit $0008 set, jump to address $DE/491B
DE/499A: E7 04 00 31 49       If memory address 00:7000 Bit $0004 set, jump to address $DE/4931
DE/499F: D2 5F 49             Jump to address $DE/495F
DE/49A2: 34 00                Change directional maneuverability: 
DE/49A4: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/49A6: 7F 6C 00             Object jumps (with sound effect) #$006C units
DE/49A9: 1D F1 BD                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/49AC: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
   DE/49AE: C9 1D                <UNKNOWN COMMAND $C9>
   DE/49B0: BB 19                Store value at 00:700C to 00:7032
   DE/49B2: E7                   <UNKNOWN COMMAND $E7>
   DE/49B3: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/49B4: 00                   Set Bit 7 of current object (enable object visibility)
   DE/49B5: BA 49                Store value at 00:7092 to 00:700C
   DE/49B7: D2 E9 49             Jump to address $DE/49E9
   DE/49BA: E2                   <UNKNOWN COMMAND $E2>
   DE/49BB: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/49BC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/49BD: D1                   <UNKNOWN COMMAND $D1>
   DE/49BE: 49                   <UNKNOWN COMMAND $49>
   DE/49BF: E2                   <UNKNOWN COMMAND $E2>
   DE/49C0: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/49C1: 00                   Set Bit 7 of current object (enable object visibility)
   DE/49C2: D9 49 E2 07          If event flag memory address 00:7069 Bit 1 set, jump to address $DE/07E2
   DE/49C6: 00                   Set Bit 7 of current object (enable object visibility)
   DE/49C7: E1                   <UNKNOWN COMMAND $E1>
   DE/49C8: 49                   <UNKNOWN COMMAND $49>
   DE/49C9: 10 81                Set sequence flag, x2 speed
   DE/49CB: 08 52 83             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/49CE: D2 E6 49             Jump to address $DE/49E6
   DE/49D1: 10 81                Set sequence flag, x2 speed
   DE/49D3: 08 52 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/49D6: D2 E6 49             Jump to address $DE/49E6
   DE/49D9: 10 81                Set sequence flag, x2 speed
   DE/49DB: 08 51 0D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DE/49DE: D2 E6 49             Jump to address $DE/49E6
   DE/49E1: 10 81                Set sequence flag, x2 speed
   DE/49E3: 08 51 8D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
   DE/49E6: F0 21                Frame Duration: 33
   DE/49E8: 09                   Reset all object properties to default
DE/49E9: F0 00                Duration: 0 frames
DE/49EB: 3D E9 49             <UNKNOWN COMMAND: pointer to address $49E9>
DE/49EE: FD 32                <UNKNOWN COMMAND $FD 32>
DE/49F0: D2 56 48             Jump to address $DE/4856

EVENT [1D6] ------------------------------------------------------------>
DE/49F3: D8 25 F7 0E          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/0EF7
DE/49F7: DA 2C F7 0E          If event flag memory address 00:7085 Bit 4 set, jump to address $DE/0EF7
DE/49FB: 42 61 4A 61 4A       <UNKNOWN COMMAND $42>
DE/4A00: D8 24 54 4A          If event flag memory address 00:7044 Bit 4 set, jump to address $DE/4A54
DE/4A04: DA 20 17 4A          If event flag memory address 00:7084 Bit 0 set, jump to address $DE/4A17
DE/4A08: A2 20                Set event flag memory address 00:7084 Bit 0
DE/4A0A: 9C 3F                Play sound effect #$3F
DE/4A0C: 1D F2 77 00          Set Object: NPC #9 ---> Command: Set object to movement: $0077
DE/4A10: 60 D0 A9 D0          Run Dialogue $09D0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

YOSHI:  (Mario! Glad you finally
 made it to Yo'ster Isle, home of
 the Mushroom Derby!<I>

 Say...now that you're here, we
 could use your help.<I>

 Please talk to a few of my pals
 here and...<I>

 What? You can't understand
 them? Well...hop aboard and I'll
 be your interpreter!)<I><END>


DE/4A14: D2 33 4A             Jump to address $DE/4A33
DE/4A17: 9C 3F                Play sound effect #$3F
DE/4A19: 65                   <UNKNOWN COMMAND $65>
DE/4A1A: 64                   <UNKNOWN COMMAND $64>
DE/4A1B: D1 03 0E             Execute event id $0E03
DE/4A1E: 60 81 83 D0          Run Dialogue $0381 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

YOSHI:  (Saddle up?)
 >>   (Sure!)
 >>   (No thanks)<I><END>


DE/4A22: 66 46 4A             If 2nd option chosen from dialogue prompt, jump to address $DE/4A46
DE/4A25: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/4A29: 60 82 A3 D0          Run Dialogue $0382 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




          (Okay then, hop on!)<I><END>


DE/4A2D: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/4A2F: 1D F2 77 00          Set Object: NPC #9 ---> Command: Set object to movement: $0077
DE/4A33: 1D F1 8D                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/4A36: C9 1D                <UNKNOWN COMMAND $C9>
   DE/4A38: AD 04 00             Store #$0004 to 00:700C
   DE/4A3B: FD B0 07 00          Isolate Bits $0007 of 00:700C
   DE/4A3F: 7C                   Object faces right
   DE/4A40: BB 1F                Store value at 00:700C to 00:703E
   DE/4A42: 06                   Set "moon-walk" Bits
DE/4A43: A0 24                Set event flag memory address 00:7044 Bit 4
DE/4A45: FE                   Return

DE/4A46: D1 03 0E             Execute event id $0E03
DE/4A49: F0 09                Duration: 9 frames
DE/4A4B: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/4A4F: 60 83 A3 D0          Run Dialogue $0383 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




          (All right, see ya...)<I><END>


DE/4A53: FE                   Return

DE/4A54: 1D 82                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/4A56: 07                   Clear "moon-walk" Bits
   DE/4A57: 78                   Object faces down
DE/4A58: 9C 3F                Play sound effect #$3F
DE/4A5A: 60 84 A3 D0          Run Dialogue $0384 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

YOSHI:  (Come on, hop aboard!)<I><END>


DE/4A5E: D2 33 4A             Jump to address $DE/4A33
DE/4A61: D8 24 66 4A          If event flag memory address 00:7044 Bit 4 set, jump to address $DE/4A66
DE/4A65: FE                   Return

DE/4A66: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/4A68: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/4A6A: 1D 84                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/4A6C: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/4A6E: 0C 04                XOR Bits $4 of current object address 0A,x
DE/4A70: FD 45                <UNKNOWN COMMAND $FD 45>
DE/4A72: FD 31                Screen doesn't move with MARIO
DE/4A74: A0 25                Set event flag memory address 00:7044 Bit 5
DE/4A76: A0 24                Set event flag memory address 00:7044 Bit 4
DE/4A78: C8 9D                <UNKNOWN COMMAND $C8>
DE/4A7A: B1 0D 01 00          Add #$0001 to 00:701A
DE/4A7E: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/4A80: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/4A82: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/4A84: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/4A86: 10 44                Set transition flag, x8 speed
   DE/4A88: 06                   Set "moon-walk" Bits
   DE/4A89: 98                   <UNKNOWN COMMAND $98>
   DE/4A8A: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/4A8B: D2 94 4A             Jump to address $DE/4A94
DE/4A8E: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/4A90: 07                   Clear "moon-walk" Bits
DE/4A91: D2 FF 4A             Jump to address $DE/4AFF
DE/4A94: FD 9E 3F             Play music #$3F
DE/4A97: E4 1F 01 00 C7 4A    If value at 00:703E = #$0001, jump to address $DE/4AC7
DE/4A9D: E4 1F 02 00 CD 4A    If value at 00:703E = #$0002, jump to address $DE/4ACD
DE/4AA3: E4 1F 03 00 D3 4A    If value at 00:703E = #$0003, jump to address $DE/4AD3
DE/4AA9: E4 1F 04 00 D9 4A    If value at 00:703E = #$0004, jump to address $DE/4AD9
DE/4AAF: E4 1F 05 00 DF 4A    If value at 00:703E = #$0005, jump to address $DE/4ADF
DE/4AB5: E4 1F 06 00 E5 4A    If value at 00:703E = #$0006, jump to address $DE/4AE5
DE/4ABB: E4 1F 07 00 EB 4A    If value at 00:703E = #$0007, jump to address $DE/4AEB
DE/4AC1: 08 56                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x56 bytes)
   DE/4AC3: 84 D2 EE             Place object: right=210px down=238px
   DE/4AC6: 4A                   <UNKNOWN COMMAND $4A>
   DE/4AC7: 08 56 85             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DE/4ACA: D2 EE 4A             Jump to address $DE/4AEE
   DE/4ACD: 08 56 02             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/4AD0: D2 EE 4A             Jump to address $DE/4AEE
   DE/4AD3: 08 56 05             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/4AD6: D2 EE 4A             Jump to address $DE/4AEE
   DE/4AD9: 08 56 04             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DE/4ADC: D2 EE 4A             Jump to address $DE/4AEE
   DE/4ADF: 08 56 06             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/4AE2: D2 EE 4A             Jump to address $DE/4AEE
   DE/4AE5: 08 56 03             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/4AE8: D2 EE 4A             Jump to address $DE/4AEE
   DE/4AEB: 08 56 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/4AEE: B0 0D 00 00          Store #$0000 to 00:701A
   DE/4AF2: 9A                   <UNKNOWN COMMAND $9A>
   DE/4AF3: 00                   Set Bit 7 of current object (enable object visibility)
   DE/4AF4: 07                   Clear "moon-walk" Bits
   DE/4AF5: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/4AF6: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/4AF8: 0B 04                Set Bits $4 of current object address 0A,x
   DE/4AFA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/4AFC: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/4AFE: FE                   Return Queue

DE/4AFF: 1D 83                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/4B01: 87 00                Transfer object to coords of MARIO
   DE/4B03: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/4B04: FD 32                <UNKNOWN COMMAND $FD 32>
DE/4B06: 6B 22 86             Modify physical field of area $8622
DE/4B09: 6B 22 8A             Modify physical field of area $8A22
DE/4B0C: 6B 22 8E             Modify physical field of area $8E22
DE/4B0F: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4B12: FE                   Return


EVENT [1D7] ------------------------------------------------------------>
DE/4B13: 9C 3E                Play sound effect #$3E
DE/4B15: DC 25 3A 4B          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/4B3A
DE/4B19: D8 1B 3F 4B          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/4B3F
DE/4B1D: DA 2B 84 43          If event flag memory address 00:7085 Bit 3 set, jump to address $DE/4384
DE/4B21: DA CB 30 4B          If event flag memory address 00:7099 Bit 3 set, jump to address $DE/4B30
DE/4B25: D1 C8 01             Execute event id $01C8
DE/4B28: 60 8A A3 D0          Run Dialogue $038A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOSHI:  (What're YOU lookin' at?<I>
 If you wanna challenge me,
 you have to bring Cookies!)<I><END>


DE/4B2C: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4B2F: FE                   Return

DE/4B30: D1 C8 01             Execute event id $01C8
DE/4B33: 60 8B A3 D0          Run Dialogue $038B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOSHI:  (SO! You brought the
 Cookies. All right!<I>
 Consider yourself lucky today.<I>
 You've got yourself a race...
 One-on-one!)<I><END>


DE/4B37: D0 DC 01             Execute event id $01DC subsequently
DE/4B3A: 34 EF                Change directional maneuverability: left right down up 
DE/4B3C: F0 1F                Duration: 31 frames
DE/4B3E: FE                   Return

DE/4B3F: D1 C8 01             Execute event id $01C8
DE/4B42: 60 B2 A3 DE          Run Dialogue $03B2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



BOSHI:  (Let's race again
 sometime, all right?)<I><END>


DE/4B46: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4B49: FE                   Return

DE/4B4A: D1 C8 01             Execute event id $01C8
DE/4B4D: 60 8D A3 DE          Run Dialogue $038D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


       (That can't happen twice!)<I><END>


DE/4B51: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4B54: FE                   Return


EVENT [1D8] ------------------------------------------------------------>

EVENT [1D9] ------------------------------------------------------------>

EVENT [1DA] ------------------------------------------------------------>

EVENT [1DB] ------------------------------------------------------------>
DE/4B55: FD 44                <UNKNOWN COMMAND $FD 44>
DE/4B57: D0 D1 01             Execute event id $01D1 subsequently
DE/4B5A: FE                   Return


EVENT [1DC] ------------------------------------------------------------>
DE/4B5B: 8F                   <UNKNOWN COMMAND $8F>
DE/4B5C: 00 00                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes)
DE/4B5E: 03 7F                Set Object: GENO ---> Begin action queue for object (Length: 0x7F bytes)
   DE/4B60: 14 FA                Isolate top Bits of current object address 0E,x and set Bit(s) $250
   DE/4B62: 16                   <UNKNOWN COMMAND $16>
   DE/4B63: FA                   <UNKNOWN COMMAND $FA>
   DE/4B64: 15 FA                Clear Bits $7 of current object address 0C,x and set Bit(s) $250
   DE/4B66: 17                   <UNKNOWN COMMAND $17>
   DE/4B67: FA                   <UNKNOWN COMMAND $FA>
   DE/4B68: 19                   <UNKNOWN COMMAND $19>
   DE/4B69: FA                   <UNKNOWN COMMAND $FA>
   DE/4B6A: 1D                   <UNKNOWN COMMAND $1D>
   DE/4B6B: FA                   <UNKNOWN COMMAND $FA>
   DE/4B6C: 1E                   <UNKNOWN COMMAND $1E>
   DE/4B6D: FA                   <UNKNOWN COMMAND $FA>
   DE/4B6E: 14 F1                Isolate top Bits of current object address 0E,x and set Bit(s) $241
   DE/4B70: 07                   Clear "moon-walk" Bits
   DE/4B71: 92 10 4D 00          Place object at on-screen coords: (528,616) Z=0
   DE/4B75: 75                   Object faces up-left
   DE/4B76: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DE/4B78: 1D                   <UNKNOWN COMMAND $1D>
   DE/4B79: F1 06 92             Frame Duration: 37382
   DE/4B7C: 0A 51                Store #$51 to current object address 0A,x
   DE/4B7E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/4B7F: 71                   Object faces down-right
   DE/4B80: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/4B81: 1E                   <UNKNOWN COMMAND $1E>
   DE/4B82: 06                   Set "moon-walk" Bits
   DE/4B83: 92 0B 53 00          Place object at on-screen coords: (368,664) Z=0
   DE/4B87: 77                   Object faces up-right
   DE/4B88: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/4B89: 16                   <UNKNOWN COMMAND $16>
   DE/4B8A: F1 07 92             Frame Duration: 37383
   DE/4B8D: 0B 4B                Set Bits $4B of current object address 0A,x
   DE/4B8F: 00                   Set Bit 7 of current object (enable object visibility)
   DE/4B90: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DE/4B92: 71                   Object faces down-right
   DE/4B93: 00                   Set Bit 7 of current object (enable object visibility)
   DE/4B94: F1 07 92             Frame Duration: 37383
   DE/4B97: 0A 51                Store #$51 to current object address 0A,x
   DE/4B99: 00                   Set Bit 7 of current object (enable object visibility)
   DE/4B9A: 08 46 85             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DE/4B9D: 15 F1                Clear Bits $7 of current object address 0C,x and set Bit(s) $241
   DE/4B9F: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/4BA0: 92 14 45 00          Place object at on-screen coords: (656,552) Z=0
   DE/4BA4: 75                   Object faces up-left
   DE/4BA5: 17                   <UNKNOWN COMMAND $17>
   DE/4BA6: F1 05 92             Frame Duration: 37381
   DE/4BA9: 0F                   <UNKNOWN COMMAND $0F>
   DE/4BAA: 43                   <UNKNOWN COMMAND $43>
   DE/4BAB: 00                   Set Bit 7 of current object (enable object visibility)
   DE/4BAC: 71                   Object faces down-right
   DE/4BAD: 19                   <UNKNOWN COMMAND $19>
   DE/4BAE: F1 0B 92             Frame Duration: 37387
   DE/4BB1: 13 3C                Layering priority: 
   DE/4BB3: 00                   Set Bit 7 of current object (enable object visibility)
   DE/4BB4: 94 08 FC 00          Place object: right=8px down=252px up=0px
   DE/4BB8: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DE/4BBA: 71                   Object faces down-right
   DE/4BBB: FD 32 21 F9 A0 4E D1 14 <UNKNOWN COMMAND $32>
   DE/4BC3: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/4BC4: FD 8E                <UNKNOWN COMMAND $8E>
   DE/4BC6: 40                   <UNKNOWN COMMAND $40>
   DE/4BC7: 00                   Set Bit 7 of current object (enable object visibility)
   DE/4BC8: B1 7F 71 1C          Add #$1C71 to 00:70FE
   DE/4BCC: 97 FD                <UNKNOWN COMMAND $97>
   DE/4BCE: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/4BCF: 92 0E 4B 00          Place object at on-screen coords: (464,600) Z=0
   DE/4BD3: FD 0F 03             Object overlaps BG1 & BG2
   DE/4BD6: 13 02                Layering priority: Object overlaps MARIO
   DE/4BD8: 10 40                Set transition flag, x1 speed
   DE/4BDA: 10 81                Set sequence flag, x2 speed
   DE/4BDC: 08 40 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
DE/4BDF: 54 03 08             Equip GENO with item #$08 (!Punch Glove )
DE/4BE2: 40 0A 9C             Execute event id $9C0A simultaneously with the following commands
DE/4BE5: 57                   <UNKNOWN COMMAND $57>
DE/4BE6: 60 9A 83 62          Run Dialogue $039A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Hello again! Get ready, the
 Mushroom Derby is coming up.<I>
 Want instructions?<I>
 >>   (Sure!)
 >>   (No thanks)<I><END>


DE/4BEA: 66 EB 4D             If 2nd option chosen from dialogue prompt, jump to address $DE/4DEB
DE/4BED: F0 1D                Duration: 29 frames
DE/4BEF: 1C F3 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4BF3: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/4BF5: 65                   <UNKNOWN COMMAND $65>
DE/4BF6: 60 FB 89 62          Run Dialogue $09FB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Press A and B alternately along
 with the rhythm. The tighter the
 rhythm, the faster you go!<I><END>


DE/4BFA: F0 09                Duration: 9 frames
DE/4BFC: 1D F3 A6 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A6
DE/4C00: 1D F3 A6 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A6
DE/4C04: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/4C06: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/4C07: 60 FC 89 62          Run Dialogue $09FC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Press the Y Button during a
 race to eat a Cookie. Its energy
 will help you go faster!<I><END>


DE/4C0B: F0 09                Duration: 9 frames
DE/4C0D: 1D F3 A7 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A7
DE/4C11: 1D F3 A7 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A7
DE/4C15: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/4C17: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/4C18: 60 FD 89 62          Run Dialogue $09FD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Want instructions again?<I>
 >>   (Yeah, help me out)
 >>   (No thanks, I'm fine)<I><END>


DE/4C1C: 66 22 4C             If 2nd option chosen from dialogue prompt, jump to address $DE/4C22
DE/4C1F: D2 F6 4B             Jump to address $DE/4BF6
DE/4C22: 60 9C A3 62          Run Dialogue $039C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Keep alternating between the A
 Button and the B Button in time
 with the beat! Let's practice!<I><END>


DE/4C26: D8 1A 2F 4C          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/4C2F
DE/4C2A: 95 03 00             Fade out music to volume 0; Duration: 3 frames
DE/4C2D: F0 77                Duration: 119 frames
DE/4C2F: 91 13                Play music: #$13
DE/4C31: 97 00 02             <UNKNOWN>
DE/4C34: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/4C36: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/4C38: F0 00                Duration: 0 frames
DE/4C3A: FD 97 04 38 4C       If value at 00:2143 != #$04 jump to address $DE/4C38
DE/4C3F: 60 9D 03 62          Run Dialogue $039D
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

One 

DE/4C43: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4C47: F0 00                Duration: 0 frames
DE/4C49: FD 97 05 47 4C       If value at 00:2143 != #$05 jump to address $DE/4C47
DE/4C4E: 60 A1 03 62          Run Dialogue $03A1
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Two <I><END>


DE/4C52: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4C56: F0 00                Duration: 0 frames
DE/4C58: FD 97 06 56 4C       If value at 00:2143 != #$06 jump to address $DE/4C56
DE/4C5D: 60 9D 03 62          Run Dialogue $039D
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

One 

DE/4C61: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4C65: F0 00                Duration: 0 frames
DE/4C67: FD 97 07 65 4C       If value at 00:2143 != #$07 jump to address $DE/4C65
DE/4C6C: 60 9E 03 62          Run Dialogue $039E
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Two 

DE/4C70: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4C74: F0 00                Duration: 0 frames
DE/4C76: FD 97 08 74 4C       If value at 00:2143 != #$08 jump to address $DE/4C74
DE/4C7B: 60 9D 03 62          Run Dialogue $039D
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

One 

DE/4C7F: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4C83: F0 00                Duration: 0 frames
DE/4C85: FD 97 09 83 4C       If value at 00:2143 != #$09 jump to address $DE/4C83
DE/4C8A: 60 9E 03 62          Run Dialogue $039E
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Two 

DE/4C8E: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4C92: F0 00                Duration: 0 frames
DE/4C94: FD 97 0A 92 4C       If value at 00:2143 != #$0A jump to address $DE/4C92
DE/4C99: 60 9F 03 62          Run Dialogue $039F
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Three 

DE/4C9D: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4CA1: F0 00                Duration: 0 frames
DE/4CA3: FD 97 0B A1 4C       If value at 00:2143 != #$0B jump to address $DE/4CA1
DE/4CA8: 60 A0 03 62          Run Dialogue $03A0
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

                 Got it!

DE/4CAC: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4CB0: 1D F2 77 00          Set Object: NPC #9 ---> Command: Set object to movement: $0077
DE/4CB4: A8 0E 00             Store #$00 to 00:70AE
DE/4CB7: B0 19 00 00          Store #$0000 to 00:7032
DE/4CBB: B0 1C 78 00          Store #$0078 to 00:7038
DE/4CBF: CB                   Store joypad register to 00:7000,00:7001
DE/4CC0: F0 00                Duration: 0 frames
DE/4CC2: E7 20 00 4C 4D       If memory address 00:7000 Bit $0020 set, jump to address $DE/4D4C
DE/4CC7: E7 80 00 4C 4D       If memory address 00:7000 Bit $0080 set, jump to address $DE/4D4C
DE/4CCC: FD 97 01 BF 4C       If value at 00:2143 != #$01 jump to address $DE/4CBF
DE/4CD1: D8 18 E2 4C          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/4CE2
DE/4CD5: A0 18                Set event flag memory address 00:7043 Bit 0
DE/4CD7: 60 B3 03 62          Run Dialogue $03B3
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




       One

DE/4CDB: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4CDF: D2 EC 4C             Jump to address $DE/4CEC
DE/4CE2: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/4CE4: 60 B4 03 62          Run Dialogue $03B4
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




                Two

DE/4CE8: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4CEC: CB                   Store joypad register to 00:7000,00:7001
DE/4CED: F0 00                Duration: 0 frames
DE/4CEF: E7 20 00 75 4D       If memory address 00:7000 Bit $0020 set, jump to address $DE/4D75
DE/4CF4: E7 80 00 80 4D       If memory address 00:7000 Bit $0080 set, jump to address $DE/4D80
DE/4CF9: FD 97 02 EC 4C       If value at 00:2143 != #$02 jump to address $DE/4CEC
DE/4CFE: F0 00                Duration: 0 frames
DE/4D00: E7 20 00 4C 4D       If memory address 00:7000 Bit $0020 set, jump to address $DE/4D4C
DE/4D05: E7 80 00 4C 4D       If memory address 00:7000 Bit $0080 set, jump to address $DE/4D4C
DE/4D0A: FD 97 01 FE 4C       If value at 00:2143 != #$01 jump to address $DE/4CFE
DE/4D0F: DC 18 20 4D          If event flag memory address 00:7043 Bit 0 clear, jump to address $DE/4D20
DE/4D13: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/4D15: 60 B4 03 62          Run Dialogue $03B4
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




                Two

DE/4D19: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4D1D: D2 2A 4D             Jump to address $DE/4D2A
DE/4D20: A0 18                Set event flag memory address 00:7043 Bit 0
DE/4D22: 60 B3 03 62          Run Dialogue $03B3
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




       One

DE/4D26: 1C F2 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4D2A: CB                   Store joypad register to 00:7000,00:7001
DE/4D2B: F0 00                Duration: 0 frames
DE/4D2D: E7 20 00 57 4D       If memory address 00:7000 Bit $0020 set, jump to address $DE/4D57
DE/4D32: E7 80 00 66 4D       If memory address 00:7000 Bit $0080 set, jump to address $DE/4D66
DE/4D37: FD 97 02 2A 4D       If value at 00:2143 != #$02 jump to address $DE/4D2A
DE/4D3C: A4 50                Clear event flag memory address 00:704A Bit 0
DE/4D3E: A4 51                Clear event flag memory address 00:704A Bit 1
DE/4D40: AA 0E                Increment 00:70AE
DE/4D42: B4 0E                Store value at 00:70AE to 00:7000
DE/4D44: E2 0A 00 C8 4D       If value at 00:7000 = #$000A, jump to address $DE/4DC8
DE/4D49: D2 BF 4C             Jump to address $DE/4CBF
DE/4D4C: A4 50                Clear event flag memory address 00:704A Bit 0
DE/4D4E: A4 51                Clear event flag memory address 00:704A Bit 1
DE/4D50: B0 19 00 00          Store #$0000 to 00:7032
DE/4D54: D2 BF 4C             Jump to address $DE/4CBF
DE/4D57: D8 50 8B 4D          If event flag memory address 00:704A Bit 0 set, jump to address $DE/4D8B
DE/4D5B: D8 51 92 4D          If event flag memory address 00:704A Bit 1 set, jump to address $DE/4D92
DE/4D5F: A0 50                Set event flag memory address 00:704A Bit 0
DE/4D61: A4 51                Clear event flag memory address 00:704A Bit 1
DE/4D63: D2 EC 4C             Jump to address $DE/4CEC
DE/4D66: D8 51 8B 4D          If event flag memory address 00:704A Bit 1 set, jump to address $DE/4D8B
DE/4D6A: D8 50 A6 4D          If event flag memory address 00:704A Bit 0 set, jump to address $DE/4DA6
DE/4D6E: A0 51                Set event flag memory address 00:704A Bit 1
DE/4D70: A4 50                Clear event flag memory address 00:704A Bit 0
DE/4D72: D2 EC 4C             Jump to address $DE/4CEC
DE/4D75: A0 50                Set event flag memory address 00:704A Bit 0
DE/4D77: A4 51                Clear event flag memory address 00:704A Bit 1
DE/4D79: 1D F2 A6 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A6
DE/4D7D: D2 EC 4C             Jump to address $DE/4CEC
DE/4D80: A0 51                Set event flag memory address 00:704A Bit 1
DE/4D82: A4 50                Clear event flag memory address 00:704A Bit 0
DE/4D84: 1D F2 A6 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A6
DE/4D88: D2 EC 4C             Jump to address $DE/4CEC
DE/4D8B: B0 19 00 00          Store #$0000 to 00:7032
DE/4D8F: D2 EC 4C             Jump to address $DE/4CEC
DE/4D92: A0 50                Set event flag memory address 00:704A Bit 0
DE/4D94: A4 51                Clear event flag memory address 00:704A Bit 1
DE/4D96: B2 19                Increment 00:7032
DE/4D98: C2 19 04 00          Compare value at 00:7032 to #$0004
DE/4D9C: EC BA 4D             If Bit 0 of 00:70A0,x set, jump to address $DE/4DBA
DE/4D9F: 1D F2 A6 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A6
DE/4DA3: D2 EC 4C             Jump to address $DE/4CEC
DE/4DA6: A0 51                Set event flag memory address 00:704A Bit 1
DE/4DA8: A4 50                Clear event flag memory address 00:704A Bit 0
DE/4DAA: B2 19                Increment 00:7032
DE/4DAC: C2 19 04 00          Compare value at 00:7032 to #$0004
DE/4DB0: EC BA 4D             If Bit 0 of 00:70A0,x set, jump to address $DE/4DBA
DE/4DB3: 1D F2 A6 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A6
DE/4DB7: D2 EC 4C             Jump to address $DE/4CEC
DE/4DBA: C2 19 08 00          Compare value at 00:7032 to #$0008
DE/4DBE: EC C8 4D             If Bit 0 of 00:70A0,x set, jump to address $DE/4DC8
DE/4DC1: 1D F2 A7 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A7
DE/4DC5: D2 EC 4C             Jump to address $DE/4CEC
DE/4DC8: 95 03 00             Fade out music to volume 0; Duration: 3 frames
DE/4DCB: F0 77                Duration: 119 frames
DE/4DCD: 94                   Stop music
DE/4DCE: C2 19 06 00          Compare value at 00:7032 to #$0006
DE/4DD2: EC E7 4D             If Bit 0 of 00:70A0,x set, jump to address $DE/4DE7
DE/4DD5: E4 19 00 00 3B 4E    If value at 00:7032 = #$0000, jump to address $DE/4E3B
DE/4DDB: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/4DDD: 60 A3 83 62          Run Dialogue $03A3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 You still have some problems.
 Come on! CONCENTRATE!<I>
 >>   (I'll practice some more)
 >>   (RACE TIME!)<I><END>


DE/4DE1: 66 EB 4D             If 2nd option chosen from dialogue prompt, jump to address $DE/4DEB
DE/4DE4: D2 22 4C             Jump to address $DE/4C22
DE/4DE7: 60 A4 83 62          Run Dialogue $03A4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




     There you go, that's the way!<I><END>


DE/4DEB: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/4DED: 1C F3 7C 02          Set Object: NPC #8 ---> Command: Set object to movement: $027C
DE/4DF1: 60 A5 83 62          Run Dialogue $03A5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




    Now, shall we go to the race?<I><END>


DE/4DF5: 1C 89                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/4DF7: 08 40 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
   DE/4DFA: 50 03                Shift object right 48 pixels
   DE/4DFC: 60 10                Shift object right 16 pixels
   DE/4DFE: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/4DFF: 01                   Clear Bit 7 of current object (disable object visibility)
DE/4E00: 64                   <UNKNOWN COMMAND $64>
DE/4E01: DC 66 07 4E          If event flag memory address 00:704C Bit 6 clear, jump to address $DE/4E07
DE/4E05: 21 F8                Set Object: NPC #13 ---> Command: Show Object
DE/4E07: FD 8E B2 07 B1       <UNKNOWN COMMAND $8E>
DE/4E0C: 1E 02                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/4E0E: 75                   Object faces up-left
   DE/4E0F: 00                   Set Bit 7 of current object (enable object visibility)
DE/4E10: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/4E12: 71                   Object faces down-right
   DE/4E13: 10 85                Set sequence flag, 1/2 speed
DE/4E15: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/4E17: 08 46 85             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DE/4E1A: 7F                   <UNKNOWN COMMAND $7F>
DE/4E1B: F0 1D                Duration: 29 frames
DE/4E1D: 9C 3E                Play sound effect #$3E
DE/4E1F: 60 8C A3 DE          Run Dialogue $038C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOSHI:
  (This is as easy as it gets, man.)<I><END>


DE/4E23: F0 09                Duration: 9 frames
DE/4E25: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/4E27: 77                   Object faces up-right
DE/4E28: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/4E2A: 08 46 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DE/4E2D: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/4E2F: 77                   Object faces up-right
DE/4E30: F0 3B                Duration: 59 frames
DE/4E32: D3 A2 42             Jump to address $DE/42A2
DE/4E35: 40 D1 A1             Execute event id $A1D1 simultaneously with the following commands
DE/4E38: 35 00                Disable Overworld Menu
DE/4E3A: FE                   Return

DE/4E3B: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/4E3D: 60 A2 83 62          Run Dialogue $03A2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 You're not getting it right at all.
 Are you sure you want to do this?<I>
 >>   (I'll practice again)
 >>   (Race Time!)<I><END>


DE/4E41: 66 EB 4D             If 2nd option chosen from dialogue prompt, jump to address $DE/4DEB
DE/4E44: D2 22 4C             Jump to address $DE/4C22

EVENT [1DD] ------------------------------------------------------------>
DE/4E47: DC 25 F7 0E          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/0EF7
DE/4E4B: FD 45                <UNKNOWN COMMAND $FD 45>
DE/4E4D: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/4E4F: 77                   Object faces up-right
   DE/4E50: 10 81                Set sequence flag, x2 speed
DE/4E52: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/4E54: 08 46 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/4E57: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/4E59: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/4E5B: 10 45                Set transition flag, 1/2 speed
   DE/4E5D: 90 08 55 00          Objects bounces 0px high to on-screen coords: (272,680)
   DE/4E61: 77                   Object faces up-right
DE/4E62: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/4E64: 1D F1 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/4E67: 10 85                Set sequence flag, 1/2 speed
   DE/4E69: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   DE/4E6B: 0B 04                Set Bits $4 of current object address 0A,x
DE/4E6D: A4 20                Clear event flag memory address 00:7044 Bit 0
DE/4E6F: A4 21                Clear event flag memory address 00:7044 Bit 1
DE/4E71: A4 22                Clear event flag memory address 00:7044 Bit 2
DE/4E73: A4 23                Clear event flag memory address 00:7044 Bit 3
DE/4E75: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/4E77: B0 1F 03 00          Store #$0003 to 00:703E
DE/4E7B: 1D F2 21 01          Set Object: NPC #9 ---> Command: Set object to movement: $0121
DE/4E7F: 00 F3 20 01          Set Object: MARIO ---> Command: Set object to movement: $0120
DE/4E83: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/4E87: 1D 82                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/4E89: 0B 40                Set Bits $40 of current object address 0A,x
DE/4E8B: A4 24                Clear event flag memory address 00:7044 Bit 4
DE/4E8D: 35 FF                Enable Overworld Menu
DE/4E8F: FE                   Return


EVENT [1DE] ------------------------------------------------------------>
DE/4E90: DC 25 F7 0E          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/0EF7
DE/4E94: FD 45                <UNKNOWN COMMAND $FD 45>
DE/4E96: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/4E98: 77                   Object faces up-right
   DE/4E99: 10 81                Set sequence flag, x2 speed
DE/4E9B: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/4E9D: 08 46 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/4EA0: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/4EA2: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/4EA4: 10 45                Set transition flag, 1/2 speed
   DE/4EA6: 90 09 56 00          Objects bounces 0px high to on-screen coords: (288,688)
   DE/4EAA: 77                   Object faces up-right
DE/4EAB: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/4EAD: 1D F1 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/4EB0: 10 85                Set sequence flag, 1/2 speed
   DE/4EB2: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   DE/4EB4: 0B 04                Set Bits $4 of current object address 0A,x
DE/4EB6: A4 20                Clear event flag memory address 00:7044 Bit 0
DE/4EB8: A4 21                Clear event flag memory address 00:7044 Bit 1
DE/4EBA: A4 22                Clear event flag memory address 00:7044 Bit 2
DE/4EBC: A4 23                Clear event flag memory address 00:7044 Bit 3
DE/4EBE: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/4EC0: B0 1F 03 00          Store #$0003 to 00:703E
DE/4EC4: 1D F2 21 01          Set Object: NPC #9 ---> Command: Set object to movement: $0121
DE/4EC8: 00 F3 20 01          Set Object: MARIO ---> Command: Set object to movement: $0120
DE/4ECC: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/4ED0: 1D 82                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/4ED2: 0B 40                Set Bits $40 of current object address 0A,x
DE/4ED4: A4 24                Clear event flag memory address 00:7044 Bit 4
DE/4ED6: 35 FF                Enable Overworld Menu
DE/4ED8: FE                   Return


EVENT [1DF] ------------------------------------------------------------>
DE/4ED9: DC 25 F7 0E          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/0EF7
DE/4EDD: FD 45                <UNKNOWN COMMAND $FD 45>
DE/4EDF: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/4EE1: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/4EE3: 73                   Object faces down-left
   DE/4EE4: 10 81                Set sequence flag, x2 speed
DE/4EE6: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/4EE8: 08 46 05             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/4EEB: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/4EED: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/4EEF: 10 45                Set transition flag, 1/2 speed
   DE/4EF1: 90 17 36 00          Objects bounces 0px high to on-screen coords: (736,432)
   DE/4EF5: 73                   Object faces down-left
DE/4EF6: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/4EF8: 1D F1 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/4EFB: 10 85                Set sequence flag, 1/2 speed
   DE/4EFD: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   DE/4EFF: 0B 04                Set Bits $4 of current object address 0A,x
DE/4F01: A4 20                Clear event flag memory address 00:7044 Bit 0
DE/4F03: A4 21                Clear event flag memory address 00:7044 Bit 1
DE/4F05: A4 22                Clear event flag memory address 00:7044 Bit 2
DE/4F07: A4 23                Clear event flag memory address 00:7044 Bit 3
DE/4F09: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/4F0B: B0 1F 07 00          Store #$0007 to 00:703E
DE/4F0F: 1D F2 21 01          Set Object: NPC #9 ---> Command: Set object to movement: $0121
DE/4F13: 00 F3 20 01          Set Object: MARIO ---> Command: Set object to movement: $0120
DE/4F17: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/4F1B: 1D 82                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/4F1D: 0B 40                Set Bits $40 of current object address 0A,x
DE/4F1F: A4 24                Clear event flag memory address 00:7044 Bit 4
DE/4F21: 35 FF                Enable Overworld Menu
DE/4F23: FE                   Return


EVENT [1E0] ------------------------------------------------------------>
DE/4F24: DC 25 F7 0E          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/0EF7
DE/4F28: FD 45                <UNKNOWN COMMAND $FD 45>
DE/4F2A: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/4F2C: 73                   Object faces down-left
   DE/4F2D: 10 81                Set sequence flag, x2 speed
DE/4F2F: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/4F31: 08 46 05             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/4F34: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/4F36: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/4F38: 10 45                Set transition flag, 1/2 speed
   DE/4F3A: 90 17 37 00          Objects bounces 0px high to on-screen coords: (752,440)
   DE/4F3E: 73                   Object faces down-left
DE/4F3F: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/4F41: 1D F1 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/4F44: 10 85                Set sequence flag, 1/2 speed
   DE/4F46: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   DE/4F48: 0B 04                Set Bits $4 of current object address 0A,x
DE/4F4A: A4 20                Clear event flag memory address 00:7044 Bit 0
DE/4F4C: A4 21                Clear event flag memory address 00:7044 Bit 1
DE/4F4E: A4 22                Clear event flag memory address 00:7044 Bit 2
DE/4F50: A4 23                Clear event flag memory address 00:7044 Bit 3
DE/4F52: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/4F54: B0 1F 07 00          Store #$0007 to 00:703E
DE/4F58: 1D F2 21 01          Set Object: NPC #9 ---> Command: Set object to movement: $0121
DE/4F5C: 00 F3 20 01          Set Object: MARIO ---> Command: Set object to movement: $0120
DE/4F60: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/4F64: 1D 82                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/4F66: 0B 40                Set Bits $40 of current object address 0A,x
DE/4F68: A4 24                Clear event flag memory address 00:7044 Bit 4
DE/4F6A: 35 FF                Enable Overworld Menu
DE/4F6C: FE                   Return


EVENT [1E1] ------------------------------------------------------------>

EVENT [1E2] ------------------------------------------------------------>
DE/4F6D: 35 FF                Enable Overworld Menu
DE/4F6F: 4B 34 C0             Lead to World Map Point $C034
DE/4F72: FE                   Return

DE/4F73: 68 21 00 02 18 E0    Enter area: $0021
                              MARIO will be at coords: (64,192) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/4F79: 71                   Lighten screen from black before following commands
DE/4F7A: 35 FF                Enable Overworld Menu
DE/4F7C: FE                   Return


EVENT [1E3] ------------------------------------------------------------>
DE/4F7D: D8 25 93 4F          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/4F93
DE/4F81: FD 58 AE             Store the number of instances in item inventory of item #$AE (Bright Card ) to 00:7000
DE/4F84: E3 00 00 8E 4F       If value at 00:7000 != #$0000, jump to address $DE/4F8E
DE/4F89: 60 48 A9 D0          Run Dialogue $0948 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAZ: Mario! I'm having the time of
 my life! Just got married,...
 stayed in the suite...<I>
 Oh, life is just GREAT!<I>

 By the way, do you know of a
 place called...Grate Guy Casino?<I>
 It's supposed to be around,
 somewhere. Have you been there?<I><END>


DE/4F8D: FE                   Return

DE/4F8E: 60 49 A9 D0          Run Dialogue $0949 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAZ: Oh, you have the card!<I>
 Looks like you can use it to play
 games at a place near Bean Valley.
 Who knows?!<I>

 Maybe I'll see you there, huh?
 It might be fun!<I><END>


DE/4F92: FE                   Return

DE/4F93: D1 C8 01             Execute event id $01C8
DE/4F96: 60 4B A9 D0          Run Dialogue $094B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAZ: Hey!
 How did you DO that?!<I>
 You'll have to teach me someday!<I><END>


DE/4F9A: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4F9D: FE                   Return


EVENT [1E4] ------------------------------------------------------------>
DE/4F9E: D8 25 A7 4F          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/4FA7
DE/4FA2: 60 4A A9 D0          Run Dialogue $094A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAINI: Hello Mario!<I>
 Raz here can't even hop on Yoshi!
 But that's okay.<I> I still love him.<I><END>


DE/4FA6: FE                   Return

DE/4FA7: D1 C8 01             Execute event id $01C8
DE/4FAA: 60 4A A9 D0          Run Dialogue $094A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAINI: Hello Mario!<I>
 Raz here can't even hop on Yoshi!
 But that's okay.<I> I still love him.<I><END>


DE/4FAE: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/4FB1: FE                   Return


EVENT [1E5] ------------------------------------------------------------>
DE/4FB2: B0 0B 11 00          Store #$0011 to 00:7016
DE/4FB6: B0 0C 12 00          Store #$0012 to 00:7018
DE/4FBA: D1 42 00             Execute event id $0042
DE/4FBD: A0 48                Set event flag memory address 00:7049 Bit 0
DE/4FBF: 68 7B 80 02 1A 41    Enter area: $007B
                              MARIO will be at coords: (64,208) Z=16
                              MARIO will face: down
                              <UNKNOWN=#$80>
DE/4FC5: D0 1A 01             Execute event id $011A subsequently

EVENT [1E6] ------------------------------------------------------------>

EVENT [1E7] ------------------------------------------------------------>
DE/4FC8: B0 0B 05 00          Store #$0005 to 00:7016
DE/4FCC: B0 0C 14 00          Store #$0014 to 00:7018
DE/4FD0: D1 42 00             Execute event id $0042
DE/4FD3: 68 80 80 1A 38 62    Enter area: $0080
                              MARIO will be at coords: (832,448) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/4FD9: D0 0D 01             Execute event id $010D subsequently

EVENT [1E8] ------------------------------------------------------------>
DE/4FDC: DC 24 F7 0E          If event flag memory address 00:7044 Bit 4 clear, jump to address $DE/0EF7
DE/4FE0: A4 24                Clear event flag memory address 00:7044 Bit 4
DE/4FE2: FE                   Return


EVENT [1E9] ------------------------------------------------------------>
DE/4FE3: D8 24 F7 0E          If event flag memory address 00:7044 Bit 4 set, jump to address $DE/0EF7
DE/4FE7: A0 24                Set event flag memory address 00:7044 Bit 4
DE/4FE9: FE                   Return


EVENT [1EA] ------------------------------------------------------------>
DE/4FEA: DC 25 F7 0E          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/0EF7
DE/4FEE: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/4FF0: FE                   Return


EVENT [1EB] ------------------------------------------------------------>
DE/4FF1: D8 25 F7 0E          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/0EF7
DE/4FF5: A0 25                Set event flag memory address 00:7044 Bit 5
DE/4FF7: FE                   Return


EVENT [1EC] ------------------------------------------------------------>
DE/4FF8: D8 23 F7 0E          If event flag memory address 00:7044 Bit 3 set, jump to address $DE/0EF7
DE/4FFC: A0 23                Set event flag memory address 00:7044 Bit 3
DE/4FFE: FE                   Return


EVENT [1ED] ------------------------------------------------------------>
DE/4FFF: DC 23 F7 0E          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/0EF7
DE/5003: A4 23                Clear event flag memory address 00:7044 Bit 3
DE/5005: FE                   Return


EVENT [1EE] ------------------------------------------------------------>
DE/5006: D8 1F F7 0E          If event flag memory address 00:7043 Bit 7 set, jump to address $DE/0EF7
DE/500A: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/500C: A4 20                Clear event flag memory address 00:7044 Bit 0
DE/500E: D8 24 17 50          If event flag memory address 00:7044 Bit 4 set, jump to address $DE/5017
DE/5012: A4 23                Clear event flag memory address 00:7044 Bit 3
DE/5014: A0 24                Set event flag memory address 00:7044 Bit 4
DE/5016: FE                   Return

DE/5017: A4 24                Clear event flag memory address 00:7044 Bit 4
DE/5019: A0 23                Set event flag memory address 00:7044 Bit 3
DE/501B: FE                   Return


EVENT [1EF] ------------------------------------------------------------>
DE/501C: D8 20 F7 0E          If event flag memory address 00:7044 Bit 0 set, jump to address $DE/0EF7
DE/5020: A0 20                Set event flag memory address 00:7044 Bit 0
DE/5022: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/5024: A4 21                Clear event flag memory address 00:7044 Bit 1
DE/5026: D8 25 2F 50          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/502F
DE/502A: A4 24                Clear event flag memory address 00:7044 Bit 4
DE/502C: A0 25                Set event flag memory address 00:7044 Bit 5
DE/502E: FE                   Return

DE/502F: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/5031: A0 24                Set event flag memory address 00:7044 Bit 4
DE/5033: FE                   Return


EVENT [1F0] ------------------------------------------------------------>
DE/5034: D8 21 F7 0E          If event flag memory address 00:7044 Bit 1 set, jump to address $DE/0EF7
DE/5038: A0 21                Set event flag memory address 00:7044 Bit 1
DE/503A: A4 20                Clear event flag memory address 00:7044 Bit 0
DE/503C: A4 22                Clear event flag memory address 00:7044 Bit 2
DE/503E: D8 26 47 50          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/5047
DE/5042: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/5044: A0 26                Set event flag memory address 00:7044 Bit 6
DE/5046: FE                   Return

DE/5047: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/5049: A0 25                Set event flag memory address 00:7044 Bit 5
DE/504B: FE                   Return


EVENT [1F1] ------------------------------------------------------------>
DE/504C: D8 26 F7 0E          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/0EF7
DE/5050: A0 26                Set event flag memory address 00:7044 Bit 6
DE/5052: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/5054: FE                   Return


EVENT [1F2] ------------------------------------------------------------>
DE/5055: 4A 06 00 15          Engage in battle with formation pack #$0006 in background #$15
DE/5059: D8 01 79 AF          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/AF79
DE/505D: D8 00 C2 13          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/13C2
DE/5061: F5                   <UNKNOWN COMMAND: check current area?>
DE/5062: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DE/5064: 71                   Lighten screen from black before following commands
DE/5065: FE                   Return


EVENT [1F3] ------------------------------------------------------------>
DE/5066: D8 48 76 50          If event flag memory address 00:7049 Bit 0 set, jump to address $DE/5076
DE/506A: D1 41 00             Execute event id $0041
DE/506D: 68 37 00 11 12 40    Enter area: $0037
                              MARIO will be at coords: (544,144) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/5073: D0 0D 01             Execute event id $010D subsequently
DE/5076: D1 41 00             Execute event id $0041
DE/5079: FE                   Return


EVENT [1F4] ------------------------------------------------------------>
DE/507A: FD 42                <UNKNOWN COMMAND $FD 42>
DE/507C: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/5080: A0 19                Set event flag memory address 00:7043 Bit 1
DE/5082: 34 EF                Change directional maneuverability: left right down up 
DE/5084: CB                   Store joypad register to 00:7000,00:7001
DE/5085: DC 19 9F 50          If event flag memory address 00:7043 Bit 1 clear, jump to address $DE/509F
DE/5089: E7 80 00 93 50       If memory address 00:7000 Bit $0080 set, jump to address $DE/5093
DE/508E: F0 00                Duration: 0 frames
DE/5090: D2 84 50             Jump to address $DE/5084
DE/5093: 32 1B 9A 50          <UNKNOWN COMMAND $32>
DE/5097: D2 9C 50             Jump to address $DE/509C
DE/509A: 9C 0E                Play sound effect #$0E
DE/509C: 1B F8                Set Object: NPC #7 ---> Command: Show Object
DE/509E: FE                   Return

DE/509F: FE                   Return


EVENT [1F5] ------------------------------------------------------------>

EVENT [1F6] ------------------------------------------------------------>
DE/50A0: FD 42                <UNKNOWN COMMAND $FD 42>
DE/50A2: D8 18 F7 0E          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/0EF7
DE/50A6: A0 18                Set event flag memory address 00:7043 Bit 0
DE/50A8: 34 EF                Change directional maneuverability: left right down up 
DE/50AA: B0 0E 18 00          Store #$0018 to 00:701C
DE/50AE: 45 FD 31             <UNKNOWN COMMAND $45>
DE/50B1: FD 40                <UNKNOWN COMMAND $FD 40>
DE/50B3: FE                   Return


EVENT [1F7] ------------------------------------------------------------>
DE/50B4: DC 18 F7 0E          If event flag memory address 00:7043 Bit 0 clear, jump to address $DE/0EF7
DE/50B8: 34 EF                Change directional maneuverability: left right down up 
DE/50BA: CA                   Store held joypad register to 00:7000,00:7001
DE/50BB: E7 49 00 C1 50       If memory address 00:7000 Bit $0049 set, jump to address $DE/50C1
DE/50C0: FE                   Return

DE/50C1: D4 07                Start code block, repeat 7 times
DE/50C3: CA                   Store held joypad register to 00:7000,00:7001
DE/50C4: E7 80 00 FB 50       If memory address 00:7000 Bit $0080 set, jump to address $DE/50FB
DE/50C9: E7 04 00 D2 50       If memory address 00:7000 Bit $0004 set, jump to address $DE/50D2
DE/50CE: F0 00                Duration: 0 frames
DE/50D0: D7                   End of code block
DE/50D1: FE                   Return

DE/50D2: 34 00                Change directional maneuverability: 
DE/50D4: 00 15                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes)
   DE/50D6: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/50D8: 08 4A 10             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DE/50DB: 10 40                Set transition flag, x1 speed
   DE/50DD: 47                   <UNKNOWN COMMAND $47>
   DE/50DE: 10 45                Set transition flag, 1/2 speed
   DE/50E0: 67 08                Shift object up-right 8 pixels
   DE/50E2: 10 46                Set transition flag, 1/4 speed
   DE/50E4: 67 04                Shift object up-right 4 pixels
   DE/50E6: 10 40                Set transition flag, x1 speed
   DE/50E8: 80 08 40             Move object to on-screen coords: (256,512)
DE/50EB: F8 7D 32 FB 50       <UNKNOWN COMMAND $F8>
DE/50F0: F0 09                Duration: 9 frames
DE/50F2: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DE/50F4: 9C 5E                Play sound effect #$5E
DE/50F6: 53 01                Add 1 frog coins
DE/50F8: F2 7D 32             <UNKNOWN COMMAND $F2>
DE/50FB: FD 32                <UNKNOWN COMMAND $FD 32>
DE/50FD: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/5101: FE                   Return


EVENT [1F8] ------------------------------------------------------------>
DE/5102: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DE/5104: B0 15 01 00          Store #$0001 to 00:702A
DE/5108: D0 17 01             Execute event id $0117 subsequently

EVENT [1F9] ------------------------------------------------------------>
DE/510B: F0 00                Duration: 0 frames
DE/510D: D8 1B 14 51          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/5114
DE/5111: D2 0B 51             Jump to address $DE/510B
DE/5114: F0 00                Duration: 0 frames
DE/5116: 3D 14 51             <UNKNOWN COMMAND: pointer to address $5114>
DE/5119: DC 1A 0B 51          If event flag memory address 00:7043 Bit 2 clear, jump to address $DE/510B
DE/511D: DC 1B 0B 51          If event flag memory address 00:7043 Bit 3 clear, jump to address $DE/510B
DE/5121: 35 00                Disable Overworld Menu
DE/5123: 00 99                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DE/5125: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/5127: 08 43 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/512A: 10 41                Set transition flag, x2 speed
   DE/512C: 7E 48 00             Object jumps #$0048 units
   DE/512F: 53 02                Shift object down-left 32 pixels
   DE/5131: F0 00                Frame Duration: 0
   DE/5133: 3D 31 51             <UNKNOWN COMMAND $3D: pointer to address $DE/5131>
   DE/5136: 10 81                Set sequence flag, x2 speed
   DE/5138: 08 43 06             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/513B: 80 15 24             Move object to on-screen coords: (672,288)
DE/513E: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/5140: 73                   Object faces down-left
   DE/5141: 09                   Reset all object properties to default
   DE/5142: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/5144: 10 40                Set transition flag, x1 speed
DE/5146: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/514A: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/514C: 35 FF                Enable Overworld Menu
DE/514E: D0 F9 01             Execute event id $01F9 subsequently

EVENT [1FA] ------------------------------------------------------------>
DE/5151: DC 1B F7 0E          If event flag memory address 00:7043 Bit 3 clear, jump to address $DE/0EF7
DE/5155: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/5157: F8 7F 2E 5D 51       <UNKNOWN COMMAND $F8>
DE/515C: FE                   Return

DE/515D: F2 7F AE             <UNKNOWN COMMAND $F2>
DE/5160: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/5162: 92 12 2A 02          Place object at on-screen coords: (576,336) Z=32
   DE/5166: 0B F0                Set Bits $F0 of current object address 0A,x
DE/5168: 17 F8                Set Object: NPC #3 ---> Command: Show Object
DE/516A: 17 F2 93 02          Set Object: NPC #3 ---> Command: Set object to movement: $0293
DE/516E: FE                   Return


EVENT [1FB] ------------------------------------------------------------>
DE/516F: D8 1B F7 0E          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/0EF7
DE/5173: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/5175: FE                   Return


EVENT [1FC] ------------------------------------------------------------>
DE/5176: DC 1B F7 0E          If event flag memory address 00:7043 Bit 3 clear, jump to address $DE/0EF7
DE/517A: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/517C: FE                   Return


EVENT [1FD] ------------------------------------------------------------>
DE/517D: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/517F: FE                   Return


EVENT [1FE] ------------------------------------------------------------>
DE/5180: DC 19 F7 0E          If event flag memory address 00:7043 Bit 1 clear, jump to address $DE/0EF7
DE/5184: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/5186: FE                   Return


EVENT [1FF] ------------------------------------------------------------>
DE/5187: C3                   <UNKNOWN COMMAND $C3>
DE/5188: E2 80 00 9C 51       If value at 00:7000 = #$0080, jump to address $DE/519C
DE/518D: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/518F: 10 41                Set transition flag, x2 speed
   DE/5191: 5A 02                Shift object up 32 pixels
DE/5193: D1 20 00             Execute event id $0020
DE/5196: F3 7D 38             <UNKNOWN COMMAND $F2>
DE/5199: FD 32                <UNKNOWN COMMAND $FD 32>
DE/519B: FE                   Return

DE/519C: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/519E: 10 41                Set transition flag, x2 speed
   DE/51A0: 5A 02                Shift object up 32 pixels
DE/51A2: D1 20 00             Execute event id $0020
DE/51A5: F3 80 28             <UNKNOWN COMMAND $F2>
DE/51A8: FD 32                <UNKNOWN COMMAND $FD 32>
DE/51AA: FE                   Return


EVENT [200] ------------------------------------------------------------>
DE/51AB: 95 01 60             Fade out music to volume 96; Duration: 1 frames
DE/51AE: DA 27 A4 57          If event flag memory address 00:7084 Bit 7 set, jump to address $DE/57A4
DE/51B2: A2 27                Set event flag memory address 00:7084 Bit 7
DE/51B4: 90                   <UNKNOWN COMMAND $90>
DE/51B5: 1C 15                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/51B7: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/51B8: FD 0F 00             Object overlaps <UNKNOWN>
   DE/51BB: 15 0D                Clear Bits $7 of current object address 0C,x and set Bit(s) $13
   DE/51BD: 0C 20                XOR Bits $20 of current object address 0A,x
   DE/51BF: 0C 10                XOR Bits $10 of current object address 0A,x
   DE/51C1: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   DE/51C3: 10 44                Set transition flag, x8 speed
   DE/51C5: 67 08                Shift object up-right 8 pixels
   DE/51C7: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/51C8: 10 81                Set sequence flag, x2 speed
   DE/51CA: 14 04                Isolate top Bits of current object address 0E,x and set Bit(s) $4
DE/51CC: 92 07                Fade in music: #$07
DE/51CE: 14 00                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x00 bytes)
DE/51D0: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/51D2: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DE/51D5: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/51D7: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/51D9: 10 44                Set transition flag, x8 speed
   DE/51DB: 63 08                Shift object down-left 8 pixels
   DE/51DD: 10 40                Set transition flag, x1 speed
   DE/51DF: FD 0F 02             Object overlaps BG1
DE/51E2: FD 31                Screen doesn't move with MARIO
DE/51E4: 71                   Lighten screen from black before following commands
DE/51E5: F0 09                Duration: 9 frames
DE/51E7: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/51E9: 7E 40 00             Object jumps #$0040 units
DE/51EC: 1B 06                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/51EE: 7E 40 00             Object jumps #$0040 units
   DE/51F1: FD 0F 03             Object overlaps BG1 & BG2
DE/51F4: 60 E0 A2 D5          Run Dialogue $02E0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario, HELP!!<I><END>


DE/51F8: FD 32                <UNKNOWN COMMAND $FD 32>
DE/51FA: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/51FC: 70                   Object faces right
   DE/51FD: FD 0F 03             Object overlaps BG1 & BG2
DE/5200: F0 1D                Duration: 29 frames
DE/5202: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/5204: F0 1D                Frame Duration: 29
   DE/5206: 10 40                Set transition flag, x1 speed
   DE/5208: 41                   <UNKNOWN COMMAND $41>
   DE/5209: 10 46                Set transition flag, 1/4 speed
   DE/520B: 67 04                Shift object up-right 4 pixels
DE/520D: 19 86                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/520F: F0 2D                Frame Duration: 45
   DE/5211: 10 46                Set transition flag, 1/4 speed
   DE/5213: 67 04                Shift object up-right 4 pixels
DE/5215: 60 E1 A2 D5          Run Dialogue $02E1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mwa ha ha...hey Mario!
 I'll be taking care of
 Princess Toadstool now.<I><END>


DE/5219: 15 1C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1C bytes)
   DE/521B: 10 43                Set transition flag, x4 speed
   DE/521D: 10 81                Set sequence flag, x2 speed
   DE/521F: 41                   <UNKNOWN COMMAND $41>
   DE/5220: 57 02                Shift object up-right 32 pixels
   DE/5222: 67 0B                Shift object up-right 11 pixels
   DE/5224: 45                   <UNKNOWN COMMAND $45>
   DE/5225: 73                   Object faces down-left
   DE/5226: 10 85                Set sequence flag, 1/2 speed
   DE/5228: F0 3B                Frame Duration: 59
   DE/522A: 7E 40 00             Object jumps #$0040 units
   DE/522D: F0 00                Frame Duration: 0
   DE/522F: FD 3D 15 2D 52       <UNKNOWN COMMAND $DE: pointer to address 
   DE/5234: 7E 40 00             Object jumps #$0040 units
DE/5237: 1A 0F                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/5239: F0 4E                Frame Duration: 78
   DE/523B: 7E 40 00             Object jumps #$0040 units
   DE/523E: F0 00                Frame Duration: 0
   DE/5240: FD 3D 1A 3E 52       <UNKNOWN COMMAND $DE: pointer to address 
   DE/5245: 7E 40 00             Object jumps #$0040 units
DE/5248: F0 59                Duration: 89 frames
DE/524A: 60 E2 A2 D5          Run Dialogue $02E2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Boing, boing...<I>
 SUPER JUMP ATTACK!!<I><END>


DE/524E: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5250: 15 16                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x16 bytes)
   DE/5252: 20 07                <UNKNOWN COMMAND $20>
   DE/5254: 24 F0 FE 68 00       <UNKNOWN COMMAND $24>
   DE/5259: 25 00 05 78 FF       <UNKNOWN COMMAND $25>
   DE/525E: 9C 04                Play sound effect #$04
   DE/5260: F0 15                Frame Duration: 21
   DE/5262: 21                   <UNKNOWN COMMAND $21>
   DE/5263: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/5265: 7E 00 00             Object jumps #$0000 units
DE/5268: 1A 94                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/526A: 20 07                <UNKNOWN COMMAND $20>
   DE/526C: 24 F0 FE 68 00       <UNKNOWN COMMAND $24>
   DE/5271: 25 00 05 78 FF       <UNKNOWN COMMAND $25>
   DE/5276: F0 15                Frame Duration: 21
   DE/5278: 21                   <UNKNOWN COMMAND $21>
   DE/5279: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/527B: 7E 00 00             Object jumps #$0000 units
DE/527E: F0 1D                Duration: 29 frames
DE/5280: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DE/5282: F0 77                Frame Duration: 119
   DE/5284: 77                   Object faces up-right
   DE/5285: F0 1D                Frame Duration: 29
   DE/5287: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/528A: 9C 00                Play sound effect #$00
   DE/528C: 7E 50 00             Object jumps #$0050 units
DE/528F: 15 19                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x19 bytes)
   DE/5291: 06                   Set "moon-walk" Bits
   DE/5292: 42                   <UNKNOWN COMMAND $42>
   DE/5293: 07                   Clear "moon-walk" Bits
   DE/5294: 75                   Object faces up-left
   DE/5295: F0 03                Frame Duration: 3
   DE/5297: 77                   Object faces up-right
   DE/5298: 06                   Set "moon-walk" Bits
   DE/5299: 64 15                Shift object left 21 pixels
   DE/529B: 67 02                Shift object up-right 2 pixels
   DE/529D: F0 0E                Frame Duration: 14
   DE/529F: 10 46                Set transition flag, 1/4 speed
   DE/52A1: 63 08                Shift object down-left 8 pixels
   DE/52A3: F0 1D                Frame Duration: 29
   DE/52A5: 10 43                Set transition flag, x4 speed
   DE/52A7: 67 04                Shift object up-right 4 pixels
   DE/52A9: 07                   Clear "moon-walk" Bits
DE/52AA: 19 12                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x12 bytes)
   DE/52AC: F0 1D                Frame Duration: 29
   DE/52AE: 06                   Set "moon-walk" Bits
   DE/52AF: 10 46                Set transition flag, 1/4 speed
   DE/52B1: 63 08                Shift object down-left 8 pixels
   DE/52B3: F0 1D                Frame Duration: 29
   DE/52B5: 10 43                Set transition flag, x4 speed
   DE/52B7: 67 02                Shift object up-right 2 pixels
   DE/52B9: 9C 0A                Play sound effect #$0A
   DE/52BB: 67 02                Shift object up-right 2 pixels
   DE/52BD: 07                   Clear "moon-walk" Bits
DE/52BE: 1A 99                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DE/52C0: F0 5D                Frame Duration: 93
   DE/52C2: 73                   Object faces down-left
   DE/52C3: 06                   Set "moon-walk" Bits
   DE/52C4: 0B 04                Set Bits $4 of current object address 0A,x
   DE/52C6: 10 43                Set transition flag, x4 speed
   DE/52C8: 20 04                <UNKNOWN COMMAND $20>
   DE/52CA: 25 C0 06 60 FF       <UNKNOWN COMMAND $25>
   DE/52CF: 57 03                Shift object up-right 48 pixels
   DE/52D1: 67 06                Shift object up-right 6 pixels
   DE/52D3: 21                   <UNKNOWN COMMAND $21>
   DE/52D4: 9C 31                Play sound effect #$31
   DE/52D6: 7E 00 00             Object jumps #$0000 units
DE/52D9: FD 32                <UNKNOWN COMMAND $FD 32>
DE/52DB: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/52DD: F0 3B                Frame Duration: 59
   DE/52DF: 09                   Reset all object properties to default
   DE/52E0: F0 1D                Frame Duration: 29
   DE/52E2: 08 43 03             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DE/52E5: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/52E7: F0 1D                Frame Duration: 29
   DE/52E9: 7E 40 00             Object jumps #$0040 units
DE/52EC: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/52EE: F0 1D                Frame Duration: 29
   DE/52F0: 7E 40 00             Object jumps #$0040 units
DE/52F3: F0 09                Duration: 9 frames
DE/52F5: 60 E3 A2 D5          Run Dialogue $02E3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Guwa ha! You think you can hurt
 me with your childish pranks?!<I><END>


DE/52F9: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/52FB: 10 42                Set transition flag, x3 speed
   DE/52FD: 60 10                Shift object right 16 pixels
   DE/52FF: 65 02                Shift object up-left 2 pixels
   DE/5301: 75                   Object faces up-left
DE/5302: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/5304: 10 42                Set transition flag, x3 speed
   DE/5306: 64 02                Shift object left 2 pixels
   DE/5308: 75                   Object faces up-left
DE/5309: FD 32                <UNKNOWN COMMAND $FD 32>
DE/530B: 60 E4 A2 D5          Run Dialogue $02E4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Attention, Toadstool! You're
 comin' with ME! Zip your lip!<I><END>


DE/530F: 15 0C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/5311: 10 C1                Set transition and sequence flags, x2 speed
   DE/5313: 63 08                Shift object down-left 8 pixels
   DE/5315: 45                   <UNKNOWN COMMAND $45>
   DE/5316: 65 06                Shift object up-left 6 pixels
   DE/5318: 67 0B                Shift object up-right 11 pixels
   DE/531A: 75                   Object faces up-left
   DE/531B: 10 85                Set sequence flag, 1/2 speed
DE/531D: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/531F: F0 0D                Frame Duration: 13
   DE/5321: 10 43                Set transition flag, x4 speed
   DE/5323: 65 02                Shift object up-left 2 pixels
DE/5325: 60 E5 A2 D5          Run Dialogue $02E5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 HELP!!! HAAALP!!! Somebody,
 please HELP me!!!<I><END>


DE/5329: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/532B: 66 08                Shift object up 8 pixels
   DE/532D: 73                   Object faces down-left
DE/532E: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/5330: F0 01                Frame Duration: 1
   DE/5332: 73                   Object faces down-left
DE/5333: 60 E6 A2 D5          Run Dialogue $02E6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 HAAAAL......<I><END>


DE/5337: F0 3B                Duration: 59 frames
DE/5339: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/533B: 7E 50 00             Object jumps #$0050 units
DE/533E: 60 E7 A2 D5          Run Dialogue $02E7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh my gosh!<I><END>


DE/5342: 65                   <UNKNOWN COMMAND $65>
DE/5343: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5345: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/5347: 70                   Object faces right
   DE/5348: 09                   Reset all object properties to default
   DE/5349: F0 1D                Frame Duration: 29
   DE/534B: 77                   Object faces up-right
DE/534C: F0 1D                Duration: 29 frames
DE/534E: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/5350: 10 81                Set sequence flag, x2 speed
   DE/5352: 65 0A                Shift object up-left 10 pixels
   DE/5354: 43                   <UNKNOWN COMMAND $43>
   DE/5355: 63 08                Shift object down-left 8 pixels
   DE/5357: 10 85                Set sequence flag, 1/2 speed
DE/5359: 60 E8 02 D5          Run Dialogue $02E8
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's......Ma...Ma......<I><END>


DE/535D: F0 3B                Duration: 59 frames
DE/535F: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/5361: 06                   Set "moon-walk" Bits
   DE/5362: 10 46                Set transition flag, 1/4 speed
   DE/5364: 47                   <UNKNOWN COMMAND $47>
   DE/5365: F0 1D                Frame Duration: 29
   DE/5367: 47                   <UNKNOWN COMMAND $47>
DE/5368: F0 3B                Duration: 59 frames
DE/536A: 00 0E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes)
   DE/536C: D4 02                Start code block, repeat 2 times
   DE/536E: 08 08 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/5371: F0 04                Frame Duration: 4
   DE/5373: 08 08 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/5376: F0 04                Frame Duration: 4
   DE/5378: D7                   End of code block
   DE/5379: 09                   Reset all object properties to default
DE/537A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/537C: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/537E: 10 42                Set transition flag, x3 speed
   DE/5380: 47                   <UNKNOWN COMMAND $47>
   DE/5381: F0 1D                Frame Duration: 29
   DE/5383: 07                   Clear "moon-walk" Bits
   DE/5384: 71                   Object faces down-right
DE/5385: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/5387: F0 1D                Frame Duration: 29
   DE/5389: 75                   Object faces up-left
   DE/538A: F0 3B                Frame Duration: 59
DE/538C: 60 E9 A2 D5          Run Dialogue $02E9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Mom!<pause 13 frames>0
 Mom, look, we have a... GUEST!<I><END>


DE/5390: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5392: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/5394: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/5397: F0 03                Frame Duration: 3
   DE/5399: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   DE/539C: F0 07                Frame Duration: 7
   DE/539E: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/53A1: F0 03                Frame Duration: 3
   DE/53A3: 09                   Reset all object properties to default
DE/53A4: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/53A6: 10 81                Set sequence flag, x2 speed
   DE/53A8: 55 04                Shift object up-left 64 pixels
   DE/53AA: 10 85                Set sequence flag, 1/2 speed
   DE/53AC: 73                   Object faces down-left
DE/53AD: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/53AF: F0 3B                Frame Duration: 59
   DE/53B1: 70                   Object faces right
DE/53B2: 60 EA A2 D4          Run Dialogue $02EA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Yes, dear, I hear you...
 Hello th...ere...
 Why...aren't you Mario!<I><END>


DE/53B6: FD 32                <UNKNOWN COMMAND $FD 32>
DE/53B8: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/53BA: F0 1D                Frame Duration: 29
   DE/53BC: 77                   Object faces up-right
DE/53BD: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/53BF: 73                   Object faces down-left
DE/53C0: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/53C4: F0 1D                Duration: 29 frames
DE/53C6: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/53C8: F0 1D                Frame Duration: 29
   DE/53CA: 75                   Object faces up-left
DE/53CB: 15 8A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/53CD: 7E 40 00             Object jumps #$0040 units
   DE/53D0: F0 00                Frame Duration: 0
   DE/53D2: FD 3D 15 D0 53       <UNKNOWN COMMAND $DE: pointer to address 
DE/53D7: 60 EB A2 D5          Run Dialogue $02EB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 For real?!<I><END>


DE/53DB: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/53DD: F0 1D                Frame Duration: 29
   DE/53DF: 77                   Object faces up-right
DE/53E0: 15 8E                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/53E2: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/53E4: 10 43                Set transition flag, x4 speed
   DE/53E6: 10 81                Set sequence flag, x2 speed
   DE/53E8: 41                   <UNKNOWN COMMAND $41>
   DE/53E9: 77                   Object faces up-right
   DE/53EA: 60 18                Shift object right 24 pixels
   DE/53EC: 67 0E                Shift object up-right 14 pixels
   DE/53EE: 10 85                Set sequence flag, 1/2 speed
DE/53F0: 1A 1B                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x1B bytes)
   DE/53F2: F0 09                Frame Duration: 9
   DE/53F4: 10 44                Set transition flag, x8 speed
   DE/53F6: 62 08                Shift object down 8 pixels
   DE/53F8: 07                   Clear "moon-walk" Bits
   DE/53F9: 75                   Object faces up-left
   DE/53FA: 06                   Set "moon-walk" Bits
   DE/53FB: F0 01                Frame Duration: 1
   DE/53FD: 63 06                Shift object down-left 6 pixels
   DE/53FF: 65 08                Shift object up-left 8 pixels
   DE/5401: 07                   Clear "moon-walk" Bits
   DE/5402: 77                   Object faces up-right
   DE/5403: 06                   Set "moon-walk" Bits
   DE/5404: 10 43                Set transition flag, x4 speed
   DE/5406: 44                   <UNKNOWN COMMAND $44>
   DE/5407: 64 14                Shift object left 20 pixels
   DE/5409: 53 02                Shift object down-left 32 pixels
   DE/540B: 63 0A                Shift object down-left 10 pixels
DE/540D: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/540F: F0 13                Frame Duration: 19
   DE/5411: 75                   Object faces up-left
   DE/5412: F0 09                Frame Duration: 9
   DE/5414: 73                   Object faces down-left
   DE/5415: 0B F0                Set Bits $F0 of current object address 0A,x
DE/5417: 15 93                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DE/5419: F0 09                Frame Duration: 9
   DE/541B: 71                   Object faces down-right
   DE/541C: F0 01                Frame Duration: 1
   DE/541E: 73                   Object faces down-left
   DE/541F: F0 03                Frame Duration: 3
   DE/5421: 10 81                Set sequence flag, x2 speed
   DE/5423: 44                   <UNKNOWN COMMAND $44>
   DE/5424: 64 14                Shift object left 20 pixels
   DE/5426: 53 02                Shift object down-left 32 pixels
   DE/5428: 63 08                Shift object down-left 8 pixels
   DE/542A: 10 85                Set sequence flag, 1/2 speed
DE/542C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/542E: 60 ED 82 D5          Run Dialogue $02ED (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Well, you have the hat...
 AND the funky 'stache...!
 Are you really Mario?!<I>
 >>   (You betcha!)
 >>   (Wrong number!)<I><END>


DE/5432: 66 66 54             If 2nd option chosen from dialogue prompt, jump to address $DE/5466
DE/5435: F0 09                Duration: 9 frames
DE/5437: D1 03 0E             Execute event id $0E03
DE/543A: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/543E: F0 09                Duration: 9 frames
DE/5440: 60 EE 82 D5          Run Dialogue $02EE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 How do I know it's you?
 You might just be pulling my leg!<I>
 Show me! PROVE IT!

DE/5444: D1 1E 01             Execute event id $011E
DE/5447: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/5449: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/544C: F0 00                Frame Duration: 0
   DE/544E: 3D 4C 54             <UNKNOWN COMMAND $3D: pointer to address $DE/544C>
DE/5451: F0 1D                Duration: 29 frames
DE/5453: 15 8A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/5455: 7E 40 00             Object jumps #$0040 units
   DE/5458: F0 00                Frame Duration: 0
   DE/545A: FD 3D 15 58 54       <UNKNOWN COMMAND $DE: pointer to address 
DE/545F: 60 EF A2 D5          Run Dialogue $02EF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 All right!!<I>
 Hey Mario, wanna play with me?
 I'm playing Save the world!<I><END>


DE/5463: D2 72 54             Jump to address $DE/5472
DE/5466: F0 09                Duration: 9 frames
DE/5468: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/546C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/546E: 60 F0 A2 D5          Run Dialogue $02F0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Awwww, you're a fake.<I>
 Well, you'll have to do...<I>
 Let's play my...Geno game!<I><END>


DE/5472: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/5474: 55 02                Shift object up-left 32 pixels
   DE/5476: 73                   Object faces down-left
DE/5477: 60 F4 A2 D4          Run Dialogue $02F4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Now, Gaz...!
 Mario might be a little tired, dear.<I><END>


DE/547B: F0 09                Duration: 9 frames
DE/547D: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/547F: 77                   Object faces up-right
DE/5480: F0 09                Duration: 9 frames
DE/5482: 60 F5 A2 D5          Run Dialogue $02F5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Awwww, come on, mom!
 YOU never play with me!...
 It's no fun playing alone.<I><END>


DE/5486: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/5488: 10 46                Set transition flag, 1/4 speed
   DE/548A: 43                   <UNKNOWN COMMAND $43>
DE/548B: 60 F6 A2 D4          Run Dialogue $02F6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh dear...Mario, I hate to 
 ask, but... Could you play 
 with Gaz for a little while?<I><END>


DE/548F: F0 09                Duration: 9 frames
DE/5491: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/5493: 73                   Object faces down-left
DE/5494: F0 1D                Duration: 29 frames
DE/5496: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/549A: F0 09                Duration: 9 frames
DE/549C: 15 16                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x16 bytes)
   DE/549E: 7E 40 00             Object jumps #$0040 units
   DE/54A1: F0 00                Frame Duration: 0
   DE/54A3: FD 3D 15 A1 54       <UNKNOWN COMMAND $DE: pointer to address 
   DE/54A8: 10 40                Set transition flag, x1 speed
   DE/54AA: F0 1D                Frame Duration: 29
   DE/54AC: 06                   Set "moon-walk" Bits
   DE/54AD: 42                   <UNKNOWN COMMAND $42>
   DE/54AE: 90 02 13 00          Objects bounces 0px high to on-screen coords: (80,152)
   DE/54B2: 07                   Clear "moon-walk" Bits
   DE/54B3: 75                   Object faces up-left
DE/54B4: 60 F1 02 D5          Run Dialogue $02F1
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: YES!!
 Mario just bought the farm, so
 um...you can be Bowser...<I>
 I'll be Geno, okay?<I><END>


DE/54B8: FD 32                <UNKNOWN COMMAND $FD 32>
DE/54BA: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/54BC: 10 81                Set sequence flag, x2 speed
   DE/54BE: 71                   Object faces down-right
   DE/54BF: F0 1D                Frame Duration: 29
   DE/54C1: 51 02                Shift object down-right 32 pixels
   DE/54C3: 47                   <UNKNOWN COMMAND $47>
   DE/54C4: 71                   Object faces down-right
DE/54C5: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/54C7: F0 1D                Frame Duration: 29
   DE/54C9: 41                   <UNKNOWN COMMAND $41>
   DE/54CA: 47                   <UNKNOWN COMMAND $47>
   DE/54CB: 41                   <UNKNOWN COMMAND $41>
   DE/54CC: 75                   Object faces up-left
DE/54CD: 65                   <UNKNOWN COMMAND $65>
DE/54CE: 64                   <UNKNOWN COMMAND $64>
DE/54CF: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/54D1: 10 42                Set transition flag, x3 speed
   DE/54D3: 10 81                Set sequence flag, x2 speed
   DE/54D5: 47                   <UNKNOWN COMMAND $47>
   DE/54D6: 75                   Object faces up-left
   DE/54D7: 10 85                Set sequence flag, 1/2 speed
   DE/54D9: F0 1D                Frame Duration: 29
DE/54DB: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/54DD: F0 13                Frame Duration: 19
   DE/54DF: 77                   Object faces up-right
DE/54E0: 19 87                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/54E2: F0 07                Frame Duration: 7
   DE/54E4: 10 44                Set transition flag, x8 speed
   DE/54E6: 63 02                Shift object down-left 2 pixels
   DE/54E8: 77                   Object faces up-right
DE/54E9: FD 32                <UNKNOWN COMMAND $FD 32>
DE/54EB: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/54ED: 71                   Object faces down-right
DE/54EE: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/54F0: 10 81                Set sequence flag, x2 speed
   DE/54F2: 57 04                Shift object up-right 64 pixels
   DE/54F4: 55 01                Shift object up-left 16 pixels
   DE/54F6: 10 85                Set sequence flag, 1/2 speed
   DE/54F8: 73                   Object faces down-left
DE/54F9: 60 F2 82 D5          Run Dialogue $02F2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Ready?
 Let's play from where I left off!<I>

DE/54FD: F0 1D                Duration: 29 frames
DE/54FF: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/5501: 7E 40 00             Object jumps #$0040 units
   DE/5504: F0 00                Frame Duration: 0
   DE/5506: FD 3D 15 04 55       <UNKNOWN COMMAND $DE: pointer to address 
DE/550B: 60 F7 A2 D5          Run Dialogue $02F7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 All set?<I><END>


DE/550F: F0 1D                Duration: 29 frames
DE/5511: 00 1A                Set Object: MARIO ---> Begin action queue for object (Length: 0x1A bytes)
   DE/5513: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/5516: F0 1D                Frame Duration: 29
   DE/5518: 9C 1A                Play sound effect #$1A
   DE/551A: 7E 40 00             Object jumps #$0040 units
   DE/551D: F0 00                Frame Duration: 0
   DE/551F: 3D 1D 55             <UNKNOWN COMMAND $3D: pointer to address $DE/551D>
   DE/5522: 9C 1A                Play sound effect #$1A
   DE/5524: 7E 40 00             Object jumps #$0040 units
   DE/5527: F0 00                Frame Duration: 0
   DE/5529: 3D 27 55             <UNKNOWN COMMAND $3D: pointer to address $DE/5527>
   DE/552C: 09                   Reset all object properties to default
DE/552D: 19 97                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/552F: 77                   Object faces up-right
   DE/5530: F0 1D                Frame Duration: 29
   DE/5532: 7E 40 00             Object jumps #$0040 units
   DE/5535: F0 00                Frame Duration: 0
   DE/5537: FD 3D 19 35 55       <UNKNOWN COMMAND $DE: pointer to address 
   DE/553C: 7E 40 00             Object jumps #$0040 units
   DE/553F: F0 00                Frame Duration: 0
   DE/5541: FD 3D 19 3F 55       <UNKNOWN COMMAND $DE: pointer to address 
DE/5546: F0 13                Duration: 19 frames
DE/5548: D4 01                Start code block, repeat 1 times
DE/554A: A0 19                Set event flag memory address 00:7043 Bit 1
DE/554C: 15 F3 63 00          Set Object: NPC #1 ---> Command: Set object to movement: $0063
DE/5550: D7                   End of code block
DE/5551: 15 8A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/5553: 55 02                Shift object up-left 32 pixels
   DE/5555: 73                   Object faces down-left
   DE/5556: 06                   Set "moon-walk" Bits
   DE/5557: 10 44                Set transition flag, x8 speed
   DE/5559: 65 02                Shift object up-left 2 pixels
   DE/555B: 67 02                Shift object up-right 2 pixels
DE/555D: 60 F3 A2 D5          Run Dialogue $02F3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Ooh, scary!
 But just watch ME!<I><END>


DE/5561: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/5563: 10 43                Set transition flag, x4 speed
   DE/5565: 51 02                Shift object down-right 32 pixels
DE/5567: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/5569: 10 43                Set transition flag, x4 speed
   DE/556B: 06                   Set "moon-walk" Bits
   DE/556C: 51 02                Shift object down-right 32 pixels
DE/556E: 60 F8 A2 D5          Run Dialogue $02F8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Better watch out, Bowser,
 cause Geno's gonna blow you away!
 TAKE THIS!<I><END>


DE/5572: 15 F2 63 00          Set Object: NPC #1 ---> Command: Set object to movement: $0063
DE/5576: 17 F3 63 00          Set Object: NPC #3 ---> Command: Set object to movement: $0063
DE/557A: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/557C: 53 03                Shift object down-left 48 pixels
DE/557E: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/5580: 53 03                Shift object down-left 48 pixels
DE/5582: 9C 31                Play sound effect #$31
DE/5584: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DE/5586: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/5589: 10 43                Set transition flag, x4 speed
   DE/558B: 43                   <UNKNOWN COMMAND $43>
   DE/558C: 7E 40 00             Object jumps #$0040 units
   DE/558F: 10 40                Set transition flag, x1 speed
   DE/5591: 47                   <UNKNOWN COMMAND $47>
DE/5592: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/5594: 06                   Set "moon-walk" Bits
   DE/5595: 10 43                Set transition flag, x4 speed
   DE/5597: 43                   <UNKNOWN COMMAND $43>
   DE/5598: 7E 40 00             Object jumps #$0040 units
   DE/559B: 10 40                Set transition flag, x1 speed
   DE/559D: 47                   <UNKNOWN COMMAND $47>
DE/559E: 0C 94                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/55A0: F0 03                Frame Duration: 3
   DE/55A2: 10 44                Set transition flag, x8 speed
   DE/55A4: 63 04                Shift object down-left 4 pixels
   DE/55A6: 67 08                Shift object up-right 8 pixels
   DE/55A8: 63 06                Shift object down-left 6 pixels
   DE/55AA: 10 43                Set transition flag, x4 speed
   DE/55AC: 67 04                Shift object up-right 4 pixels
   DE/55AE: 63 04                Shift object down-left 4 pixels
   DE/55B0: 10 41                Set transition flag, x2 speed
   DE/55B2: 67 02                Shift object up-right 2 pixels
DE/55B4: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/55B6: F0 1D                Frame Duration: 29
   DE/55B8: 09                   Reset all object properties to default
DE/55B9: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/55BD: F0 1D                Duration: 29 frames
DE/55BF: 15 F2 63 00          Set Object: NPC #1 ---> Command: Set object to movement: $0063
DE/55C3: 17 F3 63 00          Set Object: NPC #3 ---> Command: Set object to movement: $0063
DE/55C7: 60 F9 A2 D5          Run Dialogue $02F9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Your turn, Bowser!<I><END>


DE/55CB: F0 1D                Duration: 29 frames
DE/55CD: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   DE/55CF: 06                   Set "moon-walk" Bits
   DE/55D0: 10 81                Set sequence flag, x2 speed
   DE/55D2: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/55D3: 10 46                Set transition flag, 1/4 speed
   DE/55D5: 43                   <UNKNOWN COMMAND $43>
   DE/55D6: 10 83                Set sequence flag, x4 speed
   DE/55D8: 10 43                Set transition flag, x4 speed
   DE/55DA: F0 1D                Frame Duration: 29
   DE/55DC: 10 81                Set sequence flag, x2 speed
   DE/55DE: 47                   <UNKNOWN COMMAND $47>
   DE/55DF: 9C 31                Play sound effect #$31
   DE/55E1: 67 04                Shift object up-right 4 pixels
   DE/55E3: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/55E4: 07                   Clear "moon-walk" Bits
DE/55E5: 19 88                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/55E7: 10 46                Set transition flag, 1/4 speed
   DE/55E9: 43                   <UNKNOWN COMMAND $43>
   DE/55EA: 10 43                Set transition flag, x4 speed
   DE/55EC: F0 1D                Frame Duration: 29
   DE/55EE: 47                   <UNKNOWN COMMAND $47>
DE/55EF: 15 0B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/55F1: 10 43                Set transition flag, x4 speed
   DE/55F3: 06                   Set "moon-walk" Bits
   DE/55F4: 57 03                Shift object up-right 48 pixels
   DE/55F6: 7E 40 00             Object jumps #$0040 units
   DE/55F9: 10 40                Set transition flag, x1 speed
   DE/55FB: 43                   <UNKNOWN COMMAND $43>
DE/55FC: 17 0B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/55FE: 10 43                Set transition flag, x4 speed
   DE/5600: 06                   Set "moon-walk" Bits
   DE/5601: 57 03                Shift object up-right 48 pixels
   DE/5603: 7E 40 00             Object jumps #$0040 units
   DE/5606: 10 40                Set transition flag, x1 speed
   DE/5608: 43                   <UNKNOWN COMMAND $43>
DE/5609: 0C 94                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/560B: F0 0B                Frame Duration: 11
   DE/560D: 10 44                Set transition flag, x8 speed
   DE/560F: 67 04                Shift object up-right 4 pixels
   DE/5611: 63 08                Shift object down-left 8 pixels
   DE/5613: 67 06                Shift object up-right 6 pixels
   DE/5615: 10 43                Set transition flag, x4 speed
   DE/5617: 63 04                Shift object down-left 4 pixels
   DE/5619: 67 04                Shift object up-right 4 pixels
   DE/561B: 10 41                Set transition flag, x2 speed
   DE/561D: 63 02                Shift object down-left 2 pixels
DE/561F: F0 3B                Duration: 59 frames
DE/5621: 15 0B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/5623: 07                   Clear "moon-walk" Bits
   DE/5624: 10 43                Set transition flag, x4 speed
   DE/5626: 62 0A                Shift object down 10 pixels
   DE/5628: 75                   Object faces up-left
   DE/5629: F0 01                Frame Duration: 1
   DE/562B: 64 10                Shift object left 16 pixels
   DE/562D: 77                   Object faces up-right
DE/562E: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/5630: 07                   Clear "moon-walk" Bits
   DE/5631: F0 02                Frame Duration: 2
   DE/5633: 75                   Object faces up-left
   DE/5634: F0 04                Frame Duration: 4
   DE/5636: 77                   Object faces up-right
DE/5637: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5639: 60 FA A2 D5          Run Dialogue $02FA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Owwww...Oh no, if he keeps
 this up, I'm finished!
 All right, you asked for it!<I><END>


DE/563D: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/563F: 60 10                Shift object right 16 pixels
   DE/5641: 75                   Object faces up-left
   DE/5642: F0 01                Frame Duration: 1
   DE/5644: 66 0A                Shift object up 10 pixels
   DE/5646: 73                   Object faces down-left
DE/5647: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/5649: F0 03                Frame Duration: 3
   DE/564B: 75                   Object faces up-left
   DE/564C: F0 02                Frame Duration: 2
   DE/564E: 73                   Object faces down-left
   DE/564F: F0 13                Frame Duration: 19
   DE/5651: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DE/5654: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5656: 60 FB A2 D5          Run Dialogue $02FB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The super duper...<I>
 Custom, patented, one and only...
 SHOOTING STAR SHOT!!<I><END>


DE/565A: 18 89                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/565C: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/565D: 92 05 0F 00          Place object at on-screen coords: (176,120) Z=0
   DE/5661: 10 44                Set transition flag, x8 speed
   DE/5663: 63 08                Shift object down-left 8 pixels
DE/5665: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/5667: F0 1D                Frame Duration: 29
   DE/5669: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DE/566C: 18 BE                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x3E bytes) (Wait until complete)
   DE/566E: F0 1E                Frame Duration: 30
   DE/5670: 00                   Set Bit 7 of current object (enable object visibility)
   DE/5671: 10 46                Set transition flag, 1/4 speed
   DE/5673: 63 01                Shift object down-left 1 pixels
   DE/5675: 9C 4B                Play sound effect #$4B
   DE/5677: 63 01                Shift object down-left 1 pixels
   DE/5679: 10 45                Set transition flag, 1/2 speed
   DE/567B: 63 04                Shift object down-left 4 pixels
   DE/567D: 10 40                Set transition flag, x1 speed
   DE/567F: 63 04                Shift object down-left 4 pixels
   DE/5681: 94 00 00 01          Place object: right=0px down=0px up=1px
   DE/5685: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/5688: 10 41                Set transition flag, x2 speed
   DE/568A: 63 08                Shift object down-left 8 pixels
   DE/568C: 94 00 00 02          Place object: right=0px down=0px up=2px
   DE/5690: 10 43                Set transition flag, x4 speed
   DE/5692: 63 04                Shift object down-left 4 pixels
   DE/5694: 94 00 00 02          Place object: right=0px down=0px up=2px
   DE/5698: 10 43                Set transition flag, x4 speed
   DE/569A: 63 08                Shift object down-left 8 pixels
   DE/569C: 94 00 00 03          Place object: right=0px down=0px up=3px
   DE/56A0: 10 44                Set transition flag, x8 speed
   DE/56A2: 63 08                Shift object down-left 8 pixels
   DE/56A4: 94 00 00 04          Place object: right=0px down=0px up=4px
   DE/56A8: 10 44                Set transition flag, x8 speed
   DE/56AA: 63 0A                Shift object down-left 10 pixels
DE/56AC: 00 10                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes)
   DE/56AE: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/56B0: 08 4B 95             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   DE/56B3: 10 44                Set transition flag, x8 speed
   DE/56B5: 20 04                <UNKNOWN COMMAND $20>
   DE/56B7: 25 00 04 80 00       <UNKNOWN COMMAND $25>
   DE/56BC: 43                   <UNKNOWN COMMAND $43>
   DE/56BD: 21                   <UNKNOWN COMMAND $21>
DE/56BE: 18 0E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/56C0: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/56C2: 10 44                Set transition flag, x8 speed
   DE/56C4: 20 04                <UNKNOWN COMMAND $20>
   DE/56C6: 25 00 04 80 00       <UNKNOWN COMMAND $25>
   DE/56CB: 43                   <UNKNOWN COMMAND $43>
   DE/56CC: 21                   <UNKNOWN COMMAND $21>
   DE/56CD: 01                   Clear Bit 7 of current object (disable object visibility)
DE/56CE: 0C 94                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/56D0: 10 44                Set transition flag, x8 speed
   DE/56D2: 65 08                Shift object up-left 8 pixels
   DE/56D4: 41                   <UNKNOWN COMMAND $41>
   DE/56D5: 65 0C                Shift object up-left 12 pixels
   DE/56D7: D4 01                Start code block, repeat 1 times
   DE/56D9: 10 43                Set transition flag, x4 speed
   DE/56DB: 61 08                Shift object down-right 8 pixels
   DE/56DD: 65 06                Shift object up-left 6 pixels
   DE/56DF: 61 04                Shift object down-right 4 pixels
   DE/56E1: 65 04                Shift object up-left 4 pixels
   DE/56E3: D7                   End of code block
DE/56E4: FD 32                <UNKNOWN COMMAND $FD 32>
DE/56E6: 60 FC A2 D5          Run Dialogue $02FC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Oops...
 I...uh...I think I...missed.<I><END>


DE/56EA: 00 66                Set Object: MARIO ---> Begin action queue for object (Length: 0x66 bytes)
   DE/56EC: 10 45                Set transition flag, 1/2 speed
   DE/56EE: 4B                   <UNKNOWN COMMAND $4B>
   DE/56EF: F0 1D                Frame Duration: 29
   DE/56F1: 77                   Object faces up-right
   DE/56F2: 09                   Reset all object properties to default
   DE/56F3: F0 07                Frame Duration: 7
   DE/56F5: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   DE/56F8: F0 09                Frame Duration: 9
   DE/56FA: 08 4A 16             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/56FD: F0 0D                Frame Duration: 13
   DE/56FF: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   DE/5702: F0 09                Frame Duration: 9
   DE/5704: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/5707: F0 09                Frame Duration: 9
   DE/5709: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/570C: F0 09                Frame Duration: 9
   DE/570E: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   DE/5711: F0 0D                Frame Duration: 13
   DE/5713: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/5716: F0 09                Frame Duration: 9
   DE/5718: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/571B: F0 09                Frame Duration: 9
   DE/571D: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   DE/5720: F0 09                Frame Duration: 9
   DE/5722: 08 4A 16             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/5725: F0 09                Frame Duration: 9
   DE/5727: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   DE/572A: F0 09                Frame Duration: 9
   DE/572C: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/572F: F0 09                Frame Duration: 9
   DE/5731: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/5734: F0 09                Frame Duration: 9
   DE/5736: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   DE/5739: F0 0D                Frame Duration: 13
   DE/573B: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/573E: F0 09                Frame Duration: 9
   DE/5740: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/5743: F0 07                Frame Duration: 7
   DE/5745: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   DE/5748: F0 05                Frame Duration: 5
   DE/574A: 08 4A 16             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/574D: F0 03                Frame Duration: 3
   DE/574F: 08 4A 19             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: no
DE/5752: 14 12                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x12 bytes)
   DE/5754: 73                   Object faces down-left
   DE/5755: F0 13                Frame Duration: 19
   DE/5757: 7E 40 00             Object jumps #$0040 units
   DE/575A: F0 00                Frame Duration: 0
   DE/575C: FD 3D 14 5A 57       <UNKNOWN COMMAND $DE: pointer to address 
   DE/5761: 10 41                Set transition flag, x2 speed
   DE/5763: 53 03                Shift object down-left 48 pixels
   DE/5765: 41                   <UNKNOWN COMMAND $41>
DE/5766: 1A 14                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x14 bytes)
   DE/5768: F0 27                Frame Duration: 39
   DE/576A: 07                   Clear "moon-walk" Bits
   DE/576B: 71                   Object faces down-right
   DE/576C: 20 04                <UNKNOWN COMMAND $20>
   DE/576E: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DE/5773: 10 43                Set transition flag, x4 speed
   DE/5775: 55 02                Shift object up-left 32 pixels
   DE/5777: 65 06                Shift object up-left 6 pixels
   DE/5779: 21                   <UNKNOWN COMMAND $21>
   DE/577A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DE/577C: F0 13                Duration: 19 frames
DE/577E: 60 FD 02 60          Run Dialogue $02FD
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh dear, oh my!
 Mario, are you all right?<I><END>


DE/5782: F0 63                Duration: 99 frames
DE/5784: FD A4                Slow down music
DE/5786: 84                   <UNKNOWN COMMAND $84>
DE/5787: F7                   <UNKNOWN COMMAND: check object maps?>
DE/5788: C4 84                <UNKNOWN COMMAND $C4>
DE/578A: 07 C4                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x44 bytes) (Wait until complete)
   DE/578C: F0 12                Frame Duration: 18
   DE/578E: F0 12                Frame Duration: 18
   DE/5790: 84 F7 C4             Place object: right=247px down=196px
   DE/5793: 84 07 C4             Place object: right=7px down=196px
   DE/5796: F0 18                Frame Duration: 24
   DE/5798: 76                   Object faces up
   DE/5799: 78                   Object faces down
   DE/579A: 84 F7 47             Place object: right=247px down=71px
   DE/579D: 7F 95 02             Object jumps (with sound effect) #$0295 units
   DE/57A0: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/57A1: D0 01 02             Set object to movement $0201
   DE/57A4: D3 C0 57             Jump to address $DE/57C0
   DE/57A7: DE 28 F2 57          If event flag memory address 00:7085 Bit 0 clear, jump to address $DE/57F2
   DE/57AB: C7 80                <UNKNOWN COMMAND $C7>
   DE/57AD: C2 08 03 00          Compare value at 00:7010 to #$0003
   DE/57B1: ED                   <UNKNOWN COMMAND $ED>
   DE/57B2: B7 57 D0 05          Store a random number from 0 to #$05D0 to 00:70AE
   DE/57B6: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/57B7: 95 01                Transfer object to coords of TOADSTOOL
   DE/57B9: 60 71                Shift object right 113 pixels
   DE/57BB: 60 00                Shift object right 0 pixels
   DE/57BD: 40                   <UNKNOWN COMMAND $40>
   DE/57BE: 20 FE                <UNKNOWN COMMAND $20>
   DE/57C0: 19                   <UNKNOWN COMMAND $19>
   DE/57C1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/57C2: 92 07 15 00          Place object at on-screen coords: (240,168) Z=0
   DE/57C6: 1B                   <UNKNOWN COMMAND $1B>
   DE/57C7: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/57C8: 92 07 14 00          Place object at on-screen coords: (224,160) Z=0
   DE/57CC: 1A                   <UNKNOWN COMMAND $1A>
   DE/57CD: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/57CE: 92 08 13 00          Place object at on-screen coords: (272,152) Z=0
DE/57D2: 73 DE                Lighten screen from black before following commands; Duration: 222 frames
DE/57D4: 28 E7                Set Object: NPC #20 ---> Begin action queue for object (Length: 0x67 bytes) (Wait until complete)
   DE/57D6: 57 15                Shift object up-right 336 pixels
   DE/57D8: 07                   Clear "moon-walk" Bits
   DE/57D9: 92 05 10 00          Place object at on-screen coords: (160,128) Z=0
   DE/57DD: 71                   Object faces down-right
   DE/57DE: 0B 04                Set Bits $4 of current object address 0A,x
   DE/57E0: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   DE/57E2: 80 00 D2             Move object to on-screen coords: (0,656)
   DE/57E5: EF                   <UNKNOWN COMMAND $EF>
   DE/57E6: 57 15                Shift object up-right 336 pixels
   DE/57E8: 06                   Set "moon-walk" Bits
   DE/57E9: 92 01 15 00          Place object at on-screen coords: (48,168) Z=0
   DE/57ED: 77                   Object faces up-right
   DE/57EE: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/57EF: FD 32 FE 71 D0 03 02 F0 <UNKNOWN COMMAND $32>
   DE/57F7: 3B 68 63 00 04 11    <UNKNOWN COMMAND $3B>
   DE/57FD: 40                   <UNKNOWN COMMAND $40>
   DE/57FE: 94 17 F8 17          Place object: right=23px down=248px up=23px
   DE/5802: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/5803: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/5804: 15 08                Clear Bits $7 of current object address 0C,x and set Bit(s) $8
   DE/5806: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/5807: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DE/580A: 92 08 12 00          Place object at on-screen coords: (256,144) Z=0
   DE/580E: 16                   <UNKNOWN COMMAND $16>
   DE/580F: 09                   Reset all object properties to default
   DE/5810: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/5811: 92 08 09 00          Place object at on-screen coords: (272,72) Z=0
   DE/5815: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/5818: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/5819: 19                   <UNKNOWN COMMAND $19>
   DE/581A: 83 FD 0F             Place object: right=4016px down=120px
   DE/581D: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/581E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/581F: 85                   Max sequence speed?
   DE/5820: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/5821: 92 07 11 00          Place object at on-screen coords: (240,136) Z=0
   DE/5825: D0 C0 0E             Set object to movement $0EC0
   DE/5828: DA 28 F7 0E          If event flag memory address 00:7085 Bit 0 set, jump to address $DE/0EF7
   DE/582C: A1 33                Set event flag memory address 00:7066 Bit 3
   DE/582E: A1 73                Set event flag memory address 00:706E Bit 3
   DE/5830: A1 07                Set event flag memory address 00:7060 Bit 7
   DE/5832: FD 42                <UNKNOWN COMMAND $42>
   DE/5834: A2 28                Set event flag memory address 00:7085 Bit 0
   DE/5836: A0 26                Set event flag memory address 00:7044 Bit 6
   DE/5838: 15 02                Clear Bits $7 of current object address 0C,x and set Bit(s) $2
   DE/583A: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
   DE/583C: 14 82                Isolate top Bits of current object address 0E,x and set Bit(s) $130

EVENT [201] ------------------------------------------------------------>

EVENT [202] ------------------------------------------------------------>

EVENT [203] ------------------------------------------------------------>
DE/583E: 12 02                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes)
   DE/5840: 00                   Set Bit 7 of current object (enable object visibility)
   DE/5841: 06                   Set "moon-walk" Bits
DE/5842: 10 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/5844: 41                   <UNKNOWN COMMAND $41>
DE/5845: 74                   Simultaneously darken screen from normal with following commands
DE/5846: 10 80                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
DE/5848: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/584A: 60 01 A3 C0          Run Dialogue $0301 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Mom! You'll never believe
 what I just saw...<I><END>


DE/584E: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5850: 34 EF                Change directional maneuverability: left right down up 
DE/5852: F0 09                Duration: 9 frames
DE/5854: 15 F3 70 02          Set Object: NPC #1 ---> Command: Set object to movement: $0270
DE/5858: 14 F3 71 02          Set Object: NPC #0 ---> Command: Set object to movement: $0271
DE/585C: F0 1D                Duration: 29 frames
DE/585E: 60 02 A3 D5          Run Dialogue $0302 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: It was amazing, mom!
 <I>I just saw Geno walk
 into the forest! Neat, huh?<I><END>


DE/5862: F0 1D                Duration: 29 frames
DE/5864: 14 F3 72 02          Set Object: NPC #0 ---> Command: Set object to movement: $0272
DE/5868: 60 03 A3 D4          Run Dialogue $0303 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Yes, dear. That's nice, dear...
 And isn't Geno the one who broke
 my lamp the other day?<I><END>


DE/586C: F0 1D                Duration: 29 frames
DE/586E: 15 F3 71 02          Set Object: NPC #1 ---> Command: Set object to movement: $0271
DE/5872: 60 04 A3 D5          Run Dialogue $0304 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Awww, ma, that was just,
 well, you know...
 Now THIS WAS REAL!<I><END>


DE/5876: 15 F3 73 02          Set Object: NPC #1 ---> Command: Set object to movement: $0273
DE/587A: 15 F2 63 00          Set Object: NPC #1 ---> Command: Set object to movement: $0063
DE/587E: 60 05 A3 D5          Run Dialogue $0305 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I SWEAR, Mom, REALLY!
 It's true! I SAW HIM outside!<I><END>


DE/5882: A0 19                Set event flag memory address 00:7043 Bit 1
DE/5884: 14 F2 75 02          Set Object: NPC #0 ---> Command: Set object to movement: $0275
DE/5888: F0 13                Duration: 19 frames
DE/588A: 15 F2 74 02          Set Object: NPC #1 ---> Command: Set object to movement: $0274
DE/588E: 60 06 A3 D4          Run Dialogue $0306 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 All right, Gaz, let's hear it!
 What are you trying to get out of
 this time, hmmm?<I><END>


DE/5892: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5894: 14 F2 76 02          Set Object: NPC #0 ---> Command: Set object to movement: $0276
DE/5898: 15 F2 77 02          Set Object: NPC #1 ---> Command: Set object to movement: $0277
DE/589C: F0 3B                Duration: 59 frames
DE/589E: 60 07 A3 D5          Run Dialogue $0307 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Mom, I didn't DO anything.
 I really, TRULY saw Geno walking
 into the forest!<I><END>


DE/58A2: FD 40                <UNKNOWN COMMAND $FD 40>
DE/58A4: FE                   Return


EVENT [204] ------------------------------------------------------------>
DE/58A5: 34 00                Change directional maneuverability: 
DE/58A7: 65                   <UNKNOWN COMMAND $65>
DE/58A8: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/58AA: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/58AC: D8 25 BF 58          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/58BF
DE/58B0: DA 28 BF 58          If event flag memory address 00:7085 Bit 0 set, jump to address $DE/58BF
DE/58B4: 60 0D A3 D0          Run Dialogue $030D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Oh NO!<I><END>


DE/58B8: 34 EF                Change directional maneuverability: left right down up 
DE/58BA: 14 FB                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FB>
DE/58BC: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
DE/58BE: FE                   Return

DE/58BF: D8 1F B4 58          If event flag memory address 00:7043 Bit 7 set, jump to address $DE/58B4
DE/58C3: E8 CD 58             If random number between 0 and 255 > 128, jump to address $DE/58CD
DE/58C6: 60 0B A3 D0          Run Dialogue $030B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: S...Sorry if I hurt you!
 But...what would Geno want
 in the forest?<I><END>


DE/58CA: D2 D1 58             Jump to address $DE/58D1
DE/58CD: 60 0C A3 D0          Run Dialogue $030C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Sorry I knocked you down
 a while ago.<I>

 Geno...doesn't know his own
 strength!<I><END>


DE/58D1: 34 EF                Change directional maneuverability: left right down up 
DE/58D3: 14 FB                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FB>
DE/58D5: D8 20 DE 58          If event flag memory address 00:7044 Bit 0 set, jump to address $DE/58DE
DE/58D9: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
DE/58DB: D2 F7 0E             Jump to address $DE/0EF7
DE/58DE: 15 F2 71 02          Set Object: NPC #1 ---> Command: Set object to movement: $0271
DE/58E2: FE                   Return


EVENT [205] ------------------------------------------------------------>
DE/58E3: 68 53 80 04 26 61    Enter area: $0053
                              MARIO will be at coords: (128,304) Z=16
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/58E9: FE                   Return


EVENT [206] ------------------------------------------------------------>
DE/58EA: 68 5F 80 08 AF A1    Enter area: $005F
                              MARIO will be at coords: (272,376) Z=16
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DE/58F0: FE                   Return


EVENT [207] ------------------------------------------------------------>
DE/58F1: 60 10 A3 D0          Run Dialogue $0310 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I wanna go someplace fun!
 Standing around here
 is soooo bo-oring!<I><END>


DE/58F5: FE                   Return


EVENT [208] ------------------------------------------------------------>
DE/58F6: DA 2A 8D 59          If event flag memory address 00:7085 Bit 2 set, jump to address $DE/598D
DE/58FA: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/58FC: C8 96                <UNKNOWN COMMAND $C8>
DE/58FE: BA 0B                Store value at 00:7016 to 00:7000
DE/5900: B5 18                Store value at 00:7000 to 00:70B8
DE/5902: BA 0C                Store value at 00:7018 to 00:7000
DE/5904: B5 19                Store value at 00:7000 to 00:70B9
DE/5906: 16 F1 88                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/5909: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/590B: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/590D: 06                   Set "moon-walk" Bits
   DE/590E: 10 45                Set transition flag, 1/2 speed
   DE/5910: 88                   Object runs away?
DE/5911: 60 14 A3 D0          Run Dialogue $0314 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Since the day a shooting star fell
 into the forest, arrows have been
 showering our town!<I><END>


DE/5915: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/5917: 07                   Clear "moon-walk" Bits
   DE/5918: 0B 40                Set Bits $40 of current object address 0A,x
   DE/591A: 78                   Object faces down
DE/591B: D8 23 8A 59          If event flag memory address 00:7044 Bit 3 set, jump to address $DE/598A
DE/591F: 16 B3                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x33 bytes) (Wait until complete)
   DE/5921: FD 24 07 00          <UNKNOWN COMMAND $24>
   DE/5925: FD B0 C0 00          Isolate Bits $00C0 of 00:700C
   DE/5929: BB 15                Store value at 00:700C to 00:702A
   DE/592B: E2                   <UNKNOWN COMMAND $E2>
   DE/592C: 00                   Set Bit 7 of current object (enable object visibility)
   DE/592D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/592E: 3F 59 E2 40          <UNKNOWN COMMAND $3F: pointer to address $DE/40E2>
   DE/5932: 00                   Set Bit 7 of current object (enable object visibility)
   DE/5933: 43                   <UNKNOWN COMMAND $43>
   DE/5934: 59                   Shift object right a lot
   DE/5935: E2                   <UNKNOWN COMMAND $E2>
   DE/5936: 80 00 51             Move object to on-screen coords: (16,648)
   DE/5939: 59                   Shift object right a lot
   DE/593A: E2                   <UNKNOWN COMMAND $E2>
   DE/593B: C0 00 43             Compare value at 00:700C to #$4300
   DE/593E: 59                   Shift object right a lot
   DE/593F: 75                   Object faces up-left
   DE/5940: D2 54 59             Jump to address $DE/5954
   DE/5943: C4 96                <UNKNOWN COMMAND $C4>
   DE/5945: BB 16                Store value at 00:700C to 00:702C
   DE/5947: C2 16 04 00          Compare value at 00:702C to #$0004
   DE/594B: EC                   <UNKNOWN COMMAND $EC>
   DE/594C: 3F 59 D2 51          <UNKNOWN COMMAND $3F: pointer to address $DE/51D2>
   DE/5950: 59                   Shift object right a lot
   DE/5951: 71                   Object faces down-right
   DE/5952: A0 18                Set event flag memory address 00:7043 Bit 0
DE/5954: 16 11                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/5956: 10 45                Set transition flag, 1/2 speed
   DE/5958: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/595A: 48                   <UNKNOWN COMMAND $48>
   DE/595B: C9 16                <UNKNOWN COMMAND $C9>
   DE/595D: E2                   <UNKNOWN COMMAND $E2>
   DE/595E: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/595F: 00                   Set Bit 7 of current object (enable object visibility)
   DE/5960: 65 59                Shift object up-left 89 pixels
   DE/5962: 08 40 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DE/5965: FD 0B                Clear Bit 3,4 of object address 08,x
DE/5967: 1B F3 7F 02          Set Object: NPC #7 ---> Command: Set object to movement: $027F
DE/596B: FD 32                <UNKNOWN COMMAND $FD 32>
DE/596D: C7 96                <UNKNOWN COMMAND $C7>
DE/596F: BA 0B                Store value at 00:7016 to 00:7000
DE/5971: B5 18                Store value at 00:7000 to 00:70B8
DE/5973: D8 18 84 59          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/5984
DE/5977: BA 0C                Store value at 00:7018 to 00:7000
DE/5979: B5 19                Store value at 00:7000 to 00:70B9
DE/597B: 16 F2 0F 00          Set Object: NPC #2 ---> Command: Set object to movement: $000F
DE/597F: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/5981: A2 2A                Set event flag memory address 00:7085 Bit 2
DE/5983: FE                   Return

DE/5984: A9 18 80             Add #$80 to 00:70B8
DE/5987: D2 77 59             Jump to address $DE/5977
DE/598A: 16 FB                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FB>
DE/598C: FE                   Return

DE/598D: DA 2E 98 59          If event flag memory address 00:7085 Bit 6 set, jump to address $DE/5998
DE/5991: A2 2E                Set event flag memory address 00:7085 Bit 6
DE/5993: 60 2D A3 D0          Run Dialogue $032D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


           I... I can't move!<I><END>


DE/5997: FE                   Return

DE/5998: DE 28 93 59          If event flag memory address 00:7085 Bit 0 clear, jump to address $DE/5993
DE/599C: B4 18                Store value at 00:70B8 to 00:7000
DE/599E: E7 80 00 A8 59       If memory address 00:7000 Bit $0080 set, jump to address $DE/59A8
DE/59A3: 60 35 A3 D0          Run Dialogue $0335 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 A...walking doll? Yeah, sure pal!
 I think you need some help.
 Now SCRAM!<I><END>


DE/59A7: FE                   Return

DE/59A8: 60 34 A3 D0          Run Dialogue $0334 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You know what's really weird?
 I just saw a doll dressed in a blue
 cape walking towards the forest.<I><END>


DE/59AC: FE                   Return


EVENT [209] ------------------------------------------------------------>
DE/59AD: 60 13 A3 D0          Run Dialogue $0313 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 See, arrows come flying out
 from the forest...and when you're
 hit, you can't move! See, look!<I>
 I can't move a muscle. Now I know
 how a scarecrow feels!<I><END>


DE/59B1: FE                   Return


EVENT [20A] ------------------------------------------------------------>
DE/59B2: C3                   <UNKNOWN COMMAND $C3>
DE/59B3: E2 54 00 BD 59       If value at 00:7000 = #$0054, jump to address $DE/59BD
DE/59B8: 60 D1 A9 D0          Run Dialogue $09D1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There's a stairway that leads
 to my house, but my son's been
 playing with the controls again!<I>

 Mario, only you could jump up
 there! Please...help me get back
 up to my house!<I><END>


DE/59BC: FE                   Return

DE/59BD: 60 0F A3 D0          Run Dialogue $030F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There's a stairway that leads
 to my house, but my son's been
 playing with the controls again!<I>

 Mario, only you could jump up
 there!  Please...help me get back
 up to my house!<I><END>


DE/59C1: FE                   Return


EVENT [20B] ------------------------------------------------------------>
DE/59C2: 60 2D A3 D0          Run Dialogue $032D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


           I... I can't move!<I><END>


DE/59C6: FE                   Return


EVENT [20C] ------------------------------------------------------------>
DE/59C7: 60 15 A3 D0          Run Dialogue $0315 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I tell you, it's scary out here, but
 someone's got to pump the water.<I><END>


DE/59CB: FE                   Return


EVENT [20D] ------------------------------------------------------------>
DE/59CC: DA 1E D8 59          If event flag memory address 00:7083 Bit 6 set, jump to address $DE/59D8
DE/59D0: 60 2A A3 D0          Run Dialogue $032A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario!
 Good to have a customer at last.
 What do you need?<I><END>


DE/59D4: 4C 01                Open Shop Menu $01
DE/59D6: 71                   Lighten screen from black before following commands
DE/59D7: FE                   Return

DE/59D8: 60 64 A3 D0          Run Dialogue $0364 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hi, Mario! Bet you're gonna be
 pretty busy from here on.
 What can I get you?<I><END>


DE/59DC: 4C 01                Open Shop Menu $01
DE/59DE: 71                   Lighten screen from black before following commands
DE/59DF: FE                   Return


EVENT [20E] ------------------------------------------------------------>
DE/59E0: 60 2B A3 D0          Run Dialogue $032B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hello Mario. It's so nice
 of you to drop by the shop.
 What can I do for you?<I><END>


DE/59E4: 4C 02                Open Shop Menu $02
DE/59E6: 71                   Lighten screen from black before following commands
DE/59E7: FE                   Return


EVENT [20F] ------------------------------------------------------------>
DE/59E8: 60 65 A3 D0          Run Dialogue $0365 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I thought I heard a big boom over
 from the mountains. Hmmmm, guess
 I'm starting to hear things...<I><END>


DE/59EC: FE                   Return


EVENT [210] ------------------------------------------------------------>
DE/59ED: 60 66 A3 D0          Run Dialogue $0366 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Things are finally back to
 normal. Thank you, Mario.<I><END>


DE/59F1: FE                   Return


EVENT [211] ------------------------------------------------------------>
DE/59F2: FD 47                <UNKNOWN COMMAND $FD 47>
DE/59F4: 64                   <UNKNOWN COMMAND $64>
DE/59F5: 95 01 7F             Fade out music to volume 127; Duration: 1 frames
DE/59F8: 17 08                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/59FA: 08 40 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DE/59FD: FD 0F 02             Object overlaps BG1
   DE/5A00: FD 0B                Clear Bit 3,4 of object address 08,x
DE/5A02: 18 15                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/5A04: FD 0F 02             Object overlaps BG1
   DE/5A07: D9 00 10 5A          If event flag memory address 00:7060 Bit 0 set, jump to address $DE/5A10
   DE/5A0B: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/5A0D: D2 19 5A             Jump to address $DE/5A19
   DE/5A10: 92 0C 2F 02          Place object at on-screen coords: (400,376) Z=32
   DE/5A14: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/5A17: FD 0B                Clear Bit 3,4 of object address 08,x
DE/5A19: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/5A1B: FD 0B                Clear Bit 3,4 of object address 08,x
   DE/5A1D: DE 29 24 5A          If event flag memory address 00:7085 Bit 1 clear, jump to address $DE/5A24
   DE/5A21: FD 0F 02             Object overlaps BG1
DE/5A24: 1A 06                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/5A26: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/5A29: FD 0F 03             Object overlaps BG1 & BG2
DE/5A2C: 1B 06                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/5A2E: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/5A31: FD 0F 03             Object overlaps BG1 & BG2
DE/5A34: 1C 06                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/5A36: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/5A39: FD 0F 03             Object overlaps BG1 & BG2
DE/5A3C: DA 29 5A 5A          If event flag memory address 00:7085 Bit 1 set, jump to address $DE/5A5A
DE/5A40: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/5A42: 10 44                Set transition flag, x8 speed
   DE/5A44: 57 02                Shift object up-right 32 pixels
DE/5A46: 14 0C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/5A48: 94 F0 08 00          Place object: right=240px down=8px up=0px
   DE/5A4C: 10 45                Set transition flag, 1/2 speed
   DE/5A4E: 10 81                Set sequence flag, x2 speed
   DE/5A50: 47                   <UNKNOWN COMMAND $47>
   DE/5A51: FD 0F 02             Object overlaps BG1
DE/5A54: 1B F2 7D 02          Set Object: NPC #7 ---> Command: Set object to movement: $027D
DE/5A58: A2 29                Set event flag memory address 00:7085 Bit 1
DE/5A5A: DD 04 71 5C          If event flag memory address 00:7060 Bit 4 clear, jump to address $DE/5C71
DE/5A5E: D9 08 71 5C          If event flag memory address 00:7061 Bit 0 set, jump to address $DE/5C71
DE/5A62: F8 53 2A 71 5C       <UNKNOWN COMMAND $F8>
DE/5A67: DA 2A 76 5A          If event flag memory address 00:7085 Bit 2 set, jump to address $DE/5A76
DE/5A6B: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/5A6D: 0B 04                Set Bits $4 of current object address 0A,x
DE/5A6F: 16 F2 15 00          Set Object: NPC #2 ---> Command: Set object to movement: $0015
DE/5A73: D2 7B 5A             Jump to address $DE/5A7B
DE/5A76: A0 19                Set event flag memory address 00:7043 Bit 1
DE/5A78: D2 80 5C             Jump to address $DE/5C80
DE/5A7B: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/5A7D: 40 12 22             Execute event id $2212 simultaneously with the following commands
DE/5A80: 40 27 62             Execute event id $6227 simultaneously with the following commands
DE/5A83: A8 09 15             Store #$15 to 00:70A9
DE/5A86: 11 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DE/5A88: 11 F1 85                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/5A8B: 92 0D 1C 08          Place object at on-screen coords: (416,224) Z=128
   DE/5A8F: 77                   Object faces up-right
DE/5A90: 70                   Simultaneously lighten screen from black with following commands
DE/5A91: 11 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   DE/5A93: 10 45                Set transition flag, 1/2 speed
   DE/5A95: 10 81                Set sequence flag, x2 speed
   DE/5A97: 47                   <UNKNOWN COMMAND $47>
   DE/5A98: 75                   Object faces up-left
DE/5A99: 7F                   <UNKNOWN COMMAND $7F>
DE/5A9A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5A9C: 60 18 A3 D1          Run Dialogue $0318 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Thanks a million, Mario!
 Say,...were my treasures OK?<I>
 >>   (They sure were)
 >>   (I wouldn't say so)<I><END>


DE/5AA0: 66 44 5B             If 2nd option chosen from dialogue prompt, jump to address $DE/5B44
DE/5AA3: F0 09                Duration: 9 frames
DE/5AA5: D1 03 0E             Execute event id $0E03
DE/5AA8: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/5AAC: F0 09                Duration: 9 frames
DE/5AAE: D9 0C C1 5A          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/5AC1
DE/5AB2: FD F0 5D 28 29 5B    <UNKNOWN COMMAND $F0: pointer to address $DE/5B29
DE/5AB8: FD F0 5D 2A 29 5B    <UNKNOWN COMMAND $F0: pointer to address $DE/5B29
DE/5ABE: D2 CD 5A             Jump to address $DE/5ACD
DE/5AC1: FD F0 5E 28 29 5B    <UNKNOWN COMMAND $F0: pointer to address $DE/5B29
DE/5AC7: FD F0 5E 2A 29 5B    <UNKNOWN COMMAND $F0: pointer to address $DE/5B29
DE/5ACD: 60 1A 83 D1          Run Dialogue $031A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh! That's great news!
 What a relief!<I><END>


DE/5AD1: 60 1F A3 D1          Run Dialogue $031F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 ...since we didn't get hit by any
 arrows, I'll tell you a secret.<I>

 Enter the forest. When you hit an
 area with 4 paths, go left, left,
 straight, right- in that order.<I>
 You'll surely find something <I>NICE.<I><END>


DE/5AD5: D8 3A F2 5A          If event flag memory address 00:7047 Bit 2 set, jump to address $DE/5AF2
DE/5AD9: A5 05                Clear event flag memory address 00:7060 Bit 5
DE/5ADB: A5 06                Clear event flag memory address 00:7060 Bit 6
DE/5ADD: A1 07                Set event flag memory address 00:7060 Bit 7
DE/5ADF: A1 08                Set event flag memory address 00:7061 Bit 0
DE/5AE1: D3 3F 5C             Jump to address $DE/5C3F
DE/5AE4: D9 0C 93 67          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/6793
DE/5AE8: F2 5D B0             <UNKNOWN COMMAND $F2>
DE/5AEB: F2 5D B2             <UNKNOWN COMMAND $F2>
DE/5AEE: F2 61 28             <UNKNOWN COMMAND $F2>
DE/5AF1: FE                   Return

DE/5AF2: 11 88                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/5AF4: 10 43                Set transition flag, x4 speed
   DE/5AF6: 5A 02                Shift object up 32 pixels
   DE/5AF8: 5B 02                Shift object down 32 pixels
   DE/5AFA: 10 45                Set transition flag, 1/2 speed
DE/5AFC: 60 26 A3 D1          Run Dialogue $0326 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 You already found 'em, huh?
 That's fantastic! Here, why don't
 you take this along with you?<I><END>


DE/5B00: 53 01                Add 1 frog coins
DE/5B02: 9C 5E                Play sound effect #$5E
DE/5B04: A0 EA                Set event flag memory address 00:705D Bit 2
DE/5B06: 60 C3 48 02          Run Dialogue $08C3
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Got a Frog Coin!<I><END>


DE/5B0A: C5 91                <UNKNOWN COMMAND $C5>
DE/5B0C: C0 1A 00             Compare value at 00:7000 to #$001A
DE/5B0F: ED 23 5B             If Bit 0 of 00:70A0,x clear, jump to address $DE/5B23
DE/5B12: D3 3F 5C             Jump to address $DE/5C3F
DE/5B15: D9 0C 93 67          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/6793
DE/5B19: F2 5D B0             <UNKNOWN COMMAND $F2>
DE/5B1C: F2 5D B2             <UNKNOWN COMMAND $F2>
DE/5B1F: F2 61 28             <UNKNOWN COMMAND $F2>
DE/5B22: FE                   Return

DE/5B23: D3 5E 5C             Jump to address $DE/5C5E
DE/5B26: D2 15 5B             Jump to address $DE/5B15
DE/5B29: 60 1A A3 D1          Run Dialogue $031A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh! That's great news!
 What a relief!<I><END>


DE/5B2D: D3 3F 5C             Jump to address $DE/5C3F
DE/5B30: A1 05                Set event flag memory address 00:7060 Bit 5
DE/5B32: A5 06                Clear event flag memory address 00:7060 Bit 6
DE/5B34: A5 07                Clear event flag memory address 00:7060 Bit 7
DE/5B36: D9 0C 93 67          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/6793
DE/5B3A: F2 5D B0             <UNKNOWN COMMAND $F2>
DE/5B3D: F2 5D B2             <UNKNOWN COMMAND $F2>
DE/5B40: F2 61 28             <UNKNOWN COMMAND $F2>
DE/5B43: FE                   Return

DE/5B44: F0 09                Duration: 9 frames
DE/5B46: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/5B4A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5B4C: F0 09                Duration: 9 frames
DE/5B4E: 60 1C A3 D1          Run Dialogue $031C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


             You're kidding!!<I><END>


DE/5B52: 11 84                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/5B54: 10 41                Set transition flag, x2 speed
   DE/5B56: 47                   <UNKNOWN COMMAND $47>
   DE/5B57: 45                   <UNKNOWN COMMAND $45>
DE/5B58: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/5B5A: 77                   Object faces up-right
DE/5B5B: D9 0C 6A 5B          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/5B6A
DE/5B5F: 6A 53 02             Modify BGL of area $0253
DE/5B62: 6B 53 84             Modify physical field of area $8453
DE/5B65: 9C 10                Play sound effect #$10
DE/5B67: D2 72 5B             Jump to address $DE/5B72
DE/5B6A: 6A 54 02             Modify BGL of area $0254
DE/5B6D: 6B 54 84             Modify physical field of area $8454
DE/5B70: 9C 10                Play sound effect #$10
DE/5B72: 11 84                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/5B74: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/5B76: 45                   <UNKNOWN COMMAND $45>
   DE/5B77: 01                   Clear Bit 7 of current object (disable object visibility)
DE/5B78: F0 3B                Duration: 59 frames
DE/5B7A: 11 86                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/5B7C: 71                   Object faces down-right
   DE/5B7D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/5B7E: 41                   <UNKNOWN COMMAND $41>
   DE/5B7F: 73                   Object faces down-left
   DE/5B80: F0 09                Frame Duration: 9
DE/5B82: D9 0C 95 5B          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/5B95
DE/5B86: FD F0 5D 2A E0 5B    <UNKNOWN COMMAND $F0: pointer to address $DE/5BE0
DE/5B8C: FD F0 5D 28 E0 5B    <UNKNOWN COMMAND $F0: pointer to address $DE/5BE0
DE/5B92: D2 A1 5B             Jump to address $DE/5BA1
DE/5B95: FD F0 5E 2A E0 5B    <UNKNOWN COMMAND $F0: pointer to address $DE/5BE0
DE/5B9B: FD F0 5E 28 E0 5B    <UNKNOWN COMMAND $F0: pointer to address $DE/5BE0
DE/5BA1: F0 09                Duration: 9 frames
DE/5BA3: 60 1D A3 D1          Run Dialogue $031D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


            They're just fine.<I><END>


DE/5BA7: F0 09                Duration: 9 frames
DE/5BA9: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/5BAB: 71                   Object faces down-right
   DE/5BAC: F0 01                Frame Duration: 1
   DE/5BAE: 73                   Object faces down-left
   DE/5BAF: F0 01                Frame Duration: 1
   DE/5BB1: 08 4A 1A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   DE/5BB4: F0 27                Frame Duration: 39
   DE/5BB6: 09                   Reset all object properties to default
   DE/5BB7: F0 01                Frame Duration: 1
   DE/5BB9: 71                   Object faces down-right
   DE/5BBA: F0 01                Frame Duration: 1
   DE/5BBC: 77                   Object faces up-right
DE/5BBD: F0 09                Duration: 9 frames
DE/5BBF: 60 1E A3 D1          Run Dialogue $031E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Oh, well...<pause 13 frames>
 ...since we didn't get hit by any
 arrows, I'll tell you a secret.<I>

 Enter the forest. When you hit an
 area with 4 paths, go left, left,
 straight, right- in that order.<I>
 You'll surely find something <I>NICE.<I><END>


DE/5BC3: D8 3A F2 5A          If event flag memory address 00:7047 Bit 2 set, jump to address $DE/5AF2
DE/5BC7: D3 5E 5C             Jump to address $DE/5C5E
DE/5BCA: A1 06                Set event flag memory address 00:7060 Bit 6
DE/5BCC: A5 05                Clear event flag memory address 00:7060 Bit 5
DE/5BCE: A5 07                Clear event flag memory address 00:7060 Bit 7
DE/5BD0: A1 08                Set event flag memory address 00:7061 Bit 0
DE/5BD2: D9 0C 93 67          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/6793
DE/5BD6: F2 5D B0             <UNKNOWN COMMAND $F2>
DE/5BD9: F2 5D B2             <UNKNOWN COMMAND $F2>
DE/5BDC: F2 61 28             <UNKNOWN COMMAND $F2>
DE/5BDF: FE                   Return

DE/5BE0: F0 09                Duration: 9 frames
DE/5BE2: 60 1B 83 D1          Run Dialogue $031B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 WHAT?! THEY'RE GONE?!
 MARIO, you're the only one who
 can reach THEM!<I>
 >>   (Sorry, I got carried away)
 >>   (I don't know anything)<I><END>


DE/5BE6: 66 16 5C             If 2nd option chosen from dialogue prompt, jump to address $DE/5C16
DE/5BE9: F0 09                Duration: 9 frames
DE/5BEB: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/5BED: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/5BF0: F0 3B                Frame Duration: 59
   DE/5BF2: 09                   Reset all object properties to default
DE/5BF3: F0 09                Duration: 9 frames
DE/5BF5: 60 1E A3 D1          Run Dialogue $031E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Oh, well...<pause 13 frames>
 ...since we didn't get hit by any
 arrows, I'll tell you a secret.<I>

 Enter the forest. When you hit an
 area with 4 paths, go left, left,
 straight, right- in that order.<I>
 You'll surely find something <I>NICE.<I><END>


DE/5BF9: D8 3A F2 5A          If event flag memory address 00:7047 Bit 2 set, jump to address $DE/5AF2
DE/5BFD: D3 5E 5C             Jump to address $DE/5C5E
DE/5C00: A1 06                Set event flag memory address 00:7060 Bit 6
DE/5C02: A5 05                Clear event flag memory address 00:7060 Bit 5
DE/5C04: A5 07                Clear event flag memory address 00:7060 Bit 7
DE/5C06: A1 08                Set event flag memory address 00:7061 Bit 0
DE/5C08: D9 0C 93 67          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/6793
DE/5C0C: F2 5D B0             <UNKNOWN COMMAND $F2>
DE/5C0F: F2 5D B2             <UNKNOWN COMMAND $F2>
DE/5C12: F2 61 28             <UNKNOWN COMMAND $F2>
DE/5C15: FE                   Return

DE/5C16: F0 09                Duration: 9 frames
DE/5C18: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/5C1C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5C1E: F0 09                Duration: 9 frames
DE/5C20: 60 24 A3 D1          Run Dialogue $0324 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




     All right, I'll take your word.<I><END>


DE/5C24: 11 82                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/5C26: 10 45                Set transition flag, 1/2 speed
DE/5C28: D3 5E 5C             Jump to address $DE/5C5E
DE/5C2B: A1 05                Set event flag memory address 00:7060 Bit 5
DE/5C2D: A5 06                Clear event flag memory address 00:7060 Bit 6
DE/5C2F: A5 07                Clear event flag memory address 00:7060 Bit 7
DE/5C31: D9 0C 93 67          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/6793
DE/5C35: F2 5D B0             <UNKNOWN COMMAND $F2>
DE/5C38: F2 5D B2             <UNKNOWN COMMAND $F2>
DE/5C3B: F2 61 28             <UNKNOWN COMMAND $F2>
DE/5C3E: FE                   Return

DE/5C3F: 11 84                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/5C41: 47                   <UNKNOWN COMMAND $47>
   DE/5C42: 45                   <UNKNOWN COMMAND $45>
   DE/5C43: F0 1D                Frame Duration: 29
DE/5C45: D9 0C 54 5C          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/5C54
DE/5C49: 6A 53 02             Modify BGL of area $0253
DE/5C4C: 6B 53 84             Modify physical field of area $8453
DE/5C4F: 9C 10                Play sound effect #$10
DE/5C51: D2 5C 5C             Jump to address $DE/5C5C
DE/5C54: 6A 54 02             Modify BGL of area $0254
DE/5C57: 6B 54 84             Modify physical field of area $8454
DE/5C5A: 9C 10                Play sound effect #$10
DE/5C5C: F0 13                Duration: 19 frames
DE/5C5E: 11 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/5C60: 45                   <UNKNOWN COMMAND $45>
DE/5C61: D9 0C 6B 5C          If event flag memory address 00:7061 Bit 4 set, jump to address $DE/5C6B
DE/5C65: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/5C67: F2 53 2A             <UNKNOWN COMMAND $F2>
DE/5C6A: FE                   Return

DE/5C6B: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DE/5C6D: F2 54 3C             <UNKNOWN COMMAND $F2>
DE/5C70: FE                   Return

DE/5C71: DA 2A 80 5C          If event flag memory address 00:7085 Bit 2 set, jump to address $DE/5C80
DE/5C75: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/5C77: 0B 04                Set Bits $4 of current object address 0A,x
DE/5C79: 16 F2 15 00          Set Object: NPC #2 ---> Command: Set object to movement: $0015
DE/5C7D: D2 BC 5C             Jump to address $DE/5CBC
DE/5C80: B4 18                Store value at 00:70B8 to 00:7000
DE/5C82: E7 80 00 B1 5C       If memory address 00:7000 Bit $0080 set, jump to address $DE/5CB1
DE/5C87: BB 0B                Store value at 00:7000 to 00:7016
DE/5C89: B4 19                Store value at 00:70B9 to 00:7000
DE/5C8B: BB 0C                Store value at 00:7000 to 00:7018
DE/5C8D: B0 0D 02 00          Store #$0002 to 00:701A
DE/5C91: 16 97                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/5C93: FD 0B                Clear Bit 3,4 of object address 08,x
   DE/5C95: 9A                   <UNKNOWN COMMAND $9A>
   DE/5C96: D8 1A A2 5C          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/5CA2
   DE/5C9A: 75                   Object faces up-left
   DE/5C9B: 94 F0 F8 00          Place object: right=240px down=248px up=0px
   DE/5C9F: D2 A9 5C             Jump to address $DE/5CA9
   DE/5CA2: 08 40 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DE/5CA5: 94 10 08 00          Place object: right=16px down=8px up=0px
   DE/5CA9: 06                   Set "moon-walk" Bits
DE/5CAA: D8 19 7B 5A          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/5A7B
DE/5CAE: D2 BC 5C             Jump to address $DE/5CBC
DE/5CB1: B4 18                Store value at 00:70B8 to 00:7000
DE/5CB3: FD B0 7F 00          Isolate Bits $007F of 00:7000
DE/5CB7: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/5CB9: D2 87 5C             Jump to address $DE/5C87
DE/5CBC: D9 08 04 5D          If event flag memory address 00:7061 Bit 0 set, jump to address $DE/5D04
DE/5CC0: F8 53 2A C9 5C       <UNKNOWN COMMAND $F8>
DE/5CC5: 15 F2 62 00          Set Object: NPC #1 ---> Command: Set object to movement: $0062
DE/5CC9: 71                   Lighten screen from black before following commands
DE/5CCA: D9 04 F7 5C          If event flag memory address 00:7060 Bit 4 set, jump to address $DE/5CF7
DE/5CCE: F8 53 AA F7 5C       <UNKNOWN COMMAND $F8>
DE/5CD3: A1 04                Set event flag memory address 00:7060 Bit 4
DE/5CD5: 0C 14                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x14 bytes)
   DE/5CD7: 10 44                Set transition flag, x8 speed
   DE/5CD9: 62 04                Shift object down 4 pixels
   DE/5CDB: 66 08                Shift object up 8 pixels
   DE/5CDD: 62 08                Shift object down 8 pixels
   DE/5CDF: 66 06                Shift object up 6 pixels
   DE/5CE1: 10 43                Set transition flag, x4 speed
   DE/5CE3: 62 04                Shift object down 4 pixels
   DE/5CE5: 66 04                Shift object up 4 pixels
   DE/5CE7: 62 03                Shift object down 3 pixels
   DE/5CE9: 66 01                Shift object up 1 pixels
DE/5CEB: F0 07                Duration: 7 frames
DE/5CED: 6A 53 80             Modify BGL of area $8053
DE/5CF0: 6B 53 80             Modify physical field of area $8053
DE/5CF3: 9C 15                Play sound effect #$15
DE/5CF5: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5CF7: 40 12 22             Execute event id $2212 simultaneously with the following commands
DE/5CFA: 40 27 62             Execute event id $6227 simultaneously with the following commands
DE/5CFD: DA 29 F7 0E          If event flag memory address 00:7085 Bit 1 set, jump to address $DE/0EF7
DE/5D01: F0 09                Duration: 9 frames
DE/5D03: FE                   Return

DE/5D04: D2 C9 5C             Jump to address $DE/5CC9

EVENT [212] ------------------------------------------------------------>
DE/5D07: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/5D09: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/5D0B: A4 22                Clear event flag memory address 00:7044 Bit 2
DE/5D0D: A4 21                Clear event flag memory address 00:7044 Bit 1
DE/5D0F: F0 00                Duration: 0 frames
DE/5D11: D8 26 18 5D          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/5D18
DE/5D15: D2 0F 5D             Jump to address $DE/5D0F
DE/5D18: D1 24 02             Execute event id $0224
DE/5D1B: D8 25 24 5D          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/5D24
DE/5D1F: F0 00                Duration: 0 frames
DE/5D21: D2 1B 5D             Jump to address $DE/5D1B
DE/5D24: E8 2C 5D             If random number between 0 and 255 > 128, jump to address $DE/5D2C
DE/5D27: F0 3B                Duration: 59 frames
DE/5D29: D2 07 5D             Jump to address $DE/5D07
DE/5D2C: F0 1D                Duration: 29 frames
DE/5D2E: D2 07 5D             Jump to address $DE/5D07

EVENT [213] ------------------------------------------------------------>
DE/5D31: 64                   <UNKNOWN COMMAND $64>
DE/5D32: FD 47                <UNKNOWN COMMAND $FD 47>
DE/5D34: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/5D36: FD 0F 02             Object overlaps BG1
DE/5D39: D8 27 3F 5D          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/5D3F
DE/5D3D: 71                   Lighten screen from black before following commands
DE/5D3E: FE                   Return

DE/5D3F: D1 09 01             Execute event id $0109
DE/5D42: FE                   Return


EVENT [214] ------------------------------------------------------------>
DE/5D43: C3                   <UNKNOWN COMMAND $C3>
DE/5D44: E2 62 00 AA 5D       If value at 00:7000 = #$0062, jump to address $DE/5DAA
DE/5D49: A8 09 15             Store #$15 to 00:70A9
DE/5D4C: D8 18 F7 0E          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/0EF7
DE/5D50: A0 18                Set event flag memory address 00:7043 Bit 0
DE/5D52: 9C 09                Play sound effect #$09
DE/5D54: 11 07                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes)
   DE/5D56: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/5D59: 13 00                Layering priority: MARIO overlaps object
   DE/5D5B: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/5D5D: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/5D5F: 10 44                Set transition flag, x8 speed
   DE/5D61: 6B 06                <UNKNOWN COMMAND: frame duration=6?>
   DE/5D63: 10 40                Set transition flag, x1 speed
DE/5D65: D9 04 7B 5D          If event flag memory address 00:7060 Bit 4 set, jump to address $DE/5D7B
DE/5D69: A1 04                Set event flag memory address 00:7060 Bit 4
DE/5D6B: F0 3B                Duration: 59 frames
DE/5D6D: D3 91 5D             Jump to address $DE/5D91
DE/5D70: D8 26 B2 5D          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/5DB2
DE/5D74: 6A 53 80             Modify BGL of area $8053
DE/5D77: 6B 53 80             Modify physical field of area $8053
DE/5D7A: FE                   Return

DE/5D7B: A0 18                Set event flag memory address 00:7043 Bit 0
DE/5D7D: A5 04                Clear event flag memory address 00:7060 Bit 4
DE/5D7F: F0 3B                Duration: 59 frames
DE/5D81: D3 91 5D             Jump to address $DE/5D91
DE/5D84: F0 3B                Duration: 59 frames
DE/5D86: D8 26 B9 5D          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/5DB9
DE/5D8A: 6A 53 00             Modify BGL of area $0053
DE/5D8D: 6B 53 00             Modify physical field of area $0053
DE/5D90: FE                   Return

DE/5D91: 9C 15                Play sound effect #$15
DE/5D93: 0C 94                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/5D95: 10 44                Set transition flag, x8 speed
   DE/5D97: 62 04                Shift object down 4 pixels
   DE/5D99: 66 08                Shift object up 8 pixels
   DE/5D9B: 62 08                Shift object down 8 pixels
   DE/5D9D: 66 06                Shift object up 6 pixels
   DE/5D9F: 10 43                Set transition flag, x4 speed
   DE/5DA1: 62 04                Shift object down 4 pixels
   DE/5DA3: 66 04                Shift object up 4 pixels
   DE/5DA5: 62 03                Shift object down 3 pixels
   DE/5DA7: 66 01                Shift object up 1 pixels
DE/5DA9: FE                   Return

DE/5DAA: A0 26                Set event flag memory address 00:7044 Bit 6
DE/5DAC: A8 09 14             Store #$14 to 00:70A9
DE/5DAF: D2 4C 5D             Jump to address $DE/5D4C
DE/5DB2: 6A 54 80             Modify BGL of area $8054
DE/5DB5: 6B 54 80             Modify physical field of area $8054
DE/5DB8: FE                   Return

DE/5DB9: 6A 54 00             Modify BGL of area $0054
DE/5DBC: 6B 54 00             Modify physical field of area $0054
DE/5DBF: FE                   Return


EVENT [215] ------------------------------------------------------------>
DE/5DC0: DC 18 F7 0E          If event flag memory address 00:7043 Bit 0 clear, jump to address $DE/0EF7
DE/5DC4: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/5DC6: 11 07                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes)
   DE/5DC8: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/5DCB: 13 01                Layering priority: Normal
   DE/5DCD: 0B F0                Set Bits $F0 of current object address 0A,x
DE/5DCF: FE                   Return


EVENT [216] ------------------------------------------------------------>
DE/5DD0: D8 3A DD 5D          If event flag memory address 00:7047 Bit 2 set, jump to address $DE/5DDD
DE/5DD4: DD 08 F6 5D          If event flag memory address 00:7061 Bit 0 clear, jump to address $DE/5DF6
DE/5DD8: 60 20 A3 D0          Run Dialogue $0320 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Enter the forest. When you hit an
 area with 4 paths, go left, left,
 straight, right- in that order.<I>
 You'll surely find something <I>NICE.<I><END>


DE/5DDC: FE                   Return

DE/5DDD: 60 27 A3 D0          Run Dialogue $0327 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You've found the treasure!
 Way to GO!
 Keep up the good work!<I><END>


DE/5DE1: FE                   Return


EVENT [217] ------------------------------------------------------------>
DE/5DE2: F8 53 2A F1 5D       <UNKNOWN COMMAND $F8>
DE/5DE7: F8 54 3C F1 5D       <UNKNOWN COMMAND $F8>
DE/5DEC: 60 28 A3 D0          Run Dialogue $0328 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 What's taking Daddy so long...?<I>
 Do you think he's still looking for
 the treasure?<I><END>


DE/5DF0: FE                   Return

DE/5DF1: 60 29 A3 D0          Run Dialogue $0329 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Button? Yeah, I jumped on it.
 I do it all the time.
 It really winds my Dad up!<I><END>


DE/5DF5: FE                   Return


EVENT [218] ------------------------------------------------------------>
DE/5DF6: D9 0B 51 5E          If event flag memory address 00:7061 Bit 3 set, jump to address $DE/5E51
DE/5DFA: A1 0B                Set event flag memory address 00:7061 Bit 3
DE/5DFC: D1 03 0E             Execute event id $0E03
DE/5DFF: 60 1B 83 D0          Run Dialogue $031B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 WHAT?! THEY'RE GONE?!
 MARIO, you're the only one who
 can reach THEM!<I>
 >>   (Sorry, I got carried away)
 >>   (I don't know anything)<I><END>


DE/5E03: 66 62 5E             If 2nd option chosen from dialogue prompt, jump to address $DE/5E62
DE/5E06: F0 09                Duration: 9 frames
DE/5E08: 00 B4                Set Object: MARIO ---> Begin action queue for object (Length: 0x34 bytes) (Wait until complete)
   DE/5E0A: FD 24 00 10          <UNKNOWN COMMAND $24>
   DE/5E0E: FD B0 C0 00          Isolate Bits $00C0 of 00:700C
   DE/5E12: E2                   <UNKNOWN COMMAND $E2>
   DE/5E13: 00                   Set Bit 7 of current object (enable object visibility)
   DE/5E14: 00                   Set Bit 7 of current object (enable object visibility)
   DE/5E15: 26 5E E2 40 00 2C 5E E2 80 00 32 5E E2 C0 00 38 <UNKNOWN COMMAND $26>
   DE/5E25: 5E                   <UNKNOWN COMMAND $5E>
   DE/5E26: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/5E29: D2 3B 5E             Jump to address $DE/5E3B
   DE/5E2C: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/5E2F: D2 3B 5E             Jump to address $DE/5E3B
   DE/5E32: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/5E35: D2 3B 5E             Jump to address $DE/5E3B
   DE/5E38: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/5E3B: F0 3B                Frame Duration: 59
   DE/5E3D: 09                   Reset all object properties to default
DE/5E3E: F0 09                Duration: 9 frames
DE/5E40: 60 1E A3 D0          Run Dialogue $031E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Oh, well...<pause 13 frames>
 ...since we didn't get hit by any
 arrows, I'll tell you a secret.<I>

 Enter the forest. When you hit an
 area with 4 paths, go left, left,
 straight, right- in that order.<I>
 You'll surely find something <I>NICE.<I><END>


DE/5E44: D8 3A F2 5A          If event flag memory address 00:7047 Bit 2 set, jump to address $DE/5AF2
DE/5E48: A1 05                Set event flag memory address 00:7060 Bit 5
DE/5E4A: A5 06                Clear event flag memory address 00:7060 Bit 6
DE/5E4C: A5 07                Clear event flag memory address 00:7060 Bit 7
DE/5E4E: A1 08                Set event flag memory address 00:7061 Bit 0
DE/5E50: FE                   Return

DE/5E51: D1 03 0E             Execute event id $0E03
DE/5E54: D9 08 D0 5D          If event flag memory address 00:7061 Bit 0 set, jump to address $DE/5DD0
DE/5E58: 60 25 83 D0          Run Dialogue $0325 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Excuse me, I didn't hear you?
 >>   (I'm so sorry)
 >>   (I said I don't know)<I><END>


DE/5E5C: 66 62 5E             If 2nd option chosen from dialogue prompt, jump to address $DE/5E62
DE/5E5F: D2 06 5E             Jump to address $DE/5E06
DE/5E62: F0 09                Duration: 9 frames
DE/5E64: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/5E68: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5E6A: F0 09                Duration: 9 frames
DE/5E6C: 60 24 A3 D0          Run Dialogue $0324 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




     All right, I'll take your word.<I><END>


DE/5E70: FE                   Return


EVENT [219] ------------------------------------------------------------>
DE/5E71: FD 41                <UNKNOWN COMMAND $FD 41>
DE/5E73: C3                   <UNKNOWN COMMAND $C3>
DE/5E74: E2 62 00 8B 5E       If value at 00:7000 = #$0062, jump to address $DE/5E8B
DE/5E79: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/5E7B: 94 F8 FC 00          Place object: right=248px down=252px up=0px
DE/5E7F: FD F0 61 2C 88 5E    <UNKNOWN COMMAND $F0: pointer to address $DE/5E88
DE/5E85: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/5E87: 01                   Clear Bit 7 of current object (disable object visibility)
DE/5E88: D2 9A 5E             Jump to address $DE/5E9A
DE/5E8B: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/5E8D: 94 F8 FC 00          Place object: right=248px down=252px up=0px
DE/5E91: FD F0 62 2A 9A 5E    <UNKNOWN COMMAND $F0: pointer to address $DE/5E9A
DE/5E97: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/5E99: 01                   Clear Bit 7 of current object (disable object visibility)
DE/5E9A: 95 01 60             Fade out music to volume 96; Duration: 1 frames
DE/5E9D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/5E9F: 71                   Lighten screen from black before following commands
DE/5EA0: D1 04 0E             Execute event id $0E04
DE/5EA3: DE CF F7 0E          If event flag memory address 00:7099 Bit 7 clear, jump to address $DE/0EF7
DE/5EA7: FD F0 61 2C F7 0E    <UNKNOWN COMMAND $F0: pointer to address $DE/0EF7
DE/5EAD: FD F0 62 2A F7 0E    <UNKNOWN COMMAND $F0: pointer to address $DE/0EF7
DE/5EB3: 9C 95                Play sound effect #$95
DE/5EB5: A6 CF                Clear event flag memory address 00:7099 Bit 7
DE/5EB7: FE                   Return


EVENT [21A] ------------------------------------------------------------>
DE/5EB8: DA 1E 8E 67          If event flag memory address 00:7083 Bit 6 set, jump to address $DE/678E
DE/5EBC: 60 16 A3 D0          Run Dialogue $0316 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 My husband still hasn't come back!
 I wonder what's keeping him?<I><END>


DE/5EC0: FE                   Return


EVENT [21B] ------------------------------------------------------------>
DE/5EC1: A8 09 14             Store #$14 to 00:70A9
DE/5EC4: B0 12 03 00          Store #$0003 to 00:7024
DE/5EC8: D0 08 01             Execute event id $0108 subsequently

EVENT [21C] ------------------------------------------------------------>
DE/5ECB: 60 EC 89 D0          Run Dialogue $09EC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I can't do a lot right now, so
 let me ask you this: Have you seen
 the mushrooms in the forest?<I>
 >>   (Sure have)
 >>   (Nope, never)<I><END>


DE/5ECF: F0 09                Duration: 9 frames
DE/5ED1: 66 D9 5E             If 2nd option chosen from dialogue prompt, jump to address $DE/5ED9
DE/5ED4: 60 22 A3 D0          Run Dialogue $0322 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




            Oh, just curious...<I><END>


DE/5ED8: FE                   Return

DE/5ED9: 60 23 A3 D0          Run Dialogue $0323 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 There are 2 kinds of mushrooms.
 One terrorizes people and the other
 helps people. Avoid the former.<I><END>


DE/5EDD: FE                   Return


EVENT [21D] ------------------------------------------------------------>
DE/5EDE: 60 2C A3 D0          Run Dialogue $032C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Found me, huh? What are you doing
 walking around HERE, though?
 You must be pretty bored...<I><END>


DE/5EE2: FE                   Return


EVENT [21E] ------------------------------------------------------------>
DE/5EE3: 60 32 A3 D0          Run Dialogue $0332 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'm worried about my grandson.
 He went out to play, but didn't
 come back when he should have.<I><END>


DE/5EE7: FE                   Return


EVENT [21F] ------------------------------------------------------------>

EVENT [220] ------------------------------------------------------------>
DE/5EE8: 60 30 A3 D0          Run Dialogue $0330 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We're told not to go outside
 'cuz it's too dangerous.<I><END>


DE/5EEC: FE                   Return


EVENT [221] ------------------------------------------------------------>
DE/5EED: 60 31 A3 D0          Run Dialogue $0331 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Grandpa's pumping some water for
 us. I wish we could help, too...<I><END>


DE/5EF1: FE                   Return


EVENT [222] ------------------------------------------------------------>
DE/5EF2: 60 2E A3 D0          Run Dialogue $032E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh, this is NOT GOOD...
 Now I can't go to the forest to
 chop up any wood.<I><END>


DE/5EF6: FE                   Return


EVENT [223] ------------------------------------------------------------>
DE/5EF7: 34 FF                Change directional maneuverability: left right down up 
DE/5EF9: D8 26 F7 0E          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/0EF7
DE/5EFD: A0 26                Set event flag memory address 00:7044 Bit 6
DE/5EFF: FE                   Return


EVENT [224] ------------------------------------------------------------>
DE/5F00: D8 22 7A 5F          If event flag memory address 00:7044 Bit 2 set, jump to address $DE/5F7A
DE/5F04: D8 21 84 5F          If event flag memory address 00:7044 Bit 1 set, jump to address $DE/5F84
DE/5F08: C9 00                <UNKNOWN COMMAND $C9>
DE/5F0A: E2 00 00 4A 5F       If value at 00:7000 = #$0000, jump to address $DE/5F4A
DE/5F0F: E2 01 00 38 5F       If value at 00:7000 = #$0001, jump to address $DE/5F38
DE/5F14: E2 02 00 56 5F       If value at 00:7000 = #$0002, jump to address $DE/5F56
DE/5F19: E2 03 00 44 5F       If value at 00:7000 = #$0003, jump to address $DE/5F44
DE/5F1E: E2 04 00 62 5F       If value at 00:7000 = #$0004, jump to address $DE/5F62
DE/5F23: E2 05 00 3E 5F       If value at 00:7000 = #$0005, jump to address $DE/5F3E
DE/5F28: E2 06 00 6E 5F       If value at 00:7000 = #$0006, jump to address $DE/5F6E
DE/5F2D: E2 07 00 32 5F       If value at 00:7000 = #$0007, jump to address $DE/5F32
DE/5F32: E8 4A 5F             If random number between 0 and 255 > 128, jump to address $DE/5F4A
DE/5F35: D2 6E 5F             Jump to address $DE/5F6E
DE/5F38: E8 4A 5F             If random number between 0 and 255 > 128, jump to address $DE/5F4A
DE/5F3B: D2 56 5F             Jump to address $DE/5F56
DE/5F3E: E8 62 5F             If random number between 0 and 255 > 128, jump to address $DE/5F62
DE/5F41: D2 6E 5F             Jump to address $DE/5F6E
DE/5F44: E8 62 5F             If random number between 0 and 255 > 128, jump to address $DE/5F62
DE/5F47: D2 56 5F             Jump to address $DE/5F56
DE/5F4A: E9 56 5F             If random number between 0 and 255 > 66, jump to address $DE/5F56
DE/5F4D: 6E                   <UNKNOWN COMMAND $6E>
DE/5F4E: 5F                   <UNKNOWN COMMAND $5F>
DE/5F4F: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/5F51: 1C F2 7B 02          Set Object: NPC #8 ---> Command: Set object to movement: $027B
DE/5F55: FE                   Return

DE/5F56: E9 62 5F             If random number between 0 and 255 > 66, jump to address $DE/5F62
DE/5F59: 4A 5F A0 1C          Engage in battle with formation pack #$A05F in background #$1C
DE/5F5D: 1C F2 7B 02          Set Object: NPC #8 ---> Command: Set object to movement: $027B
DE/5F61: FE                   Return

DE/5F62: E9 56 5F             If random number between 0 and 255 > 66, jump to address $DE/5F56
DE/5F65: 6E                   <UNKNOWN COMMAND $6E>
DE/5F66: 5F                   <UNKNOWN COMMAND $5F>
DE/5F67: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/5F69: 1C F2 7B 02          Set Object: NPC #8 ---> Command: Set object to movement: $027B
DE/5F6D: FE                   Return

DE/5F6E: E9 62 5F             If random number between 0 and 255 > 66, jump to address $DE/5F62
DE/5F71: 4A 5F A0 1E          Engage in battle with formation pack #$A05F in background #$1E
DE/5F75: 1C F2 7B 02          Set Object: NPC #8 ---> Command: Set object to movement: $027B
DE/5F79: FE                   Return

DE/5F7A: E8 8E 5F             If random number between 0 and 255 > 128, jump to address $DE/5F8E
DE/5F7D: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/5F7F: 1C F2 7B 02          Set Object: NPC #8 ---> Command: Set object to movement: $027B
DE/5F83: FE                   Return

DE/5F84: E8 8E 5F             If random number between 0 and 255 > 128, jump to address $DE/5F8E
DE/5F87: A0 21                Set event flag memory address 00:7044 Bit 1
DE/5F89: 1C F2 7B 02          Set Object: NPC #8 ---> Command: Set object to movement: $027B
DE/5F8D: FE                   Return

DE/5F8E: F0 1D                Duration: 29 frames
DE/5F90: A0 25                Set event flag memory address 00:7044 Bit 5
DE/5F92: FE                   Return


EVENT [225] ------------------------------------------------------------>
DE/5F93: 34 FF                Change directional maneuverability: left right down up 
DE/5F95: D8 26 F7 0E          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/0EF7
DE/5F99: A0 26                Set event flag memory address 00:7044 Bit 6
DE/5F9B: A0 22                Set event flag memory address 00:7044 Bit 2
DE/5F9D: FE                   Return


EVENT [226] ------------------------------------------------------------>
DE/5F9E: D9 00 F7 0E          If event flag memory address 00:7060 Bit 0 set, jump to address $DE/0EF7
DE/5FA2: D8 23 F7 0E          If event flag memory address 00:7044 Bit 3 set, jump to address $DE/0EF7
DE/5FA6: C9 00                <UNKNOWN COMMAND $C9>
DE/5FA8: BB 13                Store value at 00:7000 to 00:7026
DE/5FAA: C2 13 03 00          Compare value at 00:7026 to #$0003
DE/5FAE: ED B8 5F             If Bit 0 of 00:70A0,x clear, jump to address $DE/5FB8
DE/5FB1: C2 13 06 00          Compare value at 00:7026 to #$0006
DE/5FB5: ED F7 0E             If Bit 0 of 00:70A0,x clear, jump to address $DE/0EF7
DE/5FB8: A1 00                Set event flag memory address 00:7060 Bit 0
DE/5FBA: 18 0F                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/5FBC: F0 1D                Frame Duration: 29
   DE/5FBE: 10 45                Set transition flag, 1/2 speed
   DE/5FC0: 10 81                Set sequence flag, x2 speed
   DE/5FC2: 55 02                Shift object up-left 32 pixels
   DE/5FC4: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/5FC7: 0B 40                Set Bits $40 of current object address 0A,x
   DE/5FC9: FD 0B                Clear Bit 3,4 of object address 08,x
DE/5FCB: 1B F2 7E 02          Set Object: NPC #7 ---> Command: Set object to movement: $027E
DE/5FCF: FE                   Return


EVENT [227] ------------------------------------------------------------>
DE/5FD0: F0 77                Duration: 119 frames
DE/5FD2: 6A 53 86             Modify BGL of area $8653
DE/5FD5: 6B 53 82             Modify physical field of area $8253
DE/5FD8: 19 F2 98 02          Set Object: NPC #5 ---> Command: Set object to movement: $0298
DE/5FDC: F0 3B                Duration: 59 frames
DE/5FDE: 6A 53 04             Modify BGL of area $0453
DE/5FE1: 6B 53 86             Modify physical field of area $8653
DE/5FE4: F0 00                Duration: 0 frames
DE/5FE6: DD 01 ED 5F          If event flag memory address 00:7060 Bit 1 clear, jump to address $DE/5FED
DE/5FEA: D2 E4 5F             Jump to address $DE/5FE4
DE/5FED: 6A 53 86             Modify BGL of area $8653
DE/5FF0: 6B 53 82             Modify physical field of area $8253
DE/5FF3: F0 3B                Duration: 59 frames
DE/5FF5: 6A 53 84             Modify BGL of area $8453
DE/5FF8: 6B 53 86             Modify physical field of area $8653
DE/5FFB: F0 77                Duration: 119 frames
DE/5FFD: D0 27 02             Execute event id $0227 subsequently

EVENT [228] ------------------------------------------------------------>
DE/6000: D9 01 F8 0E          If event flag memory address 00:7060 Bit 1 set, jump to address $DE/0EF8
DE/6004: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/6006: 92 0E 0B 00          Place object at on-screen coords: (464,88) Z=0
   DE/600A: 77                   Object faces up-right
DE/600B: 71                   Lighten screen from black before following commands
DE/600C: FE                   Return


EVENT [229] ------------------------------------------------------------>
DE/600D: 34 FF                Change directional maneuverability: left right down up 
DE/600F: D8 26 F7 0E          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/0EF7
DE/6013: A0 26                Set event flag memory address 00:7044 Bit 6
DE/6015: A0 21                Set event flag memory address 00:7044 Bit 1
DE/6017: FE                   Return


EVENT [22A] ------------------------------------------------------------>
DE/6018: DA 2D 23 60          If event flag memory address 00:7085 Bit 5 set, jump to address $DE/6023
DE/601C: A2 2D                Set event flag memory address 00:7085 Bit 5
DE/601E: 60 2D A3 D0          Run Dialogue $032D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


           I... I can't move!<I><END>


DE/6022: FE                   Return

DE/6023: DE 28 1E 60          If event flag memory address 00:7085 Bit 0 clear, jump to address $DE/601E
DE/6027: 60 34 A3 D0          Run Dialogue $0334 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You know what's really weird?
 I just saw a doll dressed in a blue
 cape walking towards the forest.<I><END>


DE/602B: FE                   Return


EVENT [22B] ------------------------------------------------------------>
DE/602C: A1 03                Set event flag memory address 00:7060 Bit 3
DE/602E: 60 33 A3 D0          Run Dialogue $0333 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Mario! I hate to bother
 you while you're resting, but I
 wanted to deliver this to you.<I><END>


DE/6032: 9C 55                Play sound effect #$55
DE/6034: A8 07 73             Store #$73 to 00:70A7
DE/6037: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/603B: 50 73                Put item in inventory: #$73 (Flower Tab  )
DE/603D: F0 09                Duration: 9 frames
DE/603F: 60 40 A3 D0          Run Dialogue $0340 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Well, good luck!<I><END>


DE/6043: 14 F3 7C 02          Set Object: NPC #0 ---> Command: Set object to movement: $027C
DE/6047: F0 09                Duration: 9 frames
DE/6049: 14 8C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/604B: 10 40                Set transition flag, x1 speed
   DE/604D: 10 81                Set sequence flag, x2 speed
   DE/604F: 0B 04                Set Bits $4 of current object address 0A,x
   DE/6051: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/6053: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/6055: 51 04                Shift object down-right 64 pixels
DE/6057: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/6059: F2 5F 28             <UNKNOWN COMMAND $F2>
DE/605C: FE                   Return

DE/605D: 60 BE A2 D0          Run Dialogue $02BE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Good luck, Mario!
 Give 'em heck!<I><END>


DE/6061: FE                   Return


EVENT [22C] ------------------------------------------------------------>
DE/6062: 95 01 7F             Fade out music to volume 127; Duration: 1 frames
DE/6065: DC E9 6F 60          If event flag memory address 00:705D Bit 1 clear, jump to address $DE/606F
DE/6069: 6A 54 88             Modify BGL of area $8854
DE/606C: 6B 54 88             Modify physical field of area $8854
DE/606F: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6071: FD 0F 03             Object overlaps BG1 & BG2
DE/6074: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6076: FD 0F 03             Object overlaps BG1 & BG2
DE/6079: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/607B: FD 0F 03             Object overlaps BG1 & BG2
DE/607E: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6080: FD 0F 03             Object overlaps BG1 & BG2
DE/6083: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6085: FD 0F 03             Object overlaps BG1 & BG2
DE/6088: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/608A: FD 0F 03             Object overlaps BG1 & BG2
DE/608D: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/608F: FD 0F 03             Object overlaps BG1 & BG2
DE/6092: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6094: F2 57 AC             <UNKNOWN COMMAND $F2>
DE/6097: F2 57 AE             <UNKNOWN COMMAND $F2>
DE/609A: F2 5B AA             <UNKNOWN COMMAND $F2>
DE/609D: F8 54 3C B7 60       <UNKNOWN COMMAND $F8>
DE/60A2: 1F 83                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/60A4: FD 0F 03             Object overlaps BG1 & BG2
DE/60A7: F8 53 2A D9 60       <UNKNOWN COMMAND $F8>
DE/60AC: D9 04 F8 60          If event flag memory address 00:7060 Bit 4 set, jump to address $DE/60F8
DE/60B0: 40 2D 22             Execute event id $222D simultaneously with the following commands
DE/60B3: A2 FD                Set event flag memory address 00:709F Bit 5
DE/60B5: 71                   Lighten screen from black before following commands
DE/60B6: FE                   Return

DE/60B7: 40 2D 22             Execute event id $222D simultaneously with the following commands
DE/60BA: 71                   Lighten screen from black before following commands
DE/60BB: D9 04 F7 0E          If event flag memory address 00:7060 Bit 4 set, jump to address $DE/0EF7
DE/60BF: F0 3B                Duration: 59 frames
DE/60C1: 0C 14                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x14 bytes)
   DE/60C3: 10 44                Set transition flag, x8 speed
   DE/60C5: 62 04                Shift object down 4 pixels
   DE/60C7: 66 08                Shift object up 8 pixels
   DE/60C9: 62 08                Shift object down 8 pixels
   DE/60CB: 66 06                Shift object up 6 pixels
   DE/60CD: 10 43                Set transition flag, x4 speed
   DE/60CF: 62 04                Shift object down 4 pixels
   DE/60D1: 66 04                Shift object up 4 pixels
   DE/60D3: 62 03                Shift object down 3 pixels
   DE/60D5: 66 01                Shift object up 1 pixels
DE/60D7: F0 07                Duration: 7 frames
DE/60D9: 6A 54 80             Modify BGL of area $8054
DE/60DC: 6B 54 80             Modify physical field of area $8054
DE/60DF: DE FD E5 60          If event flag memory address 00:709F Bit 5 clear, jump to address $DE/60E5
DE/60E3: 9C 15                Play sound effect #$15
DE/60E5: A2 FD                Set event flag memory address 00:709F Bit 5
DE/60E7: A1 04                Set event flag memory address 00:7060 Bit 4
DE/60E9: F8 54 3C F7 0E       <UNKNOWN COMMAND $F8>
DE/60EE: F2 54 3C             <UNKNOWN COMMAND $F2>
DE/60F1: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DE/60F3: 40 2D 22             Execute event id $222D simultaneously with the following commands
DE/60F6: 71                   Lighten screen from black before following commands
DE/60F7: FE                   Return

DE/60F8: A8 09 1E             Store #$1E to 00:70A9
DE/60FB: 40 2D 22             Execute event id $222D simultaneously with the following commands
DE/60FE: A1 0C                Set event flag memory address 00:7061 Bit 4
DE/6100: D2 86 5A             Jump to address $DE/5A86

EVENT [22D] ------------------------------------------------------------>
DE/6103: F0 3B                Duration: 59 frames
DE/6105: 6A 54 86             Modify BGL of area $8654
DE/6108: 6B 54 82             Modify physical field of area $8254
DE/610B: 19 F2 96 02          Set Object: NPC #5 ---> Command: Set object to movement: $0296
DE/610F: A1 01                Set event flag memory address 00:7060 Bit 1
DE/6111: F0 00                Duration: 0 frames
DE/6113: D8 1F 1A 61          If event flag memory address 00:7043 Bit 7 set, jump to address $DE/611A
DE/6117: D2 11 61             Jump to address $DE/6111
DE/611A: 16 F2 A0 02          Set Object: NPC #2 ---> Command: Set object to movement: $02A0
DE/611E: 17 F2 A2 02          Set Object: NPC #3 ---> Command: Set object to movement: $02A2
DE/6122: 18 F2 A3 02          Set Object: NPC #4 ---> Command: Set object to movement: $02A3
DE/6126: F0 00                Duration: 0 frames
DE/6128: D8 20 2F 61          If event flag memory address 00:7044 Bit 0 set, jump to address $DE/612F
DE/612C: D2 26 61             Jump to address $DE/6126
DE/612F: 19 F2 97 02          Set Object: NPC #5 ---> Command: Set object to movement: $0297
DE/6133: F0 00                Duration: 0 frames
DE/6135: D8 21 3C 61          If event flag memory address 00:7044 Bit 1 set, jump to address $DE/613C
DE/6139: D2 33 61             Jump to address $DE/6133
DE/613C: 6A 54 84             Modify BGL of area $8454
DE/613F: 6B 54 86             Modify physical field of area $8654
DE/6142: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/6144: A4 20                Clear event flag memory address 00:7044 Bit 0
DE/6146: A4 21                Clear event flag memory address 00:7044 Bit 1
DE/6148: A5 01                Clear event flag memory address 00:7060 Bit 1
DE/614A: F0 77                Duration: 119 frames
DE/614C: D2 03 61             Jump to address $DE/6103

EVENT [22E] ------------------------------------------------------------>
DE/614F: DA 1E 5A 61          If event flag memory address 00:7083 Bit 6 set, jump to address $DE/615A
DE/6153: 68 53 80 14 2F 61    Enter area: $0053
                              MARIO will be at coords: (656,376) Z=16
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/6159: FE                   Return

DE/615A: 68 54 80 14 2F 61    Enter area: $0054
                              MARIO will be at coords: (656,376) Z=16
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/6160: FE                   Return


EVENT [22F] ------------------------------------------------------------>
DE/6161: DA 1E 6C 61          If event flag memory address 00:7083 Bit 6 set, jump to address $DE/616C
DE/6165: 68 53 80 0F 24 61    Enter area: $0053
                              MARIO will be at coords: (480,288) Z=16
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/616B: FE                   Return

DE/616C: 68 54 80 0F 24 61    Enter area: $0054
                              MARIO will be at coords: (480,288) Z=16
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/6172: FE                   Return


EVENT [230] ------------------------------------------------------------>
DE/6173: D8 B3 EC 66          If event flag memory address 00:7056 Bit 3 set, jump to address $DE/66EC
DE/6177: DA 2F EC 66          If event flag memory address 00:7085 Bit 7 set, jump to address $DE/66EC
DE/617B: A2 2F                Set event flag memory address 00:7085 Bit 7
DE/617D: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/617F: 15 F1 0D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/6182: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/6184: 10 40                Set transition flag, x1 speed
   DE/6186: 90 05 10 00          Objects bounces 0px high to on-screen coords: (160,128)
   DE/618A: 67 08                Shift object up-right 8 pixels
   DE/618C: 73                   Object faces down-left
   DE/618D: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
DE/618F: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/6191: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/6193: 90 04 11 00          Objects bounces 0px high to on-screen coords: (144,136)
DE/6197: 19 0B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/6199: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/619A: 92 04 11 00          Place object at on-screen coords: (144,136) Z=0
   DE/619E: 65 04                Shift object up-left 4 pixels
   DE/61A0: 00                   Set Bit 7 of current object (enable object visibility)
   DE/61A1: 65 0C                Shift object up-left 12 pixels
   DE/61A3: 77                   Object faces up-right
DE/61A4: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/61A6: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/61A7: 92 04 11 00          Place object at on-screen coords: (144,136) Z=0
   DE/61AB: F0 07                Frame Duration: 7
   DE/61AD: 77                   Object faces up-right
   DE/61AE: 00                   Set Bit 7 of current object (enable object visibility)
DE/61AF: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   DE/61B1: 41                   <UNKNOWN COMMAND $41>
   DE/61B2: 77                   Object faces up-right
DE/61B3: FD 32                <UNKNOWN COMMAND $FD 32>
DE/61B5: A0 19                Set event flag memory address 00:7043 Bit 1
DE/61B7: 15 F3 63 00          Set Object: NPC #1 ---> Command: Set object to movement: $0063
DE/61BB: 60 37 83 D5          Run Dialogue $0337 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Geno! You came back!<I><END>


DE/61BF: 65                   <UNKNOWN COMMAND $65>
DE/61C0: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/61C2: 77                   Object faces up-right
DE/61C3: F0 09                Duration: 9 frames
DE/61C5: 60 59 A3 D5          Run Dialogue $0359 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Mommy!<I><END>


DE/61C9: F0 09                Duration: 9 frames
DE/61CB: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/61CD: 10 43                Set transition flag, x4 speed
   DE/61CF: 67 08                Shift object up-right 8 pixels
   DE/61D1: 57 01                Shift object up-right 16 pixels
   DE/61D3: 55 02                Shift object up-left 32 pixels
DE/61D5: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/61D7: F0 03                Frame Duration: 3
   DE/61D9: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
DE/61DC: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/61DE: F0 03                Frame Duration: 3
   DE/61E0: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
DE/61E3: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/61E5: F0 03                Frame Duration: 3
   DE/61E7: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
DE/61EA: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/61EC: F0 03                Frame Duration: 3
   DE/61EE: 71                   Object faces down-right
   DE/61EF: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DE/61F1: FD 32                <UNKNOWN COMMAND $FD 32>
DE/61F3: 15 0C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/61F5: 10 40                Set transition flag, x1 speed
   DE/61F7: 10 83                Set sequence flag, x4 speed
   DE/61F9: 51 02                Shift object down-right 32 pixels
   DE/61FB: 43                   <UNKNOWN COMMAND $43>
   DE/61FC: 63 06                Shift object down-left 6 pixels
   DE/61FE: F0 1D                Frame Duration: 29
   DE/6200: 77                   Object faces up-right
DE/6201: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6203: 51 03                Shift object down-right 48 pixels
   DE/6205: 73                   Object faces down-left
DE/6206: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6208: F0 27                Frame Duration: 39
   DE/620A: 09                   Reset all object properties to default
DE/620B: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/620D: F0 1D                Frame Duration: 29
   DE/620F: 09                   Reset all object properties to default
DE/6210: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6212: F0 22                Frame Duration: 34
   DE/6214: 09                   Reset all object properties to default
DE/6215: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6217: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/6219: 77                   Object faces up-right
DE/621A: 60 38 A3 D5          Run Dialogue $0338 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: SEE, Mom? THIS is the Geno
 I was talking about!<I><END>


DE/621E: F0 09                Duration: 9 frames
DE/6220: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/6222: 10 46                Set transition flag, 1/4 speed
   DE/6224: 63 08                Shift object down-left 8 pixels
DE/6226: 60 39 A3 D4          Run Dialogue $0339 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 My, my, what a fabulous costume!
 It must be kind of hot for the
 person wearing it, though.<I><END>


DE/622A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/622C: F0 09                Duration: 9 frames
DE/622E: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/6230: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/6233: 73                   Object faces down-left
DE/6234: 60 3A 83 D5          Run Dialogue $033A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Awww, forget it, mom.<I><END>


DE/6238: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/623A: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/623C: 09                   Reset all object properties to default
DE/623D: 15 F2 63 00          Set Object: NPC #1 ---> Command: Set object to movement: $0063
DE/6241: 60 3B A3 D5          Run Dialogue $033B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 All right, Geno, let's play!<I><END>


DE/6245: F0 1D                Duration: 29 frames
DE/6247: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/6249: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
DE/624C: 60 3C A3 D7          Run Dialogue $033C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GENO: How I wish I could!
 But Mario and I must leave now
 to find...<I>
 ...the missing Star Pieces...<I><END>


DE/6250: 17 81                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/6252: 09                   Reset all object properties to default
DE/6253: A0 19                Set event flag memory address 00:7043 Bit 1
DE/6255: F0 09                Duration: 9 frames
DE/6257: 15 F6                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $F6>
DE/6259: 60 3D A3 D5          Run Dialogue $033D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Star Pieces? You mean like
 shooting stars? What for?<I><END>


DE/625D: F0 09                Duration: 9 frames
DE/625F: 60 3E A3 D7          Run Dialogue $033E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GENO: Well...
 How can I explain this...<I><END>


DE/6263: 17 0D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/6265: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   DE/6268: F0 27                Frame Duration: 39
   DE/626A: 09                   Reset all object properties to default
   DE/626B: F0 01                Frame Duration: 1
   DE/626D: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   DE/6270: F0 45                Frame Duration: 69
DE/6272: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/6274: 75                   Object faces up-left
   DE/6275: F0 13                Frame Duration: 19
   DE/6277: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/627A: F0 04                Frame Duration: 4
   DE/627C: 09                   Reset all object properties to default
DE/627D: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/627F: 71                   Object faces down-right
   DE/6280: 09                   Reset all object properties to default
   DE/6281: F0 45                Frame Duration: 69
   DE/6283: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DE/6286: F0 04                Frame Duration: 4
   DE/6288: 09                   Reset all object properties to default
DE/6289: F0 3B                Duration: 59 frames
DE/628B: 95 01 00             Fade out music to volume 0; Duration: 1 frames
DE/628E: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6290: 91 24                Play music: #$24
DE/6292: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/6294: 09                   Reset all object properties to default
   DE/6295: 10 81                Set sequence flag, x2 speed
   DE/6297: 46                   <UNKNOWN COMMAND $46>
   DE/6298: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/6299: 73                   Object faces down-left
DE/629A: 19 08                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/629C: 10 81                Set sequence flag, x2 speed
   DE/629E: 43                   <UNKNOWN COMMAND $43>
   DE/629F: F0 1D                Frame Duration: 29
   DE/62A1: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
DE/62A4: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/62A6: 10 41                Set transition flag, x2 speed
   DE/62A8: 53 02                Shift object down-left 32 pixels
   DE/62AA: 75                   Object faces up-left
DE/62AB: F0 09                Duration: 9 frames
DE/62AD: 60 3F 83 D7          Run Dialogue $033F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GENO: Well Gaz,...
 it's like this...<pause 13 frames> 

DE/62B1: FD 32                <UNKNOWN COMMAND $FD 32>
DE/62B3: 1A 1B                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x1B bytes)
   DE/62B5: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/62B6: F0 0F                Frame Duration: 15
   DE/62B8: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DE/62BB: 92 03 13 06          Place object at on-screen coords: (112,152) Z=96
   DE/62BF: 94 F4 04 00          Place object: right=244px down=4px up=0px
   DE/62C3: F0 03                Frame Duration: 3
   DE/62C5: 00                   Set Bit 7 of current object (enable object visibility)
   DE/62C6: FD 9E                <UNKNOWN COMMAND $9E>
   DE/62C8: 50 10                Shift object right 256 pixels
   DE/62CA: 45                   <UNKNOWN COMMAND $45>
   DE/62CB: 55 03                Shift object up-left 48 pixels
   DE/62CD: 65 08                Shift object up-left 8 pixels
   DE/62CF: 01                   Clear Bit 7 of current object (disable object visibility)
DE/62D0: 00 3D                Set Object: MARIO ---> Begin action queue for object (Length: 0x3D bytes)
   DE/62D2: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/62D5: F0 09                Frame Duration: 9
   DE/62D7: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/62D9: 08 4C 80             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/62DC: F0 03                Frame Duration: 3
   DE/62DE: 08 4C 81             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/62E1: F0 03                Frame Duration: 3
   DE/62E3: 08 4C 82             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/62E6: F0 01                Frame Duration: 1
   DE/62E8: 08 4C 83             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/62EB: F0 01                Frame Duration: 1
   DE/62ED: 08 4C 85             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DE/62F0: F0 01                Frame Duration: 1
   DE/62F2: 08 4C 86             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/62F5: F0 01                Frame Duration: 1
   DE/62F7: 08 4C 85             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DE/62FA: F0 03                Frame Duration: 3
   DE/62FC: 09                   Reset all object properties to default
   DE/62FD: F0 13                Frame Duration: 19
   DE/62FF: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/6301: 10 45                Set transition flag, 1/2 speed
   DE/6303: 10 81                Set sequence flag, x2 speed
   DE/6305: 55 02                Shift object up-left 32 pixels
   DE/6307: 77                   Object faces up-right
   DE/6308: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/630B: F0 09                Frame Duration: 9
   DE/630D: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/630F: 19 0B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/6311: F0 13                Frame Duration: 19
   DE/6313: 09                   Reset all object properties to default
   DE/6314: 08 49 19             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: no
   DE/6317: F0 1D                Frame Duration: 29
   DE/6319: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DE/631C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/631E: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/6322: F0 09                Duration: 9 frames
DE/6324: 00 14                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes)
   DE/6326: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   DE/6329: F0 03                Frame Duration: 3
   DE/632B: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   DE/632E: F0 03                Frame Duration: 3
   DE/6330: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/6333: F0 03                Frame Duration: 3
   DE/6335: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/6338: F0 07                Frame Duration: 7
DE/633A: 19 1F                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x1F bytes)
   DE/633C: F0 13                Frame Duration: 19
   DE/633E: D4 01                Start code block, repeat 1 times
   DE/6340: 08 49 19             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: no
   DE/6343: F0 07                Frame Duration: 7
   DE/6345: 08 4A 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/6348: F0 07                Frame Duration: 7
   DE/634A: 08 4A 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/634D: F0 07                Frame Duration: 7
   DE/634F: 08 49 99             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   DE/6352: F0 07                Frame Duration: 7
   DE/6354: D7                   End of code block
   DE/6355: FD 9E                <UNKNOWN COMMAND $9E>
   DE/6357: 57 08                Shift object up-right 128 pixels
   DE/6359: 49                   <UNKNOWN COMMAND $49>
   DE/635A: 19                   <UNKNOWN COMMAND $19>
DE/635B: 1A 19                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x19 bytes)
   DE/635D: F0 0E                Frame Duration: 14
   DE/635F: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/6362: 92 03 11 04          Place object at on-screen coords: (112,136) Z=64
   DE/6366: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6367: FD 9E                <UNKNOWN COMMAND $9E>
   DE/6369: 51 10                Shift object down-right 256 pixels
   DE/636B: 46                   <UNKNOWN COMMAND $46>
   DE/636C: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DE/636E: 10 85                Set sequence flag, 1/2 speed
   DE/6370: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/6373: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DE/6375: 01                   Clear Bit 7 of current object (disable object visibility)
DE/6376: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6378: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/637A: 09                   Reset all object properties to default
   DE/637B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/637D: F0 00                Frame Duration: 0
   DE/637F: 3D 7D 63             <UNKNOWN COMMAND $3D: pointer to address $DE/637D>
DE/6382: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/6384: 10 41                Set transition flag, x2 speed
   DE/6386: 50 01                Shift object right 16 pixels
   DE/6388: 57 01                Shift object up-right 16 pixels
DE/638A: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/638C: 09                   Reset all object properties to default
   DE/638D: 71                   Object faces down-right
   DE/638E: F0 01                Frame Duration: 1
   DE/6390: 47                   <UNKNOWN COMMAND $47>
   DE/6391: F0 01                Frame Duration: 1
   DE/6393: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
DE/6396: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6398: F0 09                Frame Duration: 9
   DE/639A: 71                   Object faces down-right
DE/639B: FD 32                <UNKNOWN COMMAND $FD 32>
DE/639D: 60 49 83 D7          Run Dialogue $0349 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 
 This is how it used to be,<I>
 but now...it's like...<pause 13 frames> 

DE/63A1: F0 09                Duration: 9 frames
DE/63A3: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/63A5: 73                   Object faces down-left
DE/63A6: 00 42                Set Object: MARIO ---> Begin action queue for object (Length: 0x42 bytes)
   DE/63A8: 42                   <UNKNOWN COMMAND $42>
   DE/63A9: 43                   <UNKNOWN COMMAND $43>
   DE/63AA: 75                   Object faces up-left
   DE/63AB: F0 09                Frame Duration: 9
   DE/63AD: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/63B0: F0 09                Frame Duration: 9
   DE/63B2: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/63B4: 08 4C 80             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/63B7: F0 03                Frame Duration: 3
   DE/63B9: 08 4C 81             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/63BC: F0 03                Frame Duration: 3
   DE/63BE: 08 4C 82             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/63C1: F0 01                Frame Duration: 1
   DE/63C3: 08 4C 83             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/63C6: F0 01                Frame Duration: 1
   DE/63C8: 08 4C 85             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DE/63CB: F0 01                Frame Duration: 1
   DE/63CD: 08 4C 86             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/63D0: F0 01                Frame Duration: 1
   DE/63D2: 08 4C 85             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DE/63D5: F0 03                Frame Duration: 3
   DE/63D7: 09                   Reset all object properties to default
   DE/63D8: F0 13                Frame Duration: 19
   DE/63DA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/63DC: 10 45                Set transition flag, 1/2 speed
   DE/63DE: 10 81                Set sequence flag, x2 speed
   DE/63E0: 55 02                Shift object up-left 32 pixels
   DE/63E2: 77                   Object faces up-right
   DE/63E3: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/63E6: F0 09                Frame Duration: 9
   DE/63E8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/63EA: 1A 1A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x1A bytes)
   DE/63EC: F0 29                Frame Duration: 41
   DE/63EE: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DE/63F1: 92 03 13 06          Place object at on-screen coords: (112,152) Z=96
   DE/63F5: 94 F4 04 00          Place object: right=244px down=4px up=0px
   DE/63F9: F0 03                Frame Duration: 3
   DE/63FB: 00                   Set Bit 7 of current object (enable object visibility)
   DE/63FC: FD 9E                <UNKNOWN COMMAND $9E>
   DE/63FE: 50 10                Shift object right 256 pixels
   DE/6400: 45                   <UNKNOWN COMMAND $45>
   DE/6401: 55 03                Shift object up-left 48 pixels
   DE/6403: 65 08                Shift object up-left 8 pixels
   DE/6405: 01                   Clear Bit 7 of current object (disable object visibility)
DE/6406: 19 15                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/6408: 71                   Object faces down-right
   DE/6409: 09                   Reset all object properties to default
   DE/640A: F0 01                Frame Duration: 1
   DE/640C: 43                   <UNKNOWN COMMAND $43>
   DE/640D: F0 09                Frame Duration: 9
   DE/640F: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DE/6412: F0 1D                Frame Duration: 29
   DE/6414: 09                   Reset all object properties to default
   DE/6415: 08 49 19             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: no
   DE/6418: F0 22                Frame Duration: 34
   DE/641A: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DE/641D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/641F: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/6423: F0 09                Duration: 9 frames
DE/6425: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/6427: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   DE/642A: F0 03                Frame Duration: 3
   DE/642C: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   DE/642F: F0 03                Frame Duration: 3
   DE/6431: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/6434: F0 03                Frame Duration: 3
   DE/6436: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/6439: F0 13                Duration: 19 frames
DE/643B: 19 98                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   DE/643D: 09                   Reset all object properties to default
   DE/643E: F0 01                Frame Duration: 1
   DE/6440: 08 4A 06             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/6443: F0 1D                Frame Duration: 29
   DE/6445: FD 9E                <UNKNOWN COMMAND $9E>
   DE/6447: 58 08                Shift object right 128 pixels
   DE/6449: 4A                   <UNKNOWN COMMAND $4A>
   DE/644A: 07                   Clear "moon-walk" Bits
   DE/644B: F0 07                Frame Duration: 7
   DE/644D: 08 4A 06             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/6450: F0 1D                Frame Duration: 29
   DE/6452: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DE/6455: F0 13                Duration: 19 frames
DE/6457: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/6459: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   DE/645C: F0 03                Frame Duration: 3
   DE/645E: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   DE/6461: F0 03                Frame Duration: 3
   DE/6463: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/6466: F0 03                Frame Duration: 3
   DE/6468: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/646B: F0 09                Duration: 9 frames
DE/646D: 19 98                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   DE/646F: 09                   Reset all object properties to default
   DE/6470: F0 01                Frame Duration: 1
   DE/6472: 08 4A 06             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/6475: F0 13                Frame Duration: 19
   DE/6477: FD 9E                <UNKNOWN COMMAND $9E>
   DE/6479: 58 08                Shift object right 128 pixels
   DE/647B: 4A                   <UNKNOWN COMMAND $4A>
   DE/647C: 08 F0 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/647F: 08 4A 06             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/6482: F0 13                Frame Duration: 19
   DE/6484: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DE/6487: F0 09                Duration: 9 frames
DE/6489: 00 C0                Set Object: MARIO ---> Begin action queue for object (Length: 0x40 bytes) (Wait until complete)
   DE/648B: D4 02                Start code block, repeat 2 times
   DE/648D: 08 43 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/6490: F0 07                Frame Duration: 7
   DE/6492: 09                   Reset all object properties to default
   DE/6493: F0 03                Frame Duration: 3
   DE/6495: D7                   End of code block
   DE/6496: F0 09                Frame Duration: 9
   DE/6498: D4 01                Start code block, repeat 1 times
   DE/649A: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   DE/649D: F0 01                Frame Duration: 1
   DE/649F: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   DE/64A2: F0 01                Frame Duration: 1
   DE/64A4: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/64A7: F0 01                Frame Duration: 1
   DE/64A9: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/64AC: F0 05                Frame Duration: 5
   DE/64AE: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/64B1: F0 01                Frame Duration: 1
   DE/64B3: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   DE/64B6: F0 01                Frame Duration: 1
   DE/64B8: D7                   End of code block
   DE/64B9: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   DE/64BC: F0 03                Frame Duration: 3
   DE/64BE: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   DE/64C1: F0 03                Frame Duration: 3
   DE/64C3: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/64C6: F0 03                Frame Duration: 3
   DE/64C8: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/64CB: F0 27                Duration: 39 frames
DE/64CD: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/64D1: F0 09                Duration: 9 frames
DE/64D3: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/64D5: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
DE/64D8: F0 09                Duration: 9 frames
DE/64DA: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/64DC: 08 48 15             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/64DF: F0 1D                Frame Duration: 29
DE/64E1: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/64E3: 09                   Reset all object properties to default
   DE/64E4: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/64E6: F0 00                Frame Duration: 0
   DE/64E8: 3D E6 64             <UNKNOWN COMMAND $3D: pointer to address $DE/64E6>
DE/64EB: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/64ED: 10 41                Set transition flag, x2 speed
   DE/64EF: 50 02                Shift object right 32 pixels
   DE/64F1: 77                   Object faces up-right
DE/64F2: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/64F4: 09                   Reset all object properties to default
   DE/64F5: 71                   Object faces down-right
   DE/64F6: F0 01                Frame Duration: 1
   DE/64F8: 47                   <UNKNOWN COMMAND $47>
DE/64F9: 17 02                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/64FB: 42                   <UNKNOWN COMMAND $42>
   DE/64FC: 77                   Object faces up-right
DE/64FD: FD 32                <UNKNOWN COMMAND $FD 32>
DE/64FF: 60 4A A3 D7          Run Dialogue $034A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 THIS!
 Do you get it?<I><END>


DE/6503: F0 1D                Duration: 29 frames
DE/6505: 60 4B A3 D5          Run Dialogue $034B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Uh uh... NOPE!<I>
 You lost me.<I><END>


DE/6509: 17 0C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/650B: 10 83                Set sequence flag, x4 speed
   DE/650D: 08 51 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/6510: F0 09                Frame Duration: 9
   DE/6512: 9C 16                Play sound effect #$16
   DE/6514: 08 41 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/6517: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/6519: 10 83                Set sequence flag, x4 speed
   DE/651B: 08 52 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/651E: F0 09                Frame Duration: 9
   DE/6520: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/6523: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/6525: 10 83                Set sequence flag, x4 speed
   DE/6527: 08 51 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/652A: F0 09                Frame Duration: 9
   DE/652C: 08 41 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/652F: F0 09                Duration: 9 frames
DE/6531: 95 01 00             Fade out music to volume 0; Duration: 1 frames
DE/6534: F0 1D                Duration: 29 frames
DE/6536: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6538: 92 12                Fade in music: #$12
DE/653A: 95 00 61             Fade out music to volume 97; Duration: 0 frames
DE/653D: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/653F: 09                   Reset all object properties to default
DE/6540: 19 01                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/6542: 09                   Reset all object properties to default
DE/6543: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/6545: 09                   Reset all object properties to default
DE/6546: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6548: 60 4C A3 D7          Run Dialogue $034C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GENO: Well, let's just say that if
 things stay the way they are, your
 wishes will never come true.<I><END>


DE/654C: F0 09                Duration: 9 frames
DE/654E: A0 19                Set event flag memory address 00:7043 Bit 1
DE/6550: 15 F3 63 00          Set Object: NPC #1 ---> Command: Set object to movement: $0063
DE/6554: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/6556: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DE/6559: 60 4D A3 D5          Run Dialogue $034D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: WHAT?! So you mean even if
 I grow up, I won't ever be strong
 and cool like you?!<I><END>


DE/655D: F0 09                Duration: 9 frames
DE/655F: 17 F2 FB 01          Set Object: NPC #3 ---> Command: Set object to movement: $01FB
DE/6563: F0 1D                Duration: 29 frames
DE/6565: 60 4E 83 D7          Run Dialogue $034E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GENO: No one's wishes will come
 true until the Star Pieces are
 found and the Star Road repaired.<I><END>


DE/6569: F0 09                Duration: 9 frames
DE/656B: 65                   <UNKNOWN COMMAND $65>
DE/656C: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/656E: 17 13                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/6570: 09                   Reset all object properties to default
   DE/6571: F0 07                Frame Duration: 7
   DE/6573: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   DE/6576: F0 07                Frame Duration: 7
   DE/6578: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/657B: F0 03                Frame Duration: 3
   DE/657D: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   DE/6580: F0 07                Frame Duration: 7
   DE/6582: 09                   Reset all object properties to default
DE/6583: F0 13                Duration: 19 frames
DE/6585: 60 4F A3 D7          Run Dialogue $034F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Which is why I have chosen to
 join these two in order to find
 the missing Star Pieces.<I><END>


DE/6589: F0 09                Duration: 9 frames
DE/658B: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/658D: 09                   Reset all object properties to default
   DE/658E: 10 41                Set transition flag, x2 speed
   DE/6590: 41                   <UNKNOWN COMMAND $41>
   DE/6591: 73                   Object faces down-left
DE/6592: 60 50 83 D5          Run Dialogue $0350 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: So that's it......!
 Well, Mario needs all the help
 he can get!<I><END>


DE/6596: F0 09                Duration: 9 frames
DE/6598: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/659A: 45                   <UNKNOWN COMMAND $45>
   DE/659B: 73                   Object faces down-left
DE/659C: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   DE/659E: F0 13                Frame Duration: 19
   DE/65A0: 76                   Object faces up
   DE/65A1: F0 03                Frame Duration: 3
   DE/65A3: 08 4C 02             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/65A6: F0 01                Frame Duration: 1
   DE/65A8: 08 4C 03             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/65AB: F0 01                Frame Duration: 1
   DE/65AD: D2 A3 65             Jump to address $DE/65A3
DE/65B0: 19 11                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/65B2: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   DE/65B5: F0 09                Frame Duration: 9
   DE/65B7: 09                   Reset all object properties to default
   DE/65B8: 71                   Object faces down-right
   DE/65B9: 10 43                Set transition flag, x4 speed
   DE/65BB: 42                   <UNKNOWN COMMAND $42>
   DE/65BC: 41                   <UNKNOWN COMMAND $41>
   DE/65BD: 67 08                Shift object up-right 8 pixels
   DE/65BF: 77                   Object faces up-right
   DE/65C0: 08 49 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
DE/65C3: 60 51 A3 D5          Run Dialogue $0351 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Geno, I have a lot of dreams!
 Please, go fix the Star Road and
 make sure they all come true!<I><END>


DE/65C7: 17 F2 FB 01          Set Object: NPC #3 ---> Command: Set object to movement: $01FB
DE/65CB: F0 11                Duration: 17 frames
DE/65CD: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/65CF: 60 52 A3 D7          Run Dialogue $0352 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GENO: That's a promise!<I><END>


DE/65D3: 00 F1 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/65D6: 77                   Object faces up-right
   DE/65D7: 09                   Reset all object properties to default
DE/65D8: 19 07                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/65DA: 09                   Reset all object properties to default
   DE/65DB: 06                   Set "moon-walk" Bits
   DE/65DC: 10 44                Set transition flag, x8 speed
   DE/65DE: 63 08                Shift object down-left 8 pixels
   DE/65E0: 07                   Clear "moon-walk" Bits
DE/65E1: F0 09                Duration: 9 frames
DE/65E3: 15 F3 63 00          Set Object: NPC #1 ---> Command: Set object to movement: $0063
DE/65E7: 60 53 A3 D5          Run Dialogue $0353 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: COOL!!<I><END>


DE/65EB: F0 09                Duration: 9 frames
DE/65ED: 17 1E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x1E bytes)
   DE/65EF: 09                   Reset all object properties to default
   DE/65F0: 10 46                Set transition flag, 1/4 speed
   DE/65F2: 61 08                Shift object down-right 8 pixels
   DE/65F4: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/65F7: 10 43                Set transition flag, x4 speed
   DE/65F9: 65 0A                Shift object up-left 10 pixels
   DE/65FB: 71                   Object faces down-right
   DE/65FC: 09                   Reset all object properties to default
   DE/65FD: F0 03                Frame Duration: 3
   DE/65FF: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DE/6602: F0 03                Frame Duration: 3
   DE/6604: 08 49 0D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DE/6607: F0 03                Frame Duration: 3
   DE/6609: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/660C: 77                   Object faces up-right
DE/660D: 19 1A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x1A bytes)
   DE/660F: 10 46                Set transition flag, 1/4 speed
   DE/6611: 67 08                Shift object up-right 8 pixels
   DE/6613: 08 49 16             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/6616: F0 03                Frame Duration: 3
   DE/6618: 08 49 17             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/661B: 10 43                Set transition flag, x4 speed
   DE/661D: 63 0A                Shift object down-left 10 pixels
   DE/661F: 77                   Object faces up-right
   DE/6620: 09                   Reset all object properties to default
   DE/6621: 08 49 15             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/6624: F0 03                Frame Duration: 3
   DE/6626: 08 49 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
DE/6629: 00 2F                Set Object: MARIO ---> Begin action queue for object (Length: 0x2F bytes)
   DE/662B: F0 1F                Frame Duration: 31
   DE/662D: 9C 16                Play sound effect #$16
   DE/662F: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/6632: F0 07                Frame Duration: 7
   DE/6634: 10 81                Set sequence flag, x2 speed
   DE/6636: 08 42 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/6639: F0 19                Frame Duration: 25
   DE/663B: 10 83                Set sequence flag, x4 speed
   DE/663D: F0 11                Frame Duration: 17
   DE/663F: D4 03                Start code block, repeat 3 times
   DE/6641: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/6644: F0 03                Frame Duration: 3
   DE/6646: 08 4A 16             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/6649: F0 03                Frame Duration: 3
   DE/664B: D7                   End of code block
   DE/664C: D4 07                Start code block, repeat 7 times
   DE/664E: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/6651: F0 01                Frame Duration: 1
   DE/6653: 08 4A 16             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/6656: F0 01                Frame Duration: 1
   DE/6658: D7                   End of code block
   DE/6659: 09                   Reset all object properties to default
DE/665A: F0 09                Duration: 9 frames
DE/665C: 15 F2 63 00          Set Object: NPC #1 ---> Command: Set object to movement: $0063
DE/6660: 60 54 A3 D5          Run Dialogue $0354 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Oh, wait!  Wait a minute!<I><END>


DE/6664: 15 9A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DE/6666: 10 41                Set transition flag, x2 speed
   DE/6668: 71                   Object faces down-right
   DE/6669: F0 03                Frame Duration: 3
   DE/666B: 77                   Object faces up-right
   DE/666C: 40                   <UNKNOWN COMMAND $40>
   DE/666D: 67 08                Shift object up-right 8 pixels
   DE/666F: 51 03                Shift object down-right 48 pixels
   DE/6671: 77                   Object faces up-right
   DE/6672: F0 1D                Frame Duration: 29
   DE/6674: 55 03                Shift object up-left 48 pixels
   DE/6676: 53 01                Shift object down-left 16 pixels
   DE/6678: 54 01                Shift object left 16 pixels
   DE/667A: 10 80                Set sequence flag, x1 speed
   DE/667C: 0B 40                Set Bits $40 of current object address 0A,x
   DE/667E: 0B 04                Set Bits $4 of current object address 0A,x
DE/6680: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/6682: 09                   Reset all object properties to default
   DE/6683: 10 46                Set transition flag, 1/4 speed
   DE/6685: 10 81                Set sequence flag, x2 speed
DE/6687: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/6689: 09                   Reset all object properties to default
   DE/668A: 10 46                Set transition flag, 1/4 speed
   DE/668C: 10 81                Set sequence flag, x2 speed
DE/668E: 00 F1 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/6691: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/6692: 09                   Reset all object properties to default
   DE/6693: 10 40                Set transition flag, x1 speed
DE/6695: 60 55 A3 D5          Run Dialogue $0355 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: This is yours, Geno, so take
 it along with you.<I><END>


DE/6699: F0 09                Duration: 9 frames
DE/669B: A8 07 09             Store #$09 to 00:70A7
DE/669E: AC 0C 02             Store #$020C to 00:7000
DE/66A1: D1 F3 0E             Execute event id $0EF3
DE/66A4: 17 F2 FB 01          Set Object: NPC #3 ---> Command: Set object to movement: $01FB
DE/66A8: F0 11                Duration: 17 frames
DE/66AA: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/66AC: F0 09                Duration: 9 frames
DE/66AE: 60 58 A3 D7          Run Dialogue $0358 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GENO: Thanks for being a good
 sport, Gaz. I'll see you when I
 get back.<I><END>


DE/66B2: F0 09                Duration: 9 frames
DE/66B4: 17 0C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/66B6: 09                   Reset all object properties to default
   DE/66B7: 61 06                Shift object down-right 6 pixels
   DE/66B9: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
   DE/66BC: F0 45                Frame Duration: 69
   DE/66BE: 09                   Reset all object properties to default
   DE/66BF: 61 08                Shift object down-right 8 pixels
   DE/66C1: 01                   Clear Bit 7 of current object (disable object visibility)
DE/66C2: 19 0B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/66C4: 67 06                Shift object up-right 6 pixels
   DE/66C6: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   DE/66C9: F0 45                Frame Duration: 69
   DE/66CB: 09                   Reset all object properties to default
   DE/66CC: 67 08                Shift object up-right 8 pixels
   DE/66CE: 01                   Clear Bit 7 of current object (disable object visibility)
DE/66CF: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/66D1: F0 13                Frame Duration: 19
   DE/66D3: 08 46 00             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/66D6: F0 45                Frame Duration: 69
   DE/66D8: 09                   Reset all object properties to default
DE/66D9: FD 32                <UNKNOWN COMMAND $FD 32>
DE/66DB: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/66DD: 0B F0                Set Bits $F0 of current object address 0A,x
DE/66DF: 15 F2 80 00          Set Object: NPC #1 ---> Command: Set object to movement: $0080
DE/66E3: F0 09                Duration: 9 frames
DE/66E5: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/66E9: A0 25                Set event flag memory address 00:7044 Bit 5
DE/66EB: FE                   Return

DE/66EC: E8 F4 66             If random number between 0 and 255 > 128, jump to address $DE/66F4
DE/66EF: 60 56 A3 D0          Run Dialogue $0356 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: Go get 'em, Geno!
 You're the main man!<I><END>


DE/66F3: FE                   Return

DE/66F4: 60 57 A3 D0          Run Dialogue $0357 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GAZ: It's gonna be a little lonely
 without you, but...hey, I can
 handle it.<I><END>


DE/66F8: FE                   Return


EVENT [231] ------------------------------------------------------------>
DE/66F9: DC 10 00 67          If event flag memory address 00:7042 Bit 0 clear, jump to address $DE/6700
DE/66FD: D3 C3 10             Jump to address $DE/10C3
DE/6700: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/6702: FD 0F 02             Object overlaps BG1
DE/6705: D0 09 01             Execute event id $0109 subsequently

EVENT [232] ------------------------------------------------------------>
DE/6708: D8 22 17 67          If event flag memory address 00:7044 Bit 2 set, jump to address $DE/6717
DE/670C: D3 1C 67             Jump to address $DE/671C
DE/670F: 60 60 A3 D0          Run Dialogue $0360 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There's nothing to worry about
 anymore! I can finally relax.<I><END>


DE/6713: D3 23 67             Jump to address $DE/6723
DE/6716: FE                   Return

DE/6717: 60 60 A3 D0          Run Dialogue $0360 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There's nothing to worry about
 anymore! I can finally relax.<I><END>


DE/671B: FE                   Return

DE/671C: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/671E: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/6720: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
DE/6722: FE                   Return

DE/6723: 16 FB                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FB>
DE/6725: 17 FB                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $FB>
DE/6727: 18 FB                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $FB>
DE/6729: FE                   Return


EVENT [233] ------------------------------------------------------------>
DE/672A: DE 1E 2D 0F          If event flag memory address 00:7083 Bit 6 clear, jump to address $DE/0F2D
DE/672E: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/6730: 14 F2 77 00          Set Object: NPC #0 ---> Command: Set object to movement: $0077
DE/6734: 71                   Lighten screen from black before following commands
DE/6735: FE                   Return


EVENT [234] ------------------------------------------------------------>
DE/6736: D8 22 45 67          If event flag memory address 00:7044 Bit 2 set, jump to address $DE/6745
DE/673A: D3 1C 67             Jump to address $DE/671C
DE/673D: 60 63 A3 D0          Run Dialogue $0363 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          Hey, I'll carry that!<I><END>


DE/6741: D3 23 67             Jump to address $DE/6723
DE/6744: FE                   Return

DE/6745: 60 60 A3 D0          Run Dialogue $0360 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There's nothing to worry about
 anymore! I can finally relax.<I><END>


DE/6749: FE                   Return


EVENT [235] ------------------------------------------------------------>
DE/674A: D8 22 59 67          If event flag memory address 00:7044 Bit 2 set, jump to address $DE/6759
DE/674E: D3 1C 67             Jump to address $DE/671C
DE/6751: 60 61 A3 D0          Run Dialogue $0361 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Phew.... That was close,
 but I made it on time.....<I><END>


DE/6755: D3 23 67             Jump to address $DE/6723
DE/6758: FE                   Return

DE/6759: 60 60 A3 D0          Run Dialogue $0360 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There's nothing to worry about
 anymore! I can finally relax.<I><END>


DE/675D: FE                   Return


EVENT [236] ------------------------------------------------------------>
DE/675E: 60 5E A3 D0          Run Dialogue $035E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'm so proud of my Grandson.
 Just look at him.<I><END>


DE/6762: FE                   Return


EVENT [237] ------------------------------------------------------------>
DE/6763: 60 5F A3 D0          Run Dialogue $035F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 My Grandson has come back home
 in one piece. Thank you, Mario!<I><END>


DE/6767: FE                   Return


EVENT [238] ------------------------------------------------------------>
DE/6768: D9 01 6F 67          If event flag memory address 00:7060 Bit 1 set, jump to address $DE/676F
DE/676C: D0 05 01             Execute event id $0105 subsequently
DE/676F: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/6771: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/6773: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/6775: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DE/6777: D0 05 01             Execute event id $0105 subsequently

EVENT [239] ------------------------------------------------------------>
DE/677A: 60 5A A3 D0          Run Dialogue $035A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I can finally move!<I>
 I guess I owe it all to Mario...
 What an amazing guy!<I><END>


DE/677E: FE                   Return


EVENT [23A] ------------------------------------------------------------>
DE/677F: 60 5D A3 D0          Run Dialogue $035D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Good, now I can finally go to the
 forest to chop some wood.<I><END>


DE/6783: FE                   Return


EVENT [23B] ------------------------------------------------------------>
DE/6784: 60 66 A3 D0          Run Dialogue $0366 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Things are finally back to
 normal. Thank you, Mario.<I><END>


DE/6788: FE                   Return


EVENT [23C] ------------------------------------------------------------>
DE/6789: 60 5B A3 D0          Run Dialogue $035B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


            I'm finally HOME!<I><END>


DE/678D: FE                   Return


EVENT [23D] ------------------------------------------------------------>
DE/678E: 60 5C A3 D0          Run Dialogue $035C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Can't believe we had arrows
 showering down around here...<I><END>


DE/6792: FE                   Return


EVENT [23E] ------------------------------------------------------------>
DE/6793: F2 5E B0             <UNKNOWN COMMAND $F2>
DE/6796: FE                   Return


EVENT [23F] ------------------------------------------------------------>
DE/6797: D1 19 01             Execute event id $0119
DE/679A: F8 5D B0 A2 67       <UNKNOWN COMMAND $F8>
DE/679F: D0 05 01             Execute event id $0105 subsequently
DE/67A2: F2 5E B0             <UNKNOWN COMMAND $F2>
DE/67A5: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DE/67A7: D0 05 01             Execute event id $0105 subsequently

EVENT [240] ------------------------------------------------------------>
DE/67AA: D9 08 BD 67          If event flag memory address 00:7061 Bit 0 set, jump to address $DE/67BD
DE/67AE: F8 5D B0 BD 67       <UNKNOWN COMMAND $F8>
DE/67B3: A8 07 20             Store #$20 to 00:70A7
DE/67B6: D1 20 00             Execute event id $0020
DE/67B9: F3 5E 28             <UNKNOWN COMMAND $F2>
DE/67BC: FE                   Return

DE/67BD: A8 07 85             Store #$85 to 00:70A7
DE/67C0: D1 22 00             Execute event id $0022
DE/67C3: F3 5E 28             <UNKNOWN COMMAND $F2>
DE/67C6: FE                   Return


EVENT [241] ------------------------------------------------------------>
DE/67C7: D9 08 DA 67          If event flag memory address 00:7061 Bit 0 set, jump to address $DE/67DA
DE/67CB: F8 5D B0 DA 67       <UNKNOWN COMMAND $F8>
DE/67D0: A8 07 20             Store #$20 to 00:70A7
DE/67D3: D1 20 00             Execute event id $0020
DE/67D6: F3 5E 2A             <UNKNOWN COMMAND $F2>
DE/67D9: FE                   Return

DE/67DA: A8 07 88             Store #$88 to 00:70A7
DE/67DD: D1 22 00             Execute event id $0022
DE/67E0: F3 5E 2A             <UNKNOWN COMMAND $F2>
DE/67E3: FE                   Return


EVENT [242] ------------------------------------------------------------>
DE/67E4: 60 69 83 D0          Run Dialogue $0369 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Come back again, you hear?
 Have you been to Yo'ster Isle?<I>
 >>   (You betcha)
 >>   (Nope, not yet)<I><END>


DE/67E8: 66 F0 67             If 2nd option chosen from dialogue prompt, jump to address $DE/67F0
DE/67EB: 60 6A A3 D0          Run Dialogue $036A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Oh, I see...<I>
 So you've tried your luck with the
 Goomba thumping game, huh?<I><END>


DE/67EF: FE                   Return

DE/67F0: 60 6B A3 D0          Run Dialogue $036B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 You have to go through the
 pipes to get there!<I><END>


DE/67F4: FE                   Return


EVENT [243] ------------------------------------------------------------>
DE/67F5: 60 6C A3 D0          Run Dialogue $036C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Now I can finally move. Maybe I'll
 go pick mushrooms in the forest.<I>
 It's a little scary, but I'll take my
 chances.<I><END>


DE/67F9: FE                   Return


EVENT [244] ------------------------------------------------------------>
DE/67FA: 32 16 2D 0F          <UNKNOWN COMMAND $32>
DE/67FE: D1 19 01             Execute event id $0119
DE/6801: D2 05 01             Jump to address $DE/0105

EVENT [245] ------------------------------------------------------------>

EVENT [246] ------------------------------------------------------------>

EVENT [247] ------------------------------------------------------------>

EVENT [248] ------------------------------------------------------------>
DE/6804: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/6808: A0 19                Set event flag memory address 00:7043 Bit 1
DE/680A: 9C 42                Play sound effect #$42
DE/680C: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/6810: 19 F2 A4 01          Set Object: NPC #5 ---> Command: Set object to movement: $01A4
DE/6814: B1 12 03 00          Add #$0003 to 00:7024
DE/6818: BA 13                Store value at 00:7026 to 00:7000
DE/681A: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/681E: FE                   Return


EVENT [249] ------------------------------------------------------------>
DE/681F: D8 1A F7 0E          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/0EF7
DE/6823: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/6825: 9C 42                Play sound effect #$42
DE/6827: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/682B: 1A F2 A5 01          Set Object: NPC #6 ---> Command: Set object to movement: $01A5
DE/682F: B1 12 03 00          Add #$0003 to 00:7024
DE/6833: BA 13                Store value at 00:7026 to 00:7000
DE/6835: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/6839: FE                   Return


EVENT [24A] ------------------------------------------------------------>
DE/683A: D8 1B F7 0E          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/0EF7
DE/683E: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/6840: 9C 42                Play sound effect #$42
DE/6842: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/6846: 1B F2 A6 01          Set Object: NPC #7 ---> Command: Set object to movement: $01A6
DE/684A: B1 12 03 00          Add #$0003 to 00:7024
DE/684E: BA 13                Store value at 00:7026 to 00:7000
DE/6850: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/6854: FE                   Return


EVENT [24B] ------------------------------------------------------------>
DE/6855: D8 1C F7 0E          If event flag memory address 00:7043 Bit 4 set, jump to address $DE/0EF7
DE/6859: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/685B: 9C 42                Play sound effect #$42
DE/685D: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/6861: 1C F2 A7 01          Set Object: NPC #8 ---> Command: Set object to movement: $01A7
DE/6865: B1 12 03 00          Add #$0003 to 00:7024
DE/6869: BA 13                Store value at 00:7026 to 00:7000
DE/686B: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/686F: FE                   Return


EVENT [24C] ------------------------------------------------------------>
DE/6870: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/6874: A0 19                Set event flag memory address 00:7043 Bit 1
DE/6876: 9C 69                Play sound effect #$69
DE/6878: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/687C: 1E F2 A8 01          Set Object: NPC #10 ---> Command: Set object to movement: $01A8
DE/6880: BA 12                Store value at 00:7024 to 00:7000
DE/6882: E2 00 00 F7 0E       If value at 00:7000 = #$0000, jump to address $DE/0EF7
DE/6887: B3 12                Decrement 00:7024
DE/6889: BA 13                Store value at 00:7026 to 00:7000
DE/688B: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/688F: FE                   Return


EVENT [24D] ------------------------------------------------------------>
DE/6890: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/6894: A0 19                Set event flag memory address 00:7043 Bit 1
DE/6896: 9C 69                Play sound effect #$69
DE/6898: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/689C: 1F F2 A9 01          Set Object: NPC #11 ---> Command: Set object to movement: $01A9
DE/68A0: BA 12                Store value at 00:7024 to 00:7000
DE/68A2: E2 00 00 F7 0E       If value at 00:7000 = #$0000, jump to address $DE/0EF7
DE/68A7: B3 12                Decrement 00:7024
DE/68A9: BA 13                Store value at 00:7026 to 00:7000
DE/68AB: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/68AF: FE                   Return


EVENT [24E] ------------------------------------------------------------>
DE/68B0: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/68B4: A0 19                Set event flag memory address 00:7043 Bit 1
DE/68B6: 9C 69                Play sound effect #$69
DE/68B8: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/68BC: 20 F2 AA 01          Set Object: NPC #12 ---> Command: Set object to movement: $01AA
DE/68C0: BA 12                Store value at 00:7024 to 00:7000
DE/68C2: E2 00 00 F7 0E       If value at 00:7000 = #$0000, jump to address $DE/0EF7
DE/68C7: B3 12                Decrement 00:7024
DE/68C9: BA 13                Store value at 00:7026 to 00:7000
DE/68CB: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/68CF: FE                   Return


EVENT [24F] ------------------------------------------------------------>
DE/68D0: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/68D4: A0 19                Set event flag memory address 00:7043 Bit 1
DE/68D6: 9C 69                Play sound effect #$69
DE/68D8: 00 F2 D2 00          Set Object: MARIO ---> Command: Set object to movement: $00D2
DE/68DC: 21 F2 AB 01          Set Object: NPC #13 ---> Command: Set object to movement: $01AB
DE/68E0: BA 12                Store value at 00:7024 to 00:7000
DE/68E2: E2 00 00 F7 0E       If value at 00:7000 = #$0000, jump to address $DE/0EF7
DE/68E7: B3 12                Decrement 00:7024
DE/68E9: BA 13                Store value at 00:7026 to 00:7000
DE/68EB: 60 43 03 40          Run Dialogue $0343
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Time    <$00>
Points <$01>

DE/68EF: FE                   Return


EVENT [250] ------------------------------------------------------------>
DE/68F0: D9 1E F8 0E          If event flag memory address 00:7063 Bit 6 set, jump to address $DE/0EF8
DE/68F4: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/68F6: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/68F9: 94 00 00 08          Place object: right=0px down=0px up=8px
DE/68FD: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/68FF: FD 0F 02             Object overlaps BG1
DE/6902: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6904: FD 0F 02             Object overlaps BG1
DE/6907: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6909: FD 0F 02             Object overlaps BG1
DE/690C: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/690E: FD 0F 03             Object overlaps BG1 & BG2
   DE/6911: 01                   Clear Bit 7 of current object (disable object visibility)
DE/6912: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/6914: FD 0F 03             Object overlaps BG1 & BG2
   DE/6917: 01                   Clear Bit 7 of current object (disable object visibility)
DE/6918: 18 84                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/691A: FD 0F 03             Object overlaps BG1 & BG2
   DE/691D: 01                   Clear Bit 7 of current object (disable object visibility)
DE/691E: D8 B3 F8 0E          If event flag memory address 00:7056 Bit 3 set, jump to address $DE/0EF8
DE/6922: 40 54 22             Execute event id $2254 simultaneously with the following commands
DE/6925: 71                   Lighten screen from black before following commands
DE/6926: FE                   Return


EVENT [251] ------------------------------------------------------------>
DE/6927: D9 1E F8 0E          If event flag memory address 00:7063 Bit 6 set, jump to address $DE/0EF8
DE/692B: 8A 08 51             Set 0 palettes from $37AA20
DE/692E: 8A 0C 52             Set 0 palettes from $37AA40
DE/6931: 8A 0D 53             Set 0 palettes from $37AA60
DE/6934: F0 01                Duration: 1 frames
DE/6936: 95 00 01             Fade out music to volume 1; Duration: 0 frames
DE/6939: 4A 8C 00 05          Engage in battle with formation pack #$008C in background #$05
DE/693D: A0 52                Set event flag memory address 00:704A Bit 2
DE/693F: D1 F3 03             Execute event id $03F3
DE/6942: 90                   <UNKNOWN COMMAND $90>
DE/6943: 17 F0 00                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
DE/6946: FD A2                Stop music playback
DE/6948: F2 21 29             <UNKNOWN COMMAND $F2>
DE/694B: F2 21 2B             <UNKNOWN COMMAND $F2>
DE/694E: F2 21 33             <UNKNOWN COMMAND $F2>
DE/6951: F2 21 35             <UNKNOWN COMMAND $F2>
DE/6954: F2 21 37             <UNKNOWN COMMAND $F2>
DE/6957: A0 B3                Set event flag memory address 00:7056 Bit 3
DE/6959: FD 5B                Restore all HP
DE/695B: FD 5C                Restore all FP
DE/695D: 1D 07                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/695F: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/6962: 94 00 00 08          Place object: right=0px down=0px up=8px
DE/6966: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/6968: 92 06 13 00          Place object at on-screen coords: (208,152) Z=0
   DE/696C: 77                   Object faces up-right
DE/696D: 6A 0F 81             Modify BGL of area $810F
DE/6970: F0 00                Duration: 0 frames
DE/6972: 6A 0F 83             Modify BGL of area $830F
DE/6975: F0 00                Duration: 0 frames
DE/6977: 6A 21 81             Modify BGL of area $8121
DE/697A: F0 00                Duration: 0 frames
DE/697C: 6A 21 83             Modify BGL of area $8321
DE/697F: 6B 0F 81             Modify physical field of area $810F
DE/6982: 6B 21 81             Modify physical field of area $8121
DE/6985: F0 00                Duration: 0 frames
DE/6987: 1A 8A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/6989: 08 49 15             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/698C: F0 01                Frame Duration: 1
   DE/698E: 08 49 12             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   DE/6991: F0 01                Frame Duration: 1
DE/6993: 1C 02                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/6995: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/6997: FD FD                Store value at 7F:F8CD to 00:7000
DE/6999: 78                   <UNKNOWN COMMAND $78>
DE/699A: 5A                   <UNKNOWN COMMAND $5A>
DE/699B: 07 F0 27                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DE/699E: 0C 84                XOR Bits $84 of current object address 0A,x
   DE/69A0: 10 45                Set transition flag, 1/2 speed
   DE/69A2: 53 02                Shift object down-left 32 pixels
   DE/69A4: 7F FD FC             Object jumps (with sound effect) #$FCFD units
   DE/69A7: 1A                   <UNKNOWN COMMAND $1A>
   DE/69A8: 36                   <UNKNOWN COMMAND $36>
   DE/69A9: F0 05                Frame Duration: 5
   DE/69AB: 08 49 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/69AE: F0 05                Frame Duration: 5
   DE/69B0: D4 01                Start code block, repeat 1 times
   DE/69B2: 08 49 16             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/69B5: F0 03                Frame Duration: 3
   DE/69B7: 08 49 17             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/69BA: F0 05                Frame Duration: 5
   DE/69BC: 08 49 16             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/69BF: F0 01                Frame Duration: 1
   DE/69C1: 08 49 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/69C4: F0 01                Frame Duration: 1
DE/69C6: 08 49                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x49 bytes)
   DE/69C8: 12 F0                Clear Bits $3 of current object address 0B,x and set Bit(s) $240
   DE/69CA: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/69CB: 08 49 15             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/69CE: F0 1D                Frame Duration: 29
   DE/69D0: 08 49 12             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   DE/69D3: F0 05                Frame Duration: 5
   DE/69D5: 08 49 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/69D8: F0 05                Frame Duration: 5
   DE/69DA: D7                   End of code block
   DE/69DB: F0 1D                Frame Duration: 29
   DE/69DD: 71                   Object faces down-right
   DE/69DE: 09                   Reset all object properties to default
   DE/69DF: F0 1D                Frame Duration: 29
   DE/69E1: 00                   Set Bit 7 of current object (enable object visibility)
   DE/69E2: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/69E3: 75                   Object faces up-left
   DE/69E4: F0 09                Frame Duration: 9
   DE/69E6: 60 C0                Shift object right 192 pixels
   DE/69E8: A3                   Set memory address Bits using 00:700C
   DE/69E9: 60 FD                Shift object right 253 pixels
   DE/69EB: 32 F0 09             <UNKNOWN COMMAND $32>
   DE/69EE: 18                   <UNKNOWN COMMAND $18>
   DE/69EF: 2F D4 01 08 49 17 F0 <UNKNOWN COMMAND $2F>
   DE/69F6: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/69F7: 08 49 18             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   DE/69FA: F0 05                Frame Duration: 5
   DE/69FC: 08 49 17             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/69FF: F0 01                Frame Duration: 1
   DE/6A01: 08 49 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/6A04: F0 01                Frame Duration: 1
   DE/6A06: 08 49 13             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   DE/6A09: F0 01                Frame Duration: 1
   DE/6A0B: 08 49 16             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/6A0E: F0 09                Frame Duration: 9
   DE/6A10: 08 49 13             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
DE/6A13: F0 05                Duration: 5 frames
DE/6A15: 08 49                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x49 bytes)
   DE/6A17: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/6A18: F0 05                Frame Duration: 5
   DE/6A1A: D7                   End of code block
   DE/6A1B: F0 09                Frame Duration: 9
   DE/6A1D: 75                   Object faces up-left
   DE/6A1E: 09                   Reset all object properties to default
   DE/6A1F: F0 1D                Frame Duration: 29
   DE/6A21: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6A22: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/6A23: 71                   Object faces down-right
   DE/6A24: F0 1D                Frame Duration: 29
   DE/6A26: 60 C1                Shift object right 193 pixels
   DE/6A28: A3                   Set memory address Bits using 00:700C
   DE/6A29: 60 F0                Shift object right 240 pixels
   DE/6A2B: 3B 9C 15 1D 0C 10    <UNKNOWN COMMAND $3B>
   DE/6A31: 41                   <UNKNOWN COMMAND $41>
   DE/6A32: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DE/6A34: 10 45                Set transition flag, 1/2 speed
   DE/6A36: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DE/6A38: 10 46                Set transition flag, 1/4 speed
   DE/6A3A: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/6A3C: 0C 86                XOR Bits $86 of current object address 0A,x
   DE/6A3E: F0 1D                Frame Duration: 29
   DE/6A40: 10 40                Set transition flag, x1 speed
   DE/6A42: 54 01                Shift object left 16 pixels
   DE/6A44: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6A45: 24 77 F0 01 76       <UNKNOWN COMMAND $24>
   DE/6A4A: F0 01                Frame Duration: 1
   DE/6A4C: 75                   Object faces up-left
   DE/6A4D: F0 01                Frame Duration: 1
   DE/6A4F: 08 4A 97             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/6A52: F0 85                Frame Duration: 133
   DE/6A54: 10 41                Set transition flag, x2 speed
   DE/6A56: 06                   Set "moon-walk" Bits
   DE/6A57: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/6A58: 10 81                Set sequence flag, x2 speed
   DE/6A5A: 61 04                Shift object down-right 4 pixels
   DE/6A5C: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/6A5D: 09                   Reset all object properties to default
   DE/6A5E: F0 01                Frame Duration: 1
DE/6A60: 04 65                Set Object: MALLOW ---> Begin action queue for object (Length: 0x65 bytes)
   DE/6A62: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/6A63: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/6A64: 07                   Clear "moon-walk" Bits
   DE/6A65: F0 49                Frame Duration: 73
   DE/6A67: 08 4A 97             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/6A6A: 1A                   <UNKNOWN COMMAND $1A>
   DE/6A6B: 37                   <UNKNOWN COMMAND $37>
   DE/6A6C: 77                   Object faces up-right
   DE/6A6D: F0 01                Frame Duration: 1
   DE/6A6F: 75                   Object faces up-left
   DE/6A70: F0 1D                Frame Duration: 29
   DE/6A72: 08 49 96             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   DE/6A75: F0 03                Frame Duration: 3
   DE/6A77: 08 49 97             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/6A7A: F0 1D                Frame Duration: 29
   DE/6A7C: 10 46                Set transition flag, 1/4 speed
   DE/6A7E: 41                   <UNKNOWN COMMAND $41>
   DE/6A7F: 61 02                Shift object down-right 2 pixels
   DE/6A81: 10 41                Set transition flag, x2 speed
   DE/6A83: 75                   Object faces up-left
   DE/6A84: 09                   Reset all object properties to default
   DE/6A85: 65 04                Shift object up-left 4 pixels
   DE/6A87: 08 49 95             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   DE/6A8A: F0 1D                Frame Duration: 29
   DE/6A8C: 09                   Reset all object properties to default
   DE/6A8D: 10 80                Set sequence flag, x1 speed
   DE/6A8F: 77                   Object faces up-right
   DE/6A90: F0 01                Frame Duration: 1
   DE/6A92: 71                   Object faces down-right
   DE/6A93: F0 07                Frame Duration: 7
   DE/6A95: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DE/6A98: F0 03                Frame Duration: 3
   DE/6A9A: 09                   Reset all object properties to default
   DE/6A9B: F0 27                Frame Duration: 39
   DE/6A9D: 75                   Object faces up-left
   DE/6A9E: F0 01                Frame Duration: 1
   DE/6AA0: 08 49 97             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/6AA3: 18                   <UNKNOWN COMMAND $18>
   DE/6AA4: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/6AA5: 08 49 97             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   DE/6AA8: 1D                   <UNKNOWN COMMAND $1D>
   DE/6AA9: 08 10 46             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $46
                                 ---> Mirrored: no
   DE/6AAC: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/6AAE: F0 1D                Frame Duration: 29
   DE/6AB0: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/6AB2: FD 32 F0 3B 1D 06 FD 02 <UNKNOWN COMMAND $32>
   DE/6ABA: F0 09                Frame Duration: 9
   DE/6ABC: 9C 16                Play sound effect #$16
   DE/6ABE: 18                   <UNKNOWN COMMAND $18>
   DE/6ABF: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/6AC0: F0 09                Frame Duration: 9
   DE/6AC2: 09                   Reset all object properties to default
   DE/6AC3: 1A                   <UNKNOWN COMMAND $1A>
   DE/6AC4: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/6AC5: F0 09                Frame Duration: 9
DE/6AC7: 09 00                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes)
DE/6AC9: 03 F0 09                Set Object: GENO ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DE/6ACC: 09                   Reset all object properties to default
   DE/6ACD: FD 32 F0 59 1A 01 71 00 <UNKNOWN COMMAND $32>
DE/6AD5: 01 71                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x71 bytes)
   DE/6AD7: 60 C2                Shift object right 194 pixels
   DE/6AD9: A3                   Set memory address Bits using 00:700C
   DE/6ADA: 60 FD                Shift object right 253 pixels
   DE/6ADC: 32 65 F0             <UNKNOWN COMMAND $32>
   DE/6ADF: 09                   Reset all object properties to default
   DE/6AE0: 1A                   <UNKNOWN COMMAND $1A>
   DE/6AE1: 0C 02                XOR Bits $2 of current object address 0A,x
   DE/6AE3: 10 81                Set sequence flag, x2 speed
   DE/6AE5: 10 45                Set transition flag, 1/2 speed
   DE/6AE7: 44                   <UNKNOWN COMMAND $44>
   DE/6AE8: 71                   Object faces down-right
   DE/6AE9: F0 09                Frame Duration: 9
   DE/6AEB: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
   DE/6AEE: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6AEF: 91 F0 1D 72          Objects bounces at 114px high arches: right=3600px down=232px)
   DE/6AF3: F0 01                Frame Duration: 1
   DE/6AF5: 73                   Object faces down-left
   DE/6AF6: F0 01                Frame Duration: 1
   DE/6AF8: 74                   Object faces left
   DE/6AF9: F0 01                Frame Duration: 1
   DE/6AFB: 75                   Object faces up-left
   DE/6AFC: F0 27                Frame Duration: 39
   DE/6AFE: 08 48 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   DE/6B01: 60 C3                Shift object right 195 pixels
   DE/6B03: A3                   Set memory address Bits using 00:700C
   DE/6B04: 60 F0                Shift object right 240 pixels
   DE/6B06: 09                   Reset all object properties to default
   DE/6B07: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6B08: 81 09 00             Move object: right=288px down=0px
   DE/6B0B: F3 9E 02             <UNKNOWN COMMAND $F3>
   DE/6B0E: F0 1D                Frame Duration: 29
   DE/6B10: 1A                   <UNKNOWN COMMAND $1A>
   DE/6B11: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/6B12: 77                   Object faces up-right
   DE/6B13: 09                   Reset all object properties to default
   DE/6B14: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6B15: 07                   Clear "moon-walk" Bits
   DE/6B16: 10 40                Set transition flag, x1 speed
   DE/6B18: 10 81                Set sequence flag, x2 speed
   DE/6B1A: 45                   <UNKNOWN COMMAND $45>
   DE/6B1B: 65 04                Shift object up-left 4 pixels
   DE/6B1D: F0 0B                Frame Duration: 11
   DE/6B1F: FD 32 1D F2 78 00 00 08 <UNKNOWN COMMAND $32>
   DE/6B27: F0 13                Frame Duration: 19
   DE/6B29: 08 4A 87             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/6B2C: F0 3B                Frame Duration: 59
   DE/6B2E: 09                   Reset all object properties to default
   DE/6B2F: 1A                   <UNKNOWN COMMAND $1A>
   DE/6B30: 95 F0                Transfer object to coords of <UNKNOWN>
   DE/6B32: 13 08                Layering priority: 
   DE/6B34: 49                   <UNKNOWN COMMAND $49>
   DE/6B35: 07                   Clear "moon-walk" Bits
   DE/6B36: F0 01                Frame Duration: 1
   DE/6B38: 7E 40 00             Object jumps #$0040 units
   DE/6B3B: 10 41                Set transition flag, x2 speed
   DE/6B3D: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/6B40: 53 02                Shift object down-left 32 pixels
   DE/6B42: F0 3B                Frame Duration: 59
   DE/6B44: 77                   Object faces up-right
   DE/6B45: 09                   Reset all object properties to default
   DE/6B46: 1D                   <UNKNOWN COMMAND $1D>
   DE/6B47: 85                   Max sequence speed?
DE/6B48: 08 40                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes)
   DE/6B4A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6B4B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/6B4D: FD 8E                <UNKNOWN COMMAND $8E>
   DE/6B4F: 99                   <UNKNOWN COMMAND $99>
   DE/6B50: 07                   Clear "moon-walk" Bits
   DE/6B51: FF                   Return Queue All


DE/6B52: 7F                   <UNKNOWN COMMAND $7F>
DE/6B53: 1C F2 26 01          Set Object: NPC #8 ---> Command: Set object to movement: $0126
DE/6B57: F0 1D                Duration: 29 frames
DE/6B59: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/6B5B: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/6B5D: 10 45                Set transition flag, 1/2 speed
   DE/6B5F: 42                   <UNKNOWN COMMAND $42>
   DE/6B60: 10 46                Set transition flag, 1/4 speed
   DE/6B62: 42                   <UNKNOWN COMMAND $42>
DE/6B63: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/6B65: FD 0F 03             Object overlaps BG1 & BG2
   DE/6B68: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
DE/6B6A: F0 09                Duration: 9 frames
DE/6B6C: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6B6E: F0 1D                Frame Duration: 29
   DE/6B70: 71                   Object faces down-right
DE/6B71: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/6B73: F0 13                Frame Duration: 19
   DE/6B75: 09                   Reset all object properties to default
   DE/6B76: 72                   Object faces down
DE/6B77: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6B79: F0 09                Frame Duration: 9
   DE/6B7B: 73                   Object faces down-left
DE/6B7C: F0 05                Duration: 5 frames
DE/6B7E: 91 17                Play music: #$17
DE/6B80: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6B82: F0 77                Duration: 119 frames
DE/6B84: 18 F2 27 01          Set Object: NPC #4 ---> Command: Set object to movement: $0127
DE/6B88: 19 20                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x20 bytes)
   DE/6B8A: F0 05                Frame Duration: 5
   DE/6B8C: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/6B8F: F0 01                Frame Duration: 1
   DE/6B91: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/6B94: F0 01                Frame Duration: 1
   DE/6B96: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/6B97: 87 1D                Transfer object to coords of <UNKNOWN>
   DE/6B99: 94 00 00 30          Place object: right=0px down=0px up=48px
   DE/6B9D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6B9E: 10 40                Set transition flag, x1 speed
   DE/6BA0: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/6BA2: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/6BA5: 10 C5                Set transition and sequence flags, 1/2 speed
   DE/6BA7: 6B 0A                <UNKNOWN COMMAND: frame duration=10?>
   DE/6BA9: 01                   Clear Bit 7 of current object (disable object visibility)
DE/6BAA: F0 1D                Duration: 29 frames
DE/6BAC: 00 F2 28 01          Set Object: MARIO ---> Command: Set object to movement: $0128
DE/6BB0: 17 19                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x19 bytes)
   DE/6BB2: F0 03                Frame Duration: 3
   DE/6BB4: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/6BB7: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/6BB8: 87 1D                Transfer object to coords of <UNKNOWN>
   DE/6BBA: 94 00 00 30          Place object: right=0px down=0px up=48px
   DE/6BBE: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6BBF: 10 40                Set transition flag, x1 speed
   DE/6BC1: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/6BC3: 10 C5                Set transition and sequence flags, 1/2 speed
   DE/6BC5: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/6BC8: 6B 0A                <UNKNOWN COMMAND: frame duration=10?>
   DE/6BCA: 01                   Clear Bit 7 of current object (disable object visibility)
DE/6BCB: 89                   <UNKNOWN COMMAND $89>
DE/6BCC: EA 0C 56             If Bit 1 of 00:70A0,x set, jump to address $DE/560C
DE/6BCF: F0 1D                Duration: 29 frames
DE/6BD1: 1A F2 29 01          Set Object: NPC #6 ---> Command: Set object to movement: $0129
DE/6BD5: 1B 1E                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x1E bytes)
   DE/6BD7: 08 49 18             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   DE/6BDA: F0 01                Frame Duration: 1
   DE/6BDC: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/6BDF: F0 01                Frame Duration: 1
   DE/6BE1: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/6BE2: 87 1D                Transfer object to coords of <UNKNOWN>
   DE/6BE4: 93 00 00 04          Place object: right=0px down=0px up=64px
   DE/6BE8: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6BE9: 10 40                Set transition flag, x1 speed
   DE/6BEB: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/6BED: 10 C5                Set transition and sequence flags, 1/2 speed
   DE/6BEF: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/6BF2: 6B 0A                <UNKNOWN COMMAND: frame duration=10?>
   DE/6BF4: 01                   Clear Bit 7 of current object (disable object visibility)
DE/6BF5: 89                   <UNKNOWN COMMAND $89>
DE/6BF6: EA 08 54             If Bit 1 of 00:70A0,x set, jump to address $DE/5408
DE/6BF9: F0 1D                Duration: 29 frames
DE/6BFB: 89                   <UNKNOWN COMMAND $89>
DE/6BFC: EA 0D 55             If Bit 1 of 00:70A0,x set, jump to address $DE/550D
DE/6BFF: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6C01: F1 71 01             Duration: 369 frames
DE/6C04: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/6C06: 1D F1 89                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/6C09: 21                   <UNKNOWN COMMAND $21>
   DE/6C0A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/6C0C: 10 46                Set transition flag, 1/4 speed
   DE/6C0E: 64 02                Shift object left 2 pixels
   DE/6C10: 63 04                Shift object down-left 4 pixels
DE/6C12: FD 8C 32 0A 30       <UNKNOWN COMMAND $8C>
DE/6C17: 1D F2 78 00          Set Object: NPC #9 ---> Command: Set object to movement: $0078
DE/6C1B: F0 B3                Duration: 179 frames
DE/6C1D: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/6C1F: 1D 1A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x1A bytes)
   DE/6C21: 21                   <UNKNOWN COMMAND $21>
   DE/6C22: 10 44                Set transition flag, x8 speed
   DE/6C24: 5A 04                Shift object up 64 pixels
   DE/6C26: 10 43                Set transition flag, x4 speed
   DE/6C28: 4A                   <UNKNOWN COMMAND $4A>
   DE/6C29: 6A 08                Shift object up 8 pixels
   DE/6C2B: 10 41                Set transition flag, x2 speed
   DE/6C2D: 6A 04                Shift object up 4 pixels
   DE/6C2F: 10 40                Set transition flag, x1 speed
   DE/6C31: 6A 02                Shift object up 2 pixels
   DE/6C33: 10 45                Set transition flag, 1/2 speed
   DE/6C35: 6A 01                Shift object up 1 pixels
   DE/6C37: 10 46                Set transition flag, 1/4 speed
   DE/6C39: 6A 01                Shift object up 1 pixels
DE/6C3B: 1B 1C                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x1C bytes)
   DE/6C3D: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/6C40: F0 03                Frame Duration: 3
   DE/6C42: 92 05 1D 0E          Place object at on-screen coords: (176,232) Z=224
   DE/6C46: 94 02 00 00          Place object: right=2px down=0px up=0px
   DE/6C4A: FD 0F 03             Object overlaps BG1 & BG2
   DE/6C4D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6C4E: 10 43                Set transition flag, x4 speed
   DE/6C50: 6A 08                Shift object up 8 pixels
   DE/6C52: 10 41                Set transition flag, x2 speed
   DE/6C54: 6A 04                Shift object up 4 pixels
   DE/6C56: F0 09                Frame Duration: 9
   DE/6C58: 01                   Clear Bit 7 of current object (disable object visibility)
DE/6C59: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6C5B: 1D 8C                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/6C5D: F0 77                Frame Duration: 119
   DE/6C5F: 10 81                Set sequence flag, x2 speed
   DE/6C61: F0 1D                Frame Duration: 29
   DE/6C63: 10 83                Set sequence flag, x4 speed
   DE/6C65: F0 3B                Frame Duration: 59
   DE/6C67: 10 84                Set sequence flag, x8 speed
DE/6C69: F0 3B                Duration: 59 frames
DE/6C6B: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/6C6D: FD 31                Screen doesn't move with MARIO
DE/6C6F: 1D 0D                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/6C71: F0 82                Frame Duration: 130
   DE/6C73: 10 43                Set transition flag, x4 speed
   DE/6C75: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   DE/6C77: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
   DE/6C79: F0 01                Frame Duration: 1
   DE/6C7B: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DE/6C7E: 00 35                Set Object: MARIO ---> Begin action queue for object (Length: 0x35 bytes)
   DE/6C80: 10 40                Set transition flag, x1 speed
   DE/6C82: 52 03                Shift object down 48 pixels
   DE/6C84: 08 49 00             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/6C87: FD 0F 03             Object overlaps BG1 & BG2
   DE/6C8A: 20 04                <UNKNOWN COMMAND $20>
   DE/6C8C: 25 00 04 F0 FF       <UNKNOWN COMMAND $25>
   DE/6C91: 10 45                Set transition flag, 1/2 speed
   DE/6C93: 52 02                Shift object down 32 pixels
   DE/6C95: 62 04                Shift object down 4 pixels
   DE/6C97: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/6C99: 21                   <UNKNOWN COMMAND $21>
   DE/6C9A: 08 49 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/6C9D: 10 40                Set transition flag, x1 speed
   DE/6C9F: 63 06                Shift object down-left 6 pixels
   DE/6CA1: 08 49 02             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/6CA4: 10 45                Set transition flag, 1/2 speed
   DE/6CA6: 63 02                Shift object down-left 2 pixels
   DE/6CA8: 08 4B 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/6CAB: 63 02                Shift object down-left 2 pixels
   DE/6CAD: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/6CB0: 63 02                Shift object down-left 2 pixels
   DE/6CB2: 08 48 1F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1F
                                 ---> Mirrored: no
DE/6CB5: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/6CB7: 10 45                Set transition flag, 1/2 speed
   DE/6CB9: 64 0C                Shift object left 12 pixels
DE/6CBB: F0 55                Duration: 85 frames
DE/6CBD: 91 18                Play music: #$18
DE/6CBF: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6CC1: FD 30                Screen moves with MARIO
DE/6CC3: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/6CC5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/6CC7: 7E 00 00             Object jumps #$0000 units
DE/6CCA: F0 EF                Duration: 239 frames
DE/6CCC: 1D 0A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/6CCE: 10 45                Set transition flag, 1/2 speed
   DE/6CD0: 5A 06                Shift object up 96 pixels
   DE/6CD2: 10 46                Set transition flag, 1/4 speed
   DE/6CD4: 5A 01                Shift object up 16 pixels
   DE/6CD6: 6A 08                Shift object up 8 pixels
DE/6CD8: 0C 09                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x09 bytes)
   DE/6CDA: F0 21                Frame Duration: 33
   DE/6CDC: 10 40                Set transition flag, x1 speed
   DE/6CDE: 5A 05                Shift object up 80 pixels
   DE/6CE0: 10 45                Set transition flag, 1/2 speed
   DE/6CE2: 4A                   <UNKNOWN COMMAND $4A>
DE/6CE3: F0 9F                Duration: 159 frames
DE/6CE5: FD 8E 00 0A CE       <UNKNOWN COMMAND $8E>
DE/6CEA: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6CEC: 1D F2 78 00          Set Object: NPC #9 ---> Command: Set object to movement: $0078
DE/6CF0: F0 59                Duration: 89 frames
DE/6CF2: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DE/6CF4: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/6CF6: 21                   <UNKNOWN COMMAND $21>
   DE/6CF7: 10 44                Set transition flag, x8 speed
   DE/6CF9: 5A 08                Shift object up 128 pixels
DE/6CFB: 1B 0B                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/6CFD: 87 1D                Transfer object to coords of <UNKNOWN>
   DE/6CFF: 93 00 00 05          Place object: right=0px down=0px up=80px
   DE/6D03: 00                   Set Bit 7 of current object (enable object visibility)
   DE/6D04: 10 44                Set transition flag, x8 speed
   DE/6D06: 5A 04                Shift object up 64 pixels
DE/6D08: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6D0A: FD 4D 03             ENDING - Star Piece Scene #3
DE/6D0D: 92 21                Fade in music: #$21
DE/6D0F: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DE/6D11: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DE/6D13: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/6D15: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DE/6D17: F2 0F 3B             <UNKNOWN COMMAND $F2>
DE/6D1A: F2 0F 37             <UNKNOWN COMMAND $F2>
DE/6D1D: F2 0F 2F             <UNKNOWN COMMAND $F2>
DE/6D20: F2 0F 33             <UNKNOWN COMMAND $F2>
DE/6D23: FD 8E 72 00 00       <UNKNOWN COMMAND $8E>
DE/6D28: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/6D2A: 92 06 15 00          Place object at on-screen coords: (208,168) Z=0
   DE/6D2E: 77                   Object faces up-right
DE/6D2F: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/6D31: 09                   Reset all object properties to default
   DE/6D32: 10 80                Set sequence flag, x1 speed
   DE/6D34: 73                   Object faces down-left
   DE/6D35: 92 07 14 00          Place object at on-screen coords: (224,160) Z=0
DE/6D39: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/6D3B: 92 06 14 00          Place object at on-screen coords: (192,160) Z=0
   DE/6D3F: 71                   Object faces down-right
DE/6D40: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6D42: A0 4E                Set event flag memory address 00:7049 Bit 6
DE/6D44: D1 14 01             Execute event id $0114
DE/6D47: 71                   Lighten screen from black before following commands
DE/6D48: F0 1D                Duration: 29 frames
DE/6D4A: 60 8C AC D8          Run Dialogue $0C8C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GENO: Come on!
 Let's get this show on the road.<I><END>


DE/6D4E: F0 09                Duration: 9 frames
DE/6D50: 18 07                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/6D52: 10 80                Set sequence flag, x1 speed
   DE/6D54: 10 45                Set transition flag, 1/2 speed
   DE/6D56: 67 0A                Shift object up-right 10 pixels
   DE/6D58: 01                   Clear Bit 7 of current object (disable object visibility)
DE/6D59: 1A 08                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/6D5B: 10 80                Set sequence flag, x1 speed
   DE/6D5D: 10 45                Set transition flag, 1/2 speed
   DE/6D5F: 41                   <UNKNOWN COMMAND $41>
   DE/6D60: 67 0A                Shift object up-right 10 pixels
   DE/6D62: 01                   Clear Bit 7 of current object (disable object visibility)
DE/6D63: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/6D67: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/6D69: 72                   Object faces down
DE/6D6A: F2 0F 31             <UNKNOWN COMMAND $F2>
DE/6D6D: F2 0F 35             <UNKNOWN COMMAND $F2>
DE/6D70: 6A 14 81             Modify BGL of area $8114
DE/6D73: 6B 14 81             Modify physical field of area $8114
DE/6D76: A1 1E                Set event flag memory address 00:7063 Bit 6
DE/6D78: FD FB                Store value at 7F:F8CD to 00:7000
DE/6D7A: FE                   Return


EVENT [252] ------------------------------------------------------------>
DE/6D7B: FD 40                <UNKNOWN COMMAND $FD 40>
DE/6D7D: 34 00                Change directional maneuverability: 
DE/6D7F: D8 B3 F7 0E          If event flag memory address 00:7056 Bit 3 set, jump to address $DE/0EF7
DE/6D83: FD 43                <UNKNOWN COMMAND $FD 43>
DE/6D85: 14 F6                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $F6>
DE/6D87: FD 31                Screen doesn't move with MARIO
DE/6D89: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/6D8B: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/6D8E: F0 21                Frame Duration: 33
   DE/6D90: 08 48 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
DE/6D93: 00 0F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes)
   DE/6D95: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/6D97: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/6D99: F0 1F                Frame Duration: 31
   DE/6D9B: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/6D9E: 10 43                Set transition flag, x4 speed
   DE/6DA0: 9C 13                Play sound effect #$13
   DE/6DA2: 53 0A                Shift object down-left 160 pixels
DE/6DA4: F0 1D                Duration: 29 frames
DE/6DA6: FD 30                Screen moves with MARIO
DE/6DA8: F0 1D                Duration: 29 frames
DE/6DAA: 75                   Darken screen from normal before following commands
DE/6DAB: 68 20 01 1B 60 E0    Enter area: $0120
                              MARIO will be at coords: (864,768) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/6DB1: 00 1E                Set Object: MARIO ---> Begin action queue for object (Length: 0x1E bytes)
   DE/6DB3: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/6DB6: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/6DB8: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/6DBA: 10 43                Set transition flag, x4 speed
   DE/6DBC: 53 0A                Shift object down-left 160 pixels
   DE/6DBE: 0B 04                Set Bits $4 of current object address 0A,x
   DE/6DC0: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/6DC2: 9C 16                Play sound effect #$16
   DE/6DC4: 7E 40 00             Object jumps #$0040 units
   DE/6DC7: 08 43 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/6DCA: 10 41                Set transition flag, x2 speed
   DE/6DCC: 57 02                Shift object up-right 32 pixels
   DE/6DCE: 09                   Reset all object properties to default
   DE/6DCF: 10 40                Set transition flag, x1 speed
DE/6DD1: 0C 14                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x14 bytes)
   DE/6DD3: F0 27                Frame Duration: 39
   DE/6DD5: 10 44                Set transition flag, x8 speed
   DE/6DD7: 67 04                Shift object up-right 4 pixels
   DE/6DD9: 63 08                Shift object down-left 8 pixels
   DE/6DDB: 67 08                Shift object up-right 8 pixels
   DE/6DDD: 63 06                Shift object down-left 6 pixels
   DE/6DDF: 67 02                Shift object up-right 2 pixels
   DE/6DE1: 63 04                Shift object down-left 4 pixels
   DE/6DE3: 67 04                Shift object up-right 4 pixels
   DE/6DE5: 63 02                Shift object down-left 2 pixels
DE/6DE7: 70                   Simultaneously lighten screen from black with following commands
DE/6DE8: 7F                   <UNKNOWN COMMAND $7F>
DE/6DE9: FD 32                <UNKNOWN COMMAND $FD 32>
DE/6DEB: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/6DEF: FE                   Return


EVENT [253] ------------------------------------------------------------>
DE/6DF0: 68 1C 81 03 3B E2    Enter area: $011C
                              MARIO will be at coords: (112,472) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/6DF6: FE                   Return


EVENT [254] ------------------------------------------------------------>
DE/6DF7: F0 00                Duration: 0 frames
DE/6DF9: D8 18 3F 6E          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/6E3F
DE/6DFD: 32 17 04 6E          <UNKNOWN COMMAND $32>
DE/6E01: D2 F7 6D             Jump to address $DE/6DF7
DE/6E04: 14 F2 2A 01          Set Object: NPC #0 ---> Command: Set object to movement: $012A
DE/6E08: F0 21                Duration: 33 frames
DE/6E0A: 16 F2 2B 01          Set Object: NPC #2 ---> Command: Set object to movement: $012B
DE/6E0E: F0 00                Duration: 0 frames
DE/6E10: D8 18 49 6E          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/6E49
DE/6E14: 32 18 1B 6E          <UNKNOWN COMMAND $32>
DE/6E18: D2 0E 6E             Jump to address $DE/6E0E
DE/6E1B: 14 F2 2A 01          Set Object: NPC #0 ---> Command: Set object to movement: $012A
DE/6E1F: F0 21                Duration: 33 frames
DE/6E21: 17 F2 2B 01          Set Object: NPC #3 ---> Command: Set object to movement: $012B
DE/6E25: F0 00                Duration: 0 frames
DE/6E27: D8 18 53 6E          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/6E53
DE/6E2B: 32 16 32 6E          <UNKNOWN COMMAND $32>
DE/6E2F: D2 25 6E             Jump to address $DE/6E25
DE/6E32: 14 F2 2A 01          Set Object: NPC #0 ---> Command: Set object to movement: $012A
DE/6E36: F0 21                Duration: 33 frames
DE/6E38: 18 F2 2B 01          Set Object: NPC #4 ---> Command: Set object to movement: $012B
DE/6E3C: D2 F7 6D             Jump to address $DE/6DF7
DE/6E3F: F0 01                Duration: 1 frames
DE/6E41: 3E 21 17 3F 6E       <UNKNOWN COMMAND: pointer to address $6E3F>
DE/6E46: D2 0E 6E             Jump to address $DE/6E0E
DE/6E49: F0 01                Duration: 1 frames
DE/6E4B: 3E 21 18 49 6E       <UNKNOWN COMMAND: pointer to address $6E49>
DE/6E50: D2 25 6E             Jump to address $DE/6E25
DE/6E53: F0 01                Duration: 1 frames
DE/6E55: 3E 21 16 53 6E       <UNKNOWN COMMAND: pointer to address $6E53>
DE/6E5A: D2 F7 6D             Jump to address $DE/6DF7

EVENT [255] ------------------------------------------------------------>
DE/6E5D: D8 26 F7 0E          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/0EF7
DE/6E61: A0 26                Set event flag memory address 00:7044 Bit 6
DE/6E63: FD 42                <UNKNOWN COMMAND $FD 42>
DE/6E65: 00 9B                Set Object: MARIO ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   DE/6E67: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/6E69: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/6E6B: 08 43 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/6E6E: 7E 40 00             Object jumps #$0040 units
   DE/6E71: 10 41                Set transition flag, x2 speed
   DE/6E73: 53 02                Shift object down-left 32 pixels
   DE/6E75: F0 00                Frame Duration: 0
   DE/6E77: 3D 75 6E             <UNKNOWN COMMAND $3D: pointer to address $DE/6E75>
   DE/6E7A: 77                   Object faces up-right
   DE/6E7B: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/6E7D: 0B 04                Set Bits $4 of current object address 0A,x
   DE/6E7F: 10 40                Set transition flag, x1 speed
   DE/6E81: 09                   Reset all object properties to default
DE/6E82: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/6E84: FD 40                <UNKNOWN COMMAND $FD 40>
DE/6E86: FE                   Return


EVENT [256] ------------------------------------------------------------>
DE/6E87: 7E                   <UNKNOWN COMMAND $7E>
DE/6E88: 68 0F 81 08 0C E0    Enter area: $010F
                              MARIO will be at coords: (256,96) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/6E8E: FE                   Return


EVENT [257] ------------------------------------------------------------>
DE/6E8F: 68 20 81 1A 61 60    Enter area: $0120
                              MARIO will be at coords: (848,776) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/6E95: FE                   Return


EVENT [258] ------------------------------------------------------------>
DE/6E96: FD 88 03             Set Bit 7 of 00:0188
DE/6E99: FD 88 04             Set Bit 7 of 00:0198
DE/6E9C: FD 88 05             Set Bit 7 of 00:01A8
DE/6E9F: D8 66 F8 0E          If event flag memory address 00:704C Bit 6 set, jump to address $DE/0EF8
DE/6EA3: 22 03                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6EA5: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/6EA8: 19 08                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/6EAA: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/6EAD: FD 0F 02             Object overlaps BG1
   DE/6EB0: 13 01                Layering priority: Normal
DE/6EB2: 1A 08                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/6EB4: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/6EB7: FD 0F 02             Object overlaps BG1
   DE/6EBA: 13 01                Layering priority: Normal
DE/6EBC: 1B 08                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/6EBE: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DE/6EC1: FD 0F 02             Object overlaps BG1
   DE/6EC4: 13 01                Layering priority: Normal
DE/6EC6: 1C 08                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/6EC8: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/6ECB: FD 0F 02             Object overlaps BG1
   DE/6ECE: 13 01                Layering priority: Normal
DE/6ED0: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6ED2: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DE/6ED5: 20 03                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/6ED7: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DE/6EDA: FE                   Return


EVENT [259] ------------------------------------------------------------>
DE/6EDB: DC 67 F7 0E          If event flag memory address 00:704C Bit 7 clear, jump to address $DE/0EF7
DE/6EDF: 68 9C 80 05 59 62    Enter area: $009C
                              MARIO will be at coords: (176,712) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/6EE5: FE                   Return


EVENT [25A] ------------------------------------------------------------>
DE/6EE6: D8 61 CA 70          If event flag memory address 00:704C Bit 1 set, jump to address $DE/70CA
DE/6EEA: D8 62 CA 70          If event flag memory address 00:704C Bit 2 set, jump to address $DE/70CA
DE/6EEE: D8 60 C5 70          If event flag memory address 00:704C Bit 0 set, jump to address $DE/70C5
DE/6EF2: D8 15 C0 70          If event flag memory address 00:7042 Bit 5 set, jump to address $DE/70C0
DE/6EF6: D8 19 C0 70          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/70C0
DE/6EFA: D8 10 C7 6F          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/6FC7
DE/6EFE: 60 A6 89 D0          Run Dialogue $09A6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hello.
 How may I help you today?<I>
 >>   (I'd like to buy some things)
 >>   (I'd like to rest awhile)
 >>   (I'm fine, thank you)<I><END>


DE/6F02: 67 0C 6F C2 6F       If 2nd option chosen from dialogue prompt, jump to address $DE/6F0C
                              If 3rd option chosen from dialogue prompt, jump to address $DE/6FC2
DE/6F07: 64                   <UNKNOWN COMMAND $64>
DE/6F08: 4C 05                Open Shop Menu $05
DE/6F0A: 71                   Lighten screen from black before following commands
DE/6F0B: FE                   Return

DE/6F0C: B4 37                Store value at 00:70D7 to 00:7000
DE/6F0E: C0 01 00             Compare value at 00:7000 to #$0001
DE/6F11: EC 20 6F             If Bit 0 of 00:70A0,x set, jump to address $DE/6F20
DE/6F14: 60 A7 89 D0          Run Dialogue $09A7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Yes, I see.
 We here at the Marrymore Hotel
 are offering a very special
 deal for a limited time only.<I>

 If you choose to stay in our lovely
 deluxe suite, you shall receive a
 once in a lifetime gift!<I>

 Now which room will you choose?<I>
 >>   (The regular room)  10 coins
 >>   (The SUITE!)       200 coins
 >>   (Oh wait, forget it)<I><END>


DE/6F18: 67 48 6F C2 6F       If 2nd option chosen from dialogue prompt, jump to address $DE/6F48
                              If 3rd option chosen from dialogue prompt, jump to address $DE/6FC2
DE/6F1D: D2 29 6F             Jump to address $DE/6F29
DE/6F20: 60 CC 89 D0          Run Dialogue $09CC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Yes, I see.
 Which room do you prefer?<I>
 >>   (The regular room)  10 coins
 >>   (The suite)         200 coins
 >>   (Oh, forget it)<I><END>


DE/6F24: 67 48 6F C2 6F       If 2nd option chosen from dialogue prompt, jump to address $DE/6F48
                              If 3rd option chosen from dialogue prompt, jump to address $DE/6FC2
DE/6F29: B0 12 0A 00          Store #$000A to 00:7024
DE/6F2D: A4 4C                Clear event flag memory address 00:7049 Bit 4
DE/6F2F: D1 12 01             Execute event id $0112
DE/6F32: D8 4B 43 6F          If event flag memory address 00:7049 Bit 3 set, jump to address $DE/6F43
DE/6F36: BA 12                Store value at 00:7024 to 00:7000
DE/6F38: FD 53                Subtract # at 00:7000 from total coins
DE/6F3A: 60 CE A3 D0          Run Dialogue $03CE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




             Enjoy your stay.<I><END>


DE/6F3E: A1 14                Set event flag memory address 00:7062 Bit 4
DE/6F40: D2 DB 0F             Jump to address $DE/0FDB
DE/6F43: 60 AB A9 D0          Run Dialogue $09AB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 I'm sorry sir.
 You seem to be a day late and
 a few coins short! BYE!<I><END>


DE/6F47: FE                   Return

DE/6F48: B0 12 C8 00          Store #$00C8 to 00:7024
DE/6F4C: A4 4C                Clear event flag memory address 00:7049 Bit 4
DE/6F4E: D1 12 01             Execute event id $0112
DE/6F51: D8 4B 43 6F          If event flag memory address 00:7049 Bit 3 set, jump to address $DE/6F43
DE/6F55: BA 12                Store value at 00:7024 to 00:7000
DE/6F57: FD 53                Subtract # at 00:7000 from total coins
DE/6F59: B4 37                Store value at 00:70D7 to 00:7000
DE/6F5B: E2 FF 00 CC 6F       If value at 00:7000 = #$00FF, jump to address $DE/6FCC
DE/6F60: AA 37                Increment 00:70D7
DE/6F62: B4 37                Store value at 00:70D7 to 00:7000
DE/6F64: C0 02 00             Compare value at 00:7000 to #$0002
DE/6F67: EC CC 6F             If Bit 0 of 00:70A0,x set, jump to address $DE/6FCC
DE/6F6A: 60 A8 A9 D0          Run Dialogue $09A8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Oh, EXCELLENT CHOICE, SIR!<I>
 We shall attend to you in a minute.<I><END>


DE/6F6E: 15 9A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DE/6F70: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/6F72: 10 45                Set transition flag, 1/2 speed
   DE/6F74: 10 80                Set sequence flag, x1 speed
   DE/6F76: 45                   <UNKNOWN COMMAND $45>
   DE/6F77: F0 1D                Frame Duration: 29
   DE/6F79: 10 46                Set transition flag, 1/4 speed
   DE/6F7B: 06                   Set "moon-walk" Bits
   DE/6F7C: 10 81                Set sequence flag, x2 speed
   DE/6F7E: 61 04                Shift object down-right 4 pixels
   DE/6F80: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/6F81: F0 3B                Frame Duration: 59
   DE/6F83: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/6F84: 65 04                Shift object up-left 4 pixels
   DE/6F86: 07                   Clear "moon-walk" Bits
   DE/6F87: 10 C5                Set transition and sequence flags, 1/2 speed
   DE/6F89: 47                   <UNKNOWN COMMAND $47>
DE/6F8A: 19 0D                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/6F8C: 73                   Object faces down-left
   DE/6F8D: F0 3B                Frame Duration: 59
   DE/6F8F: 10 81                Set sequence flag, x2 speed
   DE/6F91: 57 02                Shift object up-right 32 pixels
   DE/6F93: 51 04                Shift object down-right 64 pixels
   DE/6F95: 53 02                Shift object down-left 32 pixels
   DE/6F97: 10 85                Set sequence flag, 1/2 speed
DE/6F99: F0 09                Duration: 9 frames
DE/6F9B: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/6F9D: F0 3B                Frame Duration: 59
   DE/6F9F: 43                   <UNKNOWN COMMAND $43>
   DE/6FA0: 61 0C                Shift object down-right 12 pixels
DE/6FA2: F0 4F                Duration: 79 frames
DE/6FA4: 60 D1 A3 D0          Run Dialogue $03D1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Sir, this is the gift we promised
 you upon selection of the suite.
 We hope you will enjoy it.<I><END>


DE/6FA8: 9C 55                Play sound effect #$55
DE/6FAA: A8 07 73             Store #$73 to 00:70A7
DE/6FAD: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/6FB1: 50 73                Put item in inventory: #$73 (Flower Tab  )
DE/6FB3: 60 D2 A3 D0          Run Dialogue $03D2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The bellhop will show you
 to your room.<I>
 Please enjoy your stay.<I><END>


DE/6FB7: A0 10                Set event flag memory address 00:7042 Bit 0
DE/6FB9: 19 F3 7C 02          Set Object: NPC #5 ---> Command: Set object to movement: $027C
DE/6FBD: 19 F2 2D 01          Set Object: NPC #5 ---> Command: Set object to movement: $012D
DE/6FC1: FE                   Return

DE/6FC2: 60 D0 A3 D0          Run Dialogue $03D0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




            Please come again.<I><END>


DE/6FC6: FE                   Return

DE/6FC7: 60 CD A3 D0          Run Dialogue $03CD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         Please enjoy your stay.<I><END>


DE/6FCB: FE                   Return

DE/6FCC: A0 18                Set event flag memory address 00:7043 Bit 0
DE/6FCE: B4 37                Store value at 00:70D7 to 00:7000
DE/6FD0: E2 FF 00 EF 6F       If value at 00:7000 = #$00FF, jump to address $DE/6FEF
DE/6FD5: E2 03 00 2C 70       If value at 00:7000 = #$0003, jump to address $DE/702C
DE/6FDA: E2 05 00 56 70       If value at 00:7000 = #$0005, jump to address $DE/7056
DE/6FDF: E2 0A 00 6A 70       If value at 00:7000 = #$000A, jump to address $DE/706A
DE/6FE4: E2 0F 00 82 70       If value at 00:7000 = #$000F, jump to address $DE/7082
DE/6FE9: C0 C8 00             Compare value at 00:7000 to #$00C8
DE/6FEC: EC 9E 70             If Bit 0 of 00:70A0,x set, jump to address $DE/709E
DE/6FEF: C7 99                <UNKNOWN COMMAND $C7>
DE/6FF1: C2 08 05 00          Compare value at 00:7010 to #$0005
DE/6FF5: EC 18 70             If Bit 0 of 00:70A0,x set, jump to address $DE/7018
DE/6FF8: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/6FFA: 77                   Object faces up-right
   DE/6FFB: F0 1D                Frame Duration: 29
   DE/6FFD: 71                   Object faces down-right
DE/6FFE: 19 F1 0D                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/7001: F0 1D                Frame Duration: 29
   DE/7003: 10 81                Set sequence flag, x2 speed
   DE/7005: 07                   Clear "moon-walk" Bits
   DE/7006: 57 02                Shift object up-right 32 pixels
   DE/7008: 51 04                Shift object down-right 64 pixels
   DE/700A: 53 02                Shift object down-left 32 pixels
   DE/700C: 10 85                Set sequence flag, 1/2 speed
DE/700E: 60 A9 A9 D0          Run Dialogue $09A9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 We thank you very much!
 Like always, the bellhop shall
 guide your way.<I>
 Please enjoy your stay!<I><END>


DE/7012: 65                   <UNKNOWN COMMAND $65>
DE/7013: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7015: D2 B7 6F             Jump to address $DE/6FB7
DE/7018: 19 F1 0E                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/701B: 10 45                Set transition flag, 1/2 speed
   DE/701D: 10 81                Set sequence flag, x2 speed
   DE/701F: 07                   Clear "moon-walk" Bits
   DE/7020: 45                   <UNKNOWN COMMAND $45>
   DE/7021: 80 06 3D             Move object to on-screen coords: (208,488)
   DE/7024: 55 02                Shift object up-left 32 pixels
   DE/7026: 73                   Object faces down-left
   DE/7027: 10 85                Set sequence flag, 1/2 speed
DE/7029: D2 0E 70             Jump to address $DE/700E
DE/702C: F0 09                Duration: 9 frames
DE/702E: AC 03 00             Store #$0003 to 00:7000
DE/7031: 60 AD A9 D0          Run Dialogue $09AD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 CONGRATULATIONS!!  You, sir,
 have checked in our lovely suite,
 a grand total of <$00> times!<I>

 In order to show our appreciation,
 we are proud to present you with
 this special commemorator's gift!<I><END>


DE/7035: 15 8D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/7037: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7039: 10 45                Set transition flag, 1/2 speed
   DE/703B: 45                   <UNKNOWN COMMAND $45>
   DE/703C: 10 81                Set sequence flag, x2 speed
   DE/703E: F0 27                Frame Duration: 39
   DE/7040: 10 85                Set sequence flag, 1/2 speed
   DE/7042: 61 0C                Shift object down-right 12 pixels
DE/7044: 60 FE A3 D0          Run Dialogue $03FE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Here you go.<I><END>


DE/7048: A8 07 74             Store #$74 to 00:70A7
DE/704B: AC 0C 02             Store #$020C to 00:7000
DE/704E: D1 F4 0E             Execute event id $0EF4
DE/7051: F0 09                Duration: 9 frames
DE/7053: D2 EF 6F             Jump to address $DE/6FEF
DE/7056: F0 09                Duration: 9 frames
DE/7058: AC 05 00             Store #$0005 to 00:7000
DE/705B: 60 AD A9 D0          Run Dialogue $09AD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 CONGRATULATIONS!!  You, sir,
 have checked in our lovely suite,
 a grand total of <$00> times!<I>

 In order to show our appreciation,
 we are proud to present you with
 this special commemorator's gift!<I><END>


DE/705F: 9C 5E                Play sound effect #$5E
DE/7061: 53 01                Add 1 frog coins
DE/7063: 60 0E A2 02          Run Dialogue $020E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Got a Frog Coin!<I><END>


DE/7067: D2 EF 6F             Jump to address $DE/6FEF
DE/706A: F0 09                Duration: 9 frames
DE/706C: AC 0A 00             Store #$000A to 00:7000
DE/706F: 60 AD A9 D0          Run Dialogue $09AD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 CONGRATULATIONS!!  You, sir,
 have checked in our lovely suite,
 a grand total of <$00> times!<I>

 In order to show our appreciation,
 we are proud to present you with
 this special commemorator's gift!<I><END>


DE/7073: 9C 5E                Play sound effect #$5E
DE/7075: F0 1D                Duration: 29 frames
DE/7077: 9C 5E                Play sound effect #$5E
DE/7079: 53 02                Add 2 frog coins
DE/707B: 60 0E A2 02          Run Dialogue $020E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Got a Frog Coin!<I><END>


DE/707F: D2 EF 6F             Jump to address $DE/6FEF
DE/7082: F0 09                Duration: 9 frames
DE/7084: AC 0F 00             Store #$000F to 00:7000
DE/7087: 60 AD A9 D0          Run Dialogue $09AD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 CONGRATULATIONS!!  You, sir,
 have checked in our lovely suite,
 a grand total of <$00> times!<I>

 In order to show our appreciation,
 we are proud to present you with
 this special commemorator's gift!<I><END>


DE/708B: 9C 5E                Play sound effect #$5E
DE/708D: F0 1D                Duration: 29 frames
DE/708F: 9C 5E                Play sound effect #$5E
DE/7091: F0 1D                Duration: 29 frames
DE/7093: 9C 5E                Play sound effect #$5E
DE/7095: 53 03                Add 3 frog coins
DE/7097: 60 0E A2 02          Run Dialogue $020E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Got a Frog Coin!<I><END>


DE/709B: D2 EF 6F             Jump to address $DE/6FEF
DE/709E: DA FC EF 6F          If event flag memory address 00:709F Bit 4 set, jump to address $DE/6FEF
DE/70A2: F0 09                Duration: 9 frames
DE/70A4: AC C8 00             Store #$00C8 to 00:7000
DE/70A7: 60 AD A9 D0          Run Dialogue $09AD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 CONGRATULATIONS!!  You, sir,
 have checked in our lovely suite,
 a grand total of <$00> times!<I>

 In order to show our appreciation,
 we are proud to present you with
 this special commemorator's gift!<I><END>


DE/70AB: D4 13                Start code block, repeat 19 times
DE/70AD: 9C 5E                Play sound effect #$5E
DE/70AF: F0 13                Duration: 19 frames
DE/70B1: D7                   End of code block
DE/70B2: 53 14                Add 20 frog coins
DE/70B4: 60 0E A2 02          Run Dialogue $020E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Got a Frog Coin!<I><END>


DE/70B8: A8 37 FF             Store #$FF to 00:70D7
DE/70BB: A2 FC                Set event flag memory address 00:709F Bit 4
DE/70BD: D2 EF 6F             Jump to address $DE/6FEF
DE/70C0: 60 E6 A3 D0          Run Dialogue $03E6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Thank you very much.<I><END>


DE/70C4: FE                   Return

DE/70C5: 60 EC A3 D0          Run Dialogue $03EC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'll have you work even if it
 means breaking every bone
 in your body!<I><END>


DE/70C9: FE                   Return

DE/70CA: D8 61 15 71          If event flag memory address 00:704C Bit 1 set, jump to address $DE/7115
DE/70CE: C9 15                <UNKNOWN COMMAND $C9>
DE/70D0: E2 01 00 23 71       If value at 00:7000 = #$0001, jump to address $DE/7123
DE/70D5: B4 0C                Store value at 00:70AC to 00:7000
DE/70D7: AF                   Decrement 00:7000
DE/70D8: E2 00 00 02 71       If value at 00:7000 = #$0000, jump to address $DE/7102
DE/70DD: B5 0C                Store value at 00:7000 to 00:70AC
DE/70DF: 60 FB A3 D0          Run Dialogue $03FB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


    You're not off the hook, yet!<I><END>


DE/70E3: 00 97                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/70E5: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/70E7: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/70E9: 80 03 37             Move object to on-screen coords: (112,440)
   DE/70EC: 71                   Object faces down-right
   DE/70ED: F0 1D                Frame Duration: 29
   DE/70EF: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/70F2: F0 3B                Frame Duration: 59
   DE/70F4: 09                   Reset all object properties to default
   DE/70F5: 10 85                Set sequence flag, 1/2 speed
   DE/70F7: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/70F9: 0B 04                Set Bits $4 of current object address 0A,x
   DE/70FB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/70FC: A4 62                Clear event flag memory address 00:704C Bit 2
DE/70FE: 40 69 22             Execute event id $2269 simultaneously with the following commands
DE/7101: FE                   Return

DE/7102: 60 FC A3 D0          Run Dialogue $03FC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Good job.
 Now don't you EVER spend another
 night here without any money!<I><END>


DE/7106: A4 60                Clear event flag memory address 00:704C Bit 0
DE/7108: A4 61                Clear event flag memory address 00:704C Bit 1
DE/710A: A4 62                Clear event flag memory address 00:704C Bit 2
DE/710C: A8 0C 00             Store #$00 to 00:70AC
DE/710F: A8 18 00             Store #$00 to 00:70B8
DE/7112: A0 63                Set event flag memory address 00:704C Bit 3
DE/7114: FE                   Return

DE/7115: 60 F6 A3 D0          Run Dialogue $03F6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


        Please see our guest out.<I><END>


DE/7119: D8 24 F7 0E          If event flag memory address 00:7044 Bit 4 set, jump to address $DE/0EF7
DE/711D: 40 6F 22             Execute event id $226F simultaneously with the following commands
DE/7120: A0 24                Set event flag memory address 00:7044 Bit 4
DE/7122: FE                   Return

DE/7123: 60 FD A3 D0          Run Dialogue $03FD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You are not a guest, now.
 Please come here and we shall
 discuss this matter.<I><END>


DE/7127: FE                   Return


EVENT [25B] ------------------------------------------------------------>
DE/7128: D8 60 A5 71          If event flag memory address 00:704C Bit 0 set, jump to address $DE/71A5
DE/712C: D8 15 3D 71          If event flag memory address 00:7042 Bit 5 set, jump to address $DE/713D
DE/7130: D8 14 AA 71          If event flag memory address 00:7042 Bit 4 set, jump to address $DE/71AA
DE/7134: D8 10 42 1C          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/1C42
DE/7138: 60 D3 A3 D0          Run Dialogue $03D3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


      Hello. How may I help you?<I><END>


DE/713C: FE                   Return

DE/713D: 60 E0 83 D0          Run Dialogue $03E0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Good morning!
 I hope you were able to sleep well.<I>
 >>   (You betcha)
 >>   (What a disaster!)<I><END>


DE/7141: 66 92 71             If 2nd option chosen from dialogue prompt, jump to address $DE/7192
DE/7144: F0 09                Duration: 9 frames
DE/7146: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/714A: F0 09                Duration: 9 frames
DE/714C: 60 E2 83 D0          Run Dialogue $03E2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Oh is that so?!<I>
 It is a pleasure to serve you, sir!<I><END>


DE/7150: D8 17 5F 71          If event flag memory address 00:7042 Bit 7 set, jump to address $DE/715F
DE/7154: 60 E4 A3 D0          Run Dialogue $03E4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Please feel free to drop by
 again, anytime, sir!<I><END>


DE/7158: A0 19                Set event flag memory address 00:7043 Bit 1
DE/715A: 19 F2 42 01          Set Object: NPC #5 ---> Command: Set object to movement: $0142
DE/715E: FE                   Return

DE/715F: 60 E3 A3 D0          Run Dialogue $03E3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 This is another complimentary
 gift. Please take it along
 with you.<I><END>


DE/7163: F0 09                Duration: 9 frames
DE/7165: E9 75 71             If random number between 0 and 255 > 66, jump to address $DE/7175
DE/7168: 80                   <UNKNOWN COMMAND $80>
DE/7169: 71                   Lighten screen from black before following commands
DE/716A: A8 07 61             Store #$61 to 00:70A7
DE/716D: D3 8B 71             Jump to address $DE/718B
DE/7170: 50 61                Put item in inventory: #$61 (-Mid Mushroom)
DE/7172: D2 9E 71             Jump to address $DE/719E
DE/7175: A8 07 62             Store #$62 to 00:70A7
DE/7178: D3 8B 71             Jump to address $DE/718B
DE/717B: 50 62                Put item in inventory: #$62 (-Max Mushroom)
DE/717D: D2 9E 71             Jump to address $DE/719E
DE/7180: A8 07 66             Store #$66 to 00:70A7
DE/7183: D3 8B 71             Jump to address $DE/718B
DE/7186: 50 66                Put item in inventory: #$66 (-Pick Me Up  )
DE/7188: D2 9E 71             Jump to address $DE/719E
DE/718B: 9C 1B                Play sound effect #$1B
DE/718D: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/7191: FE                   Return

DE/7192: F0 09                Duration: 9 frames
DE/7194: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/7198: F0 09                Duration: 9 frames
DE/719A: 60 E1 A3 D0          Run Dialogue $03E1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Sir, I am so sorry!<I>
 I hope it was not MY service
 that got on your nerves.<I><END>


DE/719E: A0 19                Set event flag memory address 00:7043 Bit 1
DE/71A0: 19 F2 42 01          Set Object: NPC #5 ---> Command: Set object to movement: $0142
DE/71A4: FE                   Return

DE/71A5: 60 EE A3 D0          Run Dialogue $03EE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


      Remember to do a good job.<I><END>


DE/71A9: FE                   Return

DE/71AA: 60 C9 A3 D0          Run Dialogue $03C9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Please make yourself at home.<I><END>


DE/71AE: FE                   Return


EVENT [25C] ------------------------------------------------------------>
DE/71AF: FD 58 AE             Store the number of instances in item inventory of item #$AE (Bright Card ) to 00:7000
DE/71B2: E3 00 00 C0 71       If value at 00:7000 != #$0000, jump to address $DE/71C0
DE/71B7: DA E4 21 72          If event flag memory address 00:709C Bit 4 set, jump to address $DE/7221
DE/71BB: 60 09 A8 D0          Run Dialogue $0809 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Isn't this just splendid?
 This place is heaven even for the
 rich and famous!<I><END>


DE/71BF: FE                   Return

DE/71C0: 60 06 88 D0          Run Dialogue $0806 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That card you have there...<I>
 How about selling it to me for...
 ...oh, say...100 coins?<I>
  >>   (It's a deal!)
  >>   (Are you crazy?!)<I><END>


DE/71C4: 66 E2 71             If 2nd option chosen from dialogue prompt, jump to address $DE/71E2
DE/71C7: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/71CB: F0 09                Duration: 9 frames
DE/71CD: 9C 0D                Play sound effect #$0D
DE/71CF: 52 64                Add 100 coins
DE/71D1: 51 AE                Remove item in inventory: #$AE (Bright Card )
DE/71D3: A2 E4                Set event flag memory address 00:709C Bit 4
DE/71D5: 60 1D A8 60          Run Dialogue $081D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Hya hya hya! Guess I'm one heck
 of a party animal, huh?<I>

 Hya hya...h..ya..<I>

DE/71D9: 60 A4 A9 00          Run Dialogue $09A4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

    (Oops...I've lost my dentures)<I>

DE/71DD: 60 A5 A9 60          Run Dialogue $09A5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Now...PARTY TIME!!<I><END>


DE/71E1: FE                   Return

DE/71E2: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/71E6: F0 09                Duration: 9 frames
DE/71E8: 60 3C 88 D0          Run Dialogue $083C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Well then, how about...
 5 Frog Coins! 5! That's major!<I>
 >>   (DEAL!)
 >>   (What else do you have?)<I><END>


DE/71EC: 66 FC 71             If 2nd option chosen from dialogue prompt, jump to address $DE/71FC
DE/71EF: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/71F3: F0 09                Duration: 9 frames
DE/71F5: 9C 5E                Play sound effect #$5E
DE/71F7: 53 05                Add 5 frog coins
DE/71F9: D2 D1 71             Jump to address $DE/71D1
DE/71FC: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/7200: F0 09                Duration: 9 frames
DE/7202: 60 03 89 D0          Run Dialogue $0903 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 You're KILLIN' me here!
 All rightee then, how about 10?
 That's TEN Frog Coins!<I>
  >>   (It's a deal!)
  >>   (Nope)<I><END>


DE/7206: 66 16 72             If 2nd option chosen from dialogue prompt, jump to address $DE/7216
DE/7209: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/720D: F0 09                Duration: 9 frames
DE/720F: 9C 5E                Play sound effect #$5E
DE/7211: 53 0A                Add 10 frog coins
DE/7213: D2 D1 71             Jump to address $DE/71D1
DE/7216: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/721A: F0 09                Duration: 9 frames
DE/721C: 60 04 A9 D0          Run Dialogue $0904 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Ho ho!...Mr. Wise guy doesn't
 think 10 Frog Coins is enough!<I>
 You don't know what you're
 missing, but...OH, WELL...<I><END>


DE/7220: FE                   Return

DE/7221: 60 19 89 D0          Run Dialogue $0919 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 What's that?
 You want your card back?
 Okay, well...it's 15 Frog Coins.<I>
 >>   (Here you go)
 >>   (Forget it)<I><END>


DE/7225: 66 45 72             If 2nd option chosen from dialogue prompt, jump to address $DE/7245
DE/7228: FD 5A                Store # of current frog coins to 00:7000
DE/722A: C0 0F 00             Compare value at 00:7000 to #$000F
DE/722D: ED 40 72             If Bit 0 of 00:70A0,x clear, jump to address $DE/7240
DE/7230: 60 1E A9 D0          Run Dialogue $091E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Here, take it.
 Anyway, it felt good just to
 carry it around.<I><END>


DE/7234: AC 0F 00             Store #$000F to 00:7000
DE/7237: 9C 5E                Play sound effect #$5E
DE/7239: FD 55                Subtract # at 00:7000 from total frog coins
DE/723B: 50 AE                Put item in inventory: #$AE (Bright Card )
DE/723D: A6 E4                Clear event flag memory address 00:709C Bit 4
DE/723F: FE                   Return

DE/7240: 60 4C A9 D0          Run Dialogue $094C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




       Hey, you're a little short!<I><END>


DE/7244: FE                   Return

DE/7245: 60 1F A9 D0          Run Dialogue $091F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Oh yeah, well...
 I want to hold onto it, so...
 you can forget about paying up.<I><END>


DE/7249: FE                   Return


EVENT [25D] ------------------------------------------------------------>
DE/724A: 60 07 A8 D0          Run Dialogue $0807 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh, honey!
 Please can we stay in the suite,
 PLEASE?<I><END>


DE/724E: FE                   Return


EVENT [25E] ------------------------------------------------------------>
DE/724F: 60 08 A8 D0          Run Dialogue $0808 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 This place is known for its
 exquisite service, especially in<I>
 the suite. But it's a tad pricey!<I><END>


DE/7253: FE                   Return


EVENT [25F] ------------------------------------------------------------>
DE/7254: C3                   <UNKNOWN COMMAND $C3>
DE/7255: E2 99 01 5F 72       If value at 00:7000 = #$0199, jump to address $DE/725F
DE/725A: 60 FB AA 02          Run Dialogue $0AFB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

               It's locked<I><END>


DE/725E: FE                   Return

DE/725F: FD 58 86             Store the number of instances in item inventory of item #$86 (Castle Key 2) to 00:7000
DE/7262: E2 01 00 6C 72       If value at 00:7000 = #$0001, jump to address $DE/726C
DE/7267: 60 FB AA 02          Run Dialogue $0AFB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

               It's locked<I><END>


DE/726B: FE                   Return

DE/726C: 9C 05                Play sound effect #$05
DE/726E: F0 07                Duration: 7 frames
DE/7270: 9C 05                Play sound effect #$05
DE/7272: F0 07                Duration: 7 frames
DE/7274: 6B 99 83             Modify physical field of area $8399
DE/7277: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DE/7279: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DE/727B: F2 99 35             <UNKNOWN COMMAND $F2>
DE/727E: F2 99 37             <UNKNOWN COMMAND $F2>
DE/7281: 51 86                Remove item in inventory: #$86 (Castle Key 2)
DE/7283: FE                   Return


EVENT [260] ------------------------------------------------------------>
DE/7284: D8 10 8E 72          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/728E
DE/7288: D8 14 8E 72          If event flag memory address 00:7042 Bit 4 set, jump to address $DE/728E
DE/728C: 71                   Lighten screen from black before following commands
DE/728D: FE                   Return

DE/728E: D8 12 A4 72          If event flag memory address 00:7042 Bit 2 set, jump to address $DE/72A4
DE/7292: D8 13 A4 72          If event flag memory address 00:7042 Bit 3 set, jump to address $DE/72A4
DE/7296: D8 14 A4 72          If event flag memory address 00:7042 Bit 4 set, jump to address $DE/72A4
DE/729A: 17 08                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/729C: 92 0F 47 04          Place object at on-screen coords: (496,568) Z=64
   DE/72A0: 94 00 04 00          Place object: right=0px down=4px up=0px
DE/72A4: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/72A6: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/72A8: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/72AA: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/72AC: 6B 0B 80             Modify physical field of area $800B
DE/72AF: DA F8 D3 72          If event flag memory address 00:709F Bit 0 set, jump to address $DE/72D3
DE/72B3: 71                   Lighten screen from black before following commands
DE/72B4: 34 EF                Change directional maneuverability: left right down up 
DE/72B6: D8 12 D2 72          If event flag memory address 00:7042 Bit 2 set, jump to address $DE/72D2
DE/72BA: D8 14 D2 72          If event flag memory address 00:7042 Bit 4 set, jump to address $DE/72D2
DE/72BE: A0 12                Set event flag memory address 00:7042 Bit 2
DE/72C0: 6A 0B 80             Modify BGL of area $800B
DE/72C3: 6B 0B 82             Modify physical field of area $820B
DE/72C6: 9C 10                Play sound effect #$10
DE/72C8: 17 88                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/72CA: 10 81                Set sequence flag, x2 speed
   DE/72CC: 47                   <UNKNOWN COMMAND $47>
   DE/72CD: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/72CE: 92 10 65 00          Place object at on-screen coords: (528,808) Z=0
DE/72D2: FE                   Return

DE/72D3: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/72D5: 71                   Lighten screen from black before following commands
DE/72D6: FE                   Return


EVENT [261] ------------------------------------------------------------>
DE/72D7: 60 D3 A3 D0          Run Dialogue $03D3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


      Hello. How may I help you?<I><END>


DE/72DB: FE                   Return


EVENT [262] ------------------------------------------------------------>
DE/72DC: A8 3F 1C             Store #$1C to 00:70DF
DE/72DF: FD 88 00             Set Bit 7 of 00:0158
DE/72E2: A1 39                Set event flag memory address 00:7067 Bit 1
DE/72E4: A4 10                Clear event flag memory address 00:7042 Bit 0
DE/72E6: A4 11                Clear event flag memory address 00:7042 Bit 1
DE/72E8: A4 12                Clear event flag memory address 00:7042 Bit 2
DE/72EA: A4 13                Clear event flag memory address 00:7042 Bit 3
DE/72EC: A4 14                Clear event flag memory address 00:7042 Bit 4
DE/72EE: A4 15                Clear event flag memory address 00:7042 Bit 5
DE/72F0: A4 16                Clear event flag memory address 00:7042 Bit 6
DE/72F2: A4 17                Clear event flag memory address 00:7042 Bit 7
DE/72F4: A8 0C 00             Store #$00 to 00:70AC
DE/72F7: A8 18 00             Store #$00 to 00:70B8
DE/72FA: A4 60                Clear event flag memory address 00:704C Bit 0
DE/72FC: A4 61                Clear event flag memory address 00:704C Bit 1
DE/72FE: A4 62                Clear event flag memory address 00:704C Bit 2
DE/7300: A4 63                Clear event flag memory address 00:704C Bit 3
DE/7302: A6 F8                Clear event flag memory address 00:709F Bit 0
DE/7304: A6 FE                Clear event flag memory address 00:709F Bit 6
DE/7306: 95 01 7F             Fade out music to volume 127; Duration: 1 frames
DE/7309: D8 67 47 73          If event flag memory address 00:704C Bit 7 set, jump to address $DE/7347
DE/730D: 1B F2 78 01          Set Object: NPC #7 ---> Command: Set object to movement: $0178
DE/7311: 1C F2 71 00          Set Object: NPC #8 ---> Command: Set object to movement: $0071
DE/7315: 14 F2 78 01          Set Object: NPC #0 ---> Command: Set object to movement: $0178
DE/7319: 15 F2 78 01          Set Object: NPC #1 ---> Command: Set object to movement: $0178
DE/731D: 16 F2 62 00          Set Object: NPC #2 ---> Command: Set object to movement: $0062
DE/7321: 17 F2 78 01          Set Object: NPC #3 ---> Command: Set object to movement: $0178
DE/7325: 1E 06                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/7327: 92 11 70 00          Place object at on-screen coords: (544,896) Z=0
   DE/732B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/732D: 1F 06                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/732F: 92 10 77 00          Place object at on-screen coords: (528,952) Z=0
   DE/7333: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/7335: 19 06                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/7337: 92 11 71 00          Place object at on-screen coords: (560,904) Z=0
   DE/733B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/733D: 1A 06                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/733F: 92 12 71 00          Place object at on-screen coords: (592,904) Z=0
   DE/7343: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/7345: 71                   Lighten screen from black before following commands
DE/7346: FE                   Return

DE/7347: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7349: 92 0F 48 08          Place object at on-screen coords: (480,576) Z=128
DE/734D: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/734F: 92 10 44 08          Place object at on-screen coords: (512,544) Z=128
   DE/7353: 73                   Object faces down-left
DE/7354: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/7356: 92 10 45 08          Place object at on-screen coords: (528,552) Z=128
   DE/735A: 73                   Object faces down-left
DE/735B: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/735D: 92 10 48 08          Place object at on-screen coords: (512,576) Z=128
   DE/7361: 75                   Object faces up-left
DE/7362: 1B 01                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/7364: 71                   Object faces down-right
DE/7365: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7367: 19 F2 78 01          Set Object: NPC #5 ---> Command: Set object to movement: $0178
DE/736B: 1A F2 78 01          Set Object: NPC #6 ---> Command: Set object to movement: $0178
DE/736F: 1C F2 71 00          Set Object: NPC #8 ---> Command: Set object to movement: $0071
DE/7373: 71                   Lighten screen from black before following commands
DE/7374: FE                   Return

DE/7375: FD 46 FE 03          <UNKNOWN COMMAND $46>
DE/7379: FE                   Return


EVENT [263] ------------------------------------------------------------>
DE/737A: 95 01 60             Fade out music to volume 96; Duration: 1 frames
DE/737D: D8 60 86 74          If event flag memory address 00:704C Bit 0 set, jump to address $DE/7486
DE/7381: D8 16 BC 73          If event flag memory address 00:7042 Bit 6 set, jump to address $DE/73BC
DE/7385: D8 15 AF 73          If event flag memory address 00:7042 Bit 5 set, jump to address $DE/73AF
DE/7389: D8 10 9B 73          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/739B
DE/738D: D8 27 93 73          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/7393
DE/7391: 71                   Lighten screen from black before following commands
DE/7392: FE                   Return

DE/7393: D1 51 00             Execute event id $0051
DE/7396: D8 24 A7 73          If event flag memory address 00:7044 Bit 4 set, jump to address $DE/73A7
DE/739A: FE                   Return

DE/739B: D8 14 A1 73          If event flag memory address 00:7042 Bit 4 set, jump to address $DE/73A1
DE/739F: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DE/73A1: D8 27 93 73          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/7393
DE/73A5: 71                   Lighten screen from black before following commands
DE/73A6: FE                   Return

DE/73A7: D8 62 F7 0E          If event flag memory address 00:704C Bit 2 set, jump to address $DE/0EF7
DE/73AB: 40 6F 22             Execute event id $226F simultaneously with the following commands
DE/73AE: FE                   Return

DE/73AF: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/73B1: 92 06 3E 00          Place object at on-screen coords: (192,496) Z=0
   DE/73B5: 77                   Object faces up-right
DE/73B6: 71                   Lighten screen from black before following commands
DE/73B7: D8 27 93 73          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/7393
DE/73BB: FE                   Return

DE/73BC: DC 15 C7 73          If event flag memory address 00:7042 Bit 5 clear, jump to address $DE/73C7
DE/73C0: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/73C2: 92 06 3E 00          Place object at on-screen coords: (192,496) Z=0
   DE/73C6: 77                   Object faces up-right
DE/73C7: DC 60 D2 73          If event flag memory address 00:704C Bit 0 clear, jump to address $DE/73D2
DE/73CB: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/73CD: 92 06 3F 00          Place object at on-screen coords: (208,504) Z=0
   DE/73D1: 75                   Object faces up-left
DE/73D2: DC 15 A1 73          If event flag memory address 00:7042 Bit 5 clear, jump to address $DE/73A1
DE/73D6: 71                   Lighten screen from black before following commands
DE/73D7: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/73D9: 43                   <UNKNOWN COMMAND $43>
DE/73DA: F0 09                Duration: 9 frames
DE/73DC: B4 0C                Store value at 00:70AC to 00:7000
DE/73DE: AE                   Increment 00:7000
DE/73DF: DA FE 5B 74          If event flag memory address 00:709F Bit 6 set, jump to address $DE/745B
DE/73E3: 60 CD A9 D5          Run Dialogue $09CD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Sir!<I>
 You seem to have stayed <$00>
 times for the price of just...<I>

 ONE NIGHT! I'll have to receive
 100 coins for each night you have
 extended your stay.<I><END>


DE/73E7: BB 12                Store value at 00:7000 to 00:7024
DE/73E9: B3 12                Decrement 00:7024
DE/73EB: B0 13 00 00          Store #$0000 to 00:7026
DE/73EF: D6 12                Store value at 00:7024 to object memory
DE/73F1: FD 59                Store # of current coins to 00:7000
DE/73F3: C0 64 00             Compare value at 00:7000 to #$0064
DE/73F6: ED 25 74             If Bit 0 of 00:70A0,x clear, jump to address $DE/7425
DE/73F9: AC 64 00             Store #$0064 to 00:7000
DE/73FC: FD 53                Subtract # at 00:7000 from total coins
DE/73FE: B2 13                Increment 00:7026
DE/7400: 9C 0D                Play sound effect #$0D
DE/7402: F0 13                Duration: 19 frames
DE/7404: D7                   End of code block
DE/7405: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/7407: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/740A: F0 77                Frame Duration: 119
   DE/740C: 09                   Reset all object properties to default
DE/740D: BA 13                Store value at 00:7026 to 00:7000
DE/740F: 60 EB 43 42          Run Dialogue $03EB
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 They took EVERY one of the
 <$00>00 coins...<I><END>


DE/7413: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7415: A0 19                Set event flag memory address 00:7043 Bit 1
DE/7417: A4 16                Clear event flag memory address 00:7042 Bit 6
DE/7419: 15 F2 43 01          Set Object: NPC #1 ---> Command: Set object to movement: $0143
DE/741D: 19 F2 7B 03          Set Object: NPC #5 ---> Command: Set object to movement: $037B
DE/7421: A8 0C 00             Store #$00 to 00:70AC
DE/7424: FE                   Return

DE/7425: A0 60                Set event flag memory address 00:704C Bit 0
DE/7427: A4 16                Clear event flag memory address 00:7042 Bit 6
DE/7429: 60 EA A3 D5          Run Dialogue $03EA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Wait a minute...You're broke!<I>
 I have no choice but to make you
 work for the remaining amount!<I><END>


DE/742D: BA 12                Store value at 00:7024 to 00:7000
DE/742F: B9 13                Subtract value at 00:7026 to 00:7000
DE/7431: B5 0C                Store value at 00:7000 to 00:70AC
DE/7433: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/7435: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/7438: 15 F2 42 01          Set Object: NPC #1 ---> Command: Set object to movement: $0142
DE/743C: 76 5A                Simultaneously darken screen from black with following commands; Duration: 90 frames
DE/743E: 7F                   <UNKNOWN COMMAND $7F>
DE/743F: 68 07 00 03 37 20    Enter area: $0007
                              MARIO will be at coords: (112,440) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$00>
DE/7445: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7447: 09                   Reset all object properties to default
   DE/7448: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/7449: 10 85                Set sequence flag, 1/2 speed
DE/744B: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/744D: 92 06 3F 00          Place object at on-screen coords: (208,504) Z=0
   DE/7451: 75                   Object faces up-left
DE/7452: 72 5A                Simultaneously lighten screen from black with following commands; Duration: 90 frames
DE/7454: 7F                   <UNKNOWN COMMAND $7F>
DE/7455: F0 77                Duration: 119 frames
DE/7457: 40 69 22             Execute event id $2269 simultaneously with the following commands
DE/745A: FE                   Return

DE/745B: 60 AF 89 D5          Run Dialogue $09AF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Sir!<I>
 You have stayed over 200 times
 for the price of just ONE night!<I>

 I shall receive 100 coins for each
 night you have extended your stay!<I>

DE/745F: 60 B0 A9 D5          Run Dialogue $09B0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 ...Well! It's no surprise that
 you're unable to pay!!<I>
 I'll take what you have on you,
 and you'll work for the rest!<I><END>


DE/7463: FD 59                Store # of current coins to 00:7000
DE/7465: FD 53                Subtract # at 00:7000 from total coins
DE/7467: FD 5A                Store # of current frog coins to 00:7000
DE/7469: FD 55                Subtract # at 00:7000 from total frog coins
DE/746B: 9C 0D                Play sound effect #$0D
DE/746D: F0 3B                Duration: 59 frames
DE/746F: 9C 5E                Play sound effect #$5E
DE/7471: F0 3B                Duration: 59 frames
DE/7473: 60 AE A9 42          Run Dialogue $09AE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

All the coins, even the Frog Coins,
            have been taken!<I><END>


DE/7477: A0 60                Set event flag memory address 00:704C Bit 0
DE/7479: A4 16                Clear event flag memory address 00:7042 Bit 6
DE/747B: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/747D: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/7480: A8 0C C8             Store #$C8 to 00:70AC
DE/7483: D2 38 74             Jump to address $DE/7438
DE/7486: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/7488: 92 06 3F 00          Place object at on-screen coords: (208,504) Z=0
   DE/748C: 75                   Object faces up-left
DE/748D: D8 61 C4 74          If event flag memory address 00:704C Bit 1 set, jump to address $DE/74C4
DE/7491: B4 18                Store value at 00:70B8 to 00:7000
DE/7493: E2 00 00 C4 74       If value at 00:7000 = #$0000, jump to address $DE/74C4
DE/7498: E2 02 00 AC 74       If value at 00:7000 = #$0002, jump to address $DE/74AC
DE/749D: E2 03 00 BD 74       If value at 00:7000 = #$0003, jump to address $DE/74BD
DE/74A2: 1B 85                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/74A4: 92 04 3C 00          Place object at on-screen coords: (128,480) Z=0
   DE/74A8: 71                   Object faces down-right
DE/74A9: D2 C4 74             Jump to address $DE/74C4
DE/74AC: 1C 05                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/74AE: 92 04 3C 00          Place object at on-screen coords: (128,480) Z=0
   DE/74B2: 77                   Object faces up-right
DE/74B3: 1D 85                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/74B5: 92 04 3B 00          Place object at on-screen coords: (144,472) Z=0
   DE/74B9: 73                   Object faces down-left
DE/74BA: D2 C4 74             Jump to address $DE/74C4
DE/74BD: 1A 85                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/74BF: 92 04 3C 00          Place object at on-screen coords: (128,480) Z=0
   DE/74C3: 71                   Object faces down-right
DE/74C4: D8 27 93 73          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/7393
DE/74C8: 71                   Lighten screen from black before following commands
DE/74C9: FE                   Return


EVENT [264] ------------------------------------------------------------>
DE/74CA: A6 F8                Clear event flag memory address 00:709F Bit 0
DE/74CC: D8 63 EC 74          If event flag memory address 00:704C Bit 3 set, jump to address $DE/74EC
DE/74D0: D8 10 D6 74          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/74D6
DE/74D4: 71                   Lighten screen from black before following commands
DE/74D5: FE                   Return

DE/74D6: D8 11 F8 0E          If event flag memory address 00:7042 Bit 1 set, jump to address $DE/0EF8
DE/74DA: D8 14 F8 0E          If event flag memory address 00:7042 Bit 4 set, jump to address $DE/0EF8
DE/74DE: A0 11                Set event flag memory address 00:7042 Bit 1
DE/74E0: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/74E2: 92 0E 2E 04          Place object at on-screen coords: (448,368) Z=64
DE/74E6: 14 F2 2C 01          Set Object: NPC #0 ---> Command: Set object to movement: $012C
DE/74EA: 71                   Lighten screen from black before following commands
DE/74EB: FE                   Return

DE/74EC: A4 63                Clear event flag memory address 00:704C Bit 3
DE/74EE: D2 D0 74             Jump to address $DE/74D0

EVENT [265] ------------------------------------------------------------>
DE/74F1: 19 87                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/74F3: 94 00 F8 00          Place object: right=0px down=248px up=0px
   DE/74F7: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/74FA: DA F8 7F 75          If event flag memory address 00:709F Bit 0 set, jump to address $DE/757F
DE/74FE: D8 14 F8 0E          If event flag memory address 00:7042 Bit 4 set, jump to address $DE/0EF8
DE/7502: D8 13 0F 75          If event flag memory address 00:7042 Bit 3 set, jump to address $DE/750F
DE/7506: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/7508: 92 04 13 00          Place object at on-screen coords: (144,152) Z=0
DE/750C: D2 16 75             Jump to address $DE/7516
DE/750F: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/7511: 92 04 14 00          Place object at on-screen coords: (128,160) Z=0
   DE/7515: 73                   Object faces down-left
DE/7516: D8 13 F8 0E          If event flag memory address 00:7042 Bit 3 set, jump to address $DE/0EF8
DE/751A: 14 F2 40 01          Set Object: NPC #0 ---> Command: Set object to movement: $0140
DE/751E: 71                   Lighten screen from black before following commands
DE/751F: 14 F6                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $F6>
DE/7521: B4 37                Store value at 00:70D7 to 00:7000
DE/7523: E2 01 00 3F 75       If value at 00:7000 = #$0001, jump to address $DE/753F
DE/7528: 60 E7 83 D4          Run Dialogue $03E7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Please, make yourself at home.<I><END>


DE/752C: F0 09                Duration: 9 frames
DE/752E: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/7530: 10 81                Set sequence flag, x2 speed
   DE/7532: 10 45                Set transition flag, 1/2 speed
   DE/7534: 53 02                Shift object down-left 32 pixels
   DE/7536: 10 85                Set sequence flag, 1/2 speed
DE/7538: 60 E8 A3 D4          Run Dialogue $03E8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Now I shall be on my way...<I><END>


DE/753C: D2 76 75             Jump to address $DE/7576
DE/753F: 60 D4 A3 D4          Run Dialogue $03D4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 This is the room. Please make
 yourself at home.<I><END>


DE/7543: F0 09                Duration: 9 frames
DE/7545: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/7549: F0 09                Duration: 9 frames
DE/754B: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/754D: 10 81                Set sequence flag, x2 speed
   DE/754F: 53 01                Shift object down-left 16 pixels
   DE/7551: 55 03                Shift object up-left 48 pixels
   DE/7553: 10 85                Set sequence flag, 1/2 speed
   DE/7555: 71                   Object faces down-right
DE/7556: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7558: F0 3B                Frame Duration: 59
   DE/755A: 76                   Object faces up
DE/755B: FD 32                <UNKNOWN COMMAND $FD 32>
DE/755D: 60 AC A9 D4          Run Dialogue $09AC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Please feel free to use this terry
 cloth bathrobe after bathing.<I>
 Ring that bell for room service,<I>
 and please be sure to turn the
 lights off when going to sleep.<I><END>


DE/7561: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7563: F0 2F                Frame Duration: 47
   DE/7565: 77                   Object faces up-right
DE/7566: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/7568: 10 81                Set sequence flag, x2 speed
   DE/756A: 51 03                Shift object down-right 48 pixels
   DE/756C: 53 01                Shift object down-left 16 pixels
   DE/756E: 10 85                Set sequence flag, 1/2 speed
DE/7570: F0 09                Duration: 9 frames
DE/7572: 60 DD A3 D4          Run Dialogue $03DD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         Anything else, sir?...<I><END>


DE/7576: 14 F2 41 01          Set Object: NPC #0 ---> Command: Set object to movement: $0141
DE/757A: A2 F9                Set event flag memory address 00:709F Bit 1
DE/757C: A0 13                Set event flag memory address 00:7042 Bit 3
DE/757E: FE                   Return

DE/757F: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/7581: 92 05 15 00          Place object at on-screen coords: (176,168) Z=0
DE/7585: 14 F2 D2 03          Set Object: NPC #0 ---> Command: Set object to movement: $03D2
DE/7589: 71                   Lighten screen from black before following commands
DE/758A: FE                   Return


EVENT [266] ------------------------------------------------------------>
DE/758B: 60 D9 A3 02          Run Dialogue $03D9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

      Looks like he wants a TIP...<I><END>


DE/758F: 60 DA A3 62          Run Dialogue $03DA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Will you give him one?<I>
 >>   (Sure, why not?)
 >>   (No way)<I><END>


DE/7593: 66 BB 75             If 2nd option chosen from dialogue prompt, jump to address $DE/75BB
DE/7596: F0 09                Duration: 9 frames
DE/7598: B0 12 0A 00          Store #$000A to 00:7024
DE/759C: D1 12 01             Execute event id $0112
DE/759F: D8 4B B7 75          If event flag memory address 00:7049 Bit 3 set, jump to address $DE/75B7
DE/75A3: 9C 0D                Play sound effect #$0D
DE/75A5: AC 0A 00             Store #$000A to 00:7000
DE/75A8: FD 53                Subtract # at 00:7000 from total coins
DE/75AA: 60 DC A3 D4          Run Dialogue $03DC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 THANK YOU very much, sir!
 Please enjoy your stay here.<I><END>


DE/75AE: DA F8 C1 75          If event flag memory address 00:709F Bit 0 set, jump to address $DE/75C1
DE/75B2: A0 17                Set event flag memory address 00:7042 Bit 7
DE/75B4: D2 C1 75             Jump to address $DE/75C1
DE/75B7: 60 DB A3 02          Run Dialogue $03DB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

   You're a little short of coins...<I><END>


DE/75BB: F0 09                Duration: 9 frames
DE/75BD: 60 CD A3 D4          Run Dialogue $03CD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         Please enjoy your stay.<I><END>


DE/75C1: F0 09                Duration: 9 frames
DE/75C3: DA F8 E3 75          If event flag memory address 00:709F Bit 0 set, jump to address $DE/75E3
DE/75C7: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/75C9: 10 81                Set sequence flag, x2 speed
   DE/75CB: 41                   <UNKNOWN COMMAND $41>
   DE/75CC: 53 02                Shift object down-left 32 pixels
   DE/75CE: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/75CF: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/75D1: F0 09                Duration: 9 frames
DE/75D3: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/75D5: 72                   Object faces down
DE/75D6: A4 11                Clear event flag memory address 00:7042 Bit 1
DE/75D8: A4 12                Clear event flag memory address 00:7042 Bit 2
DE/75DA: A4 13                Clear event flag memory address 00:7042 Bit 3
DE/75DC: A0 14                Set event flag memory address 00:7042 Bit 4
DE/75DE: A6 F9                Clear event flag memory address 00:709F Bit 1
DE/75E0: A6 F8                Clear event flag memory address 00:709F Bit 0
DE/75E2: FE                   Return

DE/75E3: 14 8A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/75E5: 10 40                Set transition flag, x1 speed
   DE/75E7: 10 81                Set sequence flag, x2 speed
   DE/75E9: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/75EB: 45                   <UNKNOWN COMMAND $45>
   DE/75EC: 53 03                Shift object down-left 48 pixels
   DE/75EE: 01                   Clear Bit 7 of current object (disable object visibility)
DE/75EF: A4 11                Clear event flag memory address 00:7042 Bit 1
DE/75F1: A4 12                Clear event flag memory address 00:7042 Bit 2
DE/75F3: A4 13                Clear event flag memory address 00:7042 Bit 3
DE/75F5: A6 F8                Clear event flag memory address 00:709F Bit 0
DE/75F7: A6 F9                Clear event flag memory address 00:709F Bit 1
DE/75F9: FE                   Return


EVENT [267] ------------------------------------------------------------>
DE/75FA: DA F8 F7 0E          If event flag memory address 00:709F Bit 0 set, jump to address $DE/0EF7
DE/75FE: D8 13 F7 0E          If event flag memory address 00:7042 Bit 3 set, jump to address $DE/0EF7
DE/7602: D8 60 F7 0E          If event flag memory address 00:704C Bit 0 set, jump to address $DE/0EF7
DE/7606: D8 61 F7 0E          If event flag memory address 00:704C Bit 1 set, jump to address $DE/0EF7
DE/760A: D8 15 94 76          If event flag memory address 00:7042 Bit 5 set, jump to address $DE/7694
DE/760E: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/7610: 7E 10 00             Object jumps #$0010 units
   DE/7613: 9C 05                Play sound effect #$05
DE/7615: 8A 61 59             Set 6 palettes from $37AB20
DE/7618: F0 3B                Duration: 59 frames
DE/761A: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DE/761D: 8F                   <UNKNOWN COMMAND $8F>
DE/761E: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   DE/7620: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/7621: F0 09                Frame Duration: 9
   DE/7623: 9C 36                Play sound effect #$36
   DE/7625: F0 31                Frame Duration: 49
   DE/7627: 00                   Set Bit 7 of current object (enable object visibility)
   DE/7628: 83 08 4A             Place object: right=256px down=592px
   DE/762B: 1E                   <UNKNOWN COMMAND $1E>
   DE/762C: F0 3B                Frame Duration: 59
   DE/762E: 8F                   <UNKNOWN COMMAND $8F>
   DE/762F: 00                   Set Bit 7 of current object (enable object visibility)
   DE/7630: 00                   Set Bit 7 of current object (enable object visibility)
   DE/7631: 01                   Clear Bit 7 of current object (disable object visibility)
DE/7632: 7F                   <UNKNOWN COMMAND $7F>
DE/7633: A0 4D                Set event flag memory address 00:7049 Bit 5
DE/7635: 68 0C 00 08 0D 41    Enter area: $000C
                              MARIO will be at coords: (272,104) Z=16
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/763B: 6A 0C 80             Modify BGL of area $800C
DE/763E: FD 5B                Restore all HP
DE/7640: FD 5C                Restore all FP
DE/7642: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7644: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
DE/7647: 19 87                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/7649: 94 00 F8 00          Place object: right=0px down=248px up=0px
   DE/764D: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/7650: F0 4F                Duration: 79 frames
DE/7652: 9C 0F                Play sound effect #$0F
DE/7654: F0 2D                Duration: 45 frames
DE/7656: 9C 0F                Play sound effect #$0F
DE/7658: F0 16                Duration: 22 frames
DE/765A: 9C 0F                Play sound effect #$0F
DE/765C: F0 3B                Duration: 59 frames
DE/765E: 9C 0F                Play sound effect #$0F
DE/7660: 9B                   Stop sound effect
DE/7661: F0 1D                Duration: 29 frames
DE/7663: 95 02 60             Fade out music to volume 96; Duration: 2 frames
DE/7666: 8F                   <UNKNOWN COMMAND $8F>
DE/7667: 00 FF 03             Set Object: MARIO ---> Command: <UNKNOWN COMMAND $FF>
DE/766A: 7F                   <UNKNOWN COMMAND $7F>
DE/766B: 95 02 60             Fade out music to volume 96; Duration: 2 frames
DE/766E: 9C 2F                Play sound effect #$2F
DE/7670: F0 3B                Duration: 59 frames
DE/7672: 9B                   Stop sound effect
DE/7673: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/7675: 08 40 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DE/7678: D1 1E 01             Execute event id $011E
DE/767B: 6A 0C 00             Modify BGL of area $000C
DE/767E: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/7680: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/7682: 09                   Reset all object properties to default
   DE/7683: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/7686: 42                   <UNKNOWN COMMAND $42>
   DE/7687: F0 00                Frame Duration: 0
   DE/7689: 3D 87 76             <UNKNOWN COMMAND $3D: pointer to address $DE/7687>
   DE/768C: FD 9E                <UNKNOWN COMMAND $9E>
   DE/768E: 3A A4 4D A0 15 FE    <UNKNOWN COMMAND $3A>
DE/7694: 60 DE A3 40          Run Dialogue $03DE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

    You have paid for only
       one night's stay...<I><END>


DE/7698: 60 DF A3 60          Run Dialogue $03DF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Would you like to stay longer?<I>
 >>   (Yes)
 >>   (I'll pass)<I><END>


DE/769C: 66 8F 76             If 2nd option chosen from dialogue prompt, jump to address $DE/768F
DE/769F: A0 16                Set event flag memory address 00:7042 Bit 6
DE/76A1: B4 0C                Store value at 00:70AC to 00:7000
DE/76A3: E2 C7 00 AF 76       If value at 00:7000 = #$00C7, jump to address $DE/76AF
DE/76A8: AA 0C                Increment 00:70AC
DE/76AA: B4 0C                Store value at 00:70AC to 00:7000
DE/76AC: D2 0E 76             Jump to address $DE/760E
DE/76AF: A2 FE                Set event flag memory address 00:709F Bit 6
DE/76B1: A8 0C C7             Store #$C7 to 00:70AC
DE/76B4: D2 0E 76             Jump to address $DE/760E

EVENT [268] ------------------------------------------------------------>
DE/76B7: D8 10 D5 76          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/76D5
DE/76BB: D8 60 F7 0E          If event flag memory address 00:704C Bit 0 set, jump to address $DE/0EF7
DE/76BF: D8 61 F7 0E          If event flag memory address 00:704C Bit 1 set, jump to address $DE/0EF7
DE/76C3: D8 66 CE 76          If event flag memory address 00:704C Bit 6 set, jump to address $DE/76CE
DE/76C7: 68 05 80 05 49 24    Enter area: $0005
                              MARIO will be at coords: (176,584) Z=64
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DE/76CD: FE                   Return

DE/76CE: 68 40 80 05 49 24    Enter area: $0040
                              MARIO will be at coords: (176,584) Z=64
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DE/76D4: FE                   Return

DE/76D5: D8 15 BB 76          If event flag memory address 00:7042 Bit 5 set, jump to address $DE/76BB
DE/76D9: D8 16 BB 76          If event flag memory address 00:7042 Bit 6 set, jump to address $DE/76BB
DE/76DD: 60 E5 83 60          Run Dialogue $03E5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Sir!<I><END>


DE/76E1: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/76E3: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/76E6: 7E 40 00             Object jumps #$0040 units
   DE/76E9: F0 00                Frame Duration: 0
   DE/76EB: 3D E9 76             <UNKNOWN COMMAND $3D: pointer to address $DE/76E9>
   DE/76EE: F0 1D                Frame Duration: 29
   DE/76F0: 09                   Reset all object properties to default
   DE/76F1: 80 06 3E             Move object to on-screen coords: (192,496)
   DE/76F4: 75                   Object faces up-left
DE/76F5: 60 C8 83 60          Run Dialogue $03C8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Are you leaving now?<I>
 >>   (Nope)
 >>   (You bet)<I><END>


DE/76F9: 66 07 77             If 2nd option chosen from dialogue prompt, jump to address $DE/7707
DE/76FC: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/7700: F0 09                Duration: 9 frames
DE/7702: 60 CE A3 60          Run Dialogue $03CE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




             Enjoy your stay.<I><END>


DE/7706: FE                   Return

DE/7707: 00 F2 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/770B: F0 09                Duration: 9 frames
DE/770D: 60 E4 A3 60          Run Dialogue $03E4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Please feel free to drop by
 again, anytime, sir!<I><END>


DE/7711: F0 09                Duration: 9 frames
DE/7713: 65                   <UNKNOWN COMMAND $65>
DE/7714: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/7716: 41                   <UNKNOWN COMMAND $41>
DE/7717: D2 BB 76             Jump to address $DE/76BB

EVENT [269] ------------------------------------------------------------>
DE/771A: C5 99                <UNKNOWN COMMAND $C5>
DE/771C: E2 3F 00 27 77       If value at 00:7000 = #$003F, jump to address $DE/7727
DE/7721: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/7723: 10 43                Set transition flag, x4 speed
   DE/7725: 47                   <UNKNOWN COMMAND $47>
   DE/7726: 75                   Object faces up-left
DE/7727: 34 00                Change directional maneuverability: 
DE/7729: F0 3B                Duration: 59 frames
DE/772B: E8 1A 77             If random number between 0 and 255 > 128, jump to address $DE/771A
DE/772E: E9 4A 77             If random number between 0 and 255 > 66, jump to address $DE/774A
DE/7731: A7                   Clear memory address Bit using 00:7000
DE/7732: 77 1B                Darken screen from black before following commands; Duration: 27 frames
DE/7734: 8C                   <UNKNOWN COMMAND $8C>
DE/7735: 92 06                Fade in music: #$06
DE/7737: 40 00 10             Execute event id $1000 simultaneously with the following commands
DE/773A: 80                   <UNKNOWN COMMAND $80>
DE/773B: 10 45                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x45 bytes)
   DE/773D: 55 04                Shift object up-left 64 pixels
   DE/773F: 10 85                Set sequence flag, 1/2 speed
   DE/7741: A8 09 1B             Store #$1B to 00:70A9
   DE/7744: A8 18 01             Store #$01 to 00:70B8
   DE/7747: D2 BC 77             Jump to address $DE/77BC
   DE/774A: 1C                   <UNKNOWN COMMAND $1C>
   DE/774B: 28 92 06 40 00 10 81 10 40 55 01 71 F0 1D 10 85 <UNKNOWN COMMAND $28>
   DE/775B: 10 43                Set transition flag, x4 speed
   DE/775D: 06                   Set "moon-walk" Bits
   DE/775E: D4 01                Start code block, repeat 1 times
   DE/7760: 61 04                Shift object down-right 4 pixels
   DE/7762: 65 04                Shift object up-left 4 pixels
   DE/7764: F0 13                Frame Duration: 19
   DE/7766: D7                   End of code block
   DE/7767: 10 85                Set sequence flag, 1/2 speed
   DE/7769: F0 47                Frame Duration: 71
   DE/776B: 07                   Clear "moon-walk" Bits
   DE/776C: 10 81                Set sequence flag, x2 speed
   DE/776E: 10 40                Set transition flag, x1 speed
   DE/7770: 55 03                Shift object up-left 48 pixels
   DE/7772: 10 85                Set sequence flag, 1/2 speed
   DE/7774: 1D                   <UNKNOWN COMMAND $1D>
   DE/7775: 26 F0 0F 75 92 06 40 00 F0 1D 10 85 10 40 F0 47 <UNKNOWN COMMAND $26>
DE/7785: 10 43                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x43 bytes)
   DE/7787: 06                   Set "moon-walk" Bits
   DE/7788: D4 01                Start code block, repeat 1 times
   DE/778A: 65 04                Shift object up-left 4 pixels
   DE/778C: 61 04                Shift object down-right 4 pixels
   DE/778E: F0 13                Frame Duration: 19
   DE/7790: D7                   End of code block
   DE/7791: 07                   Clear "moon-walk" Bits
   DE/7792: 10 40                Set transition flag, x1 speed
   DE/7794: 10 81                Set sequence flag, x2 speed
   DE/7796: 55 03                Shift object up-left 48 pixels
   DE/7798: 56 01                Shift object up 16 pixels
   DE/779A: 10 85                Set sequence flag, 1/2 speed
   DE/779C: FD 32 A8 09 1C A8 18 02 <UNKNOWN COMMAND $32>
   DE/77A4: D2 BC 77             Jump to address $DE/77BC
   DE/77A7: 1A                   <UNKNOWN COMMAND $1A>
   DE/77A8: 8D                   <UNKNOWN COMMAND $8D>
   DE/77A9: 92 06 40 00          Place object at on-screen coords: (192,512) Z=0
   DE/77AD: 00                   Set Bit 7 of current object (enable object visibility)
   DE/77AE: 10 80                Set sequence flag, x1 speed
   DE/77B0: 10 45                Set transition flag, 1/2 speed
   DE/77B2: 55 04                Shift object up-left 64 pixels
   DE/77B4: 10 85                Set sequence flag, 1/2 speed
   DE/77B6: A8 09 1A             Store #$1A to 00:70A9
   DE/77B9: A8 18 03             Store #$03 to 00:70B8
   DE/77BC: F0 77                Frame Duration: 119
   DE/77BE: E8                   <UNKNOWN COMMAND $E8>
   DE/77BF: DA 77 B4 09          If event flag memory address 00:708E Bit 7 set, jump to address $DE/09B4
   DE/77C3: E2                   <UNKNOWN COMMAND $E2>
   DE/77C4: 1C                   <UNKNOWN COMMAND $1C>
   DE/77C5: 00                   Set Bit 7 of current object (enable object visibility)
   DE/77C6: CF                   <UNKNOWN COMMAND $CF>
   DE/77C7: 77                   Object faces up-right
   DE/77C8: 11 F3                Isolate top Bits of current object address 0D,x and set Bit(s) $243
DE/77CA: 44 01 D2             <UNKNOWN COMMAND $44>
DE/77CD: 1A 77                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x77 bytes)
   DE/77CF: 1C                   <UNKNOWN COMMAND $1C>
   DE/77D0: F2 45 01             <UNKNOWN COMMAND $F2>
   DE/77D3: 1D                   <UNKNOWN COMMAND $1D>
   DE/77D4: F3 46 01             <UNKNOWN COMMAND $F3>
   DE/77D7: D2 1A 77             Jump to address $DE/771A
   DE/77DA: 15 81                Clear Bits $7 of current object address 0C,x and set Bit(s) $129
   DE/77DC: 77                   Object faces up-right
   DE/77DD: F0 09                Frame Duration: 9
   DE/77DF: 60 ED                Shift object right 237 pixels
   DE/77E1: A3                   Set memory address Bits using 00:700C
   DE/77E2: D5 F0 09             <UNKNOWN COMMAND $D5>
   DE/77E5: 00                   Set Bit 7 of current object (enable object visibility)
   DE/77E6: 84 05 10             Place object: right=5px down=16px
   DE/77E9: 80 72 A4             Move object to on-screen coords: (3648,288)
   DE/77EC: 14 A4                Isolate top Bits of current object address 0E,x and set Bit(s) $164
   DE/77EE: 15 A4                Clear Bits $7 of current object address 0C,x and set Bit(s) $164
   DE/77F0: 16                   <UNKNOWN COMMAND $16>
   DE/77F1: 34 FF                <UNKNOWN COMMAND $34>
   DE/77F3: B4 18                Store value at 00:70B8 to 00:700C
   DE/77F5: E2                   <UNKNOWN COMMAND $E2>
   DE/77F6: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/77F7: 00                   Set Bit 7 of current object (enable object visibility)
   DE/77F8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/77F9: 78                   Object faces down
   DE/77FA: E2                   <UNKNOWN COMMAND $E2>
   DE/77FB: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/77FC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/77FD: 0D 78                <UNKNOWN COMMAND $0D>
   DE/77FF: 1B                   <UNKNOWN COMMAND $1B>
   DE/7800: F2 41 01             <UNKNOWN COMMAND $F2>
   DE/7803: FE                   Return Queue

DE/7804: 1C F2 41 01          Set Object: NPC #8 ---> Command: Set object to movement: $0141
DE/7808: 1D F2 41 01          Set Object: NPC #9 ---> Command: Set object to movement: $0141
DE/780C: FE                   Return

DE/780D: 1A F2 41 01          Set Object: NPC #6 ---> Command: Set object to movement: $0141
DE/7811: FE                   Return


EVENT [26A] ------------------------------------------------------------>
DE/7812: D8 61 F7 0E          If event flag memory address 00:704C Bit 1 set, jump to address $DE/0EF7
DE/7816: D8 25 F7 0E          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/0EF7
DE/781A: A0 25                Set event flag memory address 00:7044 Bit 5
DE/781C: DC 60 F7 0E          If event flag memory address 00:704C Bit 0 clear, jump to address $DE/0EF7
DE/7820: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/7822: 77                   Object faces up-right
DE/7823: 19 F3 7C 02          Set Object: NPC #5 ---> Command: Set object to movement: $027C
DE/7827: F0 09                Duration: 9 frames
DE/7829: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/782B: 72                   Object faces down
DE/782C: 60 F2 A3 D9          Run Dialogue $03F2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Please escort our guest
 immediately!<I><END>


DE/7830: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/7832: 75                   Object faces up-left
DE/7833: FE                   Return


EVENT [26B] ------------------------------------------------------------>
DE/7834: 34 EF                Change directional maneuverability: left right down up 
DE/7836: D8 62 F7 0E          If event flag memory address 00:704C Bit 2 set, jump to address $DE/0EF7
DE/783A: D8 60 43 78          If event flag memory address 00:704C Bit 0 set, jump to address $DE/7843
DE/783E: D8 61 43 78          If event flag memory address 00:704C Bit 1 set, jump to address $DE/7843
DE/7842: FE                   Return

DE/7843: D8 1B F7 0E          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/0EF7
DE/7847: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/7849: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/784B: C5 99                <UNKNOWN COMMAND $C5>
DE/784D: E2 3F 00 F7 0E       If value at 00:7000 = #$003F, jump to address $DE/0EF7
DE/7852: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/7854: 10 43                Set transition flag, x4 speed
   DE/7856: 47                   <UNKNOWN COMMAND $47>
   DE/7857: 75                   Object faces up-left
DE/7858: FE                   Return


EVENT [26C] ------------------------------------------------------------>
DE/7859: 34 EF                Change directional maneuverability: left right down up 
DE/785B: D8 62 F7 0E          If event flag memory address 00:704C Bit 2 set, jump to address $DE/0EF7
DE/785F: D8 60 68 78          If event flag memory address 00:704C Bit 0 set, jump to address $DE/7868
DE/7863: D8 61 68 78          If event flag memory address 00:704C Bit 1 set, jump to address $DE/7868
DE/7867: FE                   Return

DE/7868: D8 1C F7 0E          If event flag memory address 00:7043 Bit 4 set, jump to address $DE/0EF7
DE/786C: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/786E: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/7870: C5 99                <UNKNOWN COMMAND $C5>
DE/7872: E2 40 00 F7 0E       If value at 00:7000 = #$0040, jump to address $DE/0EF7
DE/7877: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/7879: 10 43                Set transition flag, x4 speed
   DE/787B: 43                   <UNKNOWN COMMAND $43>
   DE/787C: 75                   Object faces up-left
DE/787D: FE                   Return


EVENT [26D] ------------------------------------------------------------>
DE/787E: C3                   <UNKNOWN COMMAND $C3>
DE/787F: E2 0C 00 F9 79       If value at 00:7000 = #$000C, jump to address $DE/79F9
DE/7884: D8 61 38 7A          If event flag memory address 00:704C Bit 1 set, jump to address $DE/7A38
DE/7888: 60 F3 A3 D0          Run Dialogue $03F3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I don't want to be a bother, but
 could you please help me out?<I><END>


DE/788C: F0 09                Duration: 9 frames
DE/788E: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/7890: 10 41                Set transition flag, x2 speed
   DE/7892: 10 83                Set sequence flag, x4 speed
   DE/7894: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/7896: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/7898: 80 06 3E             Move object to on-screen coords: (192,496)
   DE/789B: 75                   Object faces up-left
DE/789C: B4 18                Store value at 00:70B8 to 00:7000
DE/789E: E2 03 00 A9 78       If value at 00:7000 = #$0003, jump to address $DE/78A9
DE/78A3: A8 09 1B             Store #$1B to 00:70A9
DE/78A6: D2 AC 78             Jump to address $DE/78AC
DE/78A9: A8 09 1A             Store #$1A to 00:70A9
DE/78AC: 11 09                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes)
   DE/78AE: F0 1D                Frame Duration: 29
   DE/78B0: 71                   Object faces down-right
   DE/78B1: 10 40                Set transition flag, x1 speed
   DE/78B3: 10 81                Set sequence flag, x2 speed
   DE/78B5: 51 02                Shift object down-right 32 pixels
DE/78B7: F0 1D                Duration: 29 frames
DE/78B9: 9C 04                Play sound effect #$04
DE/78BB: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/78BF: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/78C1: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/78C3: 0B 04                Set Bits $4 of current object address 0A,x
   DE/78C5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/78C7: 57 03                Shift object up-right 48 pixels
DE/78C9: 11 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   DE/78CB: 51 02                Shift object down-right 32 pixels
   DE/78CD: 57 02                Shift object up-right 32 pixels
DE/78CF: F0 1D                Duration: 29 frames
DE/78D1: 75                   Darken screen from normal before following commands
DE/78D2: 68 06 00 0F B4 E1    Enter area: $0006
                              MARIO will be at coords: (480,416) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/78D8: 70                   Simultaneously lighten screen from black with following commands
DE/78D9: B4 18                Store value at 00:70B8 to 00:7000
DE/78DB: E2 03 00 E6 78       If value at 00:7000 = #$0003, jump to address $DE/78E6
DE/78E0: A8 09 16             Store #$16 to 00:70A9
DE/78E3: D2 E9 78             Jump to address $DE/78E9
DE/78E6: A8 09 15             Store #$15 to 00:70A9
DE/78E9: F0 00                Duration: 0 frames
DE/78EB: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/78ED: 10 41                Set transition flag, x2 speed
   DE/78EF: 10 83                Set sequence flag, x4 speed
   DE/78F1: 47                   <UNKNOWN COMMAND $47>
   DE/78F2: 55 04                Shift object up-left 64 pixels
   DE/78F4: 71                   Object faces down-right
DE/78F5: 11 12                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x12 bytes)
   DE/78F7: F0 1D                Frame Duration: 29
   DE/78F9: 77                   Object faces up-right
   DE/78FA: 0B 04                Set Bits $4 of current object address 0A,x
   DE/78FC: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/78FE: 92 0F 34 03          Place object at on-screen coords: (480,416) Z=48
   DE/7902: 10 40                Set transition flag, x1 speed
   DE/7904: 10 81                Set sequence flag, x2 speed
   DE/7906: 47                   <UNKNOWN COMMAND $47>
   DE/7907: 55 02                Shift object up-left 32 pixels
DE/7909: FD 32                <UNKNOWN COMMAND $FD 32>
DE/790B: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/790D: 55 03                Shift object up-left 48 pixels
   DE/790F: 57 03                Shift object up-right 48 pixels
DE/7911: 11 02                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes)
   DE/7913: 55 04                Shift object up-left 64 pixels
DE/7915: F0 31                Duration: 49 frames
DE/7917: 75                   Darken screen from normal before following commands
DE/7918: 68 0B 00 0C C9 E1    Enter area: $000B
                              MARIO will be at coords: (400,584) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/791E: B4 18                Store value at 00:70B8 to 00:7000
DE/7920: E2 03 00 2B 79       If value at 00:7000 = #$0003, jump to address $DE/792B
DE/7925: A8 09 19             Store #$19 to 00:70A9
DE/7928: D2 2E 79             Jump to address $DE/792E
DE/792B: A8 09 18             Store #$18 to 00:70A9
DE/792E: F0 00                Duration: 0 frames
DE/7930: 70                   Simultaneously lighten screen from black with following commands
DE/7931: 00 15                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes)
   DE/7933: 10 41                Set transition flag, x2 speed
   DE/7935: 10 83                Set sequence flag, x4 speed
   DE/7937: 57 01                Shift object up-right 16 pixels
   DE/7939: 51 02                Shift object down-right 32 pixels
   DE/793B: 61 08                Shift object down-right 8 pixels
   DE/793D: 57 03                Shift object up-right 48 pixels
   DE/793F: F0 1D                Frame Duration: 29
   DE/7941: 73                   Object faces down-left
   DE/7942: F0 1D                Frame Duration: 29
   DE/7944: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/7946: 57 02                Shift object up-right 32 pixels
DE/7948: 11 17                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x17 bytes)
   DE/794A: F0 1D                Frame Duration: 29
   DE/794C: 0B 04                Set Bits $4 of current object address 0A,x
   DE/794E: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7950: 77                   Object faces up-right
   DE/7951: 92 0C 49 03          Place object at on-screen coords: (400,584) Z=48
   DE/7955: 10 40                Set transition flag, x1 speed
   DE/7957: 10 81                Set sequence flag, x2 speed
   DE/7959: 57 01                Shift object up-right 16 pixels
   DE/795B: 51 02                Shift object down-right 32 pixels
   DE/795D: 61 08                Shift object down-right 8 pixels
   DE/795F: 57 02                Shift object up-right 32 pixels
DE/7961: F0 33                Duration: 51 frames
DE/7963: 9C 10                Play sound effect #$10
DE/7965: 6A 0B 80             Modify BGL of area $800B
DE/7968: 6B 0B 82             Modify physical field of area $820B
DE/796B: F0 45                Duration: 69 frames
DE/796D: 75                   Darken screen from normal before following commands
DE/796E: 68 0C 00 03 15 E0    Enter area: $000C
                              MARIO will be at coords: (112,168) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/7974: 19 87                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/7976: 94 00 F8 00          Place object: right=0px down=248px up=0px
   DE/797A: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/797D: A0 25                Set event flag memory address 00:7044 Bit 5
DE/797F: B4 18                Store value at 00:70B8 to 00:7000
DE/7981: E2 03 00 8C 79       If value at 00:7000 = #$0003, jump to address $DE/798C
DE/7986: A8 09 16             Store #$16 to 00:70A9
DE/7989: D2 8F 79             Jump to address $DE/798F
DE/798C: A8 09 15             Store #$15 to 00:70A9
DE/798F: 70                   Simultaneously lighten screen from black with following commands
DE/7990: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/7992: 10 81                Set sequence flag, x2 speed
   DE/7994: 57 02                Shift object up-right 32 pixels
   DE/7996: 73                   Object faces down-left
DE/7997: 11 0B                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0B bytes)
   DE/7999: F0 1D                Frame Duration: 29
   DE/799B: 77                   Object faces up-right
   DE/799C: 92 03 16 00          Place object at on-screen coords: (96,176) Z=0
   DE/79A0: 10 45                Set transition flag, 1/2 speed
   DE/79A2: 57 02                Shift object up-right 32 pixels
DE/79A4: FD 32                <UNKNOWN COMMAND $FD 32>
DE/79A6: FD 31                Screen doesn't move with MARIO
DE/79A8: F0 1D                Duration: 29 frames
DE/79AA: 9C 04                Play sound effect #$04
DE/79AC: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/79B0: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/79B2: 10 43                Set transition flag, x4 speed
   DE/79B4: 10 83                Set sequence flag, x4 speed
   DE/79B6: 55 03                Shift object up-left 48 pixels
   DE/79B8: 72                   Object faces down
DE/79B9: 11 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes)
   DE/79BB: F0 13                Frame Duration: 19
   DE/79BD: 75                   Object faces up-left
DE/79BE: FD 32                <UNKNOWN COMMAND $FD 32>
DE/79C0: 9C 04                Play sound effect #$04
DE/79C2: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/79C6: 9C 04                Play sound effect #$04
DE/79C8: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/79CC: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/79CE: 41                   <UNKNOWN COMMAND $41>
   DE/79CF: 50 07                Shift object right 112 pixels
DE/79D1: 11 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes)
   DE/79D3: F0 1D                Frame Duration: 29
   DE/79D5: 77                   Object faces up-right
DE/79D6: FD 32                <UNKNOWN COMMAND $FD 32>
DE/79D8: F0 1D                Duration: 29 frames
DE/79DA: 9C 04                Play sound effect #$04
DE/79DC: F0 1D                Duration: 29 frames
DE/79DE: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/79E0: 54 05                Shift object left 80 pixels
   DE/79E2: 53 02                Shift object down-left 32 pixels
   DE/79E4: F0 1D                Frame Duration: 29
   DE/79E6: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/79E9: F0 0B                Frame Duration: 11
DE/79EB: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/79EF: F0 1D                Duration: 29 frames
DE/79F1: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/79F3: 72                   Object faces down
DE/79F4: A0 61                Set event flag memory address 00:704C Bit 1
DE/79F6: FD 30                Screen moves with MARIO
DE/79F8: FE                   Return

DE/79F9: D8 22 33 7A          If event flag memory address 00:7044 Bit 2 set, jump to address $DE/7A33
DE/79FD: A0 22                Set event flag memory address 00:7044 Bit 2
DE/79FF: E8 33 7A             If random number between 0 and 255 > 128, jump to address $DE/7A33
DE/7A02: 60 F4 83 D0          Run Dialogue $03F4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Phew! Finally here!<I><END>


DE/7A06: 60 F5 A3 D0          Run Dialogue $03F5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Hey, you're mighty handy
 around here. You deserve a tip.
 Go on, take it!<I><END>


DE/7A0A: E9 1B 7A             If random number between 0 and 255 > 66, jump to address $DE/7A1B
DE/7A0D: 27 7A                Set Object: NPC #19 ---> Begin action queue for object (Length: 0x7A bytes)
   DE/7A0F: 52 1E                Shift object down 480 pixels
   DE/7A11: 9C 0D                Play sound effect #$0D
   DE/7A13: AC 1E 00             Store #$001E to 00:700C
   DE/7A16: 60 03                Shift object right 3 pixels
   DE/7A18: A2 02                Set event flag memory address 00:7080 Bit 2
   DE/7A1A: FE                   Return Queue

DE/7A1B: A8 07 60             Store #$60 to 00:70A7
DE/7A1E: 9C 1B                Play sound effect #$1B
DE/7A20: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/7A24: 50 60                Put item in inventory: #$60 (-Mushroom    )
DE/7A26: FE                   Return

DE/7A27: A8 07 61             Store #$61 to 00:70A7
DE/7A2A: 9C 1B                Play sound effect #$1B
DE/7A2C: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/7A30: 50 61                Put item in inventory: #$61 (-Mid Mushroom)
DE/7A32: FE                   Return

DE/7A33: 60 F8 A3 D0          Run Dialogue $03F8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Thanks a lot.<I><END>


DE/7A37: FE                   Return

DE/7A38: D8 21 5D 7A          If event flag memory address 00:7044 Bit 1 set, jump to address $DE/7A5D
DE/7A3C: A0 21                Set event flag memory address 00:7044 Bit 1
DE/7A3E: B6 65 00              Store a random number from 0 to #$0065 to 00:7000
DE/7A41: C0 50 00             Compare value at 00:7000 to #$0050
DE/7A44: ED 5D 7A             If Bit 0 of 00:70A0,x clear, jump to address $DE/7A5D
DE/7A47: D9 18 5D 7A          If event flag memory address 00:7063 Bit 0 set, jump to address $DE/7A5D
DE/7A4B: A1 18                Set event flag memory address 00:7063 Bit 0
DE/7A4D: 60 01 A8 D0          Run Dialogue $0801 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Man, did I sleep!
 Thanks for the service.
 Here's your tip.<I>
 Don't spend it all in one place!<I><END>


DE/7A51: 9C 55                Play sound effect #$55
DE/7A53: A8 07 75             Store #$75 to 00:70A7
DE/7A56: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/7A5A: 50 75                Put item in inventory: #$75 (Flower Box  )
DE/7A5C: FE                   Return

DE/7A5D: 60 00 A8 D0          Run Dialogue $0800 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I slept like a baby.
 Thanks!<I><END>


DE/7A61: FE                   Return


EVENT [26E] ------------------------------------------------------------>
DE/7A62: C3                   <UNKNOWN COMMAND $C3>
DE/7A63: E2 0C 00 32 7C       If value at 00:7000 = #$000C, jump to address $DE/7C32
DE/7A68: D8 61 37 7C          If event flag memory address 00:704C Bit 1 set, jump to address $DE/7C37
DE/7A6C: 60 FA A3 D0          Run Dialogue $03FA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh, I'm just exhausted!
 Take me up to my room.<I><END>


DE/7A70: F0 09                Duration: 9 frames
DE/7A72: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/7A74: 10 41                Set transition flag, x2 speed
   DE/7A76: 10 83                Set sequence flag, x4 speed
   DE/7A78: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/7A7A: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/7A7C: 80 06 3E             Move object to on-screen coords: (192,496)
   DE/7A7F: 75                   Object faces up-left
DE/7A80: 1C 09                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/7A82: F0 1D                Frame Duration: 29
   DE/7A84: 71                   Object faces down-right
   DE/7A85: 10 40                Set transition flag, x1 speed
   DE/7A87: 10 81                Set sequence flag, x2 speed
   DE/7A89: 51 02                Shift object down-right 32 pixels
DE/7A8B: 1D 09                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/7A8D: F0 1D                Frame Duration: 29
   DE/7A8F: 71                   Object faces down-right
   DE/7A90: 10 40                Set transition flag, x1 speed
   DE/7A92: 10 81                Set sequence flag, x2 speed
   DE/7A94: 51 02                Shift object down-right 32 pixels
DE/7A96: F0 1D                Duration: 29 frames
DE/7A98: 9C 04                Play sound effect #$04
DE/7A9A: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/7A9E: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7AA0: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/7AA2: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/7AA4: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7AA6: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7AA8: 57 03                Shift object up-right 48 pixels
DE/7AAA: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7AAC: 51 01                Shift object down-right 16 pixels
   DE/7AAE: 57 03                Shift object up-right 48 pixels
DE/7AB0: 1D 06                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/7AB2: F0 1F                Frame Duration: 31
   DE/7AB4: 51 01                Shift object down-right 16 pixels
   DE/7AB6: 57 02                Shift object up-right 32 pixels
DE/7AB8: F0 1D                Duration: 29 frames
DE/7ABA: 75                   Darken screen from normal before following commands
DE/7ABB: 68 06 00 0F B4 E1    Enter area: $0006
                              MARIO will be at coords: (480,416) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/7AC1: 70                   Simultaneously lighten screen from black with following commands
DE/7AC2: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DE/7AC4: 10 41                Set transition flag, x2 speed
   DE/7AC6: 10 83                Set sequence flag, x4 speed
   DE/7AC8: 47                   <UNKNOWN COMMAND $47>
   DE/7AC9: 55 04                Shift object up-left 64 pixels
   DE/7ACB: 71                   Object faces down-right
   DE/7ACC: F0 31                Frame Duration: 49
   DE/7ACE: 08 43 83             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DE/7AD1: 17 26                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x26 bytes)
   DE/7AD3: F0 1D                Frame Duration: 29
   DE/7AD5: 77                   Object faces up-right
   DE/7AD6: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7AD8: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7ADA: 92 0F 34 03          Place object at on-screen coords: (480,416) Z=48
   DE/7ADE: 10 40                Set transition flag, x1 speed
   DE/7AE0: 10 81                Set sequence flag, x2 speed
   DE/7AE2: 47                   <UNKNOWN COMMAND $47>
   DE/7AE3: 55 02                Shift object up-left 32 pixels
   DE/7AE5: 71                   Object faces down-right
   DE/7AE6: F0 1D                Frame Duration: 29
   DE/7AE8: 06                   Set "moon-walk" Bits
   DE/7AE9: 10 43                Set transition flag, x4 speed
   DE/7AEB: 10 85                Set sequence flag, 1/2 speed
   DE/7AED: D4 01                Start code block, repeat 1 times
   DE/7AEF: 61 04                Shift object down-right 4 pixels
   DE/7AF1: 65 04                Shift object up-left 4 pixels
   DE/7AF3: F0 13                Frame Duration: 19
   DE/7AF5: D7                   End of code block
   DE/7AF6: 07                   Clear "moon-walk" Bits
   DE/7AF7: F0 49                Frame Duration: 73
DE/7AF9: 18 25                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x25 bytes)
   DE/7AFB: F0 2D                Frame Duration: 45
   DE/7AFD: 77                   Object faces up-right
   DE/7AFE: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7B00: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7B02: 92 0F 34 03          Place object at on-screen coords: (480,416) Z=48
   DE/7B06: 10 40                Set transition flag, x1 speed
   DE/7B08: 10 81                Set sequence flag, x2 speed
   DE/7B0A: 47                   <UNKNOWN COMMAND $47>
   DE/7B0B: 45                   <UNKNOWN COMMAND $45>
   DE/7B0C: F0 49                Frame Duration: 73
   DE/7B0E: 06                   Set "moon-walk" Bits
   DE/7B0F: 10 43                Set transition flag, x4 speed
   DE/7B11: 10 85                Set sequence flag, 1/2 speed
   DE/7B13: D4 01                Start code block, repeat 1 times
   DE/7B15: 65 04                Shift object up-left 4 pixels
   DE/7B17: 61 04                Shift object down-right 4 pixels
   DE/7B19: F0 13                Frame Duration: 19
   DE/7B1B: D7                   End of code block
   DE/7B1C: 75                   Object faces up-left
   DE/7B1D: 07                   Clear "moon-walk" Bits
   DE/7B1E: F0 1D                Frame Duration: 29
DE/7B20: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7B22: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/7B24: 09                   Reset all object properties to default
   DE/7B25: 55 03                Shift object up-left 48 pixels
   DE/7B27: 57 03                Shift object up-right 48 pixels
DE/7B29: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/7B2B: 10 40                Set transition flag, x1 speed
   DE/7B2D: 10 81                Set sequence flag, x2 speed
   DE/7B2F: 55 04                Shift object up-left 64 pixels
DE/7B31: 18 06                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/7B33: 10 40                Set transition flag, x1 speed
   DE/7B35: 10 81                Set sequence flag, x2 speed
   DE/7B37: 55 04                Shift object up-left 64 pixels
DE/7B39: F0 31                Duration: 49 frames
DE/7B3B: 75                   Darken screen from normal before following commands
DE/7B3C: 68 0B 00 0C C9 E1    Enter area: $000B
                              MARIO will be at coords: (400,584) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/7B42: 70                   Simultaneously lighten screen from black with following commands
DE/7B43: 00 15                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes)
   DE/7B45: 10 41                Set transition flag, x2 speed
   DE/7B47: 10 83                Set sequence flag, x4 speed
   DE/7B49: 57 01                Shift object up-right 16 pixels
   DE/7B4B: 51 02                Shift object down-right 32 pixels
   DE/7B4D: 61 08                Shift object down-right 8 pixels
   DE/7B4F: 57 03                Shift object up-right 48 pixels
   DE/7B51: F0 1D                Frame Duration: 29
   DE/7B53: 73                   Object faces down-left
   DE/7B54: F0 1D                Frame Duration: 29
   DE/7B56: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/7B58: 57 02                Shift object up-right 32 pixels
DE/7B5A: 1A 17                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x17 bytes)
   DE/7B5C: F0 1D                Frame Duration: 29
   DE/7B5E: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7B60: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7B62: 77                   Object faces up-right
   DE/7B63: 92 0C 49 03          Place object at on-screen coords: (400,584) Z=48
   DE/7B67: 10 40                Set transition flag, x1 speed
   DE/7B69: 10 81                Set sequence flag, x2 speed
   DE/7B6B: 57 01                Shift object up-right 16 pixels
   DE/7B6D: 51 02                Shift object down-right 32 pixels
   DE/7B6F: 61 08                Shift object down-right 8 pixels
   DE/7B71: 57 03                Shift object up-right 48 pixels
DE/7B73: 1B 17                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x17 bytes)
   DE/7B75: F0 2D                Frame Duration: 45
   DE/7B77: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7B79: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7B7B: 77                   Object faces up-right
   DE/7B7C: 92 0C 49 03          Place object at on-screen coords: (400,584) Z=48
   DE/7B80: 10 40                Set transition flag, x1 speed
   DE/7B82: 10 81                Set sequence flag, x2 speed
   DE/7B84: 57 01                Shift object up-right 16 pixels
   DE/7B86: 51 02                Shift object down-right 32 pixels
   DE/7B88: 61 08                Shift object down-right 8 pixels
   DE/7B8A: 57 02                Shift object up-right 32 pixels
DE/7B8C: F0 33                Duration: 51 frames
DE/7B8E: 9C 10                Play sound effect #$10
DE/7B90: 6A 0B 80             Modify BGL of area $800B
DE/7B93: 6B 0B 82             Modify physical field of area $820B
DE/7B96: F0 45                Duration: 69 frames
DE/7B98: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   DE/7B9A: 57 02                Shift object up-right 32 pixels
DE/7B9C: 75                   Darken screen from normal before following commands
DE/7B9D: 68 0C 00 03 15 E0    Enter area: $000C
                              MARIO will be at coords: (112,168) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/7BA3: A0 25                Set event flag memory address 00:7044 Bit 5
DE/7BA5: 19 87                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/7BA7: 94 00 F8 00          Place object: right=0px down=248px up=0px
   DE/7BAB: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/7BAE: 70                   Simultaneously lighten screen from black with following commands
DE/7BAF: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/7BB1: 10 81                Set sequence flag, x2 speed
   DE/7BB3: 57 02                Shift object up-right 32 pixels
   DE/7BB5: 73                   Object faces down-left
DE/7BB6: 17 0B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/7BB8: F0 1D                Frame Duration: 29
   DE/7BBA: 77                   Object faces up-right
   DE/7BBB: 92 03 16 00          Place object at on-screen coords: (96,176) Z=0
   DE/7BBF: 10 45                Set transition flag, 1/2 speed
   DE/7BC1: 57 02                Shift object up-right 32 pixels
DE/7BC3: 18 0E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/7BC5: F0 3B                Frame Duration: 59
   DE/7BC7: 77                   Object faces up-right
   DE/7BC8: 92 03 16 00          Place object at on-screen coords: (96,176) Z=0
   DE/7BCC: 10 45                Set transition flag, 1/2 speed
   DE/7BCE: 06                   Set "moon-walk" Bits
   DE/7BCF: 47                   <UNKNOWN COMMAND $47>
   DE/7BD0: 40                   <UNKNOWN COMMAND $40>
   DE/7BD1: 77                   Object faces up-right
   DE/7BD2: 07                   Clear "moon-walk" Bits
DE/7BD3: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7BD5: FD 31                Screen doesn't move with MARIO
DE/7BD7: F0 1D                Duration: 29 frames
DE/7BD9: 9C 04                Play sound effect #$04
DE/7BDB: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/7BDF: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/7BE1: 10 43                Set transition flag, x4 speed
   DE/7BE3: 10 83                Set sequence flag, x4 speed
   DE/7BE5: 55 03                Shift object up-left 48 pixels
   DE/7BE7: 72                   Object faces down
DE/7BE8: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7BEA: F0 13                Frame Duration: 19
   DE/7BEC: 75                   Object faces up-left
DE/7BED: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7BEF: F0 13                Frame Duration: 19
   DE/7BF1: 75                   Object faces up-left
DE/7BF2: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7BF4: 9C 04                Play sound effect #$04
DE/7BF6: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/7BFA: 9C 04                Play sound effect #$04
DE/7BFC: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/7C00: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7C02: 41                   <UNKNOWN COMMAND $41>
   DE/7C03: 50 07                Shift object right 112 pixels
DE/7C05: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7C07: F0 1D                Frame Duration: 29
   DE/7C09: 77                   Object faces up-right
DE/7C0A: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7C0C: F0 1D                Frame Duration: 29
   DE/7C0E: 77                   Object faces up-right
DE/7C0F: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7C11: F0 1D                Duration: 29 frames
DE/7C13: 9C 04                Play sound effect #$04
DE/7C15: F0 1D                Duration: 29 frames
DE/7C17: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/7C19: 54 05                Shift object left 80 pixels
   DE/7C1B: 53 02                Shift object down-left 32 pixels
   DE/7C1D: F0 1D                Frame Duration: 29
   DE/7C1F: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/7C22: F0 0B                Frame Duration: 11
DE/7C24: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/7C28: F0 1D                Duration: 29 frames
DE/7C2A: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/7C2C: 72                   Object faces down
DE/7C2D: A0 61                Set event flag memory address 00:704C Bit 1
DE/7C2F: FD 30                Screen moves with MARIO
DE/7C31: FE                   Return

DE/7C32: 60 02 A8 D0          Run Dialogue $0802 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         So THIS is the suite?!<I><END>


DE/7C36: FE                   Return

DE/7C37: 60 04 A8 D0          Run Dialogue $0804 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

   
     Nothin' but the best for US!<I><END>


DE/7C3B: FE                   Return


EVENT [26F] ------------------------------------------------------------>
DE/7C3C: E8 41 7C             If random number between 0 and 255 > 128, jump to address $DE/7C41
DE/7C3F: F0 59                Duration: 89 frames
DE/7C41: F0 3B                Duration: 59 frames
DE/7C43: B4 18                Store value at 00:70B8 to 00:7000
DE/7C45: E2 02 00 56 7C       If value at 00:7000 = #$0002, jump to address $DE/7C56
DE/7C4A: E2 03 00 63 7C       If value at 00:7000 = #$0003, jump to address $DE/7C63
DE/7C4F: 1B F2 47 01          Set Object: NPC #7 ---> Command: Set object to movement: $0147
DE/7C53: D2 67 7C             Jump to address $DE/7C67
DE/7C56: 1C F2 48 01          Set Object: NPC #8 ---> Command: Set object to movement: $0148
DE/7C5A: F0 0F                Duration: 15 frames
DE/7C5C: 1D F2 49 01          Set Object: NPC #9 ---> Command: Set object to movement: $0149
DE/7C60: D2 67 7C             Jump to address $DE/7C67
DE/7C63: 1A F2 47 01          Set Object: NPC #6 ---> Command: Set object to movement: $0147
DE/7C67: F0 00                Duration: 0 frames
DE/7C69: D8 23 70 7C          If event flag memory address 00:7044 Bit 3 set, jump to address $DE/7C70
DE/7C6D: D2 67 7C             Jump to address $DE/7C67
DE/7C70: C5 99                <UNKNOWN COMMAND $C5>
DE/7C72: E2 3F 00 7D 7C       If value at 00:7000 = #$003F, jump to address $DE/7C7D
DE/7C77: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/7C79: 10 43                Set transition flag, x4 speed
   DE/7C7B: 47                   <UNKNOWN COMMAND $47>
   DE/7C7C: 75                   Object faces up-left
DE/7C7D: 1D F6                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $F6>
DE/7C7F: 1C F6                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $F6>
DE/7C81: 1A F6                Set Object: NPC #6 ---> Command: <UNKNOWN COMMAND $F6>
DE/7C83: 1B F6                Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $F6>
DE/7C85: A4 61                Clear event flag memory address 00:704C Bit 1
DE/7C87: FE                   Return


EVENT [270] ------------------------------------------------------------>
DE/7C88: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/7C8A: D8 60 F7 0E          If event flag memory address 00:704C Bit 0 set, jump to address $DE/0EF7
DE/7C8E: 68 06 80 0F B4 E1    Enter area: $0006
                              MARIO will be at coords: (480,416) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/7C94: FE                   Return


EVENT [271] ------------------------------------------------------------>
DE/7C95: DC 25 F7 0E          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/0EF7
DE/7C99: A4 25                Clear event flag memory address 00:7044 Bit 5
DE/7C9B: FE                   Return


EVENT [272] ------------------------------------------------------------>
DE/7C9C: C3                   <UNKNOWN COMMAND $C3>
DE/7C9D: E2 0C 00 AF 7C       If value at 00:7000 = #$000C, jump to address $DE/7CAF
DE/7CA2: D8 61 B4 7C          If event flag memory address 00:704C Bit 1 set, jump to address $DE/7CB4
DE/7CA6: 60 F9 A3 D0          Run Dialogue $03F9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Come on, what are we waiting for?
 Take us up to the suite!<I><END>


DE/7CAA: F0 09                Duration: 9 frames
DE/7CAC: D2 72 7A             Jump to address $DE/7A72
DE/7CAF: 60 03 A8 D0          Run Dialogue $0803 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          I'll say it's sweet!<I><END>


DE/7CB3: FE                   Return

DE/7CB4: 60 05 A8 D0          Run Dialogue $0805 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 This is just one of the best
 hotels I've ever stayed at.<I><END>


DE/7CB8: FE                   Return


EVENT [273] ------------------------------------------------------------>
DE/7CB9: D8 60 F7 0E          If event flag memory address 00:704C Bit 0 set, jump to address $DE/0EF7
DE/7CBD: 68 99 80 14 10 60    Enter area: $0099
                              MARIO will be at coords: (640,128) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/7CC3: FE                   Return


EVENT [274] ------------------------------------------------------------>
DE/7CC4: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/7CC6: FD 0F 03             Object overlaps BG1 & BG2
   DE/7CC9: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/7CCC: 71                   Lighten screen from black before following commands
DE/7CCD: FE                   Return


EVENT [275] ------------------------------------------------------------>
DE/7CCE: A0 10                Set event flag memory address 00:7042 Bit 0
DE/7CD0: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/7CD2: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/7CD4: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/7CD6: 13 02                Layering priority: Object overlaps MARIO
   DE/7CD8: 10 45                Set transition flag, 1/2 speed
   DE/7CDA: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/7CDC: 10 46                Set transition flag, 1/4 speed
   DE/7CDE: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
DE/7CE0: F0 1D                Duration: 29 frames
DE/7CE2: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/7CE4: 15 F1 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/7CE7: 80 04 12             Move object to on-screen coords: (128,144)
   DE/7CEA: 71                   Object faces down-right
   DE/7CEB: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/7CEE: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/7CF0: 75                   Object faces up-left
DE/7CF1: 60 0A A8 D5          Run Dialogue $080A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHEF TORTE: Vat...VAT?!
 Vat are you doing?!<I><END>


DE/7CF5: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7CF7: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/7CF9: 16 F1 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/7CFC: 80 03 13             Move object to on-screen coords: (112,152)
   DE/7CFF: 71                   Object faces down-right
   DE/7D00: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/7D03: 60 0B A8 D5          Run Dialogue $080B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

APPRENTICE: Oh, that's nice,
 you just stepped on the...<I><END>


DE/7D07: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7D09: FD 31                Screen doesn't move with MARIO
DE/7D0B: 15 F2 4C 01          Set Object: NPC #1 ---> Command: Set object to movement: $014C
DE/7D0F: 16 F2 4C 01          Set Object: NPC #2 ---> Command: Set object to movement: $014C
DE/7D13: 60 0C 28 D5          Run Dialogue $080C
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOTH:
              YOU FOOLS!!<I><END>


DE/7D17: 00 2A                Set Object: MARIO ---> Begin action queue for object (Length: 0x2A bytes)
   DE/7D19: 10 41                Set transition flag, x2 speed
   DE/7D1B: 08 43 09             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/7D1E: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DE/7D21: 61 08                Shift object down-right 8 pixels
   DE/7D23: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7D25: 61 08                Shift object down-right 8 pixels
   DE/7D27: 41                   <UNKNOWN COMMAND $41>
   DE/7D28: F0 00                Frame Duration: 0
   DE/7D2A: 3D 28 7D             <UNKNOWN COMMAND $3D: pointer to address $DE/7D28>
   DE/7D2D: FD 9E                <UNKNOWN COMMAND $9E>
   DE/7D2F: 16                   <UNKNOWN COMMAND $16>
   DE/7D30: 7E 40 00             Object jumps #$0040 units
   DE/7D33: 10 40                Set transition flag, x1 speed
   DE/7D35: 41                   <UNKNOWN COMMAND $41>
   DE/7D36: F0 00                Frame Duration: 0
   DE/7D38: 3D 36 7D             <UNKNOWN COMMAND $3D: pointer to address $DE/7D36>
   DE/7D3B: 75                   Object faces up-left
   DE/7D3C: F0 3B                Frame Duration: 59
   DE/7D3E: 09                   Reset all object properties to default
   DE/7D3F: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/7D41: 13 01                Layering priority: Normal
DE/7D43: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7D45: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/7D47: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/7D49: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/7D4B: 09                   Reset all object properties to default
   DE/7D4C: 45                   <UNKNOWN COMMAND $45>
   DE/7D4D: 10 85                Set sequence flag, 1/2 speed
   DE/7D4F: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/7D50: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/7D52: 09                   Reset all object properties to default
   DE/7D53: 41                   <UNKNOWN COMMAND $41>
   DE/7D54: 10 85                Set sequence flag, 1/2 speed
   DE/7D56: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/7D57: 15 F2 4A 01          Set Object: NPC #1 ---> Command: Set object to movement: $014A
DE/7D5B: 16 F2 4B 01          Set Object: NPC #2 ---> Command: Set object to movement: $014B
DE/7D5F: 64                   <UNKNOWN COMMAND $64>
DE/7D60: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7D62: FD 30                Screen moves with MARIO
DE/7D64: FE                   Return


EVENT [276] ------------------------------------------------------------>
DE/7D65: D8 66 6E 7D          If event flag memory address 00:704C Bit 6 set, jump to address $DE/7D6E
DE/7D69: 60 0D A8 D0          Run Dialogue $080D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHEF TORTE: Ve bake a cake
 for za BIG vedding!
 It must be...masterpiece!<I><END>


DE/7D6D: FE                   Return

DE/7D6E: 60 69 A8 D0          Run Dialogue $0869 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHEF TORTE: Now, ZEES cake vill
 stay PUT!<I><END>


DE/7D72: FE                   Return


EVENT [277] ------------------------------------------------------------>
DE/7D73: D8 66 7C 7D          If event flag memory address 00:704C Bit 6 set, jump to address $DE/7D7C
DE/7D77: 60 0E A8 D0          Run Dialogue $080E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

APPRENTICE: Yeah, the
 groom-to-be ordered something
 special. Wait until he sees THIS!<I><END>


DE/7D7B: FE                   Return

DE/7D7C: 60 6A A8 D0          Run Dialogue $086A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

APPRENTICE: Don't worry,
 Chef Torte! They'll love THIS!<I><END>


DE/7D80: FE                   Return


EVENT [278] ------------------------------------------------------------>
DE/7D81: DC 67 8A 7D          If event flag memory address 00:704C Bit 7 clear, jump to address $DE/7D8A
DE/7D85: 60 0F A8 D0          Run Dialogue $080F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 1: I'm not letting you
 in here! And you can forget about
 the back entrance. It's locked.<I>
 At least I THINK it is...<I><END>


DE/7D89: FE                   Return

DE/7D8A: 60 7B A8 D0          Run Dialogue $087B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAZ: All right...<I>

RAINI: You'll have to excuse us!<I><END>


DE/7D8E: FE                   Return


EVENT [279] ------------------------------------------------------------>
DE/7D8F: D8 66 9E 7D          If event flag memory address 00:704C Bit 6 set, jump to address $DE/7D9E
DE/7D93: DD 1A F7 0E          If event flag memory address 00:7063 Bit 2 clear, jump to address $DE/0EF7
DE/7D97: 68 05 80 12 40 66    Enter area: $0005
                              MARIO will be at coords: (576,512) Z=96
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/7D9D: FE                   Return

DE/7D9E: 68 40 80 12 40 66    Enter area: $0040
                              MARIO will be at coords: (576,512) Z=96
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/7DA4: FE                   Return


EVENT [27A] ------------------------------------------------------------>
DE/7DA5: D8 E8 64 7F          If event flag memory address 00:705D Bit 0 set, jump to address $DE/7F64
DE/7DA9: D8 11 DB 7D          If event flag memory address 00:7042 Bit 1 set, jump to address $DE/7DDB
DE/7DAD: F8 98 28 BE 7D       <UNKNOWN COMMAND $F8>
DE/7DB2: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7DB4: 94 FE 01 00          Place object: right=254px down=1px up=0px
DE/7DB8: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/7DBA: 94 FE 01 00          Place object: right=254px down=1px up=0px
DE/7DBE: D9 1A C9 7D          If event flag memory address 00:7063 Bit 2 set, jump to address $DE/7DC9
DE/7DC2: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7DC4: 08 48 14             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: no
DE/7DC7: 71                   Lighten screen from black before following commands
DE/7DC8: FE                   Return

DE/7DC9: F8 98 3C F8 0E       <UNKNOWN COMMAND $F8>
DE/7DCE: 1E 85                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/7DD0: 92 04 20 04          Place object at on-screen coords: (128,256) Z=64
   DE/7DD4: 77                   Object faces up-right
DE/7DD5: 1E F2 4D 01          Set Object: NPC #10 ---> Command: Set object to movement: $014D
DE/7DD9: 71                   Lighten screen from black before following commands
DE/7DDA: FE                   Return

DE/7DDB: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7DDD: 92 05 1F 04          Place object at on-screen coords: (176,248) Z=64
DE/7DE1: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7DE3: 92 06 20 04          Place object at on-screen coords: (192,256) Z=64
DE/7DE7: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7DE9: 92 04 22 04          Place object at on-screen coords: (128,272) Z=64
DE/7DED: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7DEF: 92 03 21 04          Place object at on-screen coords: (112,264) Z=64
DE/7DF3: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7DF5: 92 07 22 04          Place object at on-screen coords: (224,272) Z=64
DE/7DF9: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7DFB: 92 06 23 04          Place object at on-screen coords: (208,280) Z=64
DE/7DFF: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7E01: 92 08 1F 04          Place object at on-screen coords: (272,248) Z=64
DE/7E05: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7E07: 92 07 23 04          Place object at on-screen coords: (240,280) Z=64
DE/7E0B: 71                   Lighten screen from black before following commands
DE/7E0C: 60 76 A8 D6          Run Dialogue $0876 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAZ: Mario!<I><END>


DE/7E10: F0 09                Duration: 9 frames
DE/7E12: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7E14: F0 09                Frame Duration: 9
   DE/7E16: 72                   Object faces down
DE/7E17: 16 0E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/7E19: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7E1B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7E1D: 10 81                Set sequence flag, x2 speed
   DE/7E1F: 55 01                Shift object up-left 16 pixels
   DE/7E21: 57 02                Shift object up-right 32 pixels
   DE/7E23: 67 08                Shift object up-right 8 pixels
   DE/7E25: 10 85                Set sequence flag, 1/2 speed
DE/7E27: 17 8E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/7E29: 10 81                Set sequence flag, x2 speed
   DE/7E2B: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7E2D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7E2F: 55 01                Shift object up-left 16 pixels
   DE/7E31: 57 02                Shift object up-right 32 pixels
   DE/7E33: 67 08                Shift object up-right 8 pixels
   DE/7E35: 10 85                Set sequence flag, 1/2 speed
DE/7E37: F0 09                Duration: 9 frames
DE/7E39: 60 77 A8 D6          Run Dialogue $0877 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That creepy guy just left!<I>
 Does that mean we can
 go on with our wedding?<I><END>


DE/7E3D: F0 09                Duration: 9 frames
DE/7E3F: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/7E43: F0 09                Duration: 9 frames
DE/7E45: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7E47: 75                   Object faces up-left
   DE/7E48: 10 81                Set sequence flag, x2 speed
DE/7E4A: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7E4C: F0 09                Frame Duration: 9
   DE/7E4E: 71                   Object faces down-right
DE/7E4F: 60 78 A8 D7          Run Dialogue $0878 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAINI: Oh, Raz! I'm so happy!<I>

 Let's get this wedding over with
 so we can stay in the suite,
 and then go on our honeymoon!<I><END>


DE/7E53: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7E55: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/7E57: 10 85                Set sequence flag, 1/2 speed
DE/7E59: 60 79 A8 D6          Run Dialogue $0879 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAZ: Let's do it!<I><END>


DE/7E5D: F0 09                Duration: 9 frames
DE/7E5F: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/7E61: 77                   Object faces up-right
DE/7E62: F0 09                Duration: 9 frames
DE/7E64: 60 7A A8 D6          Run Dialogue $087A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



DE/7E68: F0 09                Duration: 9 frames
DE/7E6A: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/7E6E: F0 09                Duration: 9 frames
DE/7E70: 16 87                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/7E72: 10 45                Set transition flag, 1/2 speed
   DE/7E74: 53 02                Shift object down-left 32 pixels
   DE/7E76: 63 08                Shift object down-left 8 pixels
   DE/7E78: 71                   Object faces down-right
DE/7E79: 17 F2 71 02          Set Object: NPC #3 ---> Command: Set object to movement: $0271
DE/7E7D: F0 09                Duration: 9 frames
DE/7E7F: 60 7D 88 D6          Run Dialogue $087D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Okay, everyone!<I><END>


DE/7E83: F0 1D                Duration: 29 frames
DE/7E85: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/7E87: 1A F2 73 02          Set Object: NPC #6 ---> Command: Set object to movement: $0273
DE/7E8B: 1B F2 73 02          Set Object: NPC #7 ---> Command: Set object to movement: $0273
DE/7E8F: 1C F2 73 02          Set Object: NPC #8 ---> Command: Set object to movement: $0273
DE/7E93: 1D F2 73 02          Set Object: NPC #9 ---> Command: Set object to movement: $0273
DE/7E97: F0 09                Duration: 9 frames
DE/7E99: 60 7E A8 D6          Run Dialogue $087E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 We're gonna start this from the
 beginning! Back inside, please!<I><END>


DE/7E9D: F0 09                Duration: 9 frames
DE/7E9F: 17 81                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/7EA1: 47                   <UNKNOWN COMMAND $47>
DE/7EA2: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/7EA4: 71                   Object faces down-right
DE/7EA5: F0 1D                Duration: 29 frames
DE/7EA7: 9C 10                Play sound effect #$10
DE/7EA9: 6A 98 80             Modify BGL of area $8098
DE/7EAC: 6B 98 82             Modify physical field of area $8298
DE/7EAF: F0 1D                Duration: 29 frames
DE/7EB1: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/7EB3: 47                   <UNKNOWN COMMAND $47>
   DE/7EB4: 67 04                Shift object up-right 4 pixels
   DE/7EB6: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/7EB7: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/7EB9: 16 0B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/7EBB: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7EBD: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7EBF: 10 40                Set transition flag, x1 speed
   DE/7EC1: 51 01                Shift object down-right 16 pixels
   DE/7EC3: 57 04                Shift object up-right 64 pixels
   DE/7EC5: 01                   Clear Bit 7 of current object (disable object visibility)
DE/7EC6: 1A 0D                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/7EC8: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7ECA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7ECC: 10 80                Set sequence flag, x1 speed
   DE/7ECE: 55 03                Shift object up-left 48 pixels
   DE/7ED0: 57 04                Shift object up-right 64 pixels
   DE/7ED2: 67 08                Shift object up-right 8 pixels
   DE/7ED4: 01                   Clear Bit 7 of current object (disable object visibility)
DE/7ED5: 1B 0D                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/7ED7: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7ED9: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7EDB: 10 80                Set sequence flag, x1 speed
   DE/7EDD: 55 03                Shift object up-left 48 pixels
   DE/7EDF: 57 05                Shift object up-right 80 pixels
   DE/7EE1: 67 08                Shift object up-right 8 pixels
   DE/7EE3: 01                   Clear Bit 7 of current object (disable object visibility)
DE/7EE4: 1D 0F                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/7EE6: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7EE8: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7EEA: 10 80                Set sequence flag, x1 speed
   DE/7EEC: 55 04                Shift object up-left 64 pixels
   DE/7EEE: F0 0F                Frame Duration: 15
   DE/7EF0: 57 04                Shift object up-right 64 pixels
   DE/7EF2: 67 08                Shift object up-right 8 pixels
   DE/7EF4: 01                   Clear Bit 7 of current object (disable object visibility)
DE/7EF5: 18 0D                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/7EF7: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7EF9: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7EFB: 10 45                Set transition flag, 1/2 speed
   DE/7EFD: F0 3F                Frame Duration: 63
   DE/7EFF: 57 07                Shift object up-right 112 pixels
   DE/7F01: 67 08                Shift object up-right 8 pixels
   DE/7F03: 01                   Clear Bit 7 of current object (disable object visibility)
DE/7F04: 19 13                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/7F06: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7F08: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7F0A: 10 41                Set transition flag, x2 speed
   DE/7F0C: 10 83                Set sequence flag, x4 speed
   DE/7F0E: F0 59                Frame Duration: 89
   DE/7F10: 57 03                Shift object up-right 48 pixels
   DE/7F12: 51 01                Shift object down-right 16 pixels
   DE/7F14: 57 04                Shift object up-right 64 pixels
   DE/7F16: 67 08                Shift object up-right 8 pixels
   DE/7F18: 01                   Clear Bit 7 of current object (disable object visibility)
DE/7F19: 1C F1 19                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/7F1C: 10 40                Set transition flag, x1 speed
   DE/7F1E: 80 08 20             Move object to on-screen coords: (256,256)
   DE/7F21: 0B 04                Set Bits $4 of current object address 0A,x
   DE/7F23: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/7F25: 10 80                Set sequence flag, x1 speed
   DE/7F27: 53 02                Shift object down-left 32 pixels
   DE/7F29: 55 02                Shift object up-left 32 pixels
   DE/7F2B: F0 63                Frame Duration: 99
   DE/7F2D: 10 45                Set transition flag, 1/2 speed
   DE/7F2F: 45                   <UNKNOWN COMMAND $45>
   DE/7F30: 57 04                Shift object up-right 64 pixels
   DE/7F32: 67 08                Shift object up-right 8 pixels
   DE/7F34: 01                   Clear Bit 7 of current object (disable object visibility)
DE/7F35: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7F37: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/7F39: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/7F3B: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DE/7F3D: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DE/7F3F: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DE/7F41: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DE/7F43: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DE/7F45: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DE/7F47: F2 98 2C             <UNKNOWN COMMAND $F2>
DE/7F4A: F2 98 2E             <UNKNOWN COMMAND $F2>
DE/7F4D: F2 98 30             <UNKNOWN COMMAND $F2>
DE/7F50: F2 98 32             <UNKNOWN COMMAND $F2>
DE/7F53: F2 98 34             <UNKNOWN COMMAND $F2>
DE/7F56: F2 98 36             <UNKNOWN COMMAND $F2>
DE/7F59: A0 E8                Set event flag memory address 00:705D Bit 0
DE/7F5B: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/7F5D: F0 09                Frame Duration: 9
   DE/7F5F: 72                   Object faces down
DE/7F60: 6B 40 80             Modify physical field of area $8040
DE/7F63: FE                   Return

DE/7F64: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7F66: 92 08 23 04          Place object at on-screen coords: (272,280) Z=64
DE/7F6A: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/7F6C: 92 09 24 04          Place object at on-screen coords: (288,288) Z=64
   DE/7F70: 77                   Object faces up-right
DE/7F71: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7F73: 1D F2 77 00          Set Object: NPC #9 ---> Command: Set object to movement: $0077
DE/7F77: 71                   Lighten screen from black before following commands
DE/7F78: FE                   Return


EVENT [27B] ------------------------------------------------------------>
DE/7F79: D9 1A F7 0E          If event flag memory address 00:7063 Bit 2 set, jump to address $DE/0EF7
DE/7F7D: A1 1A                Set event flag memory address 00:7063 Bit 2
DE/7F7F: 1E 82                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/7F81: 09                   Reset all object properties to default
   DE/7F82: 77                   Object faces up-right
DE/7F83: 60 10 A8 DE          Run Dialogue $0810 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         Halt! Who goes there?<I><END>


DE/7F87: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/7F89: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/7F8B: 90 07 22 04          Objects bounces 4px high to on-screen coords: (224,272)
   DE/7F8F: 73                   Object faces down-left
   DE/7F90: 0B F0                Set Bits $F0 of current object address 0A,x
DE/7F92: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/7F94: 90 02 10 00          Objects bounces 0px high to on-screen coords: (64,128)
DE/7F98: FD 32                <UNKNOWN COMMAND $FD 32>
DE/7F9A: 60 11 88 DE          Run Dialogue $0811 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 1: You LOOK like
 Mario, but the door's shut tight.<I>
 Listen, Mustache, you and your
 overgrown turtle-friend can take
 a hike! Go! Scat!<I>
 Make like Mario and jump
 outta here! GET LOST!

DE/7F9E: D1 1E 01             Execute event id $011E
DE/7FA1: 64                   <UNKNOWN COMMAND $64>
DE/7FA2: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/7FA4: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/7FA7: F0 00                Frame Duration: 0
   DE/7FA9: 3D A7 7F             <UNKNOWN COMMAND $3D: pointer to address $DE/7FA7>
DE/7FAC: 1E 84                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/7FAE: 10 43                Set transition flag, x4 speed
   DE/7FB0: 4A                   <UNKNOWN COMMAND $4A>
   DE/7FB1: 4B                   <UNKNOWN COMMAND $4B>
DE/7FB2: 60 12 A8 DE          Run Dialogue $0812 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 1: Oops...
 We've got a problem...<I>
 I'd better go tell Booster.<I><END>


DE/7FB6: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/7FB8: F0 1D                Frame Duration: 29
   DE/7FBA: 74                   Object faces left
DE/7FBB: 1E 8A                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/7FBD: 10 41                Set transition flag, x2 speed
   DE/7FBF: 10 81                Set sequence flag, x2 speed
   DE/7FC1: 57 03                Shift object up-right 48 pixels
   DE/7FC3: 80 04 20             Move object to on-screen coords: (128,256)
   DE/7FC6: 77                   Object faces up-right
DE/7FC7: A0 27                Set event flag memory address 00:7044 Bit 7
DE/7FC9: 1E F2 4D 01          Set Object: NPC #10 ---> Command: Set object to movement: $014D
DE/7FCD: F0 1D                Duration: 29 frames
DE/7FCF: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/7FD1: F0 13                Frame Duration: 19
   DE/7FD3: 75                   Object faces up-left
   DE/7FD4: F0 59                Frame Duration: 89
   DE/7FD6: 74                   Object faces left
DE/7FD7: 1E F6                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F6>
DE/7FD9: A4 27                Clear event flag memory address 00:7044 Bit 7
DE/7FDB: F0 27                Duration: 39 frames
DE/7FDD: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/7FDF: 71                   Object faces down-right
DE/7FE0: 60 13 A8 DE          Run Dialogue $0813 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 1: It won't budge.<I><END>


DE/7FE4: F0 09                Duration: 9 frames
DE/7FE6: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/7FE8: 10 81                Set sequence flag, x2 speed
   DE/7FEA: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/7FEB: 60 14 A8 DE          Run Dialogue $0814 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 1: Say, wanna
 help me bust this door down?!<I>
 On the count of 3, we'll run
 TOGETHER! Timing's the key!<I><END>


DE/7FEF: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/7FF1: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/7FF2: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/7FF4: 10 40                Set transition flag, x1 speed
   DE/7FF6: 10 81                Set sequence flag, x2 speed
   DE/7FF8: 54 02                Shift object left 32 pixels
   DE/7FFA: 45                   <UNKNOWN COMMAND $45>
DE/7FFB: 60 99 A8 DE          Run Dialogue $0899 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 1: Ready?
 Here we go!...<I><I><END>


DE/7FFF: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/8001: 77                   Object faces up-right
   DE/8002: 10 80                Set sequence flag, x1 speed
DE/8004: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8006: 77                   Object faces up-right
DE/8007: F0 1D                Duration: 29 frames
DE/8009: 1E F2 4D 01          Set Object: NPC #10 ---> Command: Set object to movement: $014D
DE/800D: 6B 05 80             Modify physical field of area $8005
DE/8010: F2 05 40             <UNKNOWN COMMAND $F2>
DE/8013: F2 05 42             <UNKNOWN COMMAND $F2>
DE/8016: FE                   Return


EVENT [27C] ------------------------------------------------------------>
DE/8017: F8 98 28 F7 0E       <UNKNOWN COMMAND $F8>
DE/801C: 34 EF                Change directional maneuverability: left right down up 
DE/801E: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/8020: DC 19 F7 0E          If event flag memory address 00:7043 Bit 1 clear, jump to address $DE/0EF7
DE/8024: B0 0E 14 00          Store #$0014 to 00:701C
DE/8028: 45 7D 22             <UNKNOWN COMMAND $45>
DE/802B: FE                   Return


EVENT [27D] ------------------------------------------------------------>
DE/802C: 34 EF                Change directional maneuverability: left right down up 
DE/802E: D4 13                Start code block, repeat 19 times
DE/8030: F0 00                Duration: 0 frames
DE/8032: D8 1B 3A 80          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/803A
DE/8036: D7                   End of code block
DE/8037: D0 00 01             Execute event id $0100 subsequently
DE/803A: 35 00                Disable Overworld Menu
DE/803C: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
DE/803E: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/8040: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/8042: 6B 98 82             Modify physical field of area $8298
DE/8045: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/8047: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/8049: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/804B: 10 C1                Set transition and sequence flags, x2 speed
   DE/804D: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/804F: 57 04                Shift object up-right 64 pixels
DE/8051: 1E F1 04                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/8054: 10 81                Set sequence flag, x2 speed
   DE/8056: 57 04                Shift object up-right 64 pixels
DE/8058: F0 17                Duration: 23 frames
DE/805A: 9C 97                Play sound effect #$97
DE/805C: 6A 98 80             Modify BGL of area $8098
DE/805F: F0 0B                Duration: 11 frames
DE/8061: 68 99 00 12 15 E0    Enter area: $0099
                              MARIO will be at coords: (592,168) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/8067: F2 98 28             <UNKNOWN COMMAND $F2>
DE/806A: F2 98 2A             <UNKNOWN COMMAND $F2>
DE/806D: F2 98 3C             <UNKNOWN COMMAND $F2>
DE/8070: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/8072: FD 0F 03             Object overlaps BG1 & BG2
   DE/8075: 13 00                Layering priority: MARIO overlaps object
   DE/8077: 94 00 03 00          Place object: right=0px down=3px up=0px
DE/807B: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/807D: 94 08 04 00          Place object: right=8px down=4px up=0px
DE/8081: 00 1C                Set Object: MARIO ---> Begin action queue for object (Length: 0x1C bytes)
   DE/8083: 10 C1                Set transition and sequence flags, x2 speed
   DE/8085: 47                   <UNKNOWN COMMAND $47>
   DE/8086: 67 08                Shift object up-right 8 pixels
   DE/8088: 08 4E 00             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/808B: 10 40                Set transition flag, x1 speed
   DE/808D: FD 9E                <UNKNOWN COMMAND $9E>
   DE/808F: 12 67                Clear Bits $3 of current object address 0B,x and set Bit(s) $103
   DE/8091: 0C 10                XOR Bits $10 of current object address 0A,x
   DE/8093: 45                   <UNKNOWN COMMAND $45>
   DE/8094: 67 04                Shift object up-right 4 pixels
   DE/8096: 10 46                Set transition flag, 1/4 speed
   DE/8098: 67 04                Shift object up-right 4 pixels
   DE/809A: F0 3B                Frame Duration: 59
   DE/809C: 09                   Reset all object properties to default
   DE/809D: 10 C0                Set transition and sequence flags, x1 speed
DE/809F: 18 07                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/80A1: 10 42                Set transition flag, x3 speed
   DE/80A3: 10 83                Set sequence flag, x4 speed
   DE/80A5: 57 05                Shift object up-right 80 pixels
   DE/80A7: 01                   Clear Bit 7 of current object (disable object visibility)
DE/80A8: 16 0A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/80AA: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DE/80AD: F0 02                Frame Duration: 2
   DE/80AF: 10 42                Set transition flag, x3 speed
   DE/80B1: 57 04                Shift object up-right 64 pixels
   DE/80B3: 01                   Clear Bit 7 of current object (disable object visibility)
DE/80B4: 70                   Simultaneously lighten screen from black with following commands
DE/80B5: F0 09                Duration: 9 frames
DE/80B7: 9C 10                Play sound effect #$10
DE/80B9: 6A 99 80             Modify BGL of area $8099
DE/80BC: FD 32                <UNKNOWN COMMAND $FD 32>
DE/80BE: F2 99 2C             <UNKNOWN COMMAND $F2>
DE/80C1: F2 99 30             <UNKNOWN COMMAND $F2>
DE/80C4: F0 27                Duration: 39 frames
DE/80C6: 9D 15 C0             Play sound effect #$15; speaker balance: 192
DE/80C9: 0C F3 4E 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $014E
DE/80CD: F0 1D                Duration: 29 frames
DE/80CF: 60 16 A8 62          Run Dialogue $0816 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1&2: Booster, Sir!<I>
 Mario's here!<I><END>


DE/80D3: F0 09                Duration: 9 frames
DE/80D5: 60 17 A8 62          Run Dialogue $0817 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: You clowns!
 You DON'T break a door down
 when entering a room!<I>

 Shut it! SHUT IT NOW!
 Move it, MOVE IT!!!!<I><END>


DE/80D9: F0 1D                Duration: 29 frames
DE/80DB: 60 18 A8 62          Run Dialogue $0818 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Mario!<I>

 Is that you, Mario?!
 I'm in here!!<I>
 Hurry! I'm scared!<I><END>


DE/80DF: F0 1D                Duration: 29 frames
DE/80E1: 9C 10                Play sound effect #$10
DE/80E3: 6A 99 00             Modify BGL of area $0099
DE/80E6: 6B 98 80             Modify physical field of area $8098
DE/80E9: 35 FF                Enable Overworld Menu
DE/80EB: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/80ED: 72                   Object faces down
DE/80EE: FE                   Return


EVENT [27E] ------------------------------------------------------------>
DE/80EF: F8 98 3C F7 0E       <UNKNOWN COMMAND $F8>
DE/80F4: D8 1B F7 0E          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/0EF7
DE/80F8: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/80FA: FE                   Return


EVENT [27F] ------------------------------------------------------------>
DE/80FB: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/80FD: 60 15 A8 D0          Run Dialogue $0815 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 2: Sorry, but I can't
 let you through!<I><END>


DE/8101: FE                   Return


EVENT [280] ------------------------------------------------------------>
DE/8102: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/8104: 60 19 A8 D0          Run Dialogue $0819 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFITS: We're pretty sure
 Mr. Mustache can't break in here.<I>
 But that turtle looks pretty mean.
 He could be trouble!<I><END>


DE/8108: D8 65 F7 0E          If event flag memory address 00:704C Bit 5 set, jump to address $DE/0EF7
DE/810C: A0 65                Set event flag memory address 00:704C Bit 5
DE/810E: F0 09                Duration: 9 frames
DE/8110: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/8112: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/8114: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/8116: 80 14 11             Move object to on-screen coords: (656,136)
   DE/8119: 63 04                Shift object down-left 4 pixels
   DE/811B: 75                   Object faces up-left
   DE/811C: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/811E: 0B 04                Set Bits $4 of current object address 0A,x
DE/8120: 17 92                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/8122: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/8123: 92 14 11 00          Place object at on-screen coords: (656,136) Z=0
   DE/8127: F0 00                Frame Duration: 0
   DE/8129: 94 FC 02 00          Place object: right=252px down=2px up=0px
   DE/812D: 07                   Clear "moon-walk" Bits
   DE/812E: 65 06                Shift object up-left 6 pixels
   DE/8130: 00                   Set Bit 7 of current object (enable object visibility)
   DE/8131: 65 0A                Shift object up-left 10 pixels
   DE/8133: 71                   Object faces down-right
DE/8134: F0 09                Duration: 9 frames
DE/8136: 60 1A 88 D7          Run Dialogue $081A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOWSER: They have no IDEA what
 they're up against!<I><END>


DE/813A: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/813C: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/813F: F0 1D                Duration: 29 frames
DE/8141: 60 1B A8 D7          Run Dialogue $081B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 I'm lightning in a bottle!
 I'm an earthquake in a can!
 I'll bust this open in no time!<I><END>


DE/8145: F0 09                Duration: 9 frames
DE/8147: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/8149: 09                   Reset all object properties to default
   DE/814A: 80 12 13             Move object to on-screen coords: (592,152)
   DE/814D: 77                   Object faces up-right
DE/814E: 17 F2 1F 00          Set Object: NPC #3 ---> Command: Set object to movement: $001F
DE/8152: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/8154: F0 1D                Frame Duration: 29
   DE/8156: 72                   Object faces down
DE/8157: FE                   Return


EVENT [281] ------------------------------------------------------------>
DE/8158: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/815A: FD 0F 03             Object overlaps BG1 & BG2
   DE/815D: 13 00                Layering priority: MARIO overlaps object
   DE/815F: 94 00 03 00          Place object: right=0px down=3px up=0px
DE/8163: D9 1B AA 81          If event flag memory address 00:7063 Bit 3 set, jump to address $DE/81AA
DE/8167: DC 65 79 81          If event flag memory address 00:704C Bit 5 clear, jump to address $DE/8179
DE/816B: D8 66 79 81          If event flag memory address 00:704C Bit 6 set, jump to address $DE/8179
DE/816F: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/8171: 92 12 13 00          Place object at on-screen coords: (592,152) Z=0
DE/8175: 17 F2 1F 00          Set Object: NPC #3 ---> Command: Set object to movement: $001F
DE/8179: D8 27 A6 81          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/81A6
DE/817D: 71                   Lighten screen from black before following commands
DE/817E: D8 66 F7 0E          If event flag memory address 00:704C Bit 6 set, jump to address $DE/0EF7
DE/8182: 17 95                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DE/8184: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/8185: 92 12 14 00          Place object at on-screen coords: (576,160) Z=0
   DE/8189: 94 08 FC 00          Place object: right=8px down=252px up=0px
   DE/818D: 77                   Object faces up-right
   DE/818E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/818F: 10 45                Set transition flag, 1/2 speed
   DE/8191: 10 81                Set sequence flag, x2 speed
   DE/8193: 67 0C                Shift object up-right 12 pixels
   DE/8195: 80 12 13             Move object to on-screen coords: (592,152)
   DE/8198: 73                   Object faces down-left
DE/8199: F0 09                Duration: 9 frames
DE/819B: 60 1C A8 62          Run Dialogue $081C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: You don't bring too much
 to the party, but why don't you
 help me here, anyway.<I>
 At least you'll feel like you did
 SOMETHING!<I><END>


DE/819F: 17 F2 1F 00          Set Object: NPC #3 ---> Command: Set object to movement: $001F
DE/81A3: A0 65                Set event flag memory address 00:704C Bit 5
DE/81A5: FE                   Return

DE/81A6: D1 51 00             Execute event id $0051
DE/81A9: FE                   Return

DE/81AA: 6B 99 80             Modify physical field of area $8099
DE/81AD: D2 67 81             Jump to address $DE/8167

EVENT [282] ------------------------------------------------------------>
DE/81B0: D8 65 BB 81          If event flag memory address 00:704C Bit 5 set, jump to address $DE/81BB
DE/81B4: 68 98 80 06 9B 63    Enter area: $0098
                              MARIO will be at coords: (208,216) Z=48
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/81BA: FE                   Return

DE/81BB: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/81BD: 17 F1 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/81C0: 09                   Reset all object properties to default
   DE/81C1: 73                   Object faces down-left
DE/81C2: 60 F8 A8 D7          Run Dialogue $08F8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOWSER: Grumph!<I><END>


DE/81C6: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/81C8: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/81CA: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/81CC: 80 12 14             Move object to on-screen coords: (576,160)
   DE/81CF: 77                   Object faces up-right
DE/81D0: 17 0B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/81D2: 10 45                Set transition flag, 1/2 speed
   DE/81D4: 10 81                Set sequence flag, x2 speed
   DE/81D6: 80 12 13             Move object to on-screen coords: (592,152)
   DE/81D9: 73                   Object faces down-left
   DE/81DA: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DE/81DD: FD 32                <UNKNOWN COMMAND $FD 32>
DE/81DF: F0 09                Duration: 9 frames
DE/81E1: 60 F9 A8 D7          Run Dialogue $08F9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You do as you're told, and
 everything will be just...peachy.<I><END>


DE/81E5: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/81E7: 09                   Reset all object properties to default
   DE/81E8: 63 08                Shift object down-left 8 pixels
   DE/81EA: 92 15 2A 00          Place object at on-screen coords: (672,336) Z=0
DE/81EE: F0 13                Duration: 19 frames
DE/81F0: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/81F4: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/81F6: 72                   Object faces down
DE/81F7: A4 65                Clear event flag memory address 00:704C Bit 5
DE/81F9: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/81FB: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/81FD: FE                   Return


EVENT [283] ------------------------------------------------------------>
DE/81FE: 60 1C A8 D0          Run Dialogue $081C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOWSER: You don't bring too much
 to the party, but why don't you
 help me here, anyway.<I>
 At least you'll feel like you did
 SOMETHING!<I><END>


DE/8202: FE                   Return


EVENT [284] ------------------------------------------------------------>
DE/8203: F8 99 2E F7 0E       <UNKNOWN COMMAND $F8>
DE/8208: 34 EF                Change directional maneuverability: left right down up 
DE/820A: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/820C: DC 19 F7 0E          If event flag memory address 00:7043 Bit 1 clear, jump to address $DE/0EF7
DE/8210: B0 0E 14 00          Store #$0014 to 00:701C
DE/8214: 45 E1 2E             <UNKNOWN COMMAND $45>
DE/8217: FE                   Return


EVENT [285] ------------------------------------------------------------>
DE/8218: D8 66 F7 0E          If event flag memory address 00:704C Bit 6 set, jump to address $DE/0EF7
DE/821C: D8 1B F7 0E          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/0EF7
DE/8220: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/8222: FE                   Return


EVENT [286] ------------------------------------------------------------>

EVENT [287] ------------------------------------------------------------>
DE/8223: 6A 9A 80             Modify BGL of area $809A
DE/8226: 9C 54                Play sound effect #$54
DE/8228: AB 0E                Decrement 00:70AE
DE/822A: B0 0F 2C 01          Store #$012C to 00:701E
DE/822E: 45 88 42             <UNKNOWN COMMAND $45>
DE/8231: FE                   Return


EVENT [288] ------------------------------------------------------------>
DE/8232: 6A 9A 88             Modify BGL of area $889A
DE/8235: 9C 54                Play sound effect #$54
DE/8237: AB 0E                Decrement 00:70AE
DE/8239: B0 0E F0 00          Store #$00F0 to 00:701C
DE/823D: 45 89 02             <UNKNOWN COMMAND $45>
DE/8240: FE                   Return


EVENT [289] ------------------------------------------------------------>
DE/8241: 6A 9A 82             Modify BGL of area $829A
DE/8244: 9C 54                Play sound effect #$54
DE/8246: AB 0E                Decrement 00:70AE
DE/8248: B0 0F F0 00          Store #$00F0 to 00:701E
DE/824C: 45 8A 42             <UNKNOWN COMMAND $45>
DE/824F: FE                   Return


EVENT [28A] ------------------------------------------------------------>
DE/8250: 6A 9A 8A             Modify BGL of area $8A9A
DE/8253: 9C 54                Play sound effect #$54
DE/8255: AB 0E                Decrement 00:70AE
DE/8257: B0 0E F0 00          Store #$00F0 to 00:701C
DE/825B: 45 8B 02             <UNKNOWN COMMAND $45>
DE/825E: FE                   Return


EVENT [28B] ------------------------------------------------------------>
DE/825F: 6A 9A 84             Modify BGL of area $849A
DE/8262: 9C 54                Play sound effect #$54
DE/8264: AB 0E                Decrement 00:70AE
DE/8266: B0 0F 78 00          Store #$0078 to 00:701E
DE/826A: 45 8C 42             <UNKNOWN COMMAND $45>
DE/826D: FE                   Return


EVENT [28C] ------------------------------------------------------------>
DE/826E: 6A 9A 8C             Modify BGL of area $8C9A
DE/8271: 9C 54                Play sound effect #$54
DE/8273: AB 0E                Decrement 00:70AE
DE/8275: B0 0E 78 00          Store #$0078 to 00:701C
DE/8279: 45 8D 02             <UNKNOWN COMMAND $45>
DE/827C: FE                   Return


EVENT [28D] ------------------------------------------------------------>
DE/827D: 6A 9A 86             Modify BGL of area $869A
DE/8280: 9C 54                Play sound effect #$54
DE/8282: AB 0E                Decrement 00:70AE
DE/8284: B0 0F 78 00          Store #$0078 to 00:701E
DE/8288: 45 8E 42             <UNKNOWN COMMAND $45>
DE/828B: FE                   Return


EVENT [28E] ------------------------------------------------------------>
DE/828C: 6A 9A 8E             Modify BGL of area $8E9A
DE/828F: 9C 54                Play sound effect #$54
DE/8291: AB 0E                Decrement 00:70AE
DE/8293: FE                   Return


EVENT [28F] ------------------------------------------------------------>
DE/8294: 9C 1B                Play sound effect #$1B
DE/8296: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DE/8298: 60 32 A8 02          Run Dialogue $0832 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Found her Crown!<I><END>


DE/829C: AA 0F                Increment 00:70AF
DE/829E: FE                   Return


EVENT [290] ------------------------------------------------------------>
DE/829F: DC 60 F7 0E          If event flag memory address 00:704C Bit 0 clear, jump to address $DE/0EF7
DE/82A3: D8 1F F7 0E          If event flag memory address 00:7043 Bit 7 set, jump to address $DE/0EF7
DE/82A7: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/82A9: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/82AB: 77                   Object faces up-right
DE/82AC: 60 EA A9 60          Run Dialogue $09EA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Keep working!
 You're not getting any breaks.<I><END>


DE/82B0: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/82B2: 42                   <UNKNOWN COMMAND $42>
DE/82B3: FE                   Return


EVENT [291] ------------------------------------------------------------>
DE/82B4: DC 1F F7 0E          If event flag memory address 00:7043 Bit 7 clear, jump to address $DE/0EF7
DE/82B8: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/82BA: FE                   Return


EVENT [292] ------------------------------------------------------------>

EVENT [293] ------------------------------------------------------------>

EVENT [294] ------------------------------------------------------------>

EVENT [295] ------------------------------------------------------------>

EVENT [296] ------------------------------------------------------------>

EVENT [297] ------------------------------------------------------------>
DE/82BB: A4 10                Clear event flag memory address 00:7042 Bit 0
DE/82BD: A4 11                Clear event flag memory address 00:7042 Bit 1
DE/82BF: A4 12                Clear event flag memory address 00:7042 Bit 2
DE/82C1: B4 0F                Store value at 00:70AF to 00:7000
DE/82C3: E2 04 00 D8 82       If value at 00:7000 = #$0004, jump to address $DE/82D8
DE/82C8: BB 12                Store value at 00:7000 to 00:7024
DE/82CA: AC 04 00             Store #$0004 to 00:7000
DE/82CD: B9 12                Subtract value at 00:7024 to 00:7000
DE/82CF: BB 12                Store value at 00:7000 to 00:7024
DE/82D1: B4 0F                Store value at 00:70AF to 00:7000
DE/82D3: 60 C8 A9 D0          Run Dialogue $09C8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOOSTER: Found something, huh?<I>
 But wait a sec...I've only
 counted <$00> thing (s).
 You need to find <$01> more!<I><END>


DE/82D7: FE                   Return

DE/82D8: 97 00 00             <UNKNOWN>
DE/82DB: 46 00                <UNKNOWN COMMAND $46>
DE/82DD: 46 01                <UNKNOWN COMMAND $46>
DE/82DF: B4 0E                Store value at 00:70AE to 00:7000
DE/82E1: C0 06 00             Compare value at 00:7000 to #$0006
DE/82E4: EC FA 82             If Bit 0 of 00:70A0,x set, jump to address $DE/82FA
DE/82E7: C0 04 00             Compare value at 00:7000 to #$0004
DE/82EA: EC 01 83             If Bit 0 of 00:70A0,x set, jump to address $DE/8301
DE/82ED: C0 02 00             Compare value at 00:7000 to #$0002
DE/82F0: EC 08 83             If Bit 0 of 00:70A0,x set, jump to address $DE/8308
DE/82F3: B0 12 01 00          Store #$0001 to 00:7024
DE/82F7: D2 0C 83             Jump to address $DE/830C
DE/82FA: B0 12 04 00          Store #$0004 to 00:7024
DE/82FE: D2 0C 83             Jump to address $DE/830C
DE/8301: B0 12 03 00          Store #$0003 to 00:7024
DE/8305: D2 0C 83             Jump to address $DE/830C
DE/8308: B0 12 02 00          Store #$0002 to 00:7024
DE/830C: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   DE/830E: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/8310: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/8312: 90 15 49 01          Objects bounces 1px high to on-screen coords: (688,584)
   DE/8316: 77                   Object faces up-right
   DE/8317: 0B 04                Set Bits $4 of current object address 0A,x
DE/8319: 23 88                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/831B: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DE/831D: 73                   Object faces down-left
   DE/831E: F0 1D                Frame Duration: 29
   DE/8320: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/8323: F0 09                Duration: 9 frames
DE/8325: 60 C9 A9 E3          Run Dialogue $09C9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOOSTER: HO HO! Here it is!<I>
 ...HEY! You're Mario!<I>

 So! You've come to crash
 my wedding, I presume?<I><END>


DE/8329: F0 09                Duration: 9 frames
DE/832B: 21 91                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/832D: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/832E: 07                   Clear "moon-walk" Bits
   DE/832F: 09                   Reset all object properties to default
   DE/8330: 92 15 49 01          Place object at on-screen coords: (688,584) Z=16
   DE/8334: 10 80                Set sequence flag, x1 speed
   DE/8336: 61 04                Shift object down-right 4 pixels
   DE/8338: 00                   Set Bit 7 of current object (enable object visibility)
   DE/8339: 10 45                Set transition flag, 1/2 speed
   DE/833B: 61 0E                Shift object down-right 14 pixels
   DE/833D: 75                   Object faces up-left
DE/833E: F0 09                Duration: 9 frames
DE/8340: 24 05                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/8342: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DE/8344: 07                   Clear "moon-walk" Bits
   DE/8345: 73                   Object faces down-left
   DE/8346: 09                   Reset all object properties to default
DE/8347: F0 09                Duration: 9 frames
DE/8349: 60 5A 88 E4          Run Dialogue $085A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Mario!...<I>

DE/834D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/834F: F0 09                Duration: 9 frames
DE/8351: 24 03                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8353: 08 49 19             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: no
DE/8356: 60 5B A8 E4          Run Dialogue $085B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 You're FINALLY here!<I><END>


DE/835A: F0 09                Duration: 9 frames
DE/835C: 24 16                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x16 bytes)
   DE/835E: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/8361: F0 1D                Frame Duration: 29
   DE/8363: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/8366: FD 9E                <UNKNOWN COMMAND $9E>
   DE/8368: 13 7E                Layering priority: 
   DE/836A: F0 00                Frame Duration: 0
   DE/836C: 0B 04                Set Bits $4 of current object address 0A,x
   DE/836E: 10 45                Set transition flag, 1/2 speed
   DE/8370: 13 02                Layering priority: Object overlaps MARIO
   DE/8372: 55 02                Shift object up-left 32 pixels
DE/8374: 00 13                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes)
   DE/8376: F0 27                Frame Duration: 39
   DE/8378: 10 83                Set sequence flag, x4 speed
   DE/837A: 46                   <UNKNOWN COMMAND $46>
   DE/837B: 45                   <UNKNOWN COMMAND $45>
   DE/837C: 71                   Object faces down-right
   DE/837D: 08 42 89             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/8380: F0 1D                Frame Duration: 29
   DE/8382: 9B                   Stop sound effect
   DE/8383: FD 9E                <UNKNOWN COMMAND $9E>
   DE/8385: 0A 08                Store #$08 to current object address 0A,x
   DE/8387: 43                   <UNKNOWN COMMAND $43>
   DE/8388: 81 FD 32             Move object: right=4000px down=400px
DE/838B: F0 1D                Duration: 29 frames
DE/838D: 24 0D                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/838F: 09                   Reset all object properties to default
   DE/8390: 10 85                Set sequence flag, 1/2 speed
   DE/8392: 10 46                Set transition flag, 1/4 speed
   DE/8394: 41                   <UNKNOWN COMMAND $41>
   DE/8395: 61 04                Shift object down-right 4 pixels
   DE/8397: 13 01                Layering priority: Normal
   DE/8399: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DE/839C: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/839E: F0 1D                Frame Duration: 29
   DE/83A0: 71                   Object faces down-right
   DE/83A1: 09                   Reset all object properties to default
   DE/83A2: 94 02 FE 00          Place object: right=2px down=254px up=0px
DE/83A6: FD 32                <UNKNOWN COMMAND $FD 32>
DE/83A8: 60 3A A8 E4          Run Dialogue $083A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: SHRIEK!!!<pause 13 frames>0
 What is Bowser doing HERE?<I><END>


DE/83AC: F0 09                Duration: 9 frames
DE/83AE: 21 05                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/83B0: 45                   <UNKNOWN COMMAND $45>
   DE/83B1: 77                   Object faces up-right
   DE/83B2: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
DE/83B5: F0 09                Duration: 9 frames
DE/83B7: 60 53 A8 E1          Run Dialogue $0853 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOWSER: What a waste of time!
 I've got bigger fish to fry...!<I><END>


DE/83BB: FD 32                <UNKNOWN COMMAND $FD 32>
DE/83BD: F0 09                Duration: 9 frames
DE/83BF: 24 8D                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/83C1: 09                   Reset all object properties to default
   DE/83C2: F0 01                Frame Duration: 1
   DE/83C4: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/83C7: F0 01                Frame Duration: 1
   DE/83C9: 73                   Object faces down-left
   DE/83CA: 09                   Reset all object properties to default
   DE/83CB: F0 01                Frame Duration: 1
   DE/83CD: 75                   Object faces up-left
DE/83CE: F0 09                Duration: 9 frames
DE/83D0: 21 81                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/83D2: 09                   Reset all object properties to default
DE/83D3: 60 50 A8 E4          Run Dialogue $0850 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: I know I'm in good
 hands when you're around, Mario!<I>


      Here's a kiss for my hero!<I><END>


DE/83D7: 24 10                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/83D9: 08 42 05             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/83DC: F0 09                Frame Duration: 9
   DE/83DE: 10 46                Set transition flag, 1/4 speed
   DE/83E0: 9C 1A                Play sound effect #$1A
   DE/83E2: 65 04                Shift object up-left 4 pixels
   DE/83E4: 9B                   Stop sound effect
   DE/83E5: 09                   Reset all object properties to default
   DE/83E6: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DE/83E9: 60 51 88 E1          Run Dialogue $0851 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOWSER: Oh, isn't that great!<I><END>


DE/83ED: FD 32                <UNKNOWN COMMAND $FD 32>
DE/83EF: 21 08                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/83F1: 67 04                Shift object up-right 4 pixels
   DE/83F3: 75                   Object faces up-left
   DE/83F4: 10 80                Set sequence flag, x1 speed
   DE/83F6: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DE/83F9: 24 07                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/83FB: 71                   Object faces down-right
   DE/83FC: 08 42 83             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/83FF: F0 1D                Frame Duration: 29
   DE/8401: 09                   Reset all object properties to default
DE/8402: 60 52 A8 E1          Run Dialogue $0852 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 You're gonna kiss HIM when
 I'm the one who saved your skin!<I><END>


DE/8406: F0 09                Duration: 9 frames
DE/8408: 23 84                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/840A: 09                   Reset all object properties to default
   DE/840B: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DE/840E: F0 09                Duration: 9 frames
DE/8410: 60 4F A8 E3          Run Dialogue $084F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOOSTER: Me too!
 I want a reward!<I>


 I'll take a kiss! Give me a KISS!!!<I><END>


DE/8414: F0 09                Duration: 9 frames
DE/8416: 24 05                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/8418: 10 81                Set sequence flag, x2 speed
   DE/841A: 08 40 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
DE/841D: F0 09                Duration: 9 frames
DE/841F: 60 54 88 E4          Run Dialogue $0854 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Stop it, all of you!
 I'm getting SO confused!<I><END>


DE/8423: 24 92                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/8425: 09                   Reset all object properties to default
   DE/8426: F0 01                Frame Duration: 1
   DE/8428: 08 48 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/842B: F0 01                Frame Duration: 1
   DE/842D: 73                   Object faces down-left
   DE/842E: 09                   Reset all object properties to default
   DE/842F: F0 01                Frame Duration: 1
   DE/8431: 75                   Object faces up-left
   DE/8432: F0 01                Frame Duration: 1
   DE/8434: 08 42 05             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DE/8437: 60 55 A8 E4          Run Dialogue $0855 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  
 Mario, let's start with you!<I><END>


DE/843B: F0 09                Duration: 9 frames
DE/843D: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/8441: F0 09                Duration: 9 frames
DE/8443: 24 0E                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/8445: F0 03                Frame Duration: 3
   DE/8447: 08 4B 93             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   DE/844A: F0 03                Frame Duration: 3
   DE/844C: 08 4B 94             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: yes
   DE/844F: 10 46                Set transition flag, 1/4 speed
   DE/8451: 65 04                Shift object up-left 4 pixels
DE/8453: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8455: F0 09                Frame Duration: 9
   DE/8457: 73                   Object faces down-left
DE/8458: 21 0B                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/845A: 10 40                Set transition flag, x1 speed
   DE/845C: 67 04                Shift object up-right 4 pixels
   DE/845E: 09                   Reset all object properties to default
   DE/845F: 10 46                Set transition flag, 1/4 speed
   DE/8461: 75                   Object faces up-left
   DE/8462: 06                   Set "moon-walk" Bits
   DE/8463: 66 04                Shift object up 4 pixels
DE/8465: 23 07                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/8467: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DE/846A: 10 46                Set transition flag, 1/4 speed
   DE/846C: 65 04                Shift object up-left 4 pixels
DE/846E: 8F                   <UNKNOWN COMMAND $8F>
DE/846F: 00 00                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes)
DE/8471: 03 9C                Set Object: GENO ---> Begin action queue for object (Length: 0x1C bytes) (Wait until complete)
   DE/8473: 36                   <UNKNOWN COMMAND $36>
   DE/8474: 7F E4 12             Object jumps (with sound effect) #$12E4 units
   DE/8477: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/8478: 00                   Set Bit 7 of current object (enable object visibility)
   DE/8479: D4 84                Start code block, repeat 132 times
   DE/847B: E4                   <UNKNOWN COMMAND $E4>
   DE/847C: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   DE/847E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/847F: 10 85                Set sequence flag, 1/2 speed
   DE/8481: E4                   <UNKNOWN COMMAND $E4>
   DE/8482: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
   DE/8484: 00                   Set Bit 7 of current object (enable object visibility)
   DE/8485: 50 85                Shift object right 2128 pixels
   DE/8487: 68 3F                Shift object right 63 pixels
   DE/8489: 00                   Set Bit 7 of current object (enable object visibility)
   DE/848A: 0C 12                XOR Bits $12 of current object address 0A,x
   DE/848C: 40                   <UNKNOWN COMMAND $40>
   DE/848D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/848E: 81 01 8F             Move object: right=48px down=120px
DE/8491: 00 48                Set Object: MARIO ---> Begin action queue for object (Length: 0x48 bytes)
   DE/8493: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/8494: 7F 9C 6B             Object jumps (with sound effect) #$6B9C units
   DE/8497: F0 77                Frame Duration: 119
   DE/8499: 0D 84                <UNKNOWN COMMAND $0D>
   DE/849B: 10 43                Set transition flag, x4 speed
   DE/849D: 50 06                Shift object right 96 pixels
   DE/849F: 0D 89                <UNKNOWN COMMAND $0D>
   DE/84A1: 10 41                Set transition flag, x2 speed
   DE/84A3: 50 04                Shift object right 64 pixels
   DE/84A5: 9B                   Stop sound effect
   DE/84A6: 9C 6C                Play sound effect #$6C
   DE/84A8: 60 10                Shift object right 16 pixels
   DE/84AA: F0 77                Frame Duration: 119
   DE/84AC: 9C 6B                Play sound effect #$6B
   DE/84AE: 6A 3F                Shift object up 63 pixels
   DE/84B0: 80 F0 00             Move object to on-screen coords: (3584,0)
   DE/84B3: 6A 3F                Shift object up 63 pixels
   DE/84B5: 82 F0 00             Place object at on-screen coords: (3584,0)
   DE/84B8: 6A 3F                Shift object up 63 pixels
   DE/84BA: 86                   Max sequence speed?
   DE/84BB: F0 00                Frame Duration: 0
   DE/84BD: 0D 8D                <UNKNOWN COMMAND $0D>
   DE/84BF: 10 44                Set transition flag, x8 speed
   DE/84C1: 54 03                Shift object left 48 pixels
   DE/84C3: 10 41                Set transition flag, x2 speed
   DE/84C5: 54 02                Shift object left 32 pixels
   DE/84C7: 9B                   Stop sound effect
   DE/84C8: 9C 6C                Play sound effect #$6C
   DE/84CA: 64 0C                Shift object left 12 pixels
   DE/84CC: F0 B3                Frame Duration: 179
   DE/84CE: D1                   <UNKNOWN COMMAND $D1>
   DE/84CF: 10 01                Set , x2 speed
   DE/84D1: D2 8B 85             Jump to address $DE/858B
   DE/84D4: A0 10                Set event flag memory address 00:7042 Bit 0
   DE/84D6: 68 3F                Shift object right 63 pixels
   DE/84D8: 00                   Set Bit 7 of current object (enable object visibility)
   DE/84D9: 0C 12                XOR Bits $12 of current object address 0A,x
DE/84DB: 40 00 81             Execute event id $8100 simultaneously with the following commands
DE/84DE: 01 0E                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x0E bytes)
   DE/84E0: 84 10 44             Place object: right=16px down=68px
   DE/84E3: 60 10                Shift object right 16 pixels
   DE/84E5: 8F                   <UNKNOWN COMMAND $8F>
   DE/84E6: 00                   Set Bit 7 of current object (enable object visibility)
   DE/84E7: 30 02 7F             <UNKNOWN COMMAND $30>
   DE/84EA: 9C 6B                Play sound effect #$6B
   DE/84EC: F0 77                Frame Duration: 119
DE/84EE: 0D 0B                Set Object: BG1 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/84F0: F0 09                Frame Duration: 9
   DE/84F2: 10 41                Set transition flag, x2 speed
   DE/84F4: 50 02                Shift object right 32 pixels
   DE/84F6: 9B                   Stop sound effect
   DE/84F7: 9C 6C                Play sound effect #$6C
   DE/84F9: 60 10                Shift object right 16 pixels
DE/84FB: 0E 06                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/84FD: 10 46                Set transition flag, 1/4 speed
   DE/84FF: F0 1D                Frame Duration: 29
   DE/8501: 64 04                Shift object left 4 pixels
DE/8503: F0 1D                Duration: 29 frames
DE/8505: 94                   Stop music
DE/8506: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8508: F0 B3                Duration: 179 frames
DE/850A: D1 10 01             Execute event id $0110
DE/850D: D2 8B 85             Jump to address $DE/858B
DE/8510: A0 11                Set event flag memory address 00:7042 Bit 1
DE/8512: 68 3F 00 0C 12 40    Enter area: $003F
                              MARIO will be at coords: (384,144) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/8518: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/851A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/851B: 6A 3F 84             Modify BGL of area $843F
DE/851E: F0 00                Duration: 0 frames
DE/8520: 8F                   <UNKNOWN COMMAND $8F>
DE/8521: 00 30                Set Object: MARIO ---> Begin action queue for object (Length: 0x30 bytes)
   DE/8523: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/8524: 7F 9C 6B             Object jumps (with sound effect) #$6B9C units
   DE/8527: 0D 84                <UNKNOWN COMMAND $0D>
   DE/8529: 10 43                Set transition flag, x4 speed
   DE/852B: 50 06                Shift object right 96 pixels
   DE/852D: 0D 0B                <UNKNOWN COMMAND $0D>
   DE/852F: 10 41                Set transition flag, x2 speed
   DE/8531: 50 04                Shift object right 64 pixels
   DE/8533: 60 0A                Shift object right 10 pixels
   DE/8535: 9B                   Stop sound effect
   DE/8536: 9C 6C                Play sound effect #$6C
   DE/8538: 60 10                Shift object right 16 pixels
   DE/853A: 0E 0A                <UNKNOWN COMMAND $0E>
   DE/853C: 10 40                Set transition flag, x1 speed
   DE/853E: F0 3B                Frame Duration: 59
   DE/8540: 60 08                Shift object right 8 pixels
   DE/8542: 10 45                Set transition flag, 1/2 speed
   DE/8544: 60 0A                Shift object right 10 pixels
   DE/8546: F0 1D                Frame Duration: 29
   DE/8548: F0 B3                Frame Duration: 179
   DE/854A: D1                   <UNKNOWN COMMAND $D1>
   DE/854B: 10 01                Set , x2 speed
   DE/854D: D2 8B 85             Jump to address $DE/858B
   DE/8550: A0 12                Set event flag memory address 00:7042 Bit 2
   DE/8552: 68 3F                Shift object right 63 pixels
DE/8554: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DE/8556: 12 40                Clear Bits $3 of current object address 0B,x and set Bit(s) $64
   DE/8558: 00                   Set Bit 7 of current object (enable object visibility)
   DE/8559: 81 01 8F             Move object: right=48px down=120px
   DE/855C: 00                   Set Bit 7 of current object (enable object visibility)
   DE/855D: 30 02 7F             <UNKNOWN COMMAND $30>
   DE/8560: 9C 6B                Play sound effect #$6B
DE/8562: 0D 84                Set Object: BG1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/8564: 10 43                Set transition flag, x4 speed
   DE/8566: 50 06                Shift object right 96 pixels
DE/8568: 0D 0B                Set Object: BG1 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/856A: 10 41                Set transition flag, x2 speed
   DE/856C: 50 04                Shift object right 64 pixels
   DE/856E: 60 0D                Shift object right 13 pixels
   DE/8570: 9B                   Stop sound effect
   DE/8571: 9C 6C                Play sound effect #$6C
   DE/8573: 60 10                Shift object right 16 pixels
DE/8575: 0E 0A                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/8577: 10 40                Set transition flag, x1 speed
   DE/8579: F0 3B                Frame Duration: 59
   DE/857B: 60 08                Shift object right 8 pixels
   DE/857D: 10 45                Set transition flag, 1/2 speed
   DE/857F: 60 07                Shift object right 7 pixels
DE/8581: F0 1D                Duration: 29 frames
DE/8583: F0 B3                Duration: 179 frames
DE/8585: D1 10 01             Execute event id $0110
DE/8588: D2 8B 85             Jump to address $DE/858B
DE/858B: 8F                   <UNKNOWN COMMAND $8F>
DE/858C: 00 00                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes)
DE/858E: 02 7F                Set Object: BOWSER ---> Begin action queue for object (Length: 0x7F bytes)
   DE/8590: 68 9A                Shift object right 154 pixels
   DE/8592: 00                   Set Bit 7 of current object (enable object visibility)
   DE/8593: 15 47                Clear Bits $7 of current object address 0C,x and set Bit(s) $71
   DE/8595: 61 91                Shift object down-right 145 pixels
   DE/8597: 27 22 03 08 40 08 14 04 92 17 75 00 15 04 92 17 <UNKNOWN COMMAND $27>
   DE/85A7: 75                   Object faces up-left
   DE/85A8: 00                   Set Bit 7 of current object (enable object visibility)
   DE/85A9: 16                   <UNKNOWN COMMAND $16>
   DE/85AA: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/85AB: 92 17 75 00          Place object at on-screen coords: (752,936) Z=0
   DE/85AF: D8 10 8E 86          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/868E
   DE/85B3: D8 11 B5 87          If event flag memory address 00:7042 Bit 1 set, jump to address $DE/87B5
   DE/85B7: D8 12 8C 88          If event flag memory address 00:7042 Bit 2 set, jump to address $DE/888C
   DE/85BB: 00                   Set Bit 7 of current object (enable object visibility)
   DE/85BC: 07                   Clear "moon-walk" Bits
   DE/85BD: 94 04 FE 00          Place object: right=4px down=254px up=0px
   DE/85C1: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/85C4: 24 0E FD 0D 92       <UNKNOWN COMMAND $24>
   DE/85C9: 14 44                Isolate top Bits of current object address 0E,x and set Bit(s) $68
   DE/85CB: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/85CC: 71                   Object faces down-right
   DE/85CD: 94 04 FE 00          Place object: right=4px down=254px up=0px
   DE/85D1: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/85D4: 21                   <UNKNOWN COMMAND $21>
   DE/85D5: 0C 92                XOR Bits $92 of current object address 0A,x
   DE/85D7: 15 46                Clear Bits $7 of current object address 0C,x and set Bit(s) $70
   DE/85D9: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/85DA: 71                   Object faces down-right
   DE/85DB: 94 0C FC 00          Place object: right=12px down=252px up=0px
   DE/85DF: 08 41 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/85E2: 23 0D                <UNKNOWN COMMAND $23>
   DE/85E4: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DE/85E6: 92 16 48 02          Place object at on-screen coords: (704,576) Z=32
   DE/85EA: 94 00 FC 00          Place object: right=0px down=252px up=0px
   DE/85EE: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DE/85F1: 72                   Object faces down
   DE/85F2: 5A 7F                Shift object up 2032 pixels
   DE/85F4: 60 56                Shift object right 86 pixels
   DE/85F6: 88                   Object runs away?
   DE/85F7: 62 F0                Shift object down 240 pixels
   DE/85F9: 09                   Reset all object properties to default
   DE/85FA: 00                   Set Bit 7 of current object (enable object visibility)
   DE/85FB: F3 9F 02             <UNKNOWN COMMAND $F3>
   DE/85FE: F0 09                Frame Duration: 9
   DE/8600: 21                   <UNKNOWN COMMAND $21>
   DE/8601: 08 10 43             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $43
                                 ---> Mirrored: no
   DE/8604: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/8607: 64 08                Shift object left 8 pixels
   DE/8609: 71                   Object faces down-right
   DE/860A: 23 08                <UNKNOWN COMMAND $23>
   DE/860C: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DE/860F: 10 43                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x43 bytes)
   DE/8611: 61 08                Shift object down-right 8 pixels
   DE/8613: 75                   Object faces up-left
   DE/8614: 00                   Set Bit 7 of current object (enable object visibility)
   DE/8615: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/8616: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/8619: 24 05 10 81 08       <UNKNOWN COMMAND $24>
   DE/861E: 40                   <UNKNOWN COMMAND $40>
   DE/861F: 82 60 57             Place object at on-screen coords: (3088,696)
   DE/8622: A8 62 F0             Store #$F0 to 00:7102
   DE/8625: 09                   Reset all object properties to default
   DE/8626: 21                   <UNKNOWN COMMAND $21>
   DE/8627: 0A F0                Store #$F0 to current object address 0A,x
   DE/8629: 1D                   <UNKNOWN COMMAND $1D>
   DE/862A: 71                   Object faces down-right
   DE/862B: 09                   Reset all object properties to default
   DE/862C: F0 01                Frame Duration: 1
   DE/862E: 73                   Object faces down-left
   DE/862F: F0 01                Frame Duration: 1
   DE/8631: 75                   Object faces up-left
   DE/8632: 23 0A                <UNKNOWN COMMAND $23>
   DE/8634: F0 1D                Frame Duration: 29
   DE/8636: 71                   Object faces down-right
   DE/8637: 09                   Reset all object properties to default
   DE/8638: F0 01                Frame Duration: 1
   DE/863A: 73                   Object faces down-left
   DE/863B: F0 01                Frame Duration: 1
   DE/863D: 75                   Object faces up-left
   DE/863E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/863F: 0A F0                Store #$F0 to current object address 0A,x
   DE/8641: 1D                   <UNKNOWN COMMAND $1D>
   DE/8642: 09                   Reset all object properties to default
   DE/8643: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/8644: F0 01                Frame Duration: 1
   DE/8646: 74                   Object faces left
   DE/8647: F0 01                Frame Duration: 1
   DE/8649: 75                   Object faces up-left
   DE/864A: 60 58                Shift object right 88 pixels
   DE/864C: 88                   Object runs away?
   DE/864D: E4                   <UNKNOWN COMMAND $E4>
   DE/864E: FD 32 24 87 09 06 40 51 <UNKNOWN COMMAND $32>
DE/8656: 02 07                Set Object: BOWSER ---> Begin action queue for object (Length: 0x07 bytes)
   DE/8658: 73                   Object faces down-left
   DE/8659: 21                   <UNKNOWN COMMAND $21>
   DE/865A: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/865B: 71                   Object faces down-right
   DE/865C: 00                   Set Bit 7 of current object (enable object visibility)
   DE/865D: 81 77 60             Move object: right=3808px down=768px
DE/8660: 59                   <UNKNOWN COMMAND $59>
DE/8661: A8 E4 F0             Store #$F0 to 00:7184
DE/8664: 09 24                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x24 bytes)
   DE/8666: 85                   Max sequence speed?
   DE/8667: 10 45                Set transition flag, 1/2 speed
   DE/8669: 63 08                Shift object down-left 8 pixels
   DE/866B: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/866C: F0 1D                Frame Duration: 29
   DE/866E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/866F: 81 75 F0             Move object: right=3744px down=896px
   DE/8672: 1D                   <UNKNOWN COMMAND $1D>
   DE/8673: 21                   <UNKNOWN COMMAND $21>
   DE/8674: 8B                   <UNKNOWN COMMAND $8B>
   DE/8675: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DE/8678: F0 3B                Frame Duration: 59
   DE/867A: 09                   Reset all object properties to default
   DE/867B: 10 45                Set transition flag, 1/2 speed
   DE/867D: 61 09                Shift object down-right 9 pixels
   DE/867F: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/8680: F0 1D                Frame Duration: 29
   DE/8682: 00                   Set Bit 7 of current object (enable object visibility)
   DE/8683: 87 0C                Transfer object to coords of BG1,2,3 + MARIO + NPC
   DE/8685: F0 10                Frame Duration: 16
   DE/8687: 81 42 53             Move object: right=2128px down=664px
DE/868A: 02 D0                Set Object: BOWSER ---> Begin action queue for object (Length: 0x50 bytes) (Wait until complete)
   DE/868C: 9C 02                Play sound effect #$02
   DE/868E: 8A                   Object disappears?
   DE/868F: 08 8E 21             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $21
                                 ---> Mirrored: no
   DE/8692: 0C 92                XOR Bits $92 of current object address 0A,x
   DE/8694: 16                   <UNKNOWN COMMAND $16>
   DE/8695: 48                   <UNKNOWN COMMAND $48>
   DE/8696: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/8697: 94 04 02 00          Place object: right=4px down=2px up=0px
   DE/869B: 71                   Object faces down-right
   DE/869C: 08 41 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/869F: 23 08                <UNKNOWN COMMAND $23>
   DE/86A1: 92 16 49 02          Place object at on-screen coords: (720,584) Z=32
   DE/86A5: 71                   Object faces down-right
   DE/86A6: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DE/86A9: 00                   Set Bit 7 of current object (enable object visibility)
   DE/86AA: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/86AB: 92 15 46 02          Place object at on-screen coords: (672,560) Z=32
   DE/86AF: 24 0C 92 15 47       <UNKNOWN COMMAND $24>
   DE/86B4: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/86B5: 94 F8 FC 00          Place object: right=248px down=252px up=0px
   DE/86B9: 75                   Object faces up-left
   DE/86BA: 08 4B 94             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: yes
   DE/86BD: 72                   Object faces down
   DE/86BE: 5A 7F                Shift object up 2032 pixels
   DE/86C0: 60 56                Shift object right 86 pixels
   DE/86C2: 88                   Object runs away?
   DE/86C3: 62 F0                Shift object down 240 pixels
   DE/86C5: 09                   Reset all object properties to default
   DE/86C6: 24 88 09 06 10       <UNKNOWN COMMAND $24>
   DE/86CB: 80 10 46             Move object to on-screen coords: (512,560)
   DE/86CE: 61 04                Shift object down-right 4 pixels
   DE/86D0: F0 3B                Frame Duration: 59
   DE/86D2: 24 0A 61 04 07       <UNKNOWN COMMAND $24>
   DE/86D7: 09                   Reset all object properties to default
   DE/86D8: F0 01                Frame Duration: 1
   DE/86DA: 73                   Object faces down-left
   DE/86DB: F0 01                Frame Duration: 1
DE/86DD: 71                   Lighten screen from black before following commands
DE/86DE: 21 B5                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x35 bytes) (Wait until complete)
   DE/86E0: F0 09                Frame Duration: 9
   DE/86E2: 10 43                Set transition flag, x4 speed
   DE/86E4: FD 9E                <UNKNOWN COMMAND $9E>
   DE/86E6: 16                   <UNKNOWN COMMAND $16>
   DE/86E7: D4 01                Start code block, repeat 1 times
   DE/86E9: 63 02                Shift object down-left 2 pixels
   DE/86EB: 67 02                Shift object up-right 2 pixels
   DE/86ED: D7                   End of code block
   DE/86EE: 09                   Reset all object properties to default
   DE/86EF: F0 01                Frame Duration: 1
   DE/86F1: 73                   Object faces down-left
   DE/86F2: F0 01                Frame Duration: 1
   DE/86F4: 75                   Object faces up-left
   DE/86F5: F0 3B                Frame Duration: 59
   DE/86F7: 73                   Object faces down-left
   DE/86F8: F0 01                Frame Duration: 1
   DE/86FA: 71                   Object faces down-right
   DE/86FB: F0 3B                Frame Duration: 59
   DE/86FD: 73                   Object faces down-left
   DE/86FE: F0 01                Frame Duration: 1
   DE/8700: 75                   Object faces up-left
   DE/8701: F0 1D                Frame Duration: 29
   DE/8703: 73                   Object faces down-left
   DE/8704: F0 01                Frame Duration: 1
   DE/8706: 71                   Object faces down-right
   DE/8707: F0 1D                Frame Duration: 29
   DE/8709: 73                   Object faces down-left
   DE/870A: F0 01                Frame Duration: 1
   DE/870C: 75                   Object faces up-left
   DE/870D: F0 09                Frame Duration: 9
   DE/870F: 73                   Object faces down-left
   DE/8710: F0 01                Frame Duration: 1
   DE/8712: 73                   Object faces down-left
   DE/8713: F0 3B                Frame Duration: 59
DE/8715: 21 0B                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/8717: FD 9E                <UNKNOWN COMMAND $9E>
   DE/8719: 1A                   <UNKNOWN COMMAND $1A>
   DE/871A: F0 01                Frame Duration: 1
   DE/871C: 08 4A 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/871F: F0 13                Frame Duration: 19
   DE/8721: 9B                   Stop sound effect
DE/8722: 23 10                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/8724: 09                   Reset all object properties to default
   DE/8725: F0 01                Frame Duration: 1
   DE/8727: 73                   Object faces down-left
   DE/8728: F0 01                Frame Duration: 1
   DE/872A: 71                   Object faces down-right
   DE/872B: F0 01                Frame Duration: 1
   DE/872D: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/8730: 10 43                Set transition flag, x4 speed
   DE/8732: 61 04                Shift object down-right 4 pixels
DE/8734: 8A 08 54             Set 0 palettes from $37AA80
DE/8737: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/8739: 72                   Object faces down
   DE/873A: F0 01                Frame Duration: 1
   DE/873C: 71                   Object faces down-right
DE/873D: 24 05                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/873F: 10 80                Set sequence flag, x1 speed
   DE/8741: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/8744: 60 57 A8 62          Run Dialogue $0857 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




             WHAT THE!!!...<I><END>


DE/8748: FD 32                <UNKNOWN COMMAND $FD 32>
DE/874A: F0 09                Duration: 9 frames
DE/874C: 60 58 88 60          Run Dialogue $0858 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Now THAT's one for
 the scrapbook!<I>

DE/8750: F0 09                Duration: 9 frames
DE/8752: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8754: 09                   Reset all object properties to default
DE/8755: 21 07                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/8757: 09                   Reset all object properties to default
   DE/8758: F0 1D                Frame Duration: 29
   DE/875A: 73                   Object faces down-left
   DE/875B: F0 01                Frame Duration: 1
   DE/875D: 75                   Object faces up-left
DE/875E: 23 07                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/8760: 09                   Reset all object properties to default
   DE/8761: F0 1D                Frame Duration: 29
   DE/8763: 73                   Object faces down-left
   DE/8764: F0 01                Frame Duration: 1
   DE/8766: 75                   Object faces up-left
DE/8767: 24 07                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/8769: 09                   Reset all object properties to default
   DE/876A: F0 09                Frame Duration: 9
   DE/876C: 73                   Object faces down-left
   DE/876D: F0 01                Frame Duration: 1
   DE/876F: 75                   Object faces up-left
DE/8770: F0 1D                Duration: 29 frames
DE/8772: 60 59 A8 60          Run Dialogue $0859 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  
 Come, Mario, let's get back to
 Mushroom Kingdom.<I>
 The Chancellor's waiting for us.<I><END>


DE/8776: F0 09                Duration: 9 frames
DE/8778: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/877C: F0 09                Duration: 9 frames
DE/877E: 24 08                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/8780: 10 45                Set transition flag, 1/2 speed
   DE/8782: 65 08                Shift object up-left 8 pixels
   DE/8784: 92 14 74 00          Place object at on-screen coords: (640,928) Z=0
DE/8788: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/878A: 10 45                Set transition flag, 1/2 speed
   DE/878C: 41                   <UNKNOWN COMMAND $41>
DE/878D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/878F: F0 3B                Duration: 59 frames
DE/8791: 21 8E                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/8793: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/8796: F0 3B                Frame Duration: 59
   DE/8798: 09                   Reset all object properties to default
   DE/8799: 10 45                Set transition flag, 1/2 speed
   DE/879B: 65 0C                Shift object up-left 12 pixels
   DE/879D: 92 14 74 00          Place object at on-screen coords: (640,928) Z=0
DE/87A1: F0 1D                Duration: 29 frames
DE/87A3: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/87A5: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/87A7: 10 40                Set transition flag, x1 speed
   DE/87A9: 10 81                Set sequence flag, x2 speed
   DE/87AB: 41                   <UNKNOWN COMMAND $41>
   DE/87AC: 53 02                Shift object down-left 32 pixels
   DE/87AE: 63 08                Shift object down-left 8 pixels
   DE/87B0: 0B F0                Set Bits $F0 of current object address 0A,x
DE/87B2: D0 9C 02             Execute event id $029C subsequently
DE/87B5: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/87B7: 92 15 46 02          Place object at on-screen coords: (672,560) Z=32
   DE/87BB: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DE/87BE: 24 0E                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/87C0: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DE/87C2: 92 14 44 02          Place object at on-screen coords: (640,544) Z=32
   DE/87C6: 71                   Object faces down-right
   DE/87C7: 94 04 FE 00          Place object: right=4px down=254px up=0px
   DE/87CB: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/87CE: 21 08                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/87D0: 92 15 47 02          Place object at on-screen coords: (688,568) Z=32
   DE/87D4: 75                   Object faces up-left
   DE/87D5: 08 42 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DE/87D8: 23 08                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/87DA: 92 16 49 02          Place object at on-screen coords: (720,584) Z=32
   DE/87DE: 71                   Object faces down-right
   DE/87DF: 08 48 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
DE/87E2: 72 5A                Simultaneously lighten screen from black with following commands; Duration: 90 frames
DE/87E4: 7F                   <UNKNOWN COMMAND $7F>
DE/87E5: 60 67 88 62          Run Dialogue $0867 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: So, now Toadstool
 and I are allies!
 I'll never live this down.<I>

DE/87E9: F0 09                Duration: 9 frames
DE/87EB: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/87EF: F0 09                Duration: 9 frames
DE/87F1: 21 0E                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/87F3: 10 81                Set sequence flag, x2 speed
   DE/87F5: 10 43                Set transition flag, x4 speed
   DE/87F7: 08 41 83             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/87FA: 61 04                Shift object down-right 4 pixels
   DE/87FC: F0 1D                Frame Duration: 29
   DE/87FE: 08 49 88             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
DE/8801: 23 04                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/8803: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/8806: 75                   Object faces up-left
DE/8807: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8809: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/880C: 24 05                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/880E: 10 81                Set sequence flag, x2 speed
   DE/8810: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/8813: 60 57 A8 62          Run Dialogue $0857 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




             WHAT THE!!!...<I><END>


DE/8817: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8819: 21 02                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/881B: 09                   Reset all object properties to default
   DE/881C: 75                   Object faces up-left
DE/881D: 23 0A                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/881F: F0 1D                Frame Duration: 29
   DE/8821: 71                   Object faces down-right
   DE/8822: 09                   Reset all object properties to default
   DE/8823: F0 01                Frame Duration: 1
   DE/8825: 73                   Object faces down-left
   DE/8826: F0 01                Frame Duration: 1
   DE/8828: 75                   Object faces up-left
DE/8829: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/882B: F0 1D                Frame Duration: 29
   DE/882D: 09                   Reset all object properties to default
   DE/882E: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/882F: F0 01                Frame Duration: 1
   DE/8831: 74                   Object faces left
   DE/8832: F0 01                Frame Duration: 1
   DE/8834: 75                   Object faces up-left
DE/8835: 60 58 88 E4          Run Dialogue $0858 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Now THAT's one for
 the scrapbook!<I>

DE/8839: FD 32                <UNKNOWN COMMAND $FD 32>
DE/883B: 24 86                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/883D: 09                   Reset all object properties to default
   DE/883E: 06                   Set "moon-walk" Bits
   DE/883F: 40                   <UNKNOWN COMMAND $40>
   DE/8840: 41                   <UNKNOWN COMMAND $41>
   DE/8841: 07                   Clear "moon-walk" Bits
   DE/8842: 73                   Object faces down-left
DE/8843: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8845: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
DE/8848: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/884A: 77                   Object faces up-right
DE/884B: 60 59 A8 E4          Run Dialogue $0859 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  
 Come, Mario, let's get back to
 Mushroom Kingdom.<I>
 The Chancellor's waiting for us.<I><END>


DE/884F: F0 09                Duration: 9 frames
DE/8851: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/8855: F0 09                Duration: 9 frames
DE/8857: 24 85                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/8859: 10 45                Set transition flag, 1/2 speed
   DE/885B: 63 0C                Shift object down-left 12 pixels
   DE/885D: 01                   Clear Bit 7 of current object (disable object visibility)
DE/885E: F0 1D                Duration: 29 frames
DE/8860: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/8862: 70                   Object faces right
   DE/8863: F0 01                Frame Duration: 1
   DE/8865: 71                   Object faces down-right
DE/8866: F0 1D                Duration: 29 frames
DE/8868: 21 8B                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/886A: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DE/886D: F0 3B                Frame Duration: 59
   DE/886F: 09                   Reset all object properties to default
   DE/8870: 10 45                Set transition flag, 1/2 speed
   DE/8872: 65 0C                Shift object up-left 12 pixels
   DE/8874: 01                   Clear Bit 7 of current object (disable object visibility)
DE/8875: F0 1D                Duration: 29 frames
DE/8877: 23 03                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8879: F0 27                Frame Duration: 39
   DE/887B: 73                   Object faces down-left
DE/887C: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/887E: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/8880: 10 81                Set sequence flag, x2 speed
   DE/8882: 41                   <UNKNOWN COMMAND $41>
   DE/8883: 61 0D                Shift object down-right 13 pixels
   DE/8885: 53 02                Shift object down-left 32 pixels
   DE/8887: 63 08                Shift object down-left 8 pixels
DE/8889: D0 9C 02             Execute event id $029C subsequently
DE/888C: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/888E: 92 15 46 02          Place object at on-screen coords: (672,560) Z=32
   DE/8892: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DE/8895: 24 0E                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/8897: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DE/8899: 92 14 44 02          Place object at on-screen coords: (640,544) Z=32
   DE/889D: 71                   Object faces down-right
   DE/889E: 94 04 FE 00          Place object: right=4px down=254px up=0px
   DE/88A2: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/88A5: 21 0C                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/88A7: 92 16 48 02          Place object at on-screen coords: (704,576) Z=32
   DE/88AB: 94 08 04 00          Place object: right=8px down=4px up=0px
   DE/88AF: 75                   Object faces up-left
   DE/88B0: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
DE/88B3: 23 0C                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/88B5: 92 15 47 02          Place object at on-screen coords: (688,568) Z=32
   DE/88B9: 94 F8 FC 00          Place object: right=248px down=252px up=0px
   DE/88BD: 71                   Object faces down-right
   DE/88BE: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
DE/88C1: 72 5A                Simultaneously lighten screen from black with following commands; Duration: 90 frames
DE/88C3: 7F                   <UNKNOWN COMMAND $7F>
DE/88C4: 60 68 88 62          Run Dialogue $0868 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Aaaaaah....<I>
 I shall never forget that touch...<I>

DE/88C8: F0 09                Duration: 9 frames
DE/88CA: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/88CE: F0 09                Duration: 9 frames
DE/88D0: 23 07                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/88D2: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/88D5: 10 43                Set transition flag, x4 speed
   DE/88D7: 41                   <UNKNOWN COMMAND $41>
   DE/88D8: 75                   Object faces up-left
DE/88D9: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/88DB: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/88DE: 24 05                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/88E0: 10 81                Set sequence flag, x2 speed
   DE/88E2: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/88E5: 60 57 A8 62          Run Dialogue $0857 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




             WHAT THE!!!...<I><END>


DE/88E9: F0 09                Duration: 9 frames
DE/88EB: 21 0A                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/88ED: F0 1D                Frame Duration: 29
   DE/88EF: 71                   Object faces down-right
   DE/88F0: 09                   Reset all object properties to default
   DE/88F1: F0 01                Frame Duration: 1
   DE/88F3: 73                   Object faces down-left
   DE/88F4: F0 01                Frame Duration: 1
   DE/88F6: 75                   Object faces up-left
DE/88F7: 23 0A                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/88F9: F0 1D                Frame Duration: 29
   DE/88FB: 71                   Object faces down-right
   DE/88FC: 09                   Reset all object properties to default
   DE/88FD: F0 01                Frame Duration: 1
   DE/88FF: 73                   Object faces down-left
   DE/8900: F0 01                Frame Duration: 1
   DE/8902: 75                   Object faces up-left
DE/8903: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/8905: F0 1D                Frame Duration: 29
   DE/8907: 09                   Reset all object properties to default
   DE/8908: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/8909: F0 01                Frame Duration: 1
   DE/890B: 74                   Object faces left
   DE/890C: F0 01                Frame Duration: 1
   DE/890E: 75                   Object faces up-left
DE/890F: 60 58 88 E4          Run Dialogue $0858 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Now THAT's one for
 the scrapbook!<I>

DE/8913: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8915: 24 86                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/8917: 09                   Reset all object properties to default
   DE/8918: 06                   Set "moon-walk" Bits
   DE/8919: 40                   <UNKNOWN COMMAND $40>
   DE/891A: 41                   <UNKNOWN COMMAND $41>
   DE/891B: 07                   Clear "moon-walk" Bits
   DE/891C: 73                   Object faces down-left
DE/891D: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/891F: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
DE/8922: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8924: 77                   Object faces up-right
DE/8925: 60 59 A8 E4          Run Dialogue $0859 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  
 Come, Mario, let's get back to
 Mushroom Kingdom.<I>
 The Chancellor's waiting for us.<I><END>


DE/8929: F0 09                Duration: 9 frames
DE/892B: 24 85                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/892D: 10 45                Set transition flag, 1/2 speed
   DE/892F: 63 08                Shift object down-left 8 pixels
   DE/8931: 01                   Clear Bit 7 of current object (disable object visibility)
DE/8932: F0 1D                Duration: 29 frames
DE/8934: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8936: 71                   Object faces down-right
DE/8937: F0 1D                Duration: 29 frames
DE/8939: 23 09                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/893B: F0 31                Frame Duration: 49
   DE/893D: 08 48 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
   DE/8940: 10 43                Set transition flag, x4 speed
   DE/8942: 67 06                Shift object up-right 6 pixels
DE/8944: 21 0C                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/8946: 09                   Reset all object properties to default
   DE/8947: F0 1D                Frame Duration: 29
   DE/8949: 09                   Reset all object properties to default
   DE/894A: 10 45                Set transition flag, 1/2 speed
   DE/894C: 10 81                Set sequence flag, x2 speed
   DE/894E: 45                   <UNKNOWN COMMAND $45>
   DE/894F: 65 09                Shift object up-left 9 pixels
   DE/8951: 01                   Clear Bit 7 of current object (disable object visibility)
DE/8952: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   DE/8954: 61 08                Shift object down-right 8 pixels
DE/8956: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8958: F0 1D                Duration: 29 frames
DE/895A: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/895C: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/895E: 61 08                Shift object down-right 8 pixels
   DE/8960: 70                   Object faces right
   DE/8961: F0 01                Frame Duration: 1
   DE/8963: 77                   Object faces up-right
DE/8964: F0 09                Duration: 9 frames
DE/8966: 60 4B A8 62          Run Dialogue $084B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Oh oh...I have a BAD
 feeling my wedding is going
 to be crashed.<I><END>


DE/896A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/896C: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/896E: 70                   Object faces right
   DE/896F: F0 01                Frame Duration: 1
   DE/8971: 10 81                Set sequence flag, x2 speed
   DE/8973: 61 0C                Shift object down-right 12 pixels
   DE/8975: 53 02                Shift object down-left 32 pixels
   DE/8977: 63 08                Shift object down-left 8 pixels
   DE/8979: 0B F0                Set Bits $F0 of current object address 0A,x
DE/897B: D0 9C 02             Execute event id $029C subsequently

EVENT [298] ------------------------------------------------------------>

EVENT [299] ------------------------------------------------------------>

EVENT [29A] ------------------------------------------------------------>

EVENT [29B] ------------------------------------------------------------>

EVENT [29C] ------------------------------------------------------------>
DE/897E: D9 1D F7 0E          If event flag memory address 00:7063 Bit 5 set, jump to address $DE/0EF7
DE/8982: D8 25 F7 0E          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/0EF7
DE/8986: A0 25                Set event flag memory address 00:7044 Bit 5
DE/8988: 46 00                <UNKNOWN COMMAND $46>
DE/898A: 46 01                <UNKNOWN COMMAND $46>
DE/898C: 60 34 A8 62          Run Dialogue $0834 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHEF TORTE: Zorry to haf kept
 you vaiting.<I><END>


DE/8990: F0 09                Duration: 9 frames
DE/8992: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8994: 73                   Object faces down-left
DE/8995: 23 01                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8997: 73                   Object faces down-left
DE/8998: 21 01                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/899A: 73                   Object faces down-left
DE/899B: 22 08                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/899D: 92 09 61 00          Place object at on-screen coords: (304,776) Z=0
   DE/89A1: 94 10 08 00          Place object: right=16px down=8px up=0px
DE/89A5: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/89A7: 92 09 62 00          Place object at on-screen coords: (288,784) Z=0
   DE/89AB: 94 08 04 00          Place object: right=8px down=4px up=0px
   DE/89AF: 77                   Object faces up-right
DE/89B0: 18 89                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/89B2: 92 0A 5F 00          Place object at on-screen coords: (336,760) Z=0
   DE/89B6: 94 FE 04 00          Place object: right=254px down=4px up=0px
   DE/89BA: 77                   Object faces up-right
DE/89BB: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DE/89BD: 10 41                Set transition flag, x2 speed
   DE/89BF: 80 05 55             Move object to on-screen coords: (176,680)
DE/89C2: FD 32                <UNKNOWN COMMAND $FD 32>
DE/89C4: F0 09                Duration: 9 frames
DE/89C6: 17 F2 7C 02          Set Object: NPC #3 ---> Command: Set object to movement: $027C
DE/89CA: 60 35 A8 62          Run Dialogue $0835 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

APPRENTICE: We've made
 the most AMAZING cake!
 You won't believe it!!<I><END>


DE/89CE: F0 09                Duration: 9 frames
DE/89D0: 18 F2 7C 02          Set Object: NPC #4 ---> Command: Set object to movement: $027C
DE/89D4: F0 09                Duration: 9 frames
DE/89D6: 60 3D A8 62          Run Dialogue $083D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHEF TORTE: Heir ist cake...<I>
 But...vhere are bride und groom?<I><END>


DE/89DA: F0 09                Duration: 9 frames
DE/89DC: FD FB                Store value at 7F:F8CD to 00:7000
DE/89DE: 22 82                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/89E0: 14 0A                Isolate top Bits of current object address 0E,x and set Bit(s) $10
DE/89E2: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/89E4: 10 41                Set transition flag, x2 speed
   DE/89E6: 10 83                Set sequence flag, x4 speed
   DE/89E8: 57 13                Shift object up-right 304 pixels
DE/89EA: 18 06                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/89EC: 10 41                Set transition flag, x2 speed
   DE/89EE: 10 83                Set sequence flag, x4 speed
   DE/89F0: 57 13                Shift object up-right 304 pixels
DE/89F2: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/89F6: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   DE/89F8: 57 16                Shift object up-right 352 pixels
   DE/89FA: 46                   <UNKNOWN COMMAND $46>
DE/89FB: 60 3E A8 62          Run Dialogue $083E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHEFS:
       Where...is...EVERYONE?<pause 13 frames>0

DE/89FF: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8A01: 17 F2 63 00          Set Object: NPC #3 ---> Command: Set object to movement: $0063
DE/8A05: 60 5C A8 62          Run Dialogue $085C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

APPRENTICE:
          This is BIG trouble!<I><END>


DE/8A09: A0 19                Set event flag memory address 00:7043 Bit 1
DE/8A0B: F0 1D                Duration: 29 frames
DE/8A0D: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/8A0F: 18 F2 78 01          Set Object: NPC #4 ---> Command: Set object to movement: $0178
DE/8A13: F0 1D                Duration: 29 frames
DE/8A15: 60 5D A8 62          Run Dialogue $085D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHEF TORTE:
         Za bride ist LEAFING?<I><END>


DE/8A19: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
DE/8A1B: 18 F1 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/8A1E: 77                   Object faces up-right
DE/8A1F: F0 09                Duration: 9 frames
DE/8A21: 24 8E                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/8A23: 92 14 4B 00          Place object at on-screen coords: (656,600) Z=0
   DE/8A27: 94 08 FC 00          Place object: right=8px down=252px up=0px
   DE/8A2B: 61 04                Shift object down-right 4 pixels
   DE/8A2D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/8A2E: 61 0A                Shift object down-right 10 pixels
   DE/8A30: 73                   Object faces down-left
DE/8A31: F0 09                Duration: 9 frames
DE/8A33: 17 F2 63 00          Set Object: NPC #3 ---> Command: Set object to movement: $0063
DE/8A37: 60 5E A8 62          Run Dialogue $085E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

APPRENTICE: You're taking the
 bride...AWAY?!<I><END>


DE/8A3B: A0 19                Set event flag memory address 00:7043 Bit 1
DE/8A3D: F0 1D                Duration: 29 frames
DE/8A3F: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/8A41: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8A43: 73                   Object faces down-left
DE/8A44: F0 09                Duration: 9 frames
DE/8A46: 60 5F A8 62          Run Dialogue $085F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHEF TORTE: But...Zhere von't be
 anyone to eat zees cake!<I><END>


DE/8A4A: F0 09                Duration: 9 frames
DE/8A4C: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8A4E: 77                   Object faces up-right
DE/8A4F: 60 60 A8 62          Run Dialogue $0860 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

APPRENTICE: What?!
 This can't be!
 We worked ALL DAY on it!<I><END>


DE/8A53: F0 09                Duration: 9 frames
DE/8A55: 18 F1 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/8A58: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/8A59: 10 83                Set sequence flag, x4 speed
   DE/8A5B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/8A5C: 17 F1 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/8A5F: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/8A60: 10 83                Set sequence flag, x4 speed
   DE/8A62: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/8A63: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8A65: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/8A68: 24 83                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/8A6A: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/8A6D: 60 0C A8 62          Run Dialogue $080C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOTH:
              YOU FOOLS!!<I><END>


DE/8A71: 4A B0 00 23          Engage in battle with formation pack #$00B0 in background #$23
DE/8A75: D8 00 C2 13          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/13C2
DE/8A79: FD 5B                Restore all HP
DE/8A7B: FD 5C                Restore all FP
DE/8A7D: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/8A7F: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DE/8A81: 22 F9                Set Object: NPC #14 ---> Command: Remove Object
DE/8A83: D1 14 01             Execute event id $0114
DE/8A86: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8A88: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/8A8A: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/8A8C: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/8A8E: 23 F9                Set Object: NPC #15 ---> Command: Remove Object
DE/8A90: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
DE/8A92: F2 9A 28             <UNKNOWN COMMAND $F2>
DE/8A95: F2 9A 2A             <UNKNOWN COMMAND $F2>
DE/8A98: F2 9A 2C             <UNKNOWN COMMAND $F2>
DE/8A9B: F2 9A 46             <UNKNOWN COMMAND $F2>
DE/8A9E: F2 9A 42             <UNKNOWN COMMAND $F2>
DE/8AA1: F2 9A 48             <UNKNOWN COMMAND $F2>
DE/8AA4: 71                   Lighten screen from black before following commands
DE/8AA5: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/8AA7: F0 3B                Frame Duration: 59
   DE/8AA9: 09                   Reset all object properties to default
   DE/8AAA: 71                   Object faces down-right
DE/8AAB: 24 8C                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/8AAD: F0 3B                Frame Duration: 59
   DE/8AAF: 09                   Reset all object properties to default
   DE/8AB0: 75                   Object faces up-left
   DE/8AB1: F0 1D                Frame Duration: 29
   DE/8AB3: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DE/8AB6: F0 3B                Frame Duration: 59
   DE/8AB8: 09                   Reset all object properties to default
DE/8AB9: 60 37 88 62          Run Dialogue $0837 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: That was wonderful.
 Mario, you're my knight
 in shining armor.<I><END>


DE/8ABD: F0 09                Duration: 9 frames
DE/8ABF: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/8AC1: 72                   Object faces down
   DE/8AC2: F0 01                Frame Duration: 1
   DE/8AC4: 73                   Object faces down-left
   DE/8AC5: F0 01                Frame Duration: 1
   DE/8AC7: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/8ACA: F0 1D                Frame Duration: 29
   DE/8ACC: 09                   Reset all object properties to default
   DE/8ACD: F0 01                Frame Duration: 1
   DE/8ACF: 72                   Object faces down
   DE/8AD0: F0 01                Frame Duration: 1
   DE/8AD2: 71                   Object faces down-right
DE/8AD3: 60 38 88 62          Run Dialogue $0838 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




       Finally...let's get back.<I><END>


DE/8AD7: F0 09                Duration: 9 frames
DE/8AD9: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/8ADD: F0 09                Duration: 9 frames
DE/8ADF: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/8AE1: 10 46                Set transition flag, 1/4 speed
   DE/8AE3: 61 04                Shift object down-right 4 pixels
   DE/8AE5: F0 1D                Frame Duration: 29
   DE/8AE7: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/8AEA: 24 09                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/8AEC: 77                   Object faces up-right
   DE/8AED: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/8AF0: F0 2F                Frame Duration: 47
   DE/8AF2: 08 49 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
DE/8AF5: 60 65 88 62          Run Dialogue $0865 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Oh, what a day...!
 Can you believe it?! I almost got
 MARRIED to that...thing!<I><END>


DE/8AF9: F0 1D                Duration: 29 frames
DE/8AFB: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8AFD: 09                   Reset all object properties to default
DE/8AFE: 24 02                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/8B00: 09                   Reset all object properties to default
   DE/8B01: 75                   Object faces up-left
DE/8B02: 60 66 A8 62          Run Dialogue $0866 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 But I...I hope someone
 marries me someday!<I><END>


DE/8B06: F0 09                Duration: 9 frames
DE/8B08: FD 31                Screen doesn't move with MARIO
DE/8B0A: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/8B0C: 10 83                Set sequence flag, x4 speed
   DE/8B0E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/8B0F: F0 1D                Frame Duration: 29
   DE/8B11: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/8B12: D4 01                Start code block, repeat 1 times
   DE/8B14: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/8B17: F0 00                Frame Duration: 0
   DE/8B19: 3D 17 8B             <UNKNOWN COMMAND $3D: pointer to address $DE/8B17>
   DE/8B1C: D7                   End of code block
DE/8B1D: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/8B1F: 10 45                Set transition flag, 1/2 speed
   DE/8B21: 10 81                Set sequence flag, x2 speed
   DE/8B23: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/8B25: 61 08                Shift object down-right 8 pixels
DE/8B27: 24 03                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8B29: F0 0F                Frame Duration: 15
   DE/8B2B: 01                   Clear Bit 7 of current object (disable object visibility)
DE/8B2C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8B2E: FD 30                Screen moves with MARIO
DE/8B30: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8B32: 72                   Object faces down
DE/8B33: 60 FE A8 42          Run Dialogue $08FE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

       Toadstool, Princess of
           Mushroom Kingdom,
          has joined the party.<I>
   Be sure to bring her back safely!<I><END>


DE/8B37: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DE/8B3A: F0 3B                Duration: 59 frames
DE/8B3C: 91 28                Play music: #$28
DE/8B3E: F0 17                Duration: 23 frames
DE/8B40: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/8B42: D4 07                Start code block, repeat 7 times
   DE/8B44: 7B 01                <UNKNOWN COMMAND $7B>
   DE/8B46: F0 01                Frame Duration: 1
   DE/8B48: D7                   End of code block
DE/8B49: 00 F3 FE 01          Set Object: MARIO ---> Command: Set object to movement: $01FE
DE/8B4D: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8B4F: 72                   Object faces down
DE/8B50: 91 27                Play music: #$27
DE/8B52: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/8B56: A4 60                Clear event flag memory address 00:704C Bit 0
DE/8B58: A0 66                Set event flag memory address 00:704C Bit 6
DE/8B5A: A1 3A                Set event flag memory address 00:7067 Bit 2
DE/8B5C: A0 11                Set event flag memory address 00:7042 Bit 1
DE/8B5E: A4 10                Clear event flag memory address 00:7042 Bit 0
DE/8B60: A4 12                Clear event flag memory address 00:7042 Bit 2
DE/8B62: 6A 41 80             Modify BGL of area $8041
DE/8B65: 6A 41 82             Modify BGL of area $8241
DE/8B68: 6A 41 84             Modify BGL of area $8441
DE/8B6B: 6A 41 86             Modify BGL of area $8641
DE/8B6E: 6A 41 88             Modify BGL of area $8841
DE/8B71: 6A 41 8A             Modify BGL of area $8A41
DE/8B74: 6A 41 8C             Modify BGL of area $8C41
DE/8B77: 6A 41 8E             Modify BGL of area $8E41
DE/8B7A: 36 81                Add TOADSTOOL to party (also increase maximum number of party members by 1)
DE/8B7C: F2 11 A8             <UNKNOWN COMMAND $F2>
DE/8B7F: 35 FF                Enable Overworld Menu
DE/8B81: FE                   Return


EVENT [29D] ------------------------------------------------------------>
DE/8B82: DC 66 F7 0E          If event flag memory address 00:704C Bit 6 clear, jump to address $DE/0EF7
DE/8B86: D8 E8 91 8B          If event flag memory address 00:705D Bit 0 set, jump to address $DE/8B91
DE/8B8A: 68 9A 80 09 62 E0    Enter area: $009A
                              MARIO will be at coords: (288,784) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/8B90: FE                   Return

DE/8B91: 68 41 80 09 62 E0    Enter area: $0041
                              MARIO will be at coords: (288,784) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/8B97: FE                   Return


EVENT [29E] ------------------------------------------------------------>
DE/8B98: FD 88 00             Set Bit 7 of 00:0158
DE/8B9B: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8B9D: FD 0F 03             Object overlaps BG1 & BG2
DE/8BA0: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8BA2: FD 0F 03             Object overlaps BG1 & BG2
DE/8BA5: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/8BA7: 94 08 FC 00          Place object: right=8px down=252px up=0px
   DE/8BAB: FD 0F 03             Object overlaps BG1 & BG2
DE/8BAE: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/8BB0: 94 08 FC 00          Place object: right=8px down=252px up=0px
   DE/8BB4: FD 0F 03             Object overlaps BG1 & BG2
DE/8BB7: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8BB9: FD 0F 03             Object overlaps BG1 & BG2
DE/8BBC: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8BBE: FD 0F 03             Object overlaps BG1 & BG2
DE/8BC1: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8BC3: FD 0F 03             Object overlaps BG1 & BG2
DE/8BC6: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8BC8: FD 0F 03             Object overlaps BG1 & BG2
DE/8BCB: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8BCD: FD 0F 03             Object overlaps BG1 & BG2
DE/8BD0: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8BD2: FD 0F 03             Object overlaps BG1 & BG2
DE/8BD5: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8BD7: FD 0F 03             Object overlaps BG1 & BG2
DE/8BDA: 20 03                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8BDC: FD 0F 03             Object overlaps BG1 & BG2
DE/8BDF: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/8BE1: FD 0F 03             Object overlaps BG1 & BG2
DE/8BE4: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8BE6: A4 10                Clear event flag memory address 00:7042 Bit 0
DE/8BE8: A4 11                Clear event flag memory address 00:7042 Bit 1
DE/8BEA: A4 12                Clear event flag memory address 00:7042 Bit 2
DE/8BEC: A4 13                Clear event flag memory address 00:7042 Bit 3
DE/8BEE: A4 14                Clear event flag memory address 00:7042 Bit 4
DE/8BF0: A4 15                Clear event flag memory address 00:7042 Bit 5
DE/8BF2: A4 16                Clear event flag memory address 00:7042 Bit 6
DE/8BF4: A4 17                Clear event flag memory address 00:7042 Bit 7
DE/8BF6: A8 0C 00             Store #$00 to 00:70AC
DE/8BF9: A8 18 00             Store #$00 to 00:70B8
DE/8BFC: A4 60                Clear event flag memory address 00:704C Bit 0
DE/8BFE: A4 61                Clear event flag memory address 00:704C Bit 1
DE/8C00: A4 62                Clear event flag memory address 00:704C Bit 2
DE/8C02: A4 63                Clear event flag memory address 00:704C Bit 3
DE/8C04: A6 F8                Clear event flag memory address 00:709F Bit 0
DE/8C06: A6 FE                Clear event flag memory address 00:709F Bit 6
DE/8C08: 95 01 7F             Fade out music to volume 127; Duration: 1 frames
DE/8C0B: 71                   Lighten screen from black before following commands
DE/8C0C: FE                   Return


EVENT [29F] ------------------------------------------------------------>
DE/8C0D: D8 66 18 8C          If event flag memory address 00:704C Bit 6 set, jump to address $DE/8C18
DE/8C11: 68 05 80 15 40 E6    Enter area: $0005
                              MARIO will be at coords: (672,512) Z=96
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/8C17: FE                   Return

DE/8C18: 68 40 80 15 40 E6    Enter area: $0040
                              MARIO will be at coords: (672,512) Z=96
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/8C1E: FE                   Return


EVENT [2A0] ------------------------------------------------------------>
DE/8C1F: DD 1A F7 0E          If event flag memory address 00:7063 Bit 2 clear, jump to address $DE/0EF7
DE/8C23: D8 18 F7 0E          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/0EF7
DE/8C27: A0 18                Set event flag memory address 00:7043 Bit 0
DE/8C29: 9C 10                Play sound effect #$10
DE/8C2B: 6A 05 80             Modify BGL of area $8005
DE/8C2E: FE                   Return


EVENT [2A1] ------------------------------------------------------------>
DE/8C2F: D8 1B F7 0E          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/0EF7
DE/8C33: 68 99 80 12 14 E0    Enter area: $0099
                              MARIO will be at coords: (576,160) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/8C39: FE                   Return


EVENT [2A2] ------------------------------------------------------------>
DE/8C3A: D8 18 F7 0E          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/0EF7
DE/8C3E: A0 18                Set event flag memory address 00:7043 Bit 0
DE/8C40: 9C 10                Play sound effect #$10
DE/8C42: 6A 40 80             Modify BGL of area $8040
DE/8C45: FE                   Return


EVENT [2A3] ------------------------------------------------------------>
DE/8C46: 60 7F A8 D0          Run Dialogue $087F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          It's our turn next.<I><END>


DE/8C4A: FE                   Return


EVENT [2A4] ------------------------------------------------------------>
DE/8C4B: 60 80 A8 D0          Run Dialogue $0880 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I wish the people before us would
 hurry up! We've been waiting for
 30 minutes now.<I><END>


DE/8C4F: FE                   Return


EVENT [2A5] ------------------------------------------------------------>
DE/8C50: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/8C52: 94 08 FC 00          Place object: right=8px down=252px up=0px
DE/8C56: F0 00                Duration: 0 frames
DE/8C58: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/8C5A: 94 04 04 00          Place object: right=4px down=4px up=0px
DE/8C5E: DA 5D 6C 8C          If event flag memory address 00:708B Bit 5 set, jump to address $DE/8C6C
DE/8C62: DC 13 6A 8C          If event flag memory address 00:7042 Bit 3 clear, jump to address $DE/8C6A
DE/8C66: 1C F2 77 00          Set Object: NPC #8 ---> Command: Set object to movement: $0077
DE/8C6A: 71                   Lighten screen from black before following commands
DE/8C6B: FE                   Return

DE/8C6C: 1F F8                Set Object: NPC #11 ---> Command: Show Object
DE/8C6E: 20 F8                Set Object: NPC #12 ---> Command: Show Object
DE/8C70: 1D F8                Set Object: NPC #9 ---> Command: Show Object
DE/8C72: 1A F8                Set Object: NPC #6 ---> Command: Show Object
DE/8C74: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/8C76: 94 FC 02 00          Place object: right=252px down=2px up=0px
DE/8C7A: 20 04                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/8C7C: 94 FC 02 00          Place object: right=252px down=2px up=0px
DE/8C80: 18 08                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/8C82: 92 12 58 00          Place object at on-screen coords: (576,704) Z=0
   DE/8C86: 94 FC 02 00          Place object: right=252px down=2px up=0px
DE/8C8A: 19 08                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/8C8C: 92 11 4C 00          Place object at on-screen coords: (544,608) Z=0
   DE/8C90: 94 02 FC 00          Place object: right=2px down=252px up=0px
DE/8C94: 1E 04                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/8C96: 92 16 49 02          Place object at on-screen coords: (720,584) Z=32
DE/8C9A: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/8C9C: 94 02 FC 00          Place object: right=2px down=252px up=0px
DE/8CA0: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8CA2: 1A F2 77 00          Set Object: NPC #6 ---> Command: Set object to movement: $0077
DE/8CA6: 1D F2 77 00          Set Object: NPC #9 ---> Command: Set object to movement: $0077
DE/8CAA: 20 F2 77 00          Set Object: NPC #12 ---> Command: Set object to movement: $0077
DE/8CAE: 1F F2 77 00          Set Object: NPC #11 ---> Command: Set object to movement: $0077
DE/8CB2: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/8CB4: 92 00 78 00          Place object at on-screen coords: (0,960) Z=0
   DE/8CB8: 77                   Object faces up-right
DE/8CB9: 71                   Lighten screen from black before following commands
DE/8CBA: FE                   Return


EVENT [2A6] ------------------------------------------------------------>
DE/8CBB: D8 18 F7 0E          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/0EF7
DE/8CBF: A0 18                Set event flag memory address 00:7043 Bit 0
DE/8CC1: 9C 83                Play sound effect #$83
DE/8CC3: 14 F2 7C 02          Set Object: NPC #0 ---> Command: Set object to movement: $027C
DE/8CC7: 19 F2 7C 02          Set Object: NPC #5 ---> Command: Set object to movement: $027C
DE/8CCB: 18 F2 7C 02          Set Object: NPC #4 ---> Command: Set object to movement: $027C
DE/8CCF: F0 1D                Duration: 29 frames
DE/8CD1: 9B                   Stop sound effect
DE/8CD2: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   DE/8CD4: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/8CD7: 7E 6C 00             Object jumps #$006C units
   DE/8CDA: F0 00                Frame Duration: 0
   DE/8CDC: 3D DA 8C             <UNKNOWN COMMAND $3D: pointer to address $DE/8CDA>
DE/8CDF: 60 88 A8 60          Run Dialogue $0888 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       Hey, what are you doing?<I><END>


DE/8CE3: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/8CE5: 09                   Reset all object properties to default
   DE/8CE6: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/8CE9: 51 02                Shift object down-right 32 pixels
   DE/8CEB: 61 08                Shift object down-right 8 pixels
   DE/8CED: F0 00                Frame Duration: 0
   DE/8CEF: 3D ED 8C             <UNKNOWN COMMAND $3D: pointer to address $DE/8CED>
DE/8CF2: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/8CF4: 14 F2 77 00          Set Object: NPC #0 ---> Command: Set object to movement: $0077
DE/8CF8: 19 F2 77 00          Set Object: NPC #5 ---> Command: Set object to movement: $0077
DE/8CFC: 18 F2 77 00          Set Object: NPC #4 ---> Command: Set object to movement: $0077
DE/8D00: FE                   Return


EVENT [2A7] ------------------------------------------------------------>
DE/8D01: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/8D03: 60 93 A8 D0          Run Dialogue $0893 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I came to see where the wedding's
 gonna be held.<I><END>


DE/8D07: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
DE/8D09: FE                   Return


EVENT [2A8] ------------------------------------------------------------>
DE/8D0A: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/8D0C: 60 94 A8 D0          Run Dialogue $0894 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's going to be held HERE?!
 This is absolutely gorgeous!<I><END>


DE/8D10: 14 FB                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FB>
DE/8D12: FE                   Return


EVENT [2A9] ------------------------------------------------------------>
DE/8D13: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/8D15: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/8D17: 0C 40                XOR Bits $40 of current object address 0A,x
DE/8D19: F0 00                Duration: 0 frames
DE/8D1B: FD 3D 1C 19 8D       If Bit 6 of 00:6A86 set, jump to address $DE/8D19
DE/8D20: 60 96 A8 D0          Run Dialogue $0896 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


      I wish it were ski season!<I><END>


DE/8D24: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/8D26: 0B 40                Set Bits $40 of current object address 0A,x
DE/8D28: 1C FB                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FB>
DE/8D2A: FE                   Return


EVENT [2AA] ------------------------------------------------------------>
DE/8D2B: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/8D2D: C9 1A                <UNKNOWN COMMAND $C9>
   DE/8D2F: 73                   Object faces down-left
DE/8D30: A0 19                Set event flag memory address 00:7043 Bit 1
DE/8D32: 60 95 A8 D0          Run Dialogue $0895 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          Pipe down and relax.<I><END>


DE/8D36: 1A 81                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8D38: 7C                   Object faces right
DE/8D39: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/8D3B: FE                   Return


EVENT [2AB] ------------------------------------------------------------>
DE/8D3C: 19 91                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/8D3E: 0C 40                XOR Bits $40 of current object address 0A,x
   DE/8D40: 71                   Object faces down-right
   DE/8D41: 06                   Set "moon-walk" Bits
   DE/8D42: 10 44                Set transition flag, x8 speed
   DE/8D44: 63 02                Shift object down-left 2 pixels
   DE/8D46: D4 02                Start code block, repeat 2 times
   DE/8D48: 67 04                Shift object up-right 4 pixels
   DE/8D4A: 63 04                Shift object down-left 4 pixels
   DE/8D4C: D7                   End of code block
   DE/8D4D: 67 02                Shift object up-right 2 pixels
DE/8D4F: 60 98 A8 D0          Run Dialogue $0898 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh man, is it over, yet?<I>
 I hate getting my picture taken.<I><END>


DE/8D53: 19 82                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/8D55: 0B 40                Set Bits $40 of current object address 0A,x
DE/8D57: FE                   Return


EVENT [2AC] ------------------------------------------------------------>
DE/8D58: 60 91 A8 D0          Run Dialogue $0891 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We're finally man and wife.<I><END>


DE/8D5C: FE                   Return


EVENT [2AD] ------------------------------------------------------------>
DE/8D5D: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/8D5F: C9 17                <UNKNOWN COMMAND $C9>
   DE/8D61: 73                   Object faces down-left
DE/8D62: 60 92 A8 D0          Run Dialogue $0892 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Honey, I don't want you to
 wander too far off, now!<I><END>


DE/8D66: 17 81                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8D68: 7C                   Object faces right
DE/8D69: FE                   Return


EVENT [2AE] ------------------------------------------------------------>
DE/8D6A: 60 97 A8 D0          Run Dialogue $0897 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I wish those two a wonderful
 life together.<I>
 Hope they don't fight too often!<I><END>


DE/8D6E: FE                   Return


EVENT [2AF] ------------------------------------------------------------>
DE/8D6F: F0 09                Duration: 9 frames
DE/8D71: 60 6B A8 60          Run Dialogue $086B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

RAZ & RAINI:
              Haaaaaaalp!!<I><END>


DE/8D75: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DE/8D77: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/8D79: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/8D7B: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/8D7D: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/8D7F: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/8D81: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8D83: 77                   Object faces up-right
DE/8D84: 1B 01                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8D86: 77                   Object faces up-right
DE/8D87: 1C 02                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/8D89: 07                   Clear "moon-walk" Bits
   DE/8D8A: 77                   Object faces up-right
DE/8D8B: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8D8D: 77                   Object faces up-right
DE/8D8E: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8D90: 77                   Object faces up-right
DE/8D91: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8D93: 77                   Object faces up-right
DE/8D94: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8D96: 77                   Object faces up-right
DE/8D97: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/8D99: 10 41                Set transition flag, x2 speed
   DE/8D9B: 90 0D 29 00          Objects bounces 0px high to on-screen coords: (432,328)
DE/8D9F: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8DA1: F0 1D                Duration: 29 frames
DE/8DA3: 9C 10                Play sound effect #$10
DE/8DA5: 6A 05 80             Modify BGL of area $8005
DE/8DA8: 19 09                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/8DAA: FD 0F 02             Object overlaps BG1
   DE/8DAD: 92 12 3F 0C          Place object at on-screen coords: (592,504) Z=192
   DE/8DB1: 77                   Object faces up-right
   DE/8DB2: 06                   Set "moon-walk" Bits
DE/8DB3: 1A 0D                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/8DB5: FD 0F 02             Object overlaps BG1
   DE/8DB8: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/8DB9: 92 13 40 0C          Place object at on-screen coords: (608,512) Z=192
   DE/8DBD: 77                   Object faces up-right
   DE/8DBE: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
   DE/8DC0: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/8DC2: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8DC4: F0 1D                Duration: 29 frames
DE/8DC6: 19 24                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x24 bytes)
   DE/8DC8: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/8DCA: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/8DCC: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/8DCE: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/8DCF: 7E 6C 00             Object jumps #$006C units
   DE/8DD2: 10 42                Set transition flag, x3 speed
   DE/8DD4: 53 01                Shift object down-left 16 pixels
   DE/8DD6: FD 0F 03             Object overlaps BG1 & BG2
   DE/8DD9: 53 02                Shift object down-left 32 pixels
   DE/8DDB: 0B 04                Set Bits $4 of current object address 0A,x
   DE/8DDD: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/8DDF: 53 03                Shift object down-left 48 pixels
   DE/8DE1: FD 9E                <UNKNOWN COMMAND $9E>
   DE/8DE3: 16                   <UNKNOWN COMMAND $16>
   DE/8DE4: 10 45                Set transition flag, 1/2 speed
   DE/8DE6: 7E 50 00             Object jumps #$0050 units
   DE/8DE9: 43                   <UNKNOWN COMMAND $43>
   DE/8DEA: 0B 40                Set Bits $40 of current object address 0A,x
DE/8DEC: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/8DEE: F0 0B                Frame Duration: 11
   DE/8DF0: FD 0F 03             Object overlaps BG1 & BG2
DE/8DF3: 1F 14                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x14 bytes)
   DE/8DF5: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/8DF6: FD 0F 02             Object overlaps BG1
   DE/8DF9: 92 12 3F 0C          Place object at on-screen coords: (592,504) Z=192
   DE/8DFD: 94 08 04 00          Place object: right=8px down=4px up=0px
   DE/8E01: 73                   Object faces down-left
   DE/8E02: F0 1D                Frame Duration: 29
   DE/8E04: 00                   Set Bit 7 of current object (enable object visibility)
   DE/8E05: 10 46                Set transition flag, 1/4 speed
   DE/8E07: 63 08                Shift object down-left 8 pixels
DE/8E09: F0 1D                Duration: 29 frames
DE/8E0B: 1B 01                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8E0D: 71                   Object faces down-right
DE/8E0E: 1C 01                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8E10: 71                   Object faces down-right
DE/8E11: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/8E13: 7D                   Object faces down-left
   DE/8E14: 19                   <UNKNOWN COMMAND $19>
   DE/8E15: F0 09                Frame Duration: 9
   DE/8E17: 7D                   Object faces down-left
   DE/8E18: 19                   <UNKNOWN COMMAND $19>
DE/8E19: 14 12                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x12 bytes)
   DE/8E1B: 71                   Object faces down-right
   DE/8E1C: F0 09                Frame Duration: 9
   DE/8E1E: 73                   Object faces down-left
   DE/8E1F: F0 1D                Frame Duration: 29
   DE/8E21: 10 41                Set transition flag, x2 speed
   DE/8E23: 10 83                Set sequence flag, x4 speed
   DE/8E25: 0B 04                Set Bits $4 of current object address 0A,x
   DE/8E27: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/8E29: 51 01                Shift object down-right 16 pixels
   DE/8E2B: 53 03                Shift object down-left 48 pixels
DE/8E2D: 15 12                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x12 bytes)
   DE/8E2F: 75                   Object faces up-left
   DE/8E30: F0 09                Frame Duration: 9
   DE/8E32: 73                   Object faces down-left
   DE/8E33: F0 1D                Frame Duration: 29
   DE/8E35: 10 41                Set transition flag, x2 speed
   DE/8E37: 10 83                Set sequence flag, x4 speed
   DE/8E39: 0B 04                Set Bits $4 of current object address 0A,x
   DE/8E3B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/8E3D: 55 01                Shift object up-left 16 pixels
   DE/8E3F: 53 03                Shift object down-left 48 pixels
DE/8E41: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/8E43: 80 10 48             Move object to on-screen coords: (512,576)
   DE/8E46: 75                   Object faces up-left
DE/8E47: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8E49: 47                   <UNKNOWN COMMAND $47>
DE/8E4A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/8E4C: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/8E4E: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   DE/8E50: 0B 40                Set Bits $40 of current object address 0A,x
DE/8E52: 19 01                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/8E54: 07                   Clear "moon-walk" Bits
DE/8E55: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/8E57: 7D                   Object faces down-left
   DE/8E58: 19                   <UNKNOWN COMMAND $19>
DE/8E59: F0 3B                Duration: 59 frames
DE/8E5B: 00 F2 74 02          Set Object: MARIO ---> Command: Set object to movement: $0274
DE/8E5F: 1B F2 74 02          Set Object: NPC #7 ---> Command: Set object to movement: $0274
DE/8E63: 1C F2 74 02          Set Object: NPC #8 ---> Command: Set object to movement: $0274
DE/8E67: 16 F2 74 02          Set Object: NPC #2 ---> Command: Set object to movement: $0274
DE/8E6B: 14 F2 74 02          Set Object: NPC #0 ---> Command: Set object to movement: $0274
DE/8E6F: 15 F2 74 02          Set Object: NPC #1 ---> Command: Set object to movement: $0274
DE/8E73: F0 09                Duration: 9 frames
DE/8E75: 60 4A A8 62          Run Dialogue $084A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1: Booster's
 wedding is in progress.<I>

 We've barricaded the door, so
 don't even bother trying to
 sneak inside.<I><END>


DE/8E79: F0 09                Duration: 9 frames
DE/8E7B: 1F 02                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/8E7D: 06                   Set "moon-walk" Bits
   DE/8E7E: 47                   <UNKNOWN COMMAND $47>
DE/8E7F: F0 1D                Duration: 29 frames
DE/8E81: 9C 10                Play sound effect #$10
DE/8E83: 6A 05 00             Modify BGL of area $0005
DE/8E86: F0 1D                Duration: 29 frames
DE/8E88: D1 14 01             Execute event id $0114
DE/8E8B: 1B F3 71 02          Set Object: NPC #7 ---> Command: Set object to movement: $0271
DE/8E8F: 1C F3 71 02          Set Object: NPC #8 ---> Command: Set object to movement: $0271
DE/8E93: 14 F3 72 02          Set Object: NPC #0 ---> Command: Set object to movement: $0272
DE/8E97: 15 F3 72 02          Set Object: NPC #1 ---> Command: Set object to movement: $0272
DE/8E9B: 16 F3 73 02          Set Object: NPC #2 ---> Command: Set object to movement: $0273
DE/8E9F: 1B F2 77 00          Set Object: NPC #7 ---> Command: Set object to movement: $0077
DE/8EA3: 1C F2 71 00          Set Object: NPC #8 ---> Command: Set object to movement: $0071
DE/8EA7: 14 F2 77 00          Set Object: NPC #0 ---> Command: Set object to movement: $0077
DE/8EAB: 15 F2 77 00          Set Object: NPC #1 ---> Command: Set object to movement: $0077
DE/8EAF: 16 F2 77 00          Set Object: NPC #2 ---> Command: Set object to movement: $0077
DE/8EB3: 19 F2 78 01          Set Object: NPC #5 ---> Command: Set object to movement: $0178
DE/8EB7: 1A F2 78 01          Set Object: NPC #6 ---> Command: Set object to movement: $0178
DE/8EBB: F2 05 3E             <UNKNOWN COMMAND $F2>
DE/8EBE: A0 67                Set event flag memory address 00:704C Bit 7
DE/8EC0: FE                   Return


EVENT [2B0] ------------------------------------------------------------>
DE/8EC1: C3                   <UNKNOWN COMMAND $C3>
DE/8EC2: E2 41 00 CC 8E       If value at 00:7000 = #$0041, jump to address $DE/8ECC
DE/8EC7: 60 40 A8 D0          Run Dialogue $0840 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAZ: This was supposed to be
 my wedding day...
 All my plans have been ruined...<I><END>


DE/8ECB: FE                   Return

DE/8ECC: DE 5D D5 8E          If event flag memory address 00:708B Bit 5 clear, jump to address $DE/8ED5
DE/8ED0: 60 81 A8 D0          Run Dialogue $0881 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


                   I do.<I><END>


DE/8ED4: FE                   Return

DE/8ED5: 60 87 A8 D0          Run Dialogue $0887 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         Raini's so beautiful...<I><END>


DE/8ED9: FE                   Return


EVENT [2B1] ------------------------------------------------------------>
DE/8EDA: C3                   <UNKNOWN COMMAND $C3>
DE/8EDB: E2 41 00 E5 8E       If value at 00:7000 = #$0041, jump to address $DE/8EE5
DE/8EE0: 60 41 A8 D0          Run Dialogue $0841 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

RAINI: It was my dream to
 stay in the SUITE
 after we got married!<I><END>


DE/8EE4: FE                   Return

DE/8EE5: DA 5D EE 8E          If event flag memory address 00:708B Bit 5 set, jump to address $DE/8EEE
DE/8EE9: 60 81 A8 D0          Run Dialogue $0881 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


                   I do.<I><END>


DE/8EED: FE                   Return

DE/8EEE: 60 83 A8 D0          Run Dialogue $0883 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          It's lovely, isn't it?<I><END>


DE/8EF2: FE                   Return


EVENT [2B2] ------------------------------------------------------------>
DE/8EF3: C3                   <UNKNOWN COMMAND $C3>
DE/8EF4: E2 41 00 02 8F       If value at 00:7000 = #$0041, jump to address $DE/8F02
DE/8EF9: 60 42 A8 D0          Run Dialogue $0842 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Who's the guy with a totem pole
 for a face?! He and Princess
 Toadstool were...<I>
 ...No...!
 Don't tell me...they're getting
 ....MARRIED?<I><END>


DE/8EFD: DC 67 6F 8D          If event flag memory address 00:704C Bit 7 clear, jump to address $DE/8D6F
DE/8F01: FE                   Return

DE/8F02: FD A3                Fade out music
DE/8F04: 10 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8F06: 77                   Object faces up-right
DE/8F07: 91 31                Play music: #$31
DE/8F09: F0 1D                Duration: 29 frames
DE/8F0B: 60 1B 89 D0          Run Dialogue $091B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Yes indeed!

DE/8F0F: F0 A9                Duration: 169 frames
DE/8F11: 60 1C 89 D0          Run Dialogue $091C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 'Tis my melody...my tune!

DE/8F15: F0 B3                Duration: 179 frames
DE/8F17: 60 1D A9 D0          Run Dialogue $091D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Composed by the one and only,
 and yours truly, Toadofsky.<I><END>


DE/8F1B: F0 09                Duration: 9 frames
DE/8F1D: 91 27                Play music: #$27
DE/8F1F: FE                   Return


EVENT [2B3] ------------------------------------------------------------>
DE/8F20: C3                   <UNKNOWN COMMAND $C3>
DE/8F21: E2 41 00 33 8F       If value at 00:7000 = #$0041, jump to address $DE/8F33
DE/8F26: D8 67 3C 8F          If event flag memory address 00:704C Bit 7 set, jump to address $DE/8F3C
DE/8F2A: 60 44 A8 D0          Run Dialogue $0844 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We were about to begin the
 ceremony when some kids, wearing
 dark clothes, kicked us out!<I><END>


DE/8F2E: DC 67 6F 8D          If event flag memory address 00:704C Bit 7 clear, jump to address $DE/8D6F
DE/8F32: FE                   Return

DE/8F33: DA 5D 41 8F          If event flag memory address 00:708B Bit 5 set, jump to address $DE/8F41
DE/8F37: 60 86 A8 D0          Run Dialogue $0886 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That Raz...
 He found himself a real peach!<I><END>


DE/8F3B: FE                   Return

DE/8F3C: 60 45 A8 D0          Run Dialogue $0845 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There! I think that's the one
 who kicked us out!<I><END>


DE/8F40: FE                   Return

DE/8F41: 60 6C A8 D0          Run Dialogue $086C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The couple that got married?<I>
 Looks like they went on their
 honeymoon to the south island.<I><END>


DE/8F45: FE                   Return


EVENT [2B4] ------------------------------------------------------------>
DE/8F46: C3                   <UNKNOWN COMMAND $C3>
DE/8F47: E2 41 00 55 8F       If value at 00:7000 = #$0041, jump to address $DE/8F55
DE/8F4C: 60 45 A8 D0          Run Dialogue $0845 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There! I think that's the one
 who kicked us out!<I><END>


DE/8F50: DC 67 6F 8D          If event flag memory address 00:704C Bit 7 clear, jump to address $DE/8D6F
DE/8F54: FE                   Return

DE/8F55: 60 86 A8 D0          Run Dialogue $0886 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That Raz...
 He found himself a real peach!<I><END>


DE/8F59: FE                   Return


EVENT [2B5] ------------------------------------------------------------>
DE/8F5A: C3                   <UNKNOWN COMMAND $C3>
DE/8F5B: E2 41 00 69 8F       If value at 00:7000 = #$0041, jump to address $DE/8F69
DE/8F60: 60 46 A8 D0          Run Dialogue $0846 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I came all the way over here
 to give these two a proper send
 off, and LOOK what happens!<I><END>


DE/8F64: DC 67 6F 8D          If event flag memory address 00:704C Bit 7 clear, jump to address $DE/8D6F
DE/8F68: FE                   Return

DE/8F69: 60 82 A8 D0          Run Dialogue $0882 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


           She's so gorgeous...<I><END>


DE/8F6D: FE                   Return


EVENT [2B6] ------------------------------------------------------------>
DE/8F6E: C3                   <UNKNOWN COMMAND $C3>
DE/8F6F: E2 41 00 7D 8F       If value at 00:7000 = #$0041, jump to address $DE/8F7D
DE/8F74: 60 47 A8 D0          Run Dialogue $0847 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 This must be a first!<I>
 A perfect couple who isn't going
 to live happily ever after...<I>
 I give up!<I><END>


DE/8F78: DC 67 6F 8D          If event flag memory address 00:704C Bit 7 clear, jump to address $DE/8D6F
DE/8F7C: FE                   Return

DE/8F7D: 60 6D A8 D0          Run Dialogue $086D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 If you stay in the hotel suite a
 couple of times, I heard they give
 you some sorta gift...<I>
 A pretty NICE gift, too.<I><END>


DE/8F81: FE                   Return


EVENT [2B7] ------------------------------------------------------------>
DE/8F82: C3                   <UNKNOWN COMMAND $C3>
DE/8F83: E2 41 00 95 8F       If value at 00:7000 = #$0041, jump to address $DE/8F95
DE/8F88: 60 48 A8 D0          Run Dialogue $0848 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


                 Hmmmm....<I><END>


DE/8F8C: 60 49 A8 42          Run Dialogue $0849 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       Looks like he needs to go
           somewhere...fast!<I><END>


DE/8F90: DC 67 6F 8D          If event flag memory address 00:704C Bit 7 clear, jump to address $DE/8D6F
DE/8F94: FE                   Return

DE/8F95: D8 13 B2 8F          If event flag memory address 00:7042 Bit 3 set, jump to address $DE/8FB2
DE/8F99: 60 7C A8 D0          Run Dialogue $087C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


      I can't take it anymore...<I><END>


DE/8F9D: A0 13                Set event flag memory address 00:7042 Bit 3
DE/8F9F: 10 8E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/8FA1: 10 41                Set transition flag, x2 speed
   DE/8FA3: 10 83                Set sequence flag, x4 speed
   DE/8FA5: 07                   Clear "moon-walk" Bits
   DE/8FA6: 7E 40 00             Object jumps #$0040 units
   DE/8FA9: 51 02                Shift object down-right 32 pixels
   DE/8FAB: 10 43                Set transition flag, x4 speed
   DE/8FAD: 53 0A                Shift object down-left 160 pixels
DE/8FAF: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DE/8FB1: FE                   Return

DE/8FB2: 60 04 A8 D0          Run Dialogue $0804 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

   
     Nothin' but the best for US!<I><END>


DE/8FB6: FE                   Return


EVENT [2B8] ------------------------------------------------------------>
DE/8FB7: C3                   <UNKNOWN COMMAND $C3>
DE/8FB8: E2 41 00 C6 8F       If value at 00:7000 = #$0041, jump to address $DE/8FC6
DE/8FBD: 60 43 A8 D0          Run Dialogue $0843 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Who's the nut case who
 blew in screaming,
 It's time for MY wedding!?<I>


   Just who does he think HE IS?!<I><END>


DE/8FC1: DC 67 6F 8D          If event flag memory address 00:704C Bit 7 clear, jump to address $DE/8D6F
DE/8FC5: FE                   Return

DE/8FC6: 60 84 A8 D0          Run Dialogue $0884 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          Shhhh...Quiet, now.<I><END>


DE/8FCA: FE                   Return


EVENT [2B9] ------------------------------------------------------------>
DE/8FCB: C3                   <UNKNOWN COMMAND $C3>
DE/8FCC: E2 41 00 06 90       If value at 00:7000 = #$0041, jump to address $DE/9006
DE/8FD1: D8 66 EA 8F          If event flag memory address 00:704C Bit 6 set, jump to address $DE/8FEA
DE/8FD5: 60 6E 88 D0          Run Dialogue $086E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to Marrymore!<I>

 We have a lovely wedding hall,
 and four-star hotel facilities!<I>

 Please enjoy your stay here.<I>

 What? You're seeking a man with
 the face of a totem pole...?<I><END>


DE/8FD9: 10 05                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x05 bytes)
   DE/8FDB: C9 07                <UNKNOWN COMMAND $C9>
   DE/8FDD: BB 12                Store value at 00:700C to 00:7024
   DE/8FDF: 77                   Object faces up-right
DE/8FE0: 60 6F A8 D0          Run Dialogue $086F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 How could I forget him?!
 He's up at the wedding hall.<I><END>


DE/8FE4: 10 83                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/8FE6: BA 12                Store value at 00:7024 to 00:700C
   DE/8FE8: 7C                   Object faces right
DE/8FE9: FE                   Return

DE/8FEA: 60 70 88 D0          Run Dialogue $0870 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to Marrymore!<I>

 You can get married up in the hall.<I><END>


DE/8FEE: C9 10                <UNKNOWN COMMAND $C9>
DE/8FF0: BB 12                Store value at 00:7000 to 00:7024
DE/8FF2: 10 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8FF4: 77                   Object faces up-right
DE/8FF5: 60 71 88 D0          Run Dialogue $0871 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 And if you wish to stay the night,<pause 13 frames>0
 they can help you over there...<I><END>


DE/8FF9: 10 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/8FFB: 75                   Object faces up-left
DE/8FFC: 60 72 A8 D0          Run Dialogue $0872 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Over in that gorgeous hotel.<I><END>


DE/9000: 10 83                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9002: BA 12                Store value at 00:7024 to 00:700C
   DE/9004: 7C                   Object faces right
DE/9005: FE                   Return

DE/9006: 60 83 A8 D0          Run Dialogue $0883 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          It's lovely, isn't it?<I><END>


DE/900A: FE                   Return


EVENT [2BA] ------------------------------------------------------------>
DE/900B: 60 73 A8 D0          Run Dialogue $0873 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'm the best photographer around.<I>
 Would you like a wedding portrait?<I><END>


DE/900F: FE                   Return


EVENT [2BB] ------------------------------------------------------------>
DE/9010: D8 E9 F7 0E          If event flag memory address 00:705D Bit 1 set, jump to address $DE/0EF7
DE/9014: D8 26 F7 0E          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/0EF7
DE/9018: A0 26                Set event flag memory address 00:7044 Bit 6
DE/901A: 60 89 A8 62          Run Dialogue $0889 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Mario!<I><END>


DE/901E: F0 09                Duration: 9 frames
DE/9020: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/9022: F0 00                Frame Duration: 0
   DE/9024: 3D 22 90             <UNKNOWN COMMAND $3D: pointer to address $DE/9022>
   DE/9027: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/9029: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/902B: 90 0D 41 08          Objects bounces 8px high to on-screen coords: (432,520)
   DE/902F: 0B 04                Set Bits $4 of current object address 0A,x
   DE/9031: 77                   Object faces up-right
DE/9032: 1E 96                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DE/9034: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/9035: 92 0D 41 08          Place object at on-screen coords: (432,520) Z=128
   DE/9039: 10 80                Set sequence flag, x1 speed
   DE/903B: 10 45                Set transition flag, 1/2 speed
   DE/903D: 94 04 FE 00          Place object: right=4px down=254px up=0px
   DE/9041: 00                   Set Bit 7 of current object (enable object visibility)
   DE/9042: 67 0C                Shift object up-right 12 pixels
   DE/9044: 73                   Object faces down-left
   DE/9045: F0 1D                Frame Duration: 29
   DE/9047: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/904A: F0 09                Duration: 9 frames
DE/904C: 60 8A 88 62          Run Dialogue $088A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 The Chancellor is WAITING...!

DE/9050: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9052: 09                   Reset all object properties to default
DE/9053: 60 8B A8 62          Run Dialogue $088B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 We're going back now, right?!<I>
 >>   (Okay)
 >>   (No)<I><END>


DE/9057: 66 74 90             If 2nd option chosen from dialogue prompt, jump to address $DE/9074
DE/905A: 64                   <UNKNOWN COMMAND $64>
DE/905B: F0 09                Duration: 9 frames
DE/905D: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9061: F0 09                Duration: 9 frames
DE/9063: 1E 8C                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/9065: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/9068: F0 27                Frame Duration: 39
   DE/906A: 09                   Reset all object properties to default
   DE/906B: 63 0C                Shift object down-left 12 pixels
   DE/906D: 92 15 75 00          Place object at on-screen coords: (688,936) Z=0
DE/9071: D2 4A 93             Jump to address $DE/934A
DE/9074: 64                   <UNKNOWN COMMAND $64>
DE/9075: F0 09                Duration: 9 frames
DE/9077: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/907B: F0 09                Duration: 9 frames
DE/907D: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/907F: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9082: F0 1D                Duration: 29 frames
DE/9084: 60 8C A8 62          Run Dialogue $088C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Mario!<I><END>


DE/9088: F0 09                Duration: 9 frames
DE/908A: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/908C: 75                   Object faces up-left
DE/908D: 1E 06                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/908F: 09                   Reset all object properties to default
   DE/9090: F0 13                Frame Duration: 19
   DE/9092: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
DE/9095: 20 92                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/9097: F0 09                Frame Duration: 9
   DE/9099: 92 0D 41 08          Place object at on-screen coords: (432,520) Z=128
   DE/909D: 10 81                Set sequence flag, x2 speed
   DE/909F: 10 45                Set transition flag, 1/2 speed
   DE/90A1: 94 FC FE 00          Place object: right=252px down=254px up=0px
   DE/90A5: 00                   Set Bit 7 of current object (enable object visibility)
   DE/90A6: 65 0C                Shift object up-left 12 pixels
   DE/90A8: 71                   Object faces down-right
DE/90A9: F0 09                Duration: 9 frames
DE/90AB: 60 8D 88 62          Run Dialogue $088D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 The Chancellor must be worried
 sick about us. You saw him before!

DE/90AF: 20 96                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DE/90B1: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DE/90B4: 10 40                Set transition flag, x1 speed
   DE/90B6: 6A 08                Shift object up 8 pixels
   DE/90B8: 10 41                Set transition flag, x2 speed
   DE/90BA: 6A 08                Shift object up 8 pixels
   DE/90BC: 08 48 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   DE/90BF: 10 43                Set transition flag, x4 speed
   DE/90C1: 4B                   <UNKNOWN COMMAND $4B>
   DE/90C2: F0 1D                Frame Duration: 29
   DE/90C4: 10 45                Set transition flag, 1/2 speed
   DE/90C6: 09                   Reset all object properties to default
DE/90C7: 60 8E A8 62          Run Dialogue $088E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 C'mon, let's GO.<I>
 >>   (Okay)
 >>   (NO!)<I><END>


DE/90CB: 66 09 91             If 2nd option chosen from dialogue prompt, jump to address $DE/9109
DE/90CE: F0 09                Duration: 9 frames
DE/90D0: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/90D2: 09                   Reset all object properties to default
DE/90D3: F0 09                Duration: 9 frames
DE/90D5: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/90D9: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/90DB: 77                   Object faces up-right
DE/90DC: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/90E0: F0 1D                Duration: 29 frames
DE/90E2: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/90E4: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DE/90E7: 20 83                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/90E9: 08 49 99             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
DE/90EC: F0 27                Duration: 39 frames
DE/90EE: 60 62 A8 60          Run Dialogue $0862 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         There, that's the way.<I><END>


DE/90F2: F0 1D                Duration: 29 frames
DE/90F4: 1E 07                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/90F6: 09                   Reset all object properties to default
   DE/90F7: 63 0C                Shift object down-left 12 pixels
   DE/90F9: 92 15 75 00          Place object at on-screen coords: (688,936) Z=0
DE/90FD: 20 87                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/90FF: 09                   Reset all object properties to default
   DE/9100: 61 0C                Shift object down-right 12 pixels
   DE/9102: 92 16 75 00          Place object at on-screen coords: (720,936) Z=0
DE/9106: D2 4A 93             Jump to address $DE/934A
DE/9109: F0 09                Duration: 9 frames
DE/910B: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/910D: 09                   Reset all object properties to default
DE/910E: F0 09                Duration: 9 frames
DE/9110: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/9114: F0 09                Duration: 9 frames
DE/9116: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9118: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/911B: 20 83                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/911D: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DE/9120: F0 1D                Duration: 29 frames
DE/9122: 60 8F A8 62          Run Dialogue $088F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Mario!<I><END>


DE/9126: F0 09                Duration: 9 frames
DE/9128: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/912A: 73                   Object faces down-left
DE/912B: 1E 04                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/912D: 09                   Reset all object properties to default
   DE/912E: F0 13                Frame Duration: 19
   DE/9130: 09                   Reset all object properties to default
DE/9131: 20 06                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9133: 09                   Reset all object properties to default
   DE/9134: F0 13                Frame Duration: 19
   DE/9136: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
DE/9139: 21 92                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/913B: F0 09                Frame Duration: 9
   DE/913D: 92 0D 41 08          Place object at on-screen coords: (432,520) Z=128
   DE/9141: 10 81                Set sequence flag, x2 speed
   DE/9143: 10 45                Set transition flag, 1/2 speed
   DE/9145: 94 FC 02 00          Place object: right=252px down=2px up=0px
   DE/9149: 00                   Set Bit 7 of current object (enable object visibility)
   DE/914A: 63 0C                Shift object down-left 12 pixels
   DE/914C: 77                   Object faces up-right
DE/914D: F0 09                Duration: 9 frames
DE/914F: 60 90 A8 62          Run Dialogue $0890 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 If we don't get the Princess
 back, WE'LL be charged with
 kidnapping! Let's go!<I>
 >>   (Oh, all right)
 >>   (NO!)<I><END>


DE/9153: 66 A9 91             If 2nd option chosen from dialogue prompt, jump to address $DE/91A9
DE/9156: F0 09                Duration: 9 frames
DE/9158: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/915A: 09                   Reset all object properties to default
DE/915B: 20 01                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/915D: 09                   Reset all object properties to default
DE/915E: F0 09                Duration: 9 frames
DE/9160: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9164: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/9166: 75                   Object faces up-left
DE/9167: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/916B: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/916D: 77                   Object faces up-right
DE/916E: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9172: F0 1D                Duration: 29 frames
DE/9174: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9176: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DE/9179: 20 03                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/917B: 08 49 99             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
DE/917E: 21 83                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9180: 08 49 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
DE/9183: F0 27                Duration: 39 frames
DE/9185: 60 62 A8 62          Run Dialogue $0862 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         There, that's the way.<I><END>


DE/9189: F0 1D                Duration: 29 frames
DE/918B: 1E 07                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/918D: 09                   Reset all object properties to default
   DE/918E: 63 0C                Shift object down-left 12 pixels
   DE/9190: 92 15 75 00          Place object at on-screen coords: (688,936) Z=0
DE/9194: 20 07                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9196: 09                   Reset all object properties to default
   DE/9197: 61 0C                Shift object down-right 12 pixels
   DE/9199: 92 16 75 00          Place object at on-screen coords: (720,936) Z=0
DE/919D: 21 87                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/919F: 09                   Reset all object properties to default
   DE/91A0: 67 0C                Shift object up-right 12 pixels
   DE/91A2: 92 17 75 00          Place object at on-screen coords: (752,936) Z=0
DE/91A6: D2 4A 93             Jump to address $DE/934A
DE/91A9: 64                   <UNKNOWN COMMAND $64>
DE/91AA: F0 09                Duration: 9 frames
DE/91AC: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/91B0: F0 09                Duration: 9 frames
DE/91B2: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/91B4: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/91B7: 20 03                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/91B9: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DE/91BC: 21 83                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/91BE: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
DE/91C1: F0 1D                Duration: 29 frames
DE/91C3: 9C 1A                Play sound effect #$1A
DE/91C5: 60 63 A8 62          Run Dialogue $0863 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Mario!<I><END>


DE/91C9: F0 09                Duration: 9 frames
DE/91CB: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   DE/91CD: 71                   Object faces down-right
   DE/91CE: F0 4F                Frame Duration: 79
   DE/91D0: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/91D3: 7E 40 00             Object jumps #$0040 units
   DE/91D6: 0B 04                Set Bits $4 of current object address 0A,x
DE/91D8: 1E 10                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/91DA: 09                   Reset all object properties to default
   DE/91DB: F0 13                Frame Duration: 19
   DE/91DD: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
   DE/91E0: F0 3B                Frame Duration: 59
   DE/91E2: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/91E5: 7E 40 00             Object jumps #$0040 units
   DE/91E8: 0B 04                Set Bits $4 of current object address 0A,x
DE/91EA: 20 0B                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/91EC: 09                   Reset all object properties to default
   DE/91ED: F0 4F                Frame Duration: 79
   DE/91EF: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/91F2: 7E 40 00             Object jumps #$0040 units
   DE/91F5: 0B 04                Set Bits $4 of current object address 0A,x
DE/91F7: 21 10                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/91F9: 09                   Reset all object properties to default
   DE/91FA: F0 13                Frame Duration: 19
   DE/91FC: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   DE/91FF: F0 3B                Frame Duration: 59
   DE/9201: 08 49 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/9204: 7E 40 00             Object jumps #$0040 units
   DE/9207: 0B 04                Set Bits $4 of current object address 0A,x
DE/9209: 1F 28                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x28 bytes)
   DE/920B: F0 09                Frame Duration: 9
   DE/920D: 92 0D 41 08          Place object at on-screen coords: (432,520) Z=128
   DE/9211: 10 C5                Set transition and sequence flags, 1/2 speed
   DE/9213: 94 08 04 00          Place object: right=8px down=4px up=0px
   DE/9217: 00                   Set Bit 7 of current object (enable object visibility)
   DE/9218: 61 0A                Shift object down-right 10 pixels
   DE/921A: 75                   Object faces up-left
   DE/921B: F0 1D                Frame Duration: 29
   DE/921D: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DE/9220: 10 40                Set transition flag, x1 speed
   DE/9222: 6A 08                Shift object up 8 pixels
   DE/9224: 10 41                Set transition flag, x2 speed
   DE/9226: 6A 08                Shift object up 8 pixels
   DE/9228: 08 48 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DE/922B: 10 43                Set transition flag, x4 speed
   DE/922D: 4B                   <UNKNOWN COMMAND $4B>
   DE/922E: F0 3B                Frame Duration: 59
   DE/9230: 10 40                Set transition flag, x1 speed
   DE/9232: 09                   Reset all object properties to default
DE/9233: F0 4F                Duration: 79 frames
DE/9235: 0C F2 92 02          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0292
DE/9239: 9C 15                Play sound effect #$15
DE/923B: FD 32                <UNKNOWN COMMAND $FD 32>
DE/923D: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/923F: 09                   Reset all object properties to default
DE/9240: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9242: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
DE/9245: 20 01                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9247: 09                   Reset all object properties to default
DE/9248: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/924A: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
DE/924D: 60 64 A8 62          Run Dialogue $0864 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 No one, NO ONE, is authorized to
 kidnap the Princess except ME!
 It's just wouldn't be right!<I>
 Let's take her back to Mushroom
 Kingdom, where she belongs!<I>
 >>   (Okay)
 >>   (Forget it)<I><END>


DE/9251: 66 C7 92             If 2nd option chosen from dialogue prompt, jump to address $DE/92C7
DE/9254: F0 09                Duration: 9 frames
DE/9256: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9258: 09                   Reset all object properties to default
DE/9259: 21 01                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/925B: 09                   Reset all object properties to default
DE/925C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/925E: F0 09                Duration: 9 frames
DE/9260: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9264: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/9266: 73                   Object faces down-left
DE/9267: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/926B: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/926D: 75                   Object faces up-left
DE/926E: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9272: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/9274: 77                   Object faces up-right
DE/9275: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9279: F0 1D                Duration: 29 frames
DE/927B: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/927D: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DE/9280: 20 03                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9282: 08 49 99             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
DE/9285: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9287: 08 49 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
DE/928A: 1F 08                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/928C: F0 13                Frame Duration: 19
   DE/928E: 08 48 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/9291: F0 09                Frame Duration: 9
   DE/9293: 09                   Reset all object properties to default
DE/9294: F0 27                Duration: 39 frames
DE/9296: 60 62 A8 62          Run Dialogue $0862 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         There, that's the way.<I><END>


DE/929A: F0 09                Duration: 9 frames
DE/929C: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/92A0: 1E 07                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/92A2: 09                   Reset all object properties to default
   DE/92A3: 63 0C                Shift object down-left 12 pixels
   DE/92A5: 92 15 75 00          Place object at on-screen coords: (688,936) Z=0
DE/92A9: 20 07                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/92AB: 09                   Reset all object properties to default
   DE/92AC: 61 0C                Shift object down-right 12 pixels
   DE/92AE: 92 16 75 00          Place object at on-screen coords: (720,936) Z=0
DE/92B2: 21 07                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/92B4: 09                   Reset all object properties to default
   DE/92B5: 67 0C                Shift object up-right 12 pixels
   DE/92B7: 92 17 75 00          Place object at on-screen coords: (752,936) Z=0
DE/92BB: 1F 87                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/92BD: 09                   Reset all object properties to default
   DE/92BE: 65 0A                Shift object up-left 10 pixels
   DE/92C0: 92 18 75 00          Place object at on-screen coords: (784,936) Z=0
DE/92C4: D2 4A 93             Jump to address $DE/934A
DE/92C7: F0 09                Duration: 9 frames
DE/92C9: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/92CD: F0 09                Duration: 9 frames
DE/92CF: 1E 0E                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/92D1: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/92D4: 10 43                Set transition flag, x4 speed
   DE/92D6: D4 3B                Start code block, repeat 59 times
   DE/92D8: 67 02                Shift object up-right 2 pixels
   DE/92DA: 63 02                Shift object down-left 2 pixels
   DE/92DC: D7                   End of code block
   DE/92DD: 10 45                Set transition flag, 1/2 speed
DE/92DF: 20 0E                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/92E1: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/92E4: 10 43                Set transition flag, x4 speed
   DE/92E6: D4 3B                Start code block, repeat 59 times
   DE/92E8: 65 02                Shift object up-left 2 pixels
   DE/92EA: 61 02                Shift object down-right 2 pixels
   DE/92EC: D7                   End of code block
   DE/92ED: 10 45                Set transition flag, 1/2 speed
DE/92EF: 21 0E                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/92F1: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/92F4: 10 43                Set transition flag, x4 speed
   DE/92F6: D4 3B                Start code block, repeat 59 times
   DE/92F8: 63 02                Shift object down-left 2 pixels
   DE/92FA: 67 02                Shift object up-right 2 pixels
   DE/92FC: D7                   End of code block
   DE/92FD: 10 45                Set transition flag, 1/2 speed
DE/92FF: 1F 0E                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/9301: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/9304: 10 43                Set transition flag, x4 speed
   DE/9306: D4 3B                Start code block, repeat 59 times
   DE/9308: 61 02                Shift object down-right 2 pixels
   DE/930A: 65 02                Shift object up-left 2 pixels
   DE/930C: D7                   End of code block
   DE/930D: 10 45                Set transition flag, 1/2 speed
DE/930F: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DE/9311: 77                   Object faces up-right
   DE/9312: F0 0E                Frame Duration: 14
   DE/9314: 75                   Object faces up-left
   DE/9315: F0 0E                Frame Duration: 14
   DE/9317: 73                   Object faces down-left
   DE/9318: F0 0E                Frame Duration: 14
   DE/931A: 71                   Object faces down-right
   DE/931B: F0 0E                Frame Duration: 14
   DE/931D: 77                   Object faces up-right
DE/931E: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9320: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9322: 10 80                Set sequence flag, x1 speed
   DE/9324: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DE/9327: 20 05                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9329: 10 80                Set sequence flag, x1 speed
   DE/932B: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
DE/932E: 21 05                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9330: 10 80                Set sequence flag, x1 speed
   DE/9332: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DE/9335: 1F 05                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9337: 10 80                Set sequence flag, x1 speed
   DE/9339: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DE/933C: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/933E: 08 4A 10             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
DE/9341: F0 1D                Duration: 29 frames
DE/9343: 60 61 A8 62          Run Dialogue $0861 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            Enough, already!<I><END>


DE/9347: D2 9A 92             Jump to address $DE/929A
DE/934A: F0 13                Duration: 19 frames
DE/934C: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/934E: 72                   Object faces down
DE/934F: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/9353: FE                   Return


EVENT [2BC] ------------------------------------------------------------>
DE/9354: D8 26 F7 0E          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/0EF7
DE/9358: A0 26                Set event flag memory address 00:7044 Bit 6
DE/935A: FE                   Return


EVENT [2BD] ------------------------------------------------------------>
DE/935B: D8 26 F7 0E          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/0EF7
DE/935F: A0 26                Set event flag memory address 00:7044 Bit 6
DE/9361: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/9363: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/9365: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/9367: 90 17 46 02          Objects bounces 2px high to on-screen coords: (736,560)
   DE/936B: 61 08                Shift object down-right 8 pixels
   DE/936D: 73                   Object faces down-left
   DE/936E: 6A 04                Shift object up 4 pixels
DE/9370: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9374: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/9376: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/9379: F0 3B                Frame Duration: 59
   DE/937B: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/937E: F0 1D                Frame Duration: 29
DE/9380: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/9384: FE                   Return


EVENT [2BE] ------------------------------------------------------------>
DE/9385: D8 25 F7 0E          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/0EF7
DE/9389: A0 25                Set event flag memory address 00:7044 Bit 5
DE/938B: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/938D: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/938F: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/9391: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/9393: 80 16 44             Move object to on-screen coords: (704,544)
   DE/9396: 0B 04                Set Bits $4 of current object address 0A,x
   DE/9398: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/939A: 71                   Object faces down-right
DE/939B: F0 1D                Duration: 29 frames
DE/939D: 60 74 A8 60          Run Dialogue $0874 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 OK, get a little closer, now...<I>
 Ready? All right, 1..2..<I>
 Hey, you there!<I><END>


DE/93A1: F0 09                Duration: 9 frames
DE/93A3: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/93A5: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/93A8: 7E 6C 00             Object jumps #$006C units
   DE/93AB: F0 00                Frame Duration: 0
   DE/93AD: 3D AB 93             <UNKNOWN COMMAND $3D: pointer to address $DE/93AB>
   DE/93B0: 09                   Reset all object properties to default
DE/93B1: 60 75 A8 60          Run Dialogue $0875 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Why the long face?
 This isn't a funeral, you know.<I><END>


DE/93B5: F0 09                Duration: 9 frames
DE/93B7: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/93B9: F0 09                Frame Duration: 9
   DE/93BB: 08 42 89             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
DE/93BE: F0 09                Duration: 9 frames
DE/93C0: 60 9A A8 60          Run Dialogue $089A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 All right,<I>
 on the count of 3, say
 Ahhhhhhhhhhhhhhhhhhhhhhhhhh!<I><END>


DE/93C4: 8F                   <UNKNOWN COMMAND $8F>
DE/93C5: 17 00                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x00 bytes)
DE/93C7: 0A 7F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x7F bytes)
   DE/93C9: 9C 05                Play sound effect #$05
   DE/93CB: 8F                   <UNKNOWN COMMAND $8F>
   DE/93CC: 17                   <UNKNOWN COMMAND $17>
   DE/93CD: FF                   Return Queue All


DE/93CE: 0A 7F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x7F bytes)
   DE/93D0: 00                   Set Bit 7 of current object (enable object visibility)
   DE/93D1: F2 8B 01             <UNKNOWN COMMAND $F2>
   DE/93D4: FE                   Return Queue


EVENT [2BF] ------------------------------------------------------------>
DE/93D5: DA 84 E5 93          If event flag memory address 00:7090 Bit 4 set, jump to address $DE/93E5
DE/93D9: A2 84                Set event flag memory address 00:7090 Bit 4
DE/93DB: 4E 10 01             Run Event: World Map Event: MARIO returns to Mushroom Kingdom from Booster Tower
DE/93DE: 68 BF 80 15 7A A2    Enter area: $00BF
                              MARIO will be at coords: (672,976) Z=32
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DE/93E4: FE                   Return

DE/93E5: 4B 1C C0             Lead to World Map Point $C01C
DE/93E8: FE                   Return


EVENT [2C0] ------------------------------------------------------------>
DE/93E9: DC E9 F7 0E          If event flag memory address 00:705D Bit 1 clear, jump to address $DE/0EF7
DE/93ED: 4B 1C C0             Lead to World Map Point $C01C
DE/93F0: FE                   Return


EVENT [2C1] ------------------------------------------------------------>
DE/93F1: 60 3B A8 D0          Run Dialogue $083B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


        I wish you a happy life.<I><END>


DE/93F5: FE                   Return


EVENT [2C2] ------------------------------------------------------------>
DE/93F6: 60 3F A8 D0          Run Dialogue $083F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Wedding? Hey, I'm just a kid.<I>
 Don't ask me such...
 complicated things!<I><END>


DE/93FA: FE                   Return


EVENT [2C3] ------------------------------------------------------------>
DE/93FB: DA 5D 04 94          If event flag memory address 00:708B Bit 5 set, jump to address $DE/9404
DE/93FF: 60 81 A8 D0          Run Dialogue $0881 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


                   I do.<I><END>


DE/9403: FE                   Return

DE/9404: 60 85 A8 D0          Run Dialogue $0885 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh, the couple that got married?<I>
 Looks like they went on their
 honeymoon to...whatever island.<I><END>


DE/9408: FE                   Return


EVENT [2C4] ------------------------------------------------------------>

EVENT [2C5] ------------------------------------------------------------>

EVENT [2C6] ------------------------------------------------------------>

EVENT [2C7] ------------------------------------------------------------>

EVENT [2C8] ------------------------------------------------------------>

EVENT [2C9] ------------------------------------------------------------>

EVENT [2CA] ------------------------------------------------------------>

EVENT [2CB] ------------------------------------------------------------>

EVENT [2CC] ------------------------------------------------------------>

EVENT [2CD] ------------------------------------------------------------>

EVENT [2CE] ------------------------------------------------------------>

EVENT [2CF] ------------------------------------------------------------>

EVENT [2D0] ------------------------------------------------------------>
DE/9409: 1A 08                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/940B: 92 0E 21 02          Place object at on-screen coords: (464,264) Z=32
   DE/940F: 77                   Object faces up-right
   DE/9410: FD 0F 03             Object overlaps BG1 & BG2
DE/9413: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/9415: 10 44                Set transition flag, x8 speed
   DE/9417: 57 04                Shift object up-right 64 pixels
DE/9419: 1A 08                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/941B: 10 41                Set transition flag, x2 speed
   DE/941D: 10 83                Set sequence flag, x4 speed
   DE/941F: 57 04                Shift object up-right 64 pixels
   DE/9421: F0 0F                Frame Duration: 15
DE/9423: 70                   Simultaneously lighten screen from black with following commands
DE/9424: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9426: 60 CC A8 62          Run Dialogue $08CC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Chancellor!<I>
 The...the Princess...
 She's BACK!!<I><END>


DE/942A: F0 13                Duration: 19 frames
DE/942C: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/942E: 10 45                Set transition flag, 1/2 speed
   DE/9430: 53 03                Shift object down-left 48 pixels
DE/9432: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9434: 10 45                Set transition flag, 1/2 speed
   DE/9436: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/9438: 41                   <UNKNOWN COMMAND $41>
   DE/9439: 77                   Object faces up-right
DE/943A: 1C 12                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x12 bytes)
   DE/943C: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/943D: 92 0D 23 00          Place object at on-screen coords: (432,280) Z=0
   DE/9441: 94 08 04 00          Place object: right=8px down=4px up=0px
   DE/9445: F0 0F                Frame Duration: 15
   DE/9447: 75                   Object faces up-left
   DE/9448: 10 45                Set transition flag, 1/2 speed
   DE/944A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/944B: 65 08                Shift object up-left 8 pixels
   DE/944D: 77                   Object faces up-right
DE/944E: 1A F2 7D 01          Set Object: NPC #6 ---> Command: Set object to movement: $017D
DE/9452: 15 0E                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/9454: F0 31                Frame Duration: 49
   DE/9456: 10 83                Set sequence flag, x4 speed
   DE/9458: 10 41                Set transition flag, x2 speed
   DE/945A: 0B 04                Set Bits $4 of current object address 0A,x
   DE/945C: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/945E: 41                   <UNKNOWN COMMAND $41>
   DE/945F: 43                   <UNKNOWN COMMAND $43>
   DE/9460: 53 02                Shift object down-left 32 pixels
DE/9462: 16 0E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/9464: F0 31                Frame Duration: 49
   DE/9466: 10 83                Set sequence flag, x4 speed
   DE/9468: 10 41                Set transition flag, x2 speed
   DE/946A: 0B 04                Set Bits $4 of current object address 0A,x
   DE/946C: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/946E: 13 01                Layering priority: Normal
   DE/9470: 53 02                Shift object down-left 32 pixels
DE/9472: 17 0C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/9474: F0 31                Frame Duration: 49
   DE/9476: 10 83                Set sequence flag, x4 speed
   DE/9478: 10 41                Set transition flag, x2 speed
   DE/947A: 0B 04                Set Bits $4 of current object address 0A,x
   DE/947C: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/947E: 53 02                Shift object down-left 32 pixels
DE/9480: 18 0E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/9482: F0 31                Frame Duration: 49
   DE/9484: 10 83                Set sequence flag, x4 speed
   DE/9486: 10 41                Set transition flag, x2 speed
   DE/9488: 0B 04                Set Bits $4 of current object address 0A,x
   DE/948A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/948C: 45                   <UNKNOWN COMMAND $45>
   DE/948D: 43                   <UNKNOWN COMMAND $43>
   DE/948E: 53 02                Shift object down-left 32 pixels
DE/9490: 19 10                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/9492: F0 31                Frame Duration: 49
   DE/9494: 10 83                Set sequence flag, x4 speed
   DE/9496: 10 41                Set transition flag, x2 speed
   DE/9498: 0B 04                Set Bits $4 of current object address 0A,x
   DE/949A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/949C: 55 02                Shift object up-left 32 pixels
   DE/949E: 53 02                Shift object down-left 32 pixels
   DE/94A0: 53 02                Shift object down-left 32 pixels
DE/94A2: 14 97                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/94A4: 10 43                Set transition flag, x4 speed
   DE/94A6: 4A                   <UNKNOWN COMMAND $4A>
   DE/94A7: 4B                   <UNKNOWN COMMAND $4B>
   DE/94A8: F0 09                Frame Duration: 9
   DE/94AA: 10 44                Set transition flag, x8 speed
   DE/94AC: 45                   <UNKNOWN COMMAND $45>
   DE/94AD: 10 C1                Set transition and sequence flags, x2 speed
   DE/94AF: 53 06                Shift object down-left 96 pixels
   DE/94B1: 63 04                Shift object down-left 4 pixels
   DE/94B3: 13 00                Layering priority: MARIO overlaps object
   DE/94B5: 63 0C                Shift object down-left 12 pixels
   DE/94B7: 43                   <UNKNOWN COMMAND $43>
   DE/94B8: 71                   Object faces down-right
   DE/94B9: 13 02                Layering priority: Object overlaps MARIO
DE/94BB: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/94BD: 75                   Object faces up-left
   DE/94BE: 13 03                Layering priority: ...
DE/94C0: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/94C2: 75                   Object faces up-left
DE/94C3: F0 1D                Duration: 29 frames
DE/94C5: 60 CD A8 62          Run Dialogue $08CD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR: Thank goodness!<I>
 This has been a true nightmare!<I>

DE/94C9: 14 F2 11 00          Set Object: NPC #0 ---> Command: Set object to movement: $0011
DE/94CD: F0 3B                Duration: 59 frames
DE/94CF: 60 CE A8 62          Run Dialogue $08CE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I'm a nervous wreck!<I><END>


DE/94D3: F0 09                Duration: 9 frames
DE/94D5: 1C 0F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/94D7: 08 42 05             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/94DA: F0 1D                Frame Duration: 29
   DE/94DC: A0 1A                Set event flag memory address 00:7043 Bit 2
   DE/94DE: 09                   Reset all object properties to default
   DE/94DF: F0 1D                Frame Duration: 29
   DE/94E1: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/94E4: F0 09                Frame Duration: 9
DE/94E6: 60 CF 88 62          Run Dialogue $08CF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: I know I've worried
 everyone...<I>

DE/94EA: FD 32                <UNKNOWN COMMAND $FD 32>
DE/94EC: 1C 0B                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/94EE: 77                   Object faces up-right
   DE/94EF: F0 1D                Frame Duration: 29
   DE/94F1: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/94F4: F0 09                Frame Duration: 9
   DE/94F6: 09                   Reset all object properties to default
   DE/94F7: 13 01                Layering priority: Normal
DE/94F9: F0 3B                Duration: 59 frames
DE/94FB: 15 F2 7E 01          Set Object: NPC #1 ---> Command: Set object to movement: $017E
DE/94FF: 16 F2 7E 01          Set Object: NPC #2 ---> Command: Set object to movement: $017E
DE/9503: 17 F2 7E 01          Set Object: NPC #3 ---> Command: Set object to movement: $017E
DE/9507: 18 F2 7E 01          Set Object: NPC #4 ---> Command: Set object to movement: $017E
DE/950B: 19 F2 7E 01          Set Object: NPC #5 ---> Command: Set object to movement: $017E
DE/950F: 1A F3 7E 01          Set Object: NPC #6 ---> Command: Set object to movement: $017E
DE/9513: F0 09                Duration: 9 frames
DE/9515: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/9517: 77                   Object faces up-right
   DE/9518: F0 01                Frame Duration: 1
   DE/951A: 71                   Object faces down-right
DE/951B: F0 09                Duration: 9 frames
DE/951D: 60 D0 A8 62          Run Dialogue $08D0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 But I'm fine!
 I can take care of myself...<I>
 ...With a little help from Mario!<I><END>


DE/9521: F0 09                Duration: 9 frames
DE/9523: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9525: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/9528: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/952C: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/9530: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/9532: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9534: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DE/9537: F0 03                Duration: 3 frames
DE/9539: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/953D: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
DE/9541: F0 1D                Duration: 29 frames
DE/9543: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/9547: F0 09                Duration: 9 frames
DE/9549: 14 15                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/954B: D4 01                Start code block, repeat 1 times
   DE/954D: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/9550: F0 09                Frame Duration: 9
   DE/9552: 09                   Reset all object properties to default
   DE/9553: F0 09                Frame Duration: 9
   DE/9555: D7                   End of code block
   DE/9556: F0 1D                Frame Duration: 29
   DE/9558: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/955B: F0 1D                Frame Duration: 29
   DE/955D: 09                   Reset all object properties to default
   DE/955E: 13 01                Layering priority: Normal
DE/9560: 1C 06                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9562: F0 27                Frame Duration: 39
   DE/9564: 73                   Object faces down-left
   DE/9565: F0 01                Frame Duration: 1
   DE/9567: 75                   Object faces up-left
DE/9568: F0 09                Duration: 9 frames
DE/956A: 60 D1 A8 62          Run Dialogue $08D1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR: Come, everyone!<I>
 Let's get out of this
 drafty doorway!<I><END>


DE/956E: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9570: 1C 12                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x12 bytes)
   DE/9572: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/9575: F0 09                Frame Duration: 9
   DE/9577: 09                   Reset all object properties to default
   DE/9578: 73                   Object faces down-left
   DE/9579: F0 01                Frame Duration: 1
   DE/957B: 71                   Object faces down-right
   DE/957C: F0 09                Frame Duration: 9
   DE/957E: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/9581: F0 09                Frame Duration: 9
   DE/9583: 09                   Reset all object properties to default
DE/9584: F0 3B                Duration: 59 frames
DE/9586: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/958A: F0 09                Duration: 9 frames
DE/958C: 15 10                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/958E: 10 83                Set sequence flag, x4 speed
   DE/9590: 06                   Set "moon-walk" Bits
   DE/9591: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/9592: 57 03                Shift object up-right 48 pixels
   DE/9594: 07                   Clear "moon-walk" Bits
   DE/9595: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/9596: 10 41                Set transition flag, x2 speed
   DE/9598: 45                   <UNKNOWN COMMAND $45>
   DE/9599: 71                   Object faces down-right
   DE/959A: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/959C: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/959E: 16 0F                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/95A0: 06                   Set "moon-walk" Bits
   DE/95A1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/95A2: 10 45                Set transition flag, 1/2 speed
   DE/95A4: 10 81                Set sequence flag, x2 speed
   DE/95A6: 57 02                Shift object up-right 32 pixels
   DE/95A8: 07                   Clear "moon-walk" Bits
   DE/95A9: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/95AA: 71                   Object faces down-right
   DE/95AB: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/95AD: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/95AF: 1A 10                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/95B1: 10 41                Set transition flag, x2 speed
   DE/95B3: 10 83                Set sequence flag, x4 speed
   DE/95B5: 57 03                Shift object up-right 48 pixels
   DE/95B7: 73                   Object faces down-left
   DE/95B8: F0 17                Frame Duration: 23
   DE/95BA: 55 02                Shift object up-left 32 pixels
   DE/95BC: 71                   Object faces down-right
   DE/95BD: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/95BF: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/95C1: 19 11                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/95C3: 06                   Set "moon-walk" Bits
   DE/95C4: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/95C5: 10 83                Set sequence flag, x4 speed
   DE/95C7: 57 04                Shift object up-right 64 pixels
   DE/95C9: 07                   Clear "moon-walk" Bits
   DE/95CA: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/95CB: 10 41                Set transition flag, x2 speed
   DE/95CD: 51 02                Shift object down-right 32 pixels
   DE/95CF: 75                   Object faces up-left
   DE/95D0: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/95D2: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/95D4: 18 10                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/95D6: 06                   Set "moon-walk" Bits
   DE/95D7: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/95D8: 10 83                Set sequence flag, x4 speed
   DE/95DA: 57 03                Shift object up-right 48 pixels
   DE/95DC: 10 41                Set transition flag, x2 speed
   DE/95DE: 07                   Clear "moon-walk" Bits
   DE/95DF: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/95E0: 41                   <UNKNOWN COMMAND $41>
   DE/95E1: 75                   Object faces up-left
   DE/95E2: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/95E4: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/95E6: 17 0F                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/95E8: 10 45                Set transition flag, 1/2 speed
   DE/95EA: 10 81                Set sequence flag, x2 speed
   DE/95EC: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/95ED: 06                   Set "moon-walk" Bits
   DE/95EE: 57 02                Shift object up-right 32 pixels
   DE/95F0: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/95F1: 07                   Clear "moon-walk" Bits
   DE/95F2: 75                   Object faces up-left
   DE/95F3: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/95F5: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DE/95F7: 1C 09                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/95F9: 0B 04                Set Bits $4 of current object address 0A,x
   DE/95FB: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/95FD: 10 40                Set transition flag, x1 speed
   DE/95FF: 57 08                Shift object up-right 128 pixels
   DE/9601: 73                   Object faces down-left
DE/9602: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9604: F0 0F                Frame Duration: 15
   DE/9606: 10 40                Set transition flag, x1 speed
   DE/9608: 57 09                Shift object up-right 144 pixels
   DE/960A: 73                   Object faces down-left
DE/960B: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/960D: F0 0F                Frame Duration: 15
   DE/960F: 10 81                Set sequence flag, x2 speed
   DE/9611: 57 04                Shift object up-right 64 pixels
   DE/9613: 80 10 1E             Move object to on-screen coords: (512,240)
   DE/9616: 77                   Object faces up-right
DE/9617: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/9619: F0 1F                Frame Duration: 31
   DE/961B: 57 04                Shift object up-right 64 pixels
DE/961D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/961F: F0 1D                Duration: 29 frames
DE/9621: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9623: 63 08                Shift object down-left 8 pixels
   DE/9625: F0 1D                Frame Duration: 29
   DE/9627: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/962A: 60 D2 A8 62          Run Dialogue $08D2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Mario, I hope you
 know how thankful we are!<I><END>


DE/962E: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9630: F0 09                Duration: 9 frames
DE/9632: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9636: F0 09                Duration: 9 frames
DE/9638: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/963A: 09                   Reset all object properties to default
DE/963B: F0 09                Duration: 9 frames
DE/963D: 60 D3 A8 62          Run Dialogue $08D3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 But...you MUST tell
 me one thing! How on earth<I>
 can you trust...Bowser?<I><END>


DE/9641: F0 09                Duration: 9 frames
DE/9643: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9645: 08 43 84             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
DE/9648: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/964A: 10 41                Set transition flag, x2 speed
   DE/964C: 43                   <UNKNOWN COMMAND $43>
DE/964D: 60 D4 A8 62          Run Dialogue $08D4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR: Trust...Bowser?
 What ARE you talking about?!<I><END>


DE/9651: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/9653: 09                   Reset all object properties to default
DE/9654: 9C 1A                Play sound effect #$1A
DE/9656: FD FE                Store value at 7F:F8CD to 00:7000
DE/9658: F0 1D                Duration: 29 frames
DE/965A: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/965C: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/965E: 10 45                Set transition flag, 1/2 speed
   DE/9660: 60 0C                Shift object right 12 pixels
   DE/9662: 67 04                Shift object up-right 4 pixels
   DE/9664: 77                   Object faces up-right
DE/9665: 1E 11                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/9667: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/9668: 92 10 1E 04          Place object at on-screen coords: (512,240) Z=64
   DE/966C: 77                   Object faces up-right
   DE/966D: 06                   Set "moon-walk" Bits
   DE/966E: 10 45                Set transition flag, 1/2 speed
   DE/9670: 64 06                Shift object left 6 pixels
   DE/9672: 00                   Set Bit 7 of current object (enable object visibility)
   DE/9673: 65 08                Shift object up-left 8 pixels
   DE/9675: 67 02                Shift object up-right 2 pixels
   DE/9677: 07                   Clear "moon-walk" Bits
DE/9678: 1F 14                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x14 bytes)
   DE/967A: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/967B: F0 0B                Frame Duration: 11
   DE/967D: 92 10 1E 04          Place object at on-screen coords: (512,240) Z=64
   DE/9681: 94 04 02 00          Place object: right=4px down=2px up=0px
   DE/9685: 00                   Set Bit 7 of current object (enable object visibility)
   DE/9686: 10 45                Set transition flag, 1/2 speed
   DE/9688: 73                   Object faces down-left
   DE/9689: 62 0C                Shift object down 12 pixels
   DE/968B: 63 04                Shift object down-left 4 pixels
   DE/968D: 77                   Object faces up-right
DE/968E: 1D 1A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x1A bytes)
   DE/9690: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/9691: F0 07                Frame Duration: 7
   DE/9693: 92 10 1E 04          Place object at on-screen coords: (512,240) Z=64
   DE/9697: 94 04 02 00          Place object: right=4px down=2px up=0px
   DE/969B: 00                   Set Bit 7 of current object (enable object visibility)
   DE/969C: 10 40                Set transition flag, x1 speed
   DE/969E: 73                   Object faces down-left
   DE/969F: 63 08                Shift object down-left 8 pixels
   DE/96A1: 10 45                Set transition flag, 1/2 speed
   DE/96A3: 63 08                Shift object down-left 8 pixels
   DE/96A5: 13 02                Layering priority: Object overlaps MARIO
   DE/96A7: 64 0A                Shift object left 10 pixels
   DE/96A9: 77                   Object faces up-right
DE/96AA: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/96AC: 06                   Set "moon-walk" Bits
   DE/96AD: 67 08                Shift object up-right 8 pixels
DE/96AF: FD 32                <UNKNOWN COMMAND $FD 32>
DE/96B1: F0 3B                Duration: 59 frames
DE/96B3: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/96B5: 10 45                Set transition flag, 1/2 speed
   DE/96B7: 43                   <UNKNOWN COMMAND $43>
   DE/96B8: 63 04                Shift object down-left 4 pixels
DE/96BA: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/96BC: F0 1D                Frame Duration: 29
   DE/96BE: 75                   Object faces up-left
DE/96BF: 60 D5 A8 62          Run Dialogue $08D5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR: Mario!
 What are YOU doing with...<I><END>


DE/96C3: FD 32                <UNKNOWN COMMAND $FD 32>
DE/96C5: F0 09                Duration: 9 frames
DE/96C7: 14 94                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/96C9: 71                   Object faces down-right
   DE/96CA: F0 3B                Frame Duration: 59
   DE/96CC: 73                   Object faces down-left
   DE/96CD: F0 3B                Frame Duration: 59
   DE/96CF: D4 01                Start code block, repeat 1 times
   DE/96D1: 71                   Object faces down-right
   DE/96D2: F0 09                Frame Duration: 9
   DE/96D4: 73                   Object faces down-left
   DE/96D5: F0 09                Frame Duration: 9
   DE/96D7: D7                   End of code block
   DE/96D8: F0 3B                Frame Duration: 59
   DE/96DA: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
DE/96DD: F0 3B                Duration: 59 frames
DE/96DF: 60 D6 A8 62          Run Dialogue $08D6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       WHAT'S GOING ON HERE?<I><END>


DE/96E3: F0 09                Duration: 9 frames
DE/96E5: 1E 8B                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/96E7: FD 9E                <UNKNOWN COMMAND $9E>
   DE/96E9: 1A                   <UNKNOWN COMMAND $1A>
   DE/96EA: 10 81                Set sequence flag, x2 speed
   DE/96EC: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DE/96EF: F0 23                Frame Duration: 35
   DE/96F1: 09                   Reset all object properties to default
DE/96F2: 60 D7 28 62          Run Dialogue $08D7
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                 EGADS!<I><END>


DE/96F6: 14 F2 7F 01          Set Object: NPC #0 ---> Command: Set object to movement: $017F
DE/96FA: 1A F2 11 03          Set Object: NPC #6 ---> Command: Set object to movement: $0311
DE/96FE: 15 F2 13 03          Set Object: NPC #1 ---> Command: Set object to movement: $0313
DE/9702: 16 F2 14 03          Set Object: NPC #2 ---> Command: Set object to movement: $0314
DE/9706: 17 F2 15 03          Set Object: NPC #3 ---> Command: Set object to movement: $0315
DE/970A: 18 F2 12 03          Set Object: NPC #4 ---> Command: Set object to movement: $0312
DE/970E: 19 F2 10 03          Set Object: NPC #5 ---> Command: Set object to movement: $0310
DE/9712: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9714: F0 13                Frame Duration: 19
   DE/9716: 76                   Object faces up
DE/9717: 1C 08                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/9719: 10 81                Set sequence flag, x2 speed
   DE/971B: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/971E: F0 3B                Frame Duration: 59
   DE/9720: 09                   Reset all object properties to default
DE/9721: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9723: F0 1D                Frame Duration: 29
   DE/9725: 75                   Object faces up-left
DE/9726: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9728: F0 1D                Frame Duration: 29
   DE/972A: 71                   Object faces down-right
DE/972B: FD 32                <UNKNOWN COMMAND $FD 32>
DE/972D: F0 3B                Duration: 59 frames
DE/972F: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/9731: 07                   Clear "moon-walk" Bits
   DE/9732: 75                   Object faces up-left
DE/9733: F0 09                Duration: 9 frames
DE/9735: 60 A8 88 62          Run Dialogue $08A8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Chancellor!<I>

DE/9739: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/973B: 10 80                Set sequence flag, x1 speed
   DE/973D: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/9740: 60 A9 A8 62          Run Dialogue $08A9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 Listen, everyone, RELAX!
 Mario's got things under control!<I><END>


DE/9744: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/9746: 09                   Reset all object properties to default
DE/9747: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/9749: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/974B: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/974D: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/974F: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
DE/9751: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
DE/9753: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
DE/9755: 14 F1 10                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/9758: 07                   Clear "moon-walk" Bits
   DE/9759: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/975A: 10 45                Set transition flag, 1/2 speed
   DE/975C: 10 80                Set sequence flag, x1 speed
   DE/975E: 53 01                Shift object down-left 16 pixels
   DE/9760: 51 03                Shift object down-right 48 pixels
   DE/9762: 53 02                Shift object down-left 32 pixels
   DE/9764: 0B 04                Set Bits $4 of current object address 0A,x
   DE/9766: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DE/9768: 15 F1 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/976B: 07                   Clear "moon-walk" Bits
   DE/976C: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/976D: 10 45                Set transition flag, 1/2 speed
   DE/976F: 10 81                Set sequence flag, x2 speed
   DE/9771: 51 02                Shift object down-right 32 pixels
DE/9773: 16 F1 18                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/9776: 07                   Clear "moon-walk" Bits
   DE/9777: 13 00                Layering priority: MARIO overlaps object
   DE/9779: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/977A: 10 81                Set sequence flag, x2 speed
   DE/977C: 71                   Object faces down-right
   DE/977D: F0 1D                Frame Duration: 29
   DE/977F: 10 40                Set transition flag, x1 speed
   DE/9781: 0B 04                Set Bits $4 of current object address 0A,x
   DE/9783: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/9785: 53 02                Shift object down-left 32 pixels
   DE/9787: 13 01                Layering priority: Normal
   DE/9789: 51 01                Shift object down-right 16 pixels
   DE/978B: 57 02                Shift object up-right 32 pixels
   DE/978D: 71                   Object faces down-right
DE/978E: 17 F1 14                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/9791: 07                   Clear "moon-walk" Bits
   DE/9792: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/9793: 10 81                Set sequence flag, x2 speed
   DE/9795: 75                   Object faces up-left
   DE/9796: F0 1D                Frame Duration: 29
   DE/9798: 10 40                Set transition flag, x1 speed
   DE/979A: 0B 04                Set Bits $4 of current object address 0A,x
   DE/979C: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/979E: 53 02                Shift object down-left 32 pixels
   DE/97A0: 55 01                Shift object up-left 16 pixels
   DE/97A2: 57 02                Shift object up-right 32 pixels
   DE/97A4: 75                   Object faces up-left
DE/97A5: 18 F1 08                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/97A8: 07                   Clear "moon-walk" Bits
   DE/97A9: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/97AA: 10 45                Set transition flag, 1/2 speed
   DE/97AC: 10 81                Set sequence flag, x2 speed
   DE/97AE: 55 02                Shift object up-left 32 pixels
DE/97B0: 19 F1 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/97B3: 07                   Clear "moon-walk" Bits
   DE/97B4: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/97B5: 10 45                Set transition flag, 1/2 speed
   DE/97B7: 10 81                Set sequence flag, x2 speed
   DE/97B9: 53 02                Shift object down-left 32 pixels
   DE/97BB: 55 01                Shift object up-left 16 pixels
DE/97BD: 1A F1 0D                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DE/97C0: 07                   Clear "moon-walk" Bits
   DE/97C1: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/97C2: 10 45                Set transition flag, 1/2 speed
   DE/97C4: 10 81                Set sequence flag, x2 speed
   DE/97C6: FD 0F 03             Object overlaps BG1 & BG2
   DE/97C9: 53 02                Shift object down-left 32 pixels
   DE/97CB: 51 01                Shift object down-right 16 pixels
DE/97CD: F0 1D                Duration: 29 frames
DE/97CF: 1F 01                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/97D1: 77                   Object faces up-right
DE/97D2: 1D 01                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/97D4: 77                   Object faces up-right
DE/97D5: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/97D7: 77                   Object faces up-right
DE/97D8: 60 9C A8 62          Run Dialogue $089C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR: Y, yes...I see.<I><END>


DE/97DC: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/97DE: 10 46                Set transition flag, 1/4 speed
   DE/97E0: 63 08                Shift object down-left 8 pixels
DE/97E2: 60 9E A8 62          Run Dialogue $089E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Bowser...
 Perhaps it's time you
 told us your story!<I>

 What, exactly, did you mean
 when you said you had,
 Bigger fish to fry?<I><END>


DE/97E6: FD 32                <UNKNOWN COMMAND $FD 32>
DE/97E8: F0 09                Duration: 9 frames
DE/97EA: 1E 95                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DE/97EC: 08 49 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/97EF: F0 07                Frame Duration: 7
   DE/97F1: 08 49 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/97F4: F0 03                Frame Duration: 3
   DE/97F6: 08 49 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/97F9: F0 1D                Frame Duration: 29
   DE/97FB: 73                   Object faces down-left
   DE/97FC: F0 09                Frame Duration: 9
   DE/97FE: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9801: 60 9B A8 62          Run Dialogue $089B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:  (Can't...tell 'em...
 the truth...If this gets out...<I>
 I'm finished...!)<I><END>


DE/9805: 1D 1D                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x1D bytes)
   DE/9807: 71                   Object faces down-right
   DE/9808: F0 3B                Frame Duration: 59
   DE/980A: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/980D: F0 09                Frame Duration: 9
   DE/980F: 09                   Reset all object properties to default
   DE/9810: F0 1D                Frame Duration: 29
   DE/9812: 77                   Object faces up-right
   DE/9813: F0 27                Frame Duration: 39
   DE/9815: 10 46                Set transition flag, 1/4 speed
   DE/9817: 65 0C                Shift object up-left 12 pixels
   DE/9819: 67 08                Shift object up-right 8 pixels
   DE/981B: 77                   Object faces up-right
   DE/981C: 08 45 02             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/981F: F0 1B                Frame Duration: 27
   DE/9821: 08 4D 05             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DE/9824: F0 09                Duration: 9 frames
DE/9826: 1F 15                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/9828: 75                   Object faces up-left
   DE/9829: F0 3B                Frame Duration: 59
   DE/982B: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/982E: F0 09                Frame Duration: 9
   DE/9830: 09                   Reset all object properties to default
   DE/9831: 10 45                Set transition flag, 1/2 speed
   DE/9833: 67 08                Shift object up-right 8 pixels
   DE/9835: F0 1D                Frame Duration: 29
   DE/9837: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/983A: F0 09                Frame Duration: 9
   DE/983C: 09                   Reset all object properties to default
DE/983D: F0 09                Duration: 9 frames
DE/983F: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/9841: F0 3B                Frame Duration: 59
   DE/9843: 71                   Object faces down-right
   DE/9844: F0 13                Frame Duration: 19
DE/9846: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/984A: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/984C: 77                   Object faces up-right
DE/984D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/984F: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9851: F0 27                Frame Duration: 39
   DE/9853: 09                   Reset all object properties to default
DE/9854: F0 09                Duration: 9 frames
DE/9856: 1D 0D                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/9858: 09                   Reset all object properties to default
   DE/9859: 06                   Set "moon-walk" Bits
   DE/985A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/985B: 10 45                Set transition flag, 1/2 speed
   DE/985D: 13 01                Layering priority: Normal
   DE/985F: 10 81                Set sequence flag, x2 speed
   DE/9861: 40                   <UNKNOWN COMMAND $40>
   DE/9862: 46                   <UNKNOWN COMMAND $46>
   DE/9863: 07                   Clear "moon-walk" Bits
   DE/9864: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/9865: 1E 06                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9867: F0 1D                Frame Duration: 29
   DE/9869: 10 46                Set transition flag, 1/4 speed
   DE/986B: 43                   <UNKNOWN COMMAND $43>
   DE/986C: 77                   Object faces up-right
DE/986D: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/986F: F0 1D                Frame Duration: 29
   DE/9871: 10 45                Set transition flag, 1/2 speed
   DE/9873: 61 04                Shift object down-right 4 pixels
   DE/9875: 76                   Object faces up
DE/9876: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9878: 1D 06                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/987A: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/987D: F0 07                Frame Duration: 7
   DE/987F: 09                   Reset all object properties to default
DE/9880: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/9882: F0 1D                Frame Duration: 29
   DE/9884: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/9887: F0 07                Frame Duration: 7
   DE/9889: 09                   Reset all object properties to default
DE/988A: F0 09                Duration: 9 frames
DE/988C: 60 9F A8 62          Run Dialogue $089F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Excuse me, Sir...
 Perhaps I can set the stage, and<I>
 the others can add their comments
 along the way!<I><END>


DE/9890: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9892: F0 09                Duration: 9 frames
DE/9894: FD 31                Screen doesn't move with MARIO
DE/9896: 1D 0E                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/9898: 71                   Object faces down-right
   DE/9899: F0 1D                Frame Duration: 29
   DE/989B: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/989E: F0 07                Frame Duration: 7
   DE/98A0: 09                   Reset all object properties to default
   DE/98A1: F0 1D                Frame Duration: 29
   DE/98A3: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
DE/98A6: 00 13                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes)
   DE/98A8: F0 27                Frame Duration: 39
   DE/98AA: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/98AC: 7F F0 00             Object jumps (with sound effect) #$00F0 units
   DE/98AF: F0 1D                Frame Duration: 29
   DE/98B1: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/98B3: 92 10 1E 19          Place object at on-screen coords: (512,240) Z=400
   DE/98B7: 73                   Object faces down-left
   DE/98B8: 08 43 0A             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DE/98BB: 1F 05                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/98BD: F0 31                Frame Duration: 49
   DE/98BF: 67 08                Shift object up-right 8 pixels
   DE/98C1: 75                   Object faces up-left
DE/98C2: FD 32                <UNKNOWN COMMAND $FD 32>
DE/98C4: 60 A0 88 62          Run Dialogue $08A0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 The Princess, Bowser and Mario<I>
 were thrown in different directions
 after a terrible explosion...<I><END>


DE/98C8: 1D 06                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/98CA: 09                   Reset all object properties to default
   DE/98CB: F0 1D                Frame Duration: 29
   DE/98CD: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
DE/98D0: 1F 17                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x17 bytes)
   DE/98D2: F0 1D                Frame Duration: 29
   DE/98D4: 08 49 8B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   DE/98D7: F0 07                Frame Duration: 7
   DE/98D9: 08 49 8D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
   DE/98DC: F0 01                Frame Duration: 1
   DE/98DE: 08 49 8E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DE/98E1: F0 01                Frame Duration: 1
   DE/98E3: 08 49 8F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/98E6: F0 3B                Frame Duration: 59
   DE/98E8: 09                   Reset all object properties to default
DE/98E9: 21 21                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x21 bytes)
   DE/98EB: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/98EE: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/98EF: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/98F0: F0 25                Frame Duration: 37
   DE/98F2: 92 10 1F 06          Place object at on-screen coords: (528,248) Z=96
   DE/98F6: 94 FC FE 04          Place object: right=252px down=254px up=4px
   DE/98FA: 00                   Set Bit 7 of current object (enable object visibility)
   DE/98FB: 7E 8C 00             Object jumps #$008C units
   DE/98FE: 10 40                Set transition flag, x1 speed
   DE/9900: 65 02                Shift object up-left 2 pixels
   DE/9902: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/9905: 65 0A                Shift object up-left 10 pixels
   DE/9907: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/9909: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DE/990C: F0 09                Duration: 9 frames
DE/990E: 60 A1 88 62          Run Dialogue $08A1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Something HUGE crashed through
 the Star Road high above
 Bowser's place...and...<I><END>


DE/9912: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9914: 1E 15                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/9916: 10 40                Set transition flag, x1 speed
   DE/9918: 06                   Set "moon-walk" Bits
   DE/9919: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/991A: 40                   <UNKNOWN COMMAND $40>
   DE/991B: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/991C: 07                   Clear "moon-walk" Bits
   DE/991D: 71                   Object faces down-right
   DE/991E: F0 01                Frame Duration: 1
   DE/9920: 73                   Object faces down-left
   DE/9921: F0 01                Frame Duration: 1
   DE/9923: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/9926: F0 05                Frame Duration: 5
   DE/9928: 08 42 01             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DE/992B: F0 1D                Duration: 29 frames
DE/992D: 60 A2 88 62          Run Dialogue $08A2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 And went....<I><END>


DE/9931: F0 09                Duration: 9 frames
DE/9933: 00 13                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes)
   DE/9935: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/9937: F0 1D                Frame Duration: 29
   DE/9939: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/993B: 13 02                Layering priority: Object overlaps MARIO
   DE/993D: 10 44                Set transition flag, x8 speed
   DE/993F: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DE/9941: D4 07                Start code block, repeat 7 times
   DE/9943: 6A 02                Shift object up 2 pixels
   DE/9945: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/9947: D7                   End of code block
DE/9948: F0 10                Duration: 16 frames
DE/994A: 21 08                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/994C: 10 85                Set sequence flag, 1/2 speed
   DE/994E: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/9951: F0 1F                Frame Duration: 31
   DE/9953: 01                   Clear Bit 7 of current object (disable object visibility)
DE/9954: 60 A3 28 62          Run Dialogue $08A3
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




                KABOOM!<I>

  
     Right into Bowser's Keep!!<I><END>


DE/9958: 1E 17                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x17 bytes)
   DE/995A: F0 11                Frame Duration: 17
   DE/995C: 9C 15                Play sound effect #$15
   DE/995E: 10 44                Set transition flag, x8 speed
   DE/9960: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DE/9962: D4 07                Start code block, repeat 7 times
   DE/9964: 6A 02                Shift object up 2 pixels
   DE/9966: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/9968: D7                   End of code block
   DE/9969: 6A 01                Shift object up 1 pixels
   DE/996B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/996D: 0B 04                Set Bits $4 of current object address 0A,x
   DE/996F: F0 03                Frame Duration: 3
DE/9971: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9973: 65                   <UNKNOWN COMMAND $65>
DE/9974: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/9976: F0 09                Frame Duration: 9
   DE/9978: 09                   Reset all object properties to default
   DE/9979: 77                   Object faces up-right
DE/997A: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   DE/997C: F0 1D                Frame Duration: 29
   DE/997E: 09                   Reset all object properties to default
   DE/997F: 73                   Object faces down-left
   DE/9980: F0 07                Frame Duration: 7
   DE/9982: 72                   Object faces down
   DE/9983: F0 01                Frame Duration: 1
   DE/9985: 71                   Object faces down-right
   DE/9986: F0 07                Frame Duration: 7
   DE/9988: 06                   Set "moon-walk" Bits
   DE/9989: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/998A: 7E 5C 00             Object jumps #$005C units
   DE/998D: 10 45                Set transition flag, 1/2 speed
   DE/998F: 45                   <UNKNOWN COMMAND $45>
   DE/9990: 07                   Clear "moon-walk" Bits
   DE/9991: 77                   Object faces up-right
DE/9992: 1E 11                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/9994: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/9996: F0 31                Frame Duration: 49
   DE/9998: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/999B: F0 05                Frame Duration: 5
   DE/999D: 73                   Object faces down-left
   DE/999E: 09                   Reset all object properties to default
   DE/999F: F0 03                Frame Duration: 3
   DE/99A1: 71                   Object faces down-right
   DE/99A2: F0 01                Frame Duration: 1
   DE/99A4: 77                   Object faces up-right
DE/99A5: 1F 01                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/99A7: 77                   Object faces up-right
DE/99A8: 60 A4 A8 62          Run Dialogue $08A4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 It was a gigantic sword!<I>

 Now Bowser's Keep has been
 taken over by monsters who work
 for some creep named Smithy.<I><END>


DE/99AC: FD 32                <UNKNOWN COMMAND $FD 32>
DE/99AE: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/99B0: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
DE/99B3: 60 A5 88 62          Run Dialogue $08A5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: They've thrown me out
 of my own...<pause 13 frames>0 I mean...<I>
 I decided to take a vacation!<I>

DE/99B7: 1E 8C                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/99B9: 09                   Reset all object properties to default
   DE/99BA: 71                   Object faces down-right
   DE/99BB: F0 01                Frame Duration: 1
   DE/99BD: 73                   Object faces down-left
   DE/99BE: F0 07                Frame Duration: 7
   DE/99C0: 10 83                Set sequence flag, x4 speed
   DE/99C2: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/99C5: 60 AB 88 62          Run Dialogue $08AB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

      
 They CAN'T do this to me!<I>

DE/99C9: 1E 8C                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/99CB: 09                   Reset all object properties to default
   DE/99CC: 71                   Object faces down-right
   DE/99CD: F0 01                Frame Duration: 1
   DE/99CF: 77                   Object faces up-right
   DE/99D0: F0 03                Frame Duration: 3
   DE/99D2: 10 81                Set sequence flag, x2 speed
   DE/99D4: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DE/99D7: 60 AA 88 62          Run Dialogue $08AA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 Anyway, I was working on a plan
 to get my house back, when...<I><END>


DE/99DB: F0 09                Duration: 9 frames
DE/99DD: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/99DF: 09                   Reset all object properties to default
   DE/99E0: 75                   Object faces up-left
   DE/99E1: F0 3B                Frame Duration: 59
   DE/99E3: 77                   Object faces up-right
DE/99E4: F0 09                Duration: 9 frames
DE/99E6: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/99E8: F0 1D                Frame Duration: 29
   DE/99EA: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/99ED: 7E 60 00             Object jumps #$0060 units
DE/99F0: 60 A6 A8 62          Run Dialogue $08A6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 ...Mario walked up to me and
 BEGGED me to let him join the
 Koopa Troop! I had no choice<I>
 but to let him in. It was pathetic.<I><END>


DE/99F4: F0 09                Duration: 9 frames
DE/99F6: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DE/99F8: 09                   Reset all object properties to default
   DE/99F9: 77                   Object faces up-right
   DE/99FA: 10 41                Set transition flag, x2 speed
   DE/99FC: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/99FF: 57 02                Shift object up-right 32 pixels
   DE/9A01: 10 40                Set transition flag, x1 speed
   DE/9A03: 67 04                Shift object up-right 4 pixels
DE/9A05: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9A07: F0 13                Frame Duration: 19
   DE/9A09: 75                   Object faces up-left
DE/9A0A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9A0C: F0 09                Duration: 9 frames
DE/9A0E: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/9A10: 71                   Object faces down-right
DE/9A11: F0 09                Duration: 9 frames
DE/9A13: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/9A17: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/9A19: 77                   Object faces up-right
DE/9A1A: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DE/9A1E: F0 09                Duration: 9 frames
DE/9A20: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9A22: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DE/9A25: 14 0E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/9A27: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/9A2A: F0 07                Frame Duration: 7
   DE/9A2C: 09                   Reset all object properties to default
   DE/9A2D: F0 07                Frame Duration: 7
   DE/9A2F: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/9A32: F0 07                Frame Duration: 7
   DE/9A34: 09                   Reset all object properties to default
DE/9A35: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9A37: 71                   Object faces down-right
   DE/9A38: 42                   <UNKNOWN COMMAND $42>
   DE/9A39: 77                   Object faces up-right
DE/9A3A: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9A3C: 10 45                Set transition flag, 1/2 speed
   DE/9A3E: 73                   Object faces down-left
   DE/9A3F: 44                   <UNKNOWN COMMAND $44>
   DE/9A40: 77                   Object faces up-right
DE/9A41: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/9A43: F0 1D                Frame Duration: 29
   DE/9A45: 06                   Set "moon-walk" Bits
   DE/9A46: 10 46                Set transition flag, 1/4 speed
   DE/9A48: 65 04                Shift object up-left 4 pixels
   DE/9A4A: 71                   Object faces down-right
   DE/9A4B: 07                   Clear "moon-walk" Bits
DE/9A4C: 16 09                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/9A4E: F0 1D                Frame Duration: 29
   DE/9A50: 06                   Set "moon-walk" Bits
   DE/9A51: 10 46                Set transition flag, 1/4 speed
   DE/9A53: 65 04                Shift object up-left 4 pixels
   DE/9A55: 71                   Object faces down-right
   DE/9A56: 07                   Clear "moon-walk" Bits
DE/9A57: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9A59: 10 81                Set sequence flag, x2 speed
   DE/9A5B: F0 1D                Frame Duration: 29
   DE/9A5D: 71                   Object faces down-right
DE/9A5E: F0 1D                Duration: 29 frames
DE/9A60: 60 AC 88 62          Run Dialogue $08AC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: It's okay, Mario.
 We know Bowser's stretching
 the truth a little!<I><END>


DE/9A64: F0 09                Duration: 9 frames
DE/9A66: 1C 09                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/9A68: 09                   Reset all object properties to default
   DE/9A69: 73                   Object faces down-left
   DE/9A6A: F0 01                Frame Duration: 1
   DE/9A6C: 10 46                Set transition flag, 1/4 speed
   DE/9A6E: 61 08                Shift object down-right 8 pixels
   DE/9A70: 73                   Object faces down-left
DE/9A71: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/9A73: 0B 04                Set Bits $4 of current object address 0A,x
   DE/9A75: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/9A77: 13 01                Layering priority: Normal
   DE/9A79: 43                   <UNKNOWN COMMAND $43>
   DE/9A7A: 63 0C                Shift object down-left 12 pixels
   DE/9A7C: 70                   Object faces right
DE/9A7D: F0 13                Duration: 19 frames
DE/9A7F: 60 AE A8 62          Run Dialogue $08AE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 And...Mallow...how about you?
 Why are you traveling with Mario?<I><END>


DE/9A83: 1D 83                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9A85: 06                   Set "moon-walk" Bits
   DE/9A86: 67 06                Shift object up-right 6 pixels
DE/9A88: 60 AF A8 62          Run Dialogue $08AF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Well, because Mario's
 helping me find my real home...
 And my parents...<I>

 That's why we're
 on the road together.<I><END>


DE/9A8C: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9A8E: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/9A91: F0 09                Duration: 9 frames
DE/9A93: 60 DB A8 62          Run Dialogue $08DB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: WHAT?!
 This is dreadful news!
 Awful! Horrible...!<I>

DE/9A97: 1C 09                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/9A99: 09                   Reset all object properties to default
   DE/9A9A: F0 1D                Frame Duration: 29
   DE/9A9C: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/9A9F: F0 07                Frame Duration: 7
   DE/9AA1: 09                   Reset all object properties to default
DE/9AA2: F0 27                Duration: 39 frames
DE/9AA4: 60 F2 A8 62          Run Dialogue $08F2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I hope you find your
 real parents soon!<I><END>


DE/9AA8: 1D 0E                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/9AAA: F0 09                Frame Duration: 9
   DE/9AAC: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/9AAF: F0 09                Frame Duration: 9
   DE/9AB1: 09                   Reset all object properties to default
   DE/9AB2: F0 09                Frame Duration: 9
   DE/9AB4: 63 06                Shift object down-left 6 pixels
   DE/9AB6: 77                   Object faces up-right
   DE/9AB7: 07                   Clear "moon-walk" Bits
DE/9AB8: F0 27                Duration: 39 frames
DE/9ABA: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9ABC: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
DE/9ABF: F0 09                Duration: 9 frames
DE/9AC1: 60 AD A8 62          Run Dialogue $08AD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 And...um, Geno,... was it?
 Why are you and Mario...<I><END>


DE/9AC5: 1F 8A                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/9AC7: 10 45                Set transition flag, 1/2 speed
   DE/9AC9: 67 08                Shift object up-right 8 pixels
   DE/9ACB: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/9ACE: F0 07                Frame Duration: 7
   DE/9AD0: 09                   Reset all object properties to default
DE/9AD1: 60 D8 A8 62          Run Dialogue $08D8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: The Star Road has been
 destroyed. I'm here to fix it.<I>

 Mario is helping me search for
 the Star Pieces. I need them to
 rebuild the road...<I><END>


DE/9AD5: F0 09                Duration: 9 frames
DE/9AD7: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9AD9: 08 42 06             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9ADC: 60 D9 A8 62          Run Dialogue $08D9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Star...Pieces?<I><END>


DE/9AE0: 1D 8A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/9AE2: 10 45                Set transition flag, 1/2 speed
   DE/9AE4: 67 06                Shift object up-right 6 pixels
   DE/9AE6: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/9AE9: F0 07                Frame Duration: 7
   DE/9AEB: 09                   Reset all object properties to default
DE/9AEC: 60 DA A8 62          Run Dialogue $08DA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: The Star Road grants
 our wishes!<I>

 Unless we find all the Star Pieces
 and fix the Star Road, we can
 kiss our dreams goodbye!<I><END>


DE/9AF0: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9AF2: 06                   Set "moon-walk" Bits
   DE/9AF3: 63 06                Shift object down-left 6 pixels
DE/9AF5: 1C 05                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9AF7: F0 09                Frame Duration: 9
   DE/9AF9: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/9AFC: F0 09                Duration: 9 frames
DE/9AFE: 60 DB A8 62          Run Dialogue $08DB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: WHAT?!
 This is dreadful news!
 Awful! Horrible...!<I>

DE/9B02: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9B04: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9B06: 08 42 06             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9B09: 60 E5 A8 62          Run Dialogue $08E5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                 Isn't it?<I><END>


DE/9B0D: 1F 0C                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/9B0F: 10 83                Set sequence flag, x4 speed
   DE/9B11: 08 51 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/9B14: F0 09                Frame Duration: 9
   DE/9B16: 9C 16                Play sound effect #$16
   DE/9B18: 08 41 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/9B1B: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/9B1D: 10 83                Set sequence flag, x4 speed
   DE/9B1F: 08 52 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/9B22: F0 09                Frame Duration: 9
   DE/9B24: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/9B27: 1D 0A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/9B29: 10 83                Set sequence flag, x4 speed
   DE/9B2B: 08 51 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/9B2E: F0 09                Frame Duration: 9
   DE/9B30: 08 41 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/9B33: 1E 0A                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/9B35: 10 83                Set sequence flag, x4 speed
   DE/9B37: 08 51 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/9B3A: F0 09                Frame Duration: 9
   DE/9B3C: 08 41 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/9B3F: 1C 05                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9B41: F0 13                Frame Duration: 19
   DE/9B43: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9B46: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9B48: F0 27                Duration: 39 frames
DE/9B4A: 1C 01                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9B4C: 09                   Reset all object properties to default
DE/9B4D: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9B4F: 08 4A 10             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DE/9B52: F0 4F                Frame Duration: 79
   DE/9B54: 09                   Reset all object properties to default
DE/9B55: 1D 07                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9B57: 08 49 10             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DE/9B5A: F0 31                Frame Duration: 49
   DE/9B5C: 70                   Object faces right
   DE/9B5D: 09                   Reset all object properties to default
DE/9B5E: 1F 06                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9B60: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   DE/9B63: F0 3B                Frame Duration: 59
   DE/9B65: 09                   Reset all object properties to default
DE/9B66: 1E 08                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/9B68: 10 81                Set sequence flag, x2 speed
   DE/9B6A: 08 40 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DE/9B6D: F0 3B                Frame Duration: 59
   DE/9B6F: 09                   Reset all object properties to default
DE/9B70: F0 1D                Duration: 29 frames
DE/9B72: 60 DC A8 62          Run Dialogue $08DC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Indeed...for example...<I>
 Say Bowser kidnapped you.
 Without the aid of the Star Road,
 you'd probably never be rescued!<I><END>


DE/9B76: F0 09                Duration: 9 frames
DE/9B78: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9B7A: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9B7D: F0 1D                Duration: 29 frames
DE/9B7F: 1E 08                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/9B81: FD 9E                <UNKNOWN COMMAND $9E>
   DE/9B83: 1A                   <UNKNOWN COMMAND $1A>
   DE/9B84: 10 80                Set sequence flag, x1 speed
   DE/9B86: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DE/9B89: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/9B8B: F0 17                Frame Duration: 23
   DE/9B8D: 71                   Object faces down-right
   DE/9B8E: F0 01                Frame Duration: 1
   DE/9B90: 72                   Object faces down
   DE/9B91: F0 01                Frame Duration: 1
   DE/9B93: 73                   Object faces down-left
DE/9B94: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9B96: F0 1D                Frame Duration: 29
   DE/9B98: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
DE/9B9B: 1F 05                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9B9D: F0 1D                Frame Duration: 29
   DE/9B9F: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
DE/9BA2: F0 1D                Duration: 29 frames
DE/9BA4: 60 DD A8 62          Run Dialogue $08DD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Actually, that sounds
 pretty GOOD to me!
 Let's just forget about these...<I>
 Star...things!<I><END>


DE/9BA8: 1C 01                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9BAA: 09                   Reset all object properties to default
DE/9BAB: F0 09                Duration: 9 frames
DE/9BAD: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DE/9BAF: F0 17                Frame Duration: 23
   DE/9BB1: 72                   Object faces down
   DE/9BB2: F0 01                Frame Duration: 1
   DE/9BB4: 71                   Object faces down-right
   DE/9BB5: F0 01                Frame Duration: 1
   DE/9BB7: 70                   Object faces right
   DE/9BB8: F0 01                Frame Duration: 1
   DE/9BBA: 77                   Object faces up-right
DE/9BBB: F0 1D                Duration: 29 frames
DE/9BBD: 1D 01                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9BBF: 09                   Reset all object properties to default
DE/9BC0: 1F 01                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9BC2: 09                   Reset all object properties to default
DE/9BC3: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9BC5: 09                   Reset all object properties to default
DE/9BC6: 60 DE A8 62          Run Dialogue $08DE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Great, Bowser. Then
 you can just kiss your precious
 Keep goodbye!<I><END>


DE/9BCA: F0 09                Duration: 9 frames
DE/9BCC: 1E 10                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/9BCE: 08 49 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/9BD1: F0 07                Frame Duration: 7
   DE/9BD3: 08 49 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/9BD6: F0 03                Frame Duration: 3
   DE/9BD8: 08 49 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/9BDB: F0 1D                Frame Duration: 29
   DE/9BDD: 09                   Reset all object properties to default
DE/9BDE: 60 E6 88 62          Run Dialogue $08E6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 BOWSER:
             HUH?! WHAT?!<I><END>


DE/9BE2: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9BE4: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DE/9BE6: F0 03                Frame Duration: 3
   DE/9BE8: 71                   Object faces down-right
   DE/9BE9: F0 01                Frame Duration: 1
   DE/9BEB: 72                   Object faces down
   DE/9BEC: F0 01                Frame Duration: 1
   DE/9BEE: 73                   Object faces down-left
DE/9BEF: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9BF1: F0 09                Frame Duration: 9
   DE/9BF3: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
DE/9BF6: 1F 05                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/9BF8: F0 09                Frame Duration: 9
   DE/9BFA: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
DE/9BFD: 1E 89                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/9BFF: 73                   Object faces down-left
   DE/9C00: F0 01                Frame Duration: 1
   DE/9C02: 71                   Object faces down-right
   DE/9C03: F0 01                Frame Duration: 1
   DE/9C05: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9C08: 60 E7 88 62          Run Dialogue $08E7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Huh? Let's see. If Mario<I>
 can't find the stars...<pause 13 frames>0

DE/9C0C: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9C0E: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
DE/9C11: 60 E8 88 62          Run Dialogue $08E8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 Toadstool will be MINE!<pause 13 frames> 

DE/9C15: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9C17: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
DE/9C1A: 60 E9 88 62          Run Dialogue $08E9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 But I won't get my Keep back...<pause 13 frames> 

DE/9C1E: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9C20: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
DE/9C23: 60 EA 88 62          Run Dialogue $08EA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 unless Mario finds the stars!<pause 13 frames> 

DE/9C27: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9C29: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
DE/9C2C: 60 EB 88 62          Run Dialogue $08EB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 So if I want my Keep back...

DE/9C30: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9C32: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
DE/9C35: 60 EC 88 62          Run Dialogue $08EC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 we need those star things, but...<I>

DE/9C39: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9C3B: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9C3E: 60 ED A8 62          Run Dialogue $08ED (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 Huh?! Run that past me again!<I><END>


DE/9C42: F0 1D                Duration: 29 frames
DE/9C44: 60 DF 88 62          Run Dialogue $08DF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Urgh!!!
 Just ignore that idiot!<I>

DE/9C48: F0 0D                Duration: 13 frames
DE/9C4A: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/9C4C: 72                   Object faces down
   DE/9C4D: F0 01                Frame Duration: 1
   DE/9C4F: 71                   Object faces down-right
   DE/9C50: F0 01                Frame Duration: 1
   DE/9C52: 70                   Object faces right
   DE/9C53: F0 01                Frame Duration: 1
   DE/9C55: 77                   Object faces up-right
DE/9C56: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9C58: F0 05                Frame Duration: 5
   DE/9C5A: 09                   Reset all object properties to default
DE/9C5B: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9C5D: F0 05                Frame Duration: 5
   DE/9C5F: 09                   Reset all object properties to default
DE/9C60: F0 09                Duration: 9 frames
DE/9C62: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9C64: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9C66: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/9C69: F0 1D                Duration: 29 frames
DE/9C6B: 60 E0 88 62          Run Dialogue $08E0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 I just don't think I could take
 a world without wishes...<I>

DE/9C6F: 1C 89                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/9C71: 09                   Reset all object properties to default
   DE/9C72: F0 1D                Frame Duration: 29
   DE/9C74: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/9C77: F0 07                Frame Duration: 7
   DE/9C79: 09                   Reset all object properties to default
DE/9C7A: 60 E1 A8 62          Run Dialogue $08E1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 We need to go and find
 those Star Pieces, NOW!<I><END>


DE/9C7E: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/9C80: 10 43                Set transition flag, x4 speed
   DE/9C82: 4A                   <UNKNOWN COMMAND $4A>
   DE/9C83: 4B                   <UNKNOWN COMMAND $4B>
   DE/9C84: 10 41                Set transition flag, x2 speed
   DE/9C86: 63 08                Shift object down-left 8 pixels
   DE/9C88: 71                   Object faces down-right
DE/9C89: 60 EE A8 62          Run Dialogue $08EE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR: Princess!<I>

DE/9C8D: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9C8F: 1E 0C                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/9C91: 10 83                Set sequence flag, x4 speed
   DE/9C93: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/9C96: F0 1D                Frame Duration: 29
   DE/9C98: 09                   Reset all object properties to default
   DE/9C99: 71                   Object faces down-right
   DE/9C9A: F0 01                Frame Duration: 1
   DE/9C9C: 77                   Object faces up-right
DE/9C9D: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9C9F: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
DE/9CA2: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/9CA4: 75                   Object faces up-left
DE/9CA5: 60 EF A8 62          Run Dialogue $08EF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You CAN'T be serious!
 You're NOT thinking of
 joining them, ARE YOU?<I>

DE/9CA9: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/9CAB: 09                   Reset all object properties to default
   DE/9CAC: F0 09                Frame Duration: 9
   DE/9CAE: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/9CB1: F0 3B                Frame Duration: 59
   DE/9CB3: 09                   Reset all object properties to default
DE/9CB4: 60 F0 A8 62          Run Dialogue $08F0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 This is sheer madness...
 You're a Princess!<I>
 What will people say?!<I><END>


DE/9CB8: F0 09                Duration: 9 frames
DE/9CBA: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9CBC: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
DE/9CBF: F0 09                Duration: 9 frames
DE/9CC1: 60 E2 A8 62          Run Dialogue $08E2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: I don't care! Things
 seem so hopeless right now...<I><END>


DE/9CC5: F0 09                Duration: 9 frames
DE/9CC7: 1C 89                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/9CC9: 09                   Reset all object properties to default
   DE/9CCA: F0 09                Frame Duration: 9
   DE/9CCC: 73                   Object faces down-left
   DE/9CCD: F0 1D                Frame Duration: 29
   DE/9CCF: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9CD2: F0 09                Duration: 9 frames
DE/9CD4: 60 E3 A8 62          Run Dialogue $08E3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I'm tired...<I>
 I think I need to lie down
 in my room for awhile.<I><END>


DE/9CD8: 1C 0C                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/9CDA: 09                   Reset all object properties to default
   DE/9CDB: 10 45                Set transition flag, 1/2 speed
   DE/9CDD: 06                   Set "moon-walk" Bits
   DE/9CDE: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/9CDF: 44                   <UNKNOWN COMMAND $44>
   DE/9CE0: 07                   Clear "moon-walk" Bits
   DE/9CE1: 43                   <UNKNOWN COMMAND $43>
   DE/9CE2: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/9CE3: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9CE6: 1D 07                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9CE8: 06                   Set "moon-walk" Bits
   DE/9CE9: 42                   <UNKNOWN COMMAND $42>
   DE/9CEA: 07                   Clear "moon-walk" Bits
   DE/9CEB: 75                   Object faces up-left
   DE/9CEC: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
DE/9CEF: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9CF1: F0 0F                Frame Duration: 15
   DE/9CF3: 70                   Object faces right
   DE/9CF4: F0 0F                Frame Duration: 15
   DE/9CF6: 71                   Object faces down-right
DE/9CF7: 1F 09                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/9CF9: F0 0F                Frame Duration: 15
   DE/9CFB: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   DE/9CFE: F0 0F                Frame Duration: 15
   DE/9D00: 75                   Object faces up-left
   DE/9D01: 09                   Reset all object properties to default
DE/9D02: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/9D04: 09                   Reset all object properties to default
   DE/9D05: F0 0F                Frame Duration: 15
   DE/9D07: 73                   Object faces down-left
DE/9D08: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9D0A: 60 E4 A8 62          Run Dialogue $08E4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Mario...Mallow...
 Geno and...Bowser, you too...<I>
 Good luck!<I><END>


DE/9D0E: F0 09                Duration: 9 frames
DE/9D10: 00 F2 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9D14: 1F 0B                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/9D16: D4 02                Start code block, repeat 2 times
   DE/9D18: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DE/9D1B: F0 04                Frame Duration: 4
   DE/9D1D: 09                   Reset all object properties to default
   DE/9D1E: F0 04                Frame Duration: 4
   DE/9D20: D7                   End of code block
DE/9D21: 1D 0B                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/9D23: D4 02                Start code block, repeat 2 times
   DE/9D25: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DE/9D28: F0 04                Frame Duration: 4
   DE/9D2A: 09                   Reset all object properties to default
   DE/9D2B: F0 04                Frame Duration: 4
   DE/9D2D: D7                   End of code block
DE/9D2E: 1E 17                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x17 bytes)
   DE/9D30: FD 9E                <UNKNOWN COMMAND $9E>
   DE/9D32: 38                   <UNKNOWN COMMAND $38>
   DE/9D33: D4 02                Start code block, repeat 2 times
   DE/9D35: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   DE/9D38: F0 01                Frame Duration: 1
   DE/9D3A: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/9D3D: F0 01                Frame Duration: 1
   DE/9D3F: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   DE/9D42: F0 01                Frame Duration: 1
   DE/9D44: D7                   End of code block
   DE/9D45: 09                   Reset all object properties to default
   DE/9D46: 9B                   Stop sound effect
DE/9D47: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9D49: F0 1D                Duration: 29 frames
DE/9D4B: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9D4D: 08 43 0A             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DE/9D50: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9D52: 08 48 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
DE/9D55: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9D57: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
DE/9D5A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9D5C: F0 1D                Duration: 29 frames
DE/9D5E: 1E 8B                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/9D60: D4 02                Start code block, repeat 2 times
   DE/9D62: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/9D65: F0 04                Frame Duration: 4
   DE/9D67: 09                   Reset all object properties to default
   DE/9D68: F0 04                Frame Duration: 4
   DE/9D6A: D7                   End of code block
DE/9D6B: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   DE/9D6D: 09                   Reset all object properties to default
   DE/9D6E: 71                   Object faces down-right
DE/9D6F: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/9D71: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
DE/9D74: 1F 01                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9D76: 09                   Reset all object properties to default
DE/9D77: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9D79: 1C 06                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9D7B: 09                   Reset all object properties to default
   DE/9D7C: 10 40                Set transition flag, x1 speed
   DE/9D7E: 53 06                Shift object down-left 96 pixels
   DE/9D80: 01                   Clear Bit 7 of current object (disable object visibility)
DE/9D81: F0 13                Duration: 19 frames
DE/9D83: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/9D85: 72                   Object faces down
   DE/9D86: F0 13                Frame Duration: 19
   DE/9D88: 73                   Object faces down-left
DE/9D89: 1D 0C                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/9D8B: 07                   Clear "moon-walk" Bits
   DE/9D8C: 09                   Reset all object properties to default
   DE/9D8D: 75                   Object faces up-left
   DE/9D8E: F0 13                Frame Duration: 19
   DE/9D90: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   DE/9D93: F0 13                Frame Duration: 19
   DE/9D95: 09                   Reset all object properties to default
   DE/9D96: 73                   Object faces down-left
DE/9D97: 1F 07                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9D99: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   DE/9D9C: F0 13                Frame Duration: 19
   DE/9D9E: 73                   Object faces down-left
   DE/9D9F: 09                   Reset all object properties to default
DE/9DA0: 1E 04                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/9DA2: 71                   Object faces down-right
   DE/9DA3: F0 13                Frame Duration: 19
   DE/9DA5: 73                   Object faces down-left
DE/9DA6: F0 13                Duration: 19 frames
DE/9DA8: 15 F2 72 02          Set Object: NPC #1 ---> Command: Set object to movement: $0272
DE/9DAC: 16 F2 72 02          Set Object: NPC #2 ---> Command: Set object to movement: $0272
DE/9DB0: 17 F2 72 02          Set Object: NPC #3 ---> Command: Set object to movement: $0272
DE/9DB4: 18 F2 72 02          Set Object: NPC #4 ---> Command: Set object to movement: $0272
DE/9DB8: 19 F2 72 02          Set Object: NPC #5 ---> Command: Set object to movement: $0272
DE/9DBC: 1A F2 72 02          Set Object: NPC #6 ---> Command: Set object to movement: $0272
DE/9DC0: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9DC2: 60 F3 A8 60          Run Dialogue $08F3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR: Now then!<I><END>


DE/9DC6: F0 09                Duration: 9 frames
DE/9DC8: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/9DCA: 10 45                Set transition flag, 1/2 speed
   DE/9DCC: 41                   <UNKNOWN COMMAND $41>
   DE/9DCD: 73                   Object faces down-left
DE/9DCE: F0 09                Duration: 9 frames
DE/9DD0: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/9DD2: 72                   Object faces down
   DE/9DD3: F0 01                Frame Duration: 1
   DE/9DD5: 71                   Object faces down-right
   DE/9DD6: F0 01                Frame Duration: 1
   DE/9DD8: 70                   Object faces right
   DE/9DD9: F0 01                Frame Duration: 1
   DE/9DDB: 77                   Object faces up-right
DE/9DDC: 1F 06                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9DDE: F0 05                Frame Duration: 5
   DE/9DE0: 75                   Object faces up-left
   DE/9DE1: F0 01                Frame Duration: 1
   DE/9DE3: 77                   Object faces up-right
DE/9DE4: 1D 06                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9DE6: F0 05                Frame Duration: 5
   DE/9DE8: 75                   Object faces up-left
   DE/9DE9: F0 01                Frame Duration: 1
   DE/9DEB: 77                   Object faces up-right
DE/9DEC: 1E 06                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/9DEE: F0 05                Frame Duration: 5
   DE/9DF0: 71                   Object faces down-right
   DE/9DF1: F0 01                Frame Duration: 1
   DE/9DF3: 77                   Object faces up-right
DE/9DF4: 0C 01                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9DF6: 47                   <UNKNOWN COMMAND $47>
DE/9DF7: 15 F2 71 02          Set Object: NPC #1 ---> Command: Set object to movement: $0271
DE/9DFB: 16 F2 71 02          Set Object: NPC #2 ---> Command: Set object to movement: $0271
DE/9DFF: 17 F2 73 02          Set Object: NPC #3 ---> Command: Set object to movement: $0273
DE/9E03: 18 F2 73 02          Set Object: NPC #4 ---> Command: Set object to movement: $0273
DE/9E07: 19 F2 73 02          Set Object: NPC #5 ---> Command: Set object to movement: $0273
DE/9E0B: 1A F2 71 02          Set Object: NPC #6 ---> Command: Set object to movement: $0271
DE/9E0F: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9E11: 60 F4 A8 60          Run Dialogue $08F4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Thanks to Mario,
 the Princess is back.
 I now declare this date to be<I>
 known forever as,...<I><END>


DE/9E15: F0 09                Duration: 9 frames
DE/9E17: 14 8B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/9E19: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/9E1C: F0 3B                Frame Duration: 59
   DE/9E1E: 09                   Reset all object properties to default
   DE/9E1F: F0 1D                Frame Duration: 29
   DE/9E21: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
DE/9E24: 60 F5 A8 60          Run Dialogue $08F5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 ...Hey, wait a minute!
 You don't suppose...<I><END>


DE/9E28: F0 09                Duration: 9 frames
DE/9E2A: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9E2E: F0 09                Duration: 9 frames
DE/9E30: 60 F6 28 60          Run Dialogue $08F6
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Could it have been this Smithy
 who attacked our Kingdom?<I>

 I fear we have no cause to
 rejoice. In fact, Mario, we must
 ask you for yet another favor...<I><END>


DE/9E34: 14 93                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DE/9E36: 09                   Reset all object properties to default
   DE/9E37: 10 46                Set transition flag, 1/4 speed
   DE/9E39: 65 08                Shift object up-left 8 pixels
   DE/9E3B: 73                   Object faces down-left
   DE/9E3C: F0 1D                Frame Duration: 29
   DE/9E3E: 41                   <UNKNOWN COMMAND $41>
   DE/9E3F: 73                   Object faces down-left
   DE/9E40: F0 1D                Frame Duration: 29
   DE/9E42: 45                   <UNKNOWN COMMAND $45>
   DE/9E43: 73                   Object faces down-left
   DE/9E44: F0 1D                Frame Duration: 29
   DE/9E46: 61 08                Shift object down-right 8 pixels
   DE/9E48: 73                   Object faces down-left
DE/9E49: 65                   <UNKNOWN COMMAND $65>
DE/9E4A: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/9E4C: 10 41                Set transition flag, x2 speed
   DE/9E4E: 43                   <UNKNOWN COMMAND $43>
   DE/9E4F: F0 3B                Frame Duration: 59
   DE/9E51: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9E54: 60 F7 A8 60          Run Dialogue $08F7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Please...on behalf of all of us,
 you MUST defeat Smithy...<I>

 It is the only way we shall ever
 live in peace again.<I><END>


DE/9E58: F0 09                Duration: 9 frames
DE/9E5A: F0 09                Duration: 9 frames
DE/9E5C: 00 F2 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/9E60: 1F 0B                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/9E62: D4 02                Start code block, repeat 2 times
   DE/9E64: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/9E67: F0 04                Frame Duration: 4
   DE/9E69: 09                   Reset all object properties to default
   DE/9E6A: F0 04                Frame Duration: 4
   DE/9E6C: D7                   End of code block
DE/9E6D: 1D 0B                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/9E6F: D4 02                Start code block, repeat 2 times
   DE/9E71: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/9E74: F0 04                Frame Duration: 4
   DE/9E76: 09                   Reset all object properties to default
   DE/9E77: F0 04                Frame Duration: 4
   DE/9E79: D7                   End of code block
DE/9E7A: 1E 0B                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/9E7C: D4 02                Start code block, repeat 2 times
   DE/9E7E: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/9E81: F0 04                Frame Duration: 4
   DE/9E83: 09                   Reset all object properties to default
   DE/9E84: F0 04                Frame Duration: 4
   DE/9E86: D7                   End of code block
DE/9E87: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9E89: F0 1D                Duration: 29 frames
DE/9E8B: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/9E8D: 42                   <UNKNOWN COMMAND $42>
DE/9E8E: 1E 0A                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/9E90: 71                   Object faces down-right
   DE/9E91: 06                   Set "moon-walk" Bits
   DE/9E92: 10 40                Set transition flag, x1 speed
   DE/9E94: 60 18                Shift object right 24 pixels
   DE/9E96: 92 15 76 00          Place object at on-screen coords: (672,944) Z=0
DE/9E9A: 1F 0A                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/9E9C: 75                   Object faces up-left
   DE/9E9D: 06                   Set "moon-walk" Bits
   DE/9E9E: 10 40                Set transition flag, x1 speed
   DE/9EA0: 64 18                Shift object left 24 pixels
   DE/9EA2: 92 15 78 00          Place object at on-screen coords: (672,960) Z=0
DE/9EA6: 1D 11                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/9EA8: 75                   Object faces up-left
   DE/9EA9: 06                   Set "moon-walk" Bits
   DE/9EAA: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/9EAB: 20 03                <UNKNOWN COMMAND $20>
   DE/9EAD: 24 80 FF 80 FF       <UNKNOWN COMMAND $24>
   DE/9EB2: F0 17                Frame Duration: 23
   DE/9EB4: 21                   <UNKNOWN COMMAND $21>
   DE/9EB5: 92 15 77 00          Place object at on-screen coords: (688,952) Z=0
DE/9EB9: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/9EBB: 61 04                Shift object down-right 4 pixels
DE/9EBD: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/9EBF: 61 04                Shift object down-right 4 pixels
DE/9EC1: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9EC3: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/9EC7: A0 E9                Set event flag memory address 00:705D Bit 1
DE/9EC9: FD FE                Store value at 7F:F8CD to 00:7000
DE/9ECB: FD FB                Store value at 7F:F8CD to 00:7000
DE/9ECD: 36 01                Add TOADSTOOL to party
DE/9ECF: A0 4A                Set event flag memory address 00:7049 Bit 2
DE/9ED1: D1 14 01             Execute event id $0114
DE/9ED4: 60 FD A8 42          Run Dialogue $08FD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

      Princess Toadstool is home
          safe, but she has...<I>
   decided to stay at the Kingdom!<I><END>


DE/9ED8: FD 30                Screen moves with MARIO
DE/9EDA: FE                   Return


EVENT [2D1] ------------------------------------------------------------>
DE/9EDB: D9 1C 8A 9F          If event flag memory address 00:7063 Bit 4 set, jump to address $DE/9F8A
DE/9EDF: DA E2 F1 9E          If event flag memory address 00:709C Bit 2 set, jump to address $DE/9EF1
DE/9EE3: 18 82                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/9EE5: 09                   Reset all object properties to default
   DE/9EE6: 78                   Object faces down
DE/9EE7: 60 DC A2 D0          Run Dialogue $02DC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Good luck, Mario!<I><END>


DE/9EEB: 18 83                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9EED: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/9EF0: FE                   Return

DE/9EF1: DC ED 8F 9F          If event flag memory address 00:705D Bit 5 clear, jump to address $DE/9F8F
DE/9EF5: A1 1C                Set event flag memory address 00:7063 Bit 4
DE/9EF7: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/9EF9: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/9EFB: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/9EFD: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/9EFF: 80 04 3B             Move object to on-screen coords: (144,472)
   DE/9F02: 76                   Object faces up
   DE/9F03: 0B 04                Set Bits $4 of current object address 0A,x
   DE/9F05: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/9F07: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DE/9F09: 19 8F                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/9F0B: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/9F0C: 92 04 3B 02          Place object at on-screen coords: (144,472) Z=32
   DE/9F10: 94 F8 FC 00          Place object: right=248px down=252px up=0px
   DE/9F14: 10 45                Set transition flag, 1/2 speed
   DE/9F16: 00                   Set Bit 7 of current object (enable object visibility)
   DE/9F17: 65 0C                Shift object up-left 12 pixels
   DE/9F19: 77                   Object faces up-right
DE/9F1A: F0 09                Duration: 9 frames
DE/9F1C: 60 DD A2 D0          Run Dialogue $02DD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Grandma,...
 thanks for putting up with all my
 selfish demands.<I><END>


DE/9F20: F0 09                Duration: 9 frames
DE/9F22: 18 08                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/9F24: 09                   Reset all object properties to default
   DE/9F25: 75                   Object faces up-left
   DE/9F26: F0 01                Frame Duration: 1
   DE/9F28: 73                   Object faces down-left
   DE/9F29: F0 01                Frame Duration: 1
   DE/9F2B: 01                   Clear Bit 7 of current object (disable object visibility)
DE/9F2C: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9F2E: 73                   Object faces down-left
   DE/9F2F: F0 03                Frame Duration: 3
   DE/9F31: 92 04 39 02          Place object at on-screen coords: (144,456) Z=32
DE/9F35: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9F37: F0 09                Duration: 9 frames
DE/9F39: 60 00 A9 D0          Run Dialogue $0900 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Don't worry, Princess. A little
 adventure will do you good!
 See the world! Make friends!<I>

 Help destroy Smithy...<I><END>


DE/9F3D: F0 09                Duration: 9 frames
DE/9F3F: 19 8B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/9F41: F0 09                Frame Duration: 9
   DE/9F43: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/9F46: F0 09                Frame Duration: 9
   DE/9F48: 09                   Reset all object properties to default
   DE/9F49: F0 3B                Frame Duration: 59
   DE/9F4B: 71                   Object faces down-right
DE/9F4C: 60 DE 82 D0          Run Dialogue $02DE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Mario's beside me!
 Everything's going to be all right.
 So don't worry, OK?<I><END>


DE/9F50: F0 09                Duration: 9 frames
DE/9F52: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/9F54: 77                   Object faces up-right
DE/9F55: F0 09                Duration: 9 frames
DE/9F57: 60 78 A3 D0          Run Dialogue $0378 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 You take care, Grandma,
 you hear?<I><END>


DE/9F5B: F0 09                Duration: 9 frames
DE/9F5D: 19 8E                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/9F5F: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/9F62: F0 09                Frame Duration: 9
   DE/9F64: 09                   Reset all object properties to default
   DE/9F65: F0 3B                Frame Duration: 59
   DE/9F67: 61 0C                Shift object down-right 12 pixels
   DE/9F69: 92 10 42 00          Place object at on-screen coords: (512,528) Z=0
DE/9F6D: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9F6F: 75                   Object faces up-left
   DE/9F70: F0 01                Frame Duration: 1
   DE/9F72: 92 10 42 00          Place object at on-screen coords: (512,528) Z=0
DE/9F76: 18 08                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/9F78: F0 01                Frame Duration: 1
   DE/9F7A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/9F7B: F0 01                Frame Duration: 1
   DE/9F7D: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
DE/9F80: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9F82: F0 09                Duration: 9 frames
DE/9F84: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/9F86: F0 09                Frame Duration: 9
   DE/9F88: 72                   Object faces down
DE/9F89: FE                   Return

DE/9F8A: 60 DF A2 D0          Run Dialogue $02DF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I feel like I'm growing younger
 just talking with you people!<I><END>


DE/9F8E: FE                   Return

DE/9F8F: 10 07                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9F91: 09                   Reset all object properties to default
   DE/9F92: FD 0A                Set Bit 4 of object address 08,x
   DE/9F94: 78                   Object faces down
   DE/9F95: F0 01                Frame Duration: 1
   DE/9F97: 01                   Clear Bit 7 of current object (disable object visibility)
DE/9F98: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9F9A: F0 01                Frame Duration: 1
   DE/9F9C: 92 04 39 02          Place object at on-screen coords: (144,456) Z=32
   DE/9FA0: 78                   Object faces down
DE/9FA1: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9FA3: 60 01 A9 D4          Run Dialogue $0901 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh dear!
 The Princess went out looking
 for you. Please find her!<I><END>


DE/9FA7: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/9FA9: 75                   Object faces up-left
   DE/9FAA: F0 01                Frame Duration: 1
   DE/9FAC: 92 0C 55 00          Place object at on-screen coords: (400,680) Z=0
DE/9FB0: 10 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   DE/9FB2: 75                   Object faces up-left
   DE/9FB3: F0 01                Frame Duration: 1
   DE/9FB5: 00                   Set Bit 7 of current object (enable object visibility)
DE/9FB6: FD 32                <UNKNOWN COMMAND $FD 32>
DE/9FB8: FE                   Return


EVENT [2D2] ------------------------------------------------------------>

EVENT [2D3] ------------------------------------------------------------>
DE/9FB9: F2 27 A8             <UNKNOWN COMMAND $F2>
DE/9FBC: F2 27 AA             <UNKNOWN COMMAND $F2>
DE/9FBF: F2 27 AC             <UNKNOWN COMMAND $F2>
DE/9FC2: F2 27 2E             <UNKNOWN COMMAND $F2>
DE/9FC5: F2 27 30             <UNKNOWN COMMAND $F2>
DE/9FC8: F2 27 32             <UNKNOWN COMMAND $F2>
DE/9FCB: F2 27 34             <UNKNOWN COMMAND $F2>
DE/9FCE: FD 88 00             Set Bit 7 of 00:0158
DE/9FD1: A8 3F 0A             Store #$0A to 00:70DF
DE/9FD4: DE E1 DA 9F          If event flag memory address 00:709C Bit 1 clear, jump to address $DE/9FDA
DE/9FD8: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DE/9FDA: D8 EC E1 9F          If event flag memory address 00:705D Bit 4 set, jump to address $DE/9FE1
DE/9FDE: F2 11 A8             <UNKNOWN COMMAND $F2>
DE/9FE1: D8 E9 E8 9F          If event flag memory address 00:705D Bit 1 set, jump to address $DE/9FE8
DE/9FE5: D0 06 01             Execute event id $0106 subsequently
DE/9FE8: DA E2 F7 9F          If event flag memory address 00:709C Bit 2 set, jump to address $DE/9FF7
DE/9FEC: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/9FEE: 10 44                Set transition flag, x8 speed
   DE/9FF0: 54 02                Shift object left 32 pixels
   DE/9FF2: 55 01                Shift object up-left 16 pixels
DE/9FF4: D0 06 01             Execute event id $0106 subsequently
DE/9FF7: D8 ED 37 0F          If event flag memory address 00:705D Bit 5 set, jump to address $DE/0F37
DE/9FFB: 1E 8D                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/9FFD: 92 06 54 0C          Place object at on-screen coords: (192,672) Z=192
   DE/A001: 94 10 08 00          Place object: right=16px down=8px up=0px
   DE/A005: FD 0F 02             Object overlaps BG1
   DE/A008: 0B F0                Set Bits $F0 of current object address 0A,x
DE/A00A: 1E F2 D2 03          Set Object: NPC #10 ---> Command: Set object to movement: $03D2
DE/A00E: D0 06 01             Execute event id $0106 subsequently

EVENT [2D4] ------------------------------------------------------------>
DE/A011: F8 59 29 F8 0E       <UNKNOWN COMMAND $F8>
DE/A016: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/A018: 94 00 00 02          Place object: right=0px down=0px up=2px
DE/A01C: 71                   Lighten screen from black before following commands
DE/A01D: FE                   Return


EVENT [2D5] ------------------------------------------------------------>
DE/A01E: DC E9 F7 0E          If event flag memory address 00:705D Bit 1 clear, jump to address $DE/0EF7
DE/A022: D8 ED F7 0E          If event flag memory address 00:705D Bit 5 set, jump to address $DE/0EF7
DE/A026: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/A02A: A0 19                Set event flag memory address 00:7043 Bit 1
DE/A02C: 60 05 A9 60          Run Dialogue $0905 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         Wait! Don't leave me!<I><END>


DE/A030: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/A032: F0 00                Frame Duration: 0
   DE/A034: 3D 32 A0             <UNKNOWN COMMAND $3D: pointer to address $DE/A032>
   DE/A037: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/A039: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/A03B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/A03D: 80 15 7A             Move object to on-screen coords: (672,976)
DE/A040: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/A044: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/A046: FE                   Return


EVENT [2D6] ------------------------------------------------------------>
DE/A047: DC E9 F7 0E          If event flag memory address 00:705D Bit 1 clear, jump to address $DE/0EF7
DE/A04B: D8 ED F7 0E          If event flag memory address 00:705D Bit 5 set, jump to address $DE/0EF7
DE/A04F: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/A053: A0 19                Set event flag memory address 00:7043 Bit 1
DE/A055: 60 05 A9 60          Run Dialogue $0905 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         Wait! Don't leave me!<I><END>


DE/A059: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/A05B: F0 00                Frame Duration: 0
   DE/A05D: 3D 5B A0             <UNKNOWN COMMAND $3D: pointer to address $DE/A05B>
   DE/A060: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/A062: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/A064: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/A066: 80 01 65             Move object to on-screen coords: (48,808)
DE/A069: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/A06D: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/A06F: FE                   Return


EVENT [2D7] ------------------------------------------------------------>
DE/A070: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/A072: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/A074: 80 07 56             Move object to on-screen coords: (224,688)
   DE/A077: 67 04                Shift object up-right 4 pixels
   DE/A079: 74                   Object faces left
   DE/A07A: 0B F0                Set Bits $F0 of current object address 0A,x
DE/A07C: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A07E: 67 04                Shift object up-right 4 pixels
   DE/A080: 71                   Object faces down-right
DE/A081: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/A083: 75                   Object faces up-left
DE/A084: D2 67 A1             Jump to address $DE/A167

EVENT [2D8] ------------------------------------------------------------>
DE/A087: 35 00                Disable Overworld Menu
DE/A089: A0 26                Set event flag memory address 00:7044 Bit 6
DE/A08B: FD 31                Screen doesn't move with MARIO
DE/A08D: 60 02 29 60          Run Dialogue $0902
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                  Mario!<pause 13 frames>

DE/A091: 8A 0F 69             Set 0 palettes from $37AD20
DE/A094: 1E 13                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/A096: 92 06 54 24          Place object at on-screen coords: (192,672) Z=64
   DE/A09A: 08 49 1A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   DE/A09D: F0 01                Frame Duration: 1
   DE/A09F: 09                   Reset all object properties to default
   DE/A0A0: F0 01                Frame Duration: 1
   DE/A0A2: 08 49 1A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   DE/A0A5: FD 0F 02             Object overlaps BG1
   DE/A0A8: 00                   Set Bit 7 of current object (enable object visibility)
DE/A0A9: 21 0D                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/A0AB: 92 06 54 24          Place object at on-screen coords: (192,672) Z=64
   DE/A0AF: 94 F5 00 0E          Place object: right=245px down=0px up=14px
   DE/A0B3: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/A0B6: 13 02                Layering priority: Object overlaps MARIO
DE/A0B8: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A0BA: 1E F2 19 03          Set Object: NPC #10 ---> Command: Set object to movement: $0319
DE/A0BE: 21 F2 19 03          Set Object: NPC #13 ---> Command: Set object to movement: $0319
DE/A0C2: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/A0C4: 10 40                Set transition flag, x1 speed
   DE/A0C6: 90 05 32 00          Objects bounces 0px high to on-screen coords: (160,400)
DE/A0CA: F0 77                Duration: 119 frames
DE/A0CC: FD 30                Screen moves with MARIO
DE/A0CE: D1 14 01             Execute event id $0114
DE/A0D1: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/A0D3: 72                   Object faces down
DE/A0D4: 35 FF                Enable Overworld Menu
DE/A0D6: 21 F6                Set Object: NPC #13 ---> Command: <UNKNOWN COMMAND $F6>
DE/A0D8: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/A0DA: F0 07                Frame Duration: 7
   DE/A0DC: 77                   Object faces up-right
   DE/A0DD: 09                   Reset all object properties to default
   DE/A0DE: 77                   Object faces up-right
DE/A0DF: 21 4B                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x4B bytes)
   DE/A0E1: F0 07                Frame Duration: 7
   DE/A0E3: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/A0E4: 92 06 53 0C          Place object at on-screen coords: (208,664) Z=192
   DE/A0E8: 94 FC 02 08          Place object: right=252px down=2px up=8px
   DE/A0EC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/A0ED: 13 00                Layering priority: MARIO overlaps object
   DE/A0EF: 08 48 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DE/A0F2: F0 0F                Frame Duration: 15
   DE/A0F4: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/A0F5: 94 F2 0A 00          Place object: right=242px down=10px up=0px
   DE/A0F9: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/A0FC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/A0FD: 10 41                Set transition flag, x2 speed
   DE/A0FF: F0 0F                Frame Duration: 15
   DE/A101: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/A104: 6A 04                Shift object up 4 pixels
   DE/A106: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/A109: 6A 04                Shift object up 4 pixels
   DE/A10B: 08 48 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/A10E: 6A 04                Shift object up 4 pixels
   DE/A110: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DE/A113: 6A 04                Shift object up 4 pixels
   DE/A115: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/A118: 6A 04                Shift object up 4 pixels
   DE/A11A: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/A11D: 6A 04                Shift object up 4 pixels
   DE/A11F: 08 48 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   DE/A122: 65 04                Shift object up-left 4 pixels
   DE/A124: 10 41                Set transition flag, x2 speed
   DE/A126: 7E 40 00             Object jumps #$0040 units
   DE/A129: 53 02                Shift object down-left 32 pixels
   DE/A12B: 01                   Clear Bit 7 of current object (disable object visibility)
DE/A12C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A12E: 1E 8F                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/A130: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A132: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/A134: 7E 00 00             Object jumps #$0000 units
   DE/A137: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/A139: 10 45                Set transition flag, 1/2 speed
   DE/A13B: 61 0A                Shift object down-right 10 pixels
   DE/A13D: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
DE/A13F: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/A141: FE                   Return


EVENT [2D9] ------------------------------------------------------------>
DE/A142: DC E9 F7 0E          If event flag memory address 00:705D Bit 1 clear, jump to address $DE/0EF7
DE/A146: D8 ED F7 0E          If event flag memory address 00:705D Bit 5 set, jump to address $DE/0EF7
DE/A14A: DC 26 F7 0E          If event flag memory address 00:7044 Bit 6 clear, jump to address $DE/0EF7
DE/A14E: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/A150: 80 07 56             Move object to on-screen coords: (224,688)
   DE/A153: 67 04                Shift object up-right 4 pixels
   DE/A155: 74                   Object faces left
DE/A156: F0 00                Duration: 0 frames
DE/A158: DC 26 5F A1          If event flag memory address 00:7044 Bit 6 clear, jump to address $DE/A15F
DE/A15C: D2 56 A1             Jump to address $DE/A156
DE/A15F: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A161: 67 06                Shift object up-right 6 pixels
   DE/A163: 71                   Object faces down-right
DE/A164: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/A166: 75                   Object faces up-left
DE/A167: F0 09                Duration: 9 frames
DE/A169: 60 0A A9 DE          Run Dialogue $090A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Please, Mario!<I>
 Take me along with you, please!<I><END>


DE/A16D: F0 09                Duration: 9 frames
DE/A16F: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A171: 08 43 04             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DE/A174: F0 09                Duration: 9 frames
DE/A176: 1E 88                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/A178: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A17A: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DE/A17D: F0 09                Frame Duration: 9
   DE/A17F: 09                   Reset all object properties to default
DE/A180: F0 09                Duration: 9 frames
DE/A182: 60 0B A9 DE          Run Dialogue $090B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Don't worry.<I>
 Grandma helped me through
 this one, so no one will ever
 notice that I'm gone!<I><END>


DE/A186: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/A188: 09                   Reset all object properties to default
DE/A189: F0 09                Duration: 9 frames
DE/A18B: 1E 93                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DE/A18D: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DE/A190: F0 03                Frame Duration: 3
   DE/A192: 08 41 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/A195: 7E 30 00             Object jumps #$0030 units
   DE/A198: F0 00                Frame Duration: 0
   DE/A19A: 3D 98 A1             <UNKNOWN COMMAND $3D: pointer to address $DE/A198>
   DE/A19D: F0 27                Frame Duration: 39
   DE/A19F: 09                   Reset all object properties to default
DE/A1A0: 60 0C 89 DE          Run Dialogue $090C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 So...let's go find us a star!<I>

DE/A1A4: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A1A6: 08 42 86             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DE/A1A9: 60 0D A9 DE          Run Dialogue $090D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Hmmm...<I>
 But I wonder where it could be...
 I have absolutely no idea! Do you?<I><END>


DE/A1AD: F0 09                Duration: 9 frames
DE/A1AF: 60 8C A8 60          Run Dialogue $088C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Mario!<I><END>


DE/A1B3: F0 09                Duration: 9 frames
DE/A1B5: 20 91                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/A1B7: 92 07 55 0C          Place object at on-screen coords: (240,680) Z=192
   DE/A1BB: 77                   Object faces up-right
   DE/A1BC: 94 FC 02 00          Place object: right=252px down=2px up=0px
   DE/A1C0: 00                   Set Bit 7 of current object (enable object visibility)
   DE/A1C1: 10 45                Set transition flag, 1/2 speed
   DE/A1C3: 10 81                Set sequence flag, x2 speed
   DE/A1C5: 67 0C                Shift object up-right 12 pixels
   DE/A1C7: 73                   Object faces down-left
DE/A1C8: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A1CA: 76                   Object faces up
   DE/A1CB: F0 01                Frame Duration: 1
   DE/A1CD: 77                   Object faces up-right
DE/A1CE: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/A1D0: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
DE/A1D3: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A1D5: F0 09                Duration: 9 frames
DE/A1D7: 60 06 A9 60          Run Dialogue $0906 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


          At times like these....<I><END>


DE/A1DB: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/A1DD: 09                   Reset all object properties to default
DE/A1DE: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/A1E0: 08 43 84             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DE/A1E3: F0 3B                Frame Duration: 59
   DE/A1E5: 09                   Reset all object properties to default
   DE/A1E6: FD 9E                <UNKNOWN COMMAND $9E>
   DE/A1E8: 57 F0                Shift object up-right 3840 pixels
   DE/A1EA: 1D                   <UNKNOWN COMMAND $1D>
   DE/A1EB: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/A1EE: 20 85                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/A1F0: F0 1D                Frame Duration: 29
   DE/A1F2: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DE/A1F5: F0 3B                Duration: 59 frames
DE/A1F7: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/A1F9: 09                   Reset all object properties to default
   DE/A1FA: 76                   Object faces up
   DE/A1FB: F0 01                Frame Duration: 1
   DE/A1FD: 75                   Object faces up-left
DE/A1FE: 20 05                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/A200: F0 01                Frame Duration: 1
   DE/A202: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
DE/A205: 60 07 A9 DE          Run Dialogue $0907 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: 
          What should we do?<I><END>


DE/A209: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A20B: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A20D: 76                   Object faces up
   DE/A20E: F0 01                Frame Duration: 1
   DE/A210: 77                   Object faces up-right
DE/A211: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/A213: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
DE/A216: F0 09                Duration: 9 frames
DE/A218: 20 83                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A21A: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/A21D: F0 09                Duration: 9 frames
DE/A21F: 60 08 A9 E0          Run Dialogue $0908 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: We should ask Grandpa!
 My Grandpa should know!<I><END>


DE/A223: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A225: 76                   Object faces up
   DE/A226: F0 01                Frame Duration: 1
   DE/A228: 75                   Object faces up-left
DE/A229: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/A22B: 09                   Reset all object properties to default
DE/A22C: 20 03                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/A22E: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
DE/A231: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A233: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/A237: F0 09                Duration: 9 frames
DE/A239: 1E 86                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/A23B: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/A23E: F0 09                Frame Duration: 9
   DE/A240: 09                   Reset all object properties to default
DE/A241: 60 09 A9 DE          Run Dialogue $0909 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Okay then!<I>
 Let's do it!<I><END>


DE/A245: 20 03                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/A247: F0 09                Frame Duration: 9
   DE/A249: 09                   Reset all object properties to default
DE/A24A: 1E 8A                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/A24C: 10 45                Set transition flag, 1/2 speed
   DE/A24E: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/A250: 61 0C                Shift object down-right 12 pixels
   DE/A252: 92 01 2A 00          Place object at on-screen coords: (32,336) Z=0
DE/A256: F0 09                Duration: 9 frames
DE/A258: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/A25A: 76                   Object faces up
   DE/A25B: F0 01                Frame Duration: 1
   DE/A25D: 77                   Object faces up-right
DE/A25E: F0 09                Duration: 9 frames
DE/A260: 20 86                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/A262: 63 0C                Shift object down-left 12 pixels
   DE/A264: 92 01 2A 00          Place object at on-screen coords: (32,336) Z=0
DE/A268: F0 1D                Duration: 29 frames
DE/A26A: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/A26C: 70                   Object faces right
   DE/A26D: F0 01                Frame Duration: 1
   DE/A26F: 71                   Object faces down-right
   DE/A270: F0 01                Frame Duration: 1
   DE/A272: 72                   Object faces down
DE/A273: A0 4A                Set event flag memory address 00:7049 Bit 2
DE/A275: D1 14 01             Execute event id $0114
DE/A278: 60 FF A8 42          Run Dialogue $08FF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

           Just as I thought!<pause 13 frames>0
      Toadstool joins the party
               once AGAIN!<I><END>


DE/A27C: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DE/A27F: F0 3B                Duration: 59 frames
DE/A281: 91 28                Play music: #$28
DE/A283: F0 17                Duration: 23 frames
DE/A285: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/A287: D4 07                Start code block, repeat 7 times
   DE/A289: 7B 01                <UNKNOWN COMMAND $7B>
   DE/A28B: F0 01                Frame Duration: 1
   DE/A28D: D7                   End of code block
DE/A28E: 00 F3 FE 01          Set Object: MARIO ---> Command: Set object to movement: $01FE
DE/A292: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/A294: 72                   Object faces down
DE/A295: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/A299: 91 02                Play music: #$02
DE/A29B: 36 81                Add TOADSTOOL to party (also increase maximum number of party members by 1)
DE/A29D: A0 ED                Set event flag memory address 00:705D Bit 5
DE/A29F: FE                   Return


EVENT [2DA] ------------------------------------------------------------>
DE/A2A0: DC E9 F7 0E          If event flag memory address 00:705D Bit 1 clear, jump to address $DE/0EF7
DE/A2A4: DA E2 F7 0E          If event flag memory address 00:709C Bit 2 set, jump to address $DE/0EF7
DE/A2A8: A2 E2                Set event flag memory address 00:709C Bit 2
DE/A2AA: 40 D8 22             Execute event id $22D8 simultaneously with the following commands
DE/A2AD: FE                   Return


EVENT [2DB] ------------------------------------------------------------>

EVENT [2DC] ------------------------------------------------------------>

EVENT [2DD] ------------------------------------------------------------>

EVENT [2DE] ------------------------------------------------------------>

EVENT [2DF] ------------------------------------------------------------>

EVENT [2E0] ------------------------------------------------------------>
DE/A2AE: D2 F4 0F             Jump to address $DE/0FF4

EVENT [2E1] ------------------------------------------------------------>
DE/A2B1: 8A 0F 6E             Set 0 palettes from $37ADC0
DE/A2B4: DC F4 EC A2          If event flag memory address 00:705E Bit 4 clear, jump to address $DE/A2EC
DE/A2B8: B6 06 00              Store a random number from 0 to #$0006 to 00:7000
DE/A2BB: E2 05 00 D7 A2       If value at 00:7000 = #$0005, jump to address $DE/A2D7
DE/A2C0: E2 04 00 EC A2       If value at 00:7000 = #$0004, jump to address $DE/A2EC
DE/A2C5: E2 03 00 DF A2       If value at 00:7000 = #$0003, jump to address $DE/A2DF
DE/A2CA: E2 02 00 EC A2       If value at 00:7000 = #$0002, jump to address $DE/A2EC
DE/A2CF: E2 01 00 E7 A2       If value at 00:7000 = #$0001, jump to address $DE/A2E7
DE/A2D4: D2 EC A2             Jump to address $DE/A2EC
DE/A2D7: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A2D9: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
DE/A2DC: D2 EC A2             Jump to address $DE/A2EC
DE/A2DF: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A2E1: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
DE/A2E4: D2 EC A2             Jump to address $DE/A2EC
DE/A2E7: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A2E9: 08 42 81             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DE/A2EC: 14 F2 77 00          Set Object: NPC #0 ---> Command: Set object to movement: $0077
DE/A2F0: D8 FC 03 A3          If event flag memory address 00:705F Bit 4 set, jump to address $DE/A303
DE/A2F4: D8 FA FA A2          If event flag memory address 00:705F Bit 2 set, jump to address $DE/A2FA
DE/A2F8: 71                   Lighten screen from black before following commands
DE/A2F9: FE                   Return

DE/A2FA: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/A2FC: 92 05 11 00          Place object at on-screen coords: (176,136) Z=0
   DE/A300: 71                   Object faces down-right
DE/A301: 71                   Lighten screen from black before following commands
DE/A302: FE                   Return

DE/A303: 8A 0C 6D             Set 0 palettes from $37ADA0
DE/A306: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A308: 92 06 16 00          Place object at on-screen coords: (192,176) Z=0
DE/A30C: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/A30E: 92 04 17 00          Place object at on-screen coords: (144,184) Z=0
   DE/A312: 71                   Object faces down-right
DE/A313: 17 F2 07 01          Set Object: NPC #3 ---> Command: Set object to movement: $0107
DE/A317: 18 F2 07 01          Set Object: NPC #4 ---> Command: Set object to movement: $0107
DE/A31B: 19 F2 07 01          Set Object: NPC #5 ---> Command: Set object to movement: $0107
DE/A31F: 17 F6                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $F6>
DE/A321: 17 88                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/A323: 92 06 16 00          Place object at on-screen coords: (192,176) Z=0
   DE/A327: 94 FE 04 00          Place object: right=254px down=4px up=0px
DE/A32B: 71                   Lighten screen from black before following commands
DE/A32C: FE                   Return


EVENT [2E2] ------------------------------------------------------------>
DE/A32D: 0F F2 28 03          Set Object: BG2 + NPC ---> Command: Set object to movement: $0328
DE/A331: 14 F4 23 03          Set Object: NPC #0 ---> Command: UNKNOWN COMMAND $F4: movement $0323
DE/A335: 16 F4 27 03          Set Object: NPC #2 ---> Command: UNKNOWN COMMAND $F4: movement $0327
DE/A339: 1A F4 23 03          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F4: movement $0323
DE/A33D: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/A33F: 10 44                Set transition flag, x8 speed
   DE/A341: 56 03                Shift object up 48 pixels
   DE/A343: 57 06                Shift object up-right 96 pixels
DE/A345: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/A347: 92 0B 3B 02          Place object at on-screen coords: (368,472) Z=32
   DE/A34B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/A34D: 77                   Object faces up-right
   DE/A34E: 01                   Clear Bit 7 of current object (disable object visibility)
DE/A34F: 72 3C                Simultaneously lighten screen from black with following commands; Duration: 60 frames
DE/A351: F0 09                Duration: 9 frames
DE/A353: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A355: 10 40                Set transition flag, x1 speed
   DE/A357: 57 05                Shift object up-right 80 pixels
DE/A359: 1D 13                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/A35B: 10 81                Set sequence flag, x2 speed
   DE/A35D: 57 02                Shift object up-right 32 pixels
   DE/A35F: 10 45                Set transition flag, 1/2 speed
   DE/A361: 10 80                Set sequence flag, x1 speed
   DE/A363: 47                   <UNKNOWN COMMAND $47>
   DE/A364: 10 45                Set transition flag, 1/2 speed
   DE/A366: 67 08                Shift object up-right 8 pixels
   DE/A368: 10 80                Set sequence flag, x1 speed
   DE/A36A: 10 46                Set transition flag, 1/4 speed
   DE/A36C: 67 08                Shift object up-right 8 pixels
DE/A36E: 14 0D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/A370: F0 1D                Frame Duration: 29
   DE/A372: 06                   Set "moon-walk" Bits
   DE/A373: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/A374: 10 83                Set sequence flag, x4 speed
   DE/A376: 10 41                Set transition flag, x2 speed
   DE/A378: 51 02                Shift object down-right 32 pixels
   DE/A37A: 10 85                Set sequence flag, 1/2 speed
   DE/A37C: 07                   Clear "moon-walk" Bits
DE/A37D: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A37F: F0 25                Frame Duration: 37
   DE/A381: 71                   Object faces down-right
DE/A382: F0 09                Duration: 9 frames
DE/A384: 60 B1 A9 62          Run Dialogue $09B1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            Queen Valentina!<I><END>


DE/A388: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A38A: 1B 0E                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/A38C: 77                   Object faces up-right
   DE/A38D: F0 3B                Frame Duration: 59
   DE/A38F: 10 C0                Set transition and sequence flags, x1 speed
   DE/A391: 57 03                Shift object up-right 48 pixels
   DE/A393: 10 45                Set transition flag, 1/2 speed
   DE/A395: 55 02                Shift object up-left 32 pixels
   DE/A397: 77                   Object faces up-right
   DE/A398: 10 85                Set sequence flag, 1/2 speed
DE/A39A: 16 0C                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/A39C: F0 4F                Frame Duration: 79
   DE/A39E: 10 81                Set sequence flag, x2 speed
   DE/A3A0: 51 04                Shift object down-right 64 pixels
   DE/A3A2: 10 C0                Set transition and sequence flags, x1 speed
   DE/A3A4: 57 02                Shift object up-right 32 pixels
   DE/A3A6: 10 85                Set sequence flag, 1/2 speed
DE/A3A8: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/A3AA: F0 31                Frame Duration: 49
   DE/A3AC: 10 45                Set transition flag, 1/2 speed
   DE/A3AE: 10 80                Set sequence flag, x1 speed
   DE/A3B0: 41                   <UNKNOWN COMMAND $41>
DE/A3B1: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/A3B3: 75                   Object faces up-left
   DE/A3B4: F0 27                Frame Duration: 39
   DE/A3B6: 10 C0                Set transition and sequence flags, x1 speed
   DE/A3B8: 55 02                Shift object up-left 32 pixels
   DE/A3BA: 10 85                Set sequence flag, 1/2 speed
DE/A3BC: 18 06                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/A3BE: 75                   Object faces up-left
   DE/A3BF: F0 3B                Frame Duration: 59
   DE/A3C1: 47                   <UNKNOWN COMMAND $47>
   DE/A3C2: 55 04                Shift object up-left 64 pixels
DE/A3C4: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A3C6: F0 09                Duration: 9 frames
DE/A3C8: 14 F2 70 03          Set Object: NPC #0 ---> Command: Set object to movement: $0370
DE/A3CC: F0 09                Duration: 9 frames
DE/A3CE: 60 B2 A9 62          Run Dialogue $09B2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Queen Valentina, is the King
 showing any improvement?<I><END>


DE/A3D2: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/A3D4: 14 90                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/A3D6: 21                   <UNKNOWN COMMAND $21>
   DE/A3D7: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A3D9: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/A3DB: F0 00                Frame Duration: 0
   DE/A3DD: FD 3D 07 DB A3       <UNKNOWN COMMAND $DE: pointer to address 
   DE/A3E2: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/A3E4: 0C 04                XOR Bits $4 of current object address 0A,x
DE/A3E6: F0 09                Duration: 9 frames
DE/A3E8: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/A3EA: F0 09                Frame Duration: 9
   DE/A3EC: 73                   Object faces down-left
DE/A3ED: 1B F2 70 03          Set Object: NPC #7 ---> Command: Set object to movement: $0370
DE/A3F1: F0 09                Duration: 9 frames
DE/A3F3: 60 B3 A9 60          Run Dialogue $09B3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 And how is his wife,
 the old queen?<I><END>


DE/A3F7: F0 09                Duration: 9 frames
DE/A3F9: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DE/A3FB: 1B 90                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/A3FD: 21                   <UNKNOWN COMMAND $21>
   DE/A3FE: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A400: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/A402: F0 00                Frame Duration: 0
   DE/A404: FD 3D 07 02 A4       <UNKNOWN COMMAND $DE: pointer to address 
   DE/A409: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/A40B: 0C 04                XOR Bits $4 of current object address 0A,x
DE/A40D: F0 09                Duration: 9 frames
DE/A40F: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/A411: F0 13                Frame Duration: 19
   DE/A413: 71                   Object faces down-right
DE/A414: 18 F2 70 03          Set Object: NPC #4 ---> Command: Set object to movement: $0370
DE/A418: F0 09                Duration: 9 frames
DE/A41A: 60 B4 A9 62          Run Dialogue $09B4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 And Tubby...er, Prince Mallow...
 Where is he hiding these days?<I><END>


DE/A41E: F0 09                Duration: 9 frames
DE/A420: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
DE/A422: 18 90                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/A424: 21                   <UNKNOWN COMMAND $21>
   DE/A425: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A427: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/A429: F0 00                Frame Duration: 0
   DE/A42B: FD 3D 07 29 A4       <UNKNOWN COMMAND $DE: pointer to address 
   DE/A430: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/A432: 0C 04                XOR Bits $4 of current object address 0A,x
DE/A434: F0 09                Duration: 9 frames
DE/A436: 1D 3F                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x3F bytes)
   DE/A438: F0 1D                Frame Duration: 29
   DE/A43A: 75                   Object faces up-left
   DE/A43B: F0 27                Frame Duration: 39
   DE/A43D: 73                   Object faces down-left
   DE/A43E: F0 27                Frame Duration: 39
   DE/A440: 77                   Object faces up-right
   DE/A441: F0 27                Frame Duration: 39
   DE/A443: 71                   Object faces down-right
   DE/A444: F0 27                Frame Duration: 39
   DE/A446: 75                   Object faces up-left
   DE/A447: F0 27                Frame Duration: 39
   DE/A449: 77                   Object faces up-right
   DE/A44A: F0 13                Frame Duration: 19
   DE/A44C: 73                   Object faces down-left
   DE/A44D: F0 13                Frame Duration: 19
   DE/A44F: 77                   Object faces up-right
   DE/A450: F0 13                Frame Duration: 19
   DE/A452: 71                   Object faces down-right
   DE/A453: F0 13                Frame Duration: 19
   DE/A455: 75                   Object faces up-left
   DE/A456: F0 13                Frame Duration: 19
   DE/A458: 77                   Object faces up-right
   DE/A459: F0 09                Frame Duration: 9
   DE/A45B: 73                   Object faces down-left
   DE/A45C: F0 07                Frame Duration: 7
   DE/A45E: 75                   Object faces up-left
   DE/A45F: F0 07                Frame Duration: 7
   DE/A461: 77                   Object faces up-right
   DE/A462: F0 07                Frame Duration: 7
   DE/A464: 73                   Object faces down-left
   DE/A465: F0 07                Frame Duration: 7
   DE/A467: 71                   Object faces down-right
   DE/A468: F0 07                Frame Duration: 7
   DE/A46A: 77                   Object faces up-right
   DE/A46B: 10 43                Set transition flag, x4 speed
   DE/A46D: 06                   Set "moon-walk" Bits
   DE/A46E: 67 02                Shift object up-right 2 pixels
   DE/A470: D4 09                Start code block, repeat 9 times
   DE/A472: 63 04                Shift object down-left 4 pixels
   DE/A474: 67 04                Shift object up-right 4 pixels
   DE/A476: D7                   End of code block
DE/A477: 1C F2 70 03          Set Object: NPC #8 ---> Command: Set object to movement: $0370
DE/A47B: F0 1D                Duration: 29 frames
DE/A47D: 60 B5 89 62          Run Dialogue $09B5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


    Know what I think? I think...

DE/A481: F0 27                Duration: 39 frames
DE/A483: 64                   <UNKNOWN COMMAND $64>
DE/A484: 1B F2 70 03          Set Object: NPC #7 ---> Command: Set object to movement: $0370
DE/A488: F0 1D                Duration: 29 frames
DE/A48A: 60 B6 89 60          Run Dialogue $09B6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


   Get outta here! The truth is...

DE/A48E: F0 27                Duration: 39 frames
DE/A490: 64                   <UNKNOWN COMMAND $64>
DE/A491: 18 F2 70 03          Set Object: NPC #4 ---> Command: Set object to movement: $0370
DE/A495: F0 07                Duration: 7 frames
DE/A497: 14 F2 70 03          Set Object: NPC #0 ---> Command: Set object to movement: $0370
DE/A49B: F0 07                Duration: 7 frames
DE/A49D: 16 F2 70 03          Set Object: NPC #2 ---> Command: Set object to movement: $0370
DE/A4A1: F0 0D                Duration: 13 frames
DE/A4A3: 60 B6 89 62          Run Dialogue $09B6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


   Get outta here! The truth is...

DE/A4A7: F0 27                Duration: 39 frames
DE/A4A9: 64                   <UNKNOWN COMMAND $64>
DE/A4AA: F0 1D                Duration: 29 frames
DE/A4AC: 60 B5 89 60          Run Dialogue $09B5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


    Know what I think? I think...

DE/A4B0: F0 27                Duration: 39 frames
DE/A4B2: 64                   <UNKNOWN COMMAND $64>
DE/A4B3: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A4B5: 60 B7 A9 62          Run Dialogue $09B7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA:
                 Arggghh!!!<I><END>


DE/A4B9: 1D 96                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DE/A4BB: 07                   Clear "moon-walk" Bits
   DE/A4BC: 10 40                Set transition flag, x1 speed
   DE/A4BE: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/A4BF: 4A                   <UNKNOWN COMMAND $4A>
   DE/A4C0: 10 45                Set transition flag, 1/2 speed
   DE/A4C2: 6A 08                Shift object up 8 pixels
   DE/A4C4: 10 46                Set transition flag, 1/4 speed
   DE/A4C6: 6A 04                Shift object up 4 pixels
   DE/A4C8: 10 43                Set transition flag, x4 speed
   DE/A4CA: 4B                   <UNKNOWN COMMAND $4B>
   DE/A4CB: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/A4CD: FD 9E                <UNKNOWN COMMAND $9E>
   DE/A4CF: 14 02                Isolate top Bits of current object address 0E,x and set Bit(s) $2
DE/A4D1: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/A4D3: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
DE/A4D5: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DE/A4D7: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/A4D9: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/A4DB: 14 0E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/A4DD: 21                   <UNKNOWN COMMAND $21>
   DE/A4DE: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A4E0: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/A4E2: 7E 70 00             Object jumps #$0070 units
   DE/A4E5: 06                   Set "moon-walk" Bits
   DE/A4E6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/A4E7: 57 02                Shift object up-right 32 pixels
   DE/A4E9: 67 04                Shift object up-right 4 pixels
DE/A4EB: 16 0E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/A4ED: 21                   <UNKNOWN COMMAND $21>
   DE/A4EE: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A4F0: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/A4F2: 7E 70 00             Object jumps #$0070 units
   DE/A4F5: 06                   Set "moon-walk" Bits
   DE/A4F6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/A4F7: 53 02                Shift object down-left 32 pixels
   DE/A4F9: 63 04                Shift object down-left 4 pixels
DE/A4FB: 18 0E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/A4FD: 21                   <UNKNOWN COMMAND $21>
   DE/A4FE: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A500: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/A502: 7E 70 00             Object jumps #$0070 units
   DE/A505: 06                   Set "moon-walk" Bits
   DE/A506: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/A507: 51 02                Shift object down-right 32 pixels
   DE/A509: 61 04                Shift object down-right 4 pixels
DE/A50B: 1B 10                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/A50D: 21                   <UNKNOWN COMMAND $21>
   DE/A50E: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A510: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/A512: 7E 70 00             Object jumps #$0070 units
   DE/A515: 06                   Set "moon-walk" Bits
   DE/A516: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/A517: 10 40                Set transition flag, x1 speed
   DE/A519: 52 02                Shift object down 32 pixels
   DE/A51B: 62 04                Shift object down 4 pixels
DE/A51D: 1C 10                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/A51F: 21                   <UNKNOWN COMMAND $21>
   DE/A520: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A522: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/A524: 7E 70 00             Object jumps #$0070 units
   DE/A527: 06                   Set "moon-walk" Bits
   DE/A528: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/A529: 10 40                Set transition flag, x1 speed
   DE/A52B: 55 02                Shift object up-left 32 pixels
   DE/A52D: 65 04                Shift object up-left 4 pixels
DE/A52F: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A531: 60 B8 A9 62          Run Dialogue $09B8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       Pipe DOWN!! All of you!!<I><END>


DE/A535: F0 09                Duration: 9 frames
DE/A537: 1D 8A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/A539: 71                   Object faces down-right
   DE/A53A: F0 09                Frame Duration: 9
   DE/A53C: 75                   Object faces up-left
   DE/A53D: F0 09                Frame Duration: 9
   DE/A53F: 73                   Object faces down-left
   DE/A540: F0 09                Frame Duration: 9
   DE/A542: 77                   Object faces up-right
DE/A543: F0 09                Duration: 9 frames
DE/A545: 60 B9 89 62          Run Dialogue $09B9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I have better things to do than to
 listen to your half-wit opinions!<I>

DE/A549: F0 1D                Duration: 29 frames
DE/A54B: 60 BA A9 62          Run Dialogue $09BA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 And LOOK...! While I've
 been wasting my time listening to
 your endless chatter...<I><END>


DE/A54F: FD 31                Screen doesn't move with MARIO
DE/A551: 1D 0C                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/A553: 71                   Object faces down-right
   DE/A554: F0 01                Frame Duration: 1
   DE/A556: 73                   Object faces down-left
   DE/A557: 06                   Set "moon-walk" Bits
   DE/A558: 10 40                Set transition flag, x1 speed
   DE/A55A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/A55B: 62 0C                Shift object down 12 pixels
   DE/A55D: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/A55E: 07                   Clear "moon-walk" Bits
DE/A55F: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   DE/A561: 10 41                Set transition flag, x2 speed
   DE/A563: 43                   <UNKNOWN COMMAND $43>
DE/A564: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A566: 07                   Clear "moon-walk" Bits
   DE/A567: F0 1D                Frame Duration: 29
   DE/A569: 73                   Object faces down-left
DE/A56A: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A56C: 07                   Clear "moon-walk" Bits
   DE/A56D: F0 1D                Frame Duration: 29
   DE/A56F: 73                   Object faces down-left
DE/A570: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A572: 07                   Clear "moon-walk" Bits
   DE/A573: F0 1D                Frame Duration: 29
   DE/A575: 73                   Object faces down-left
DE/A576: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A578: 07                   Clear "moon-walk" Bits
   DE/A579: F0 1D                Frame Duration: 29
   DE/A57B: 73                   Object faces down-left
DE/A57C: 00 0E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes)
   DE/A57E: 10 41                Set transition flag, x2 speed
   DE/A580: 00                   Set Bit 7 of current object (enable object visibility)
   DE/A581: 7F A0 00             Object jumps (with sound effect) #$00A0 units
   DE/A584: 67 01                Shift object up-right 1 pixels
   DE/A586: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/A588: 57 04                Shift object up-right 64 pixels
   DE/A58A: 67 0B                Shift object up-right 11 pixels
DE/A58C: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A58E: 60 BB A9 60          Run Dialogue $09BB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


    Mario has managed to find me!<I><END>


DE/A592: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/A594: F0 1D                Frame Duration: 29
   DE/A596: 10 40                Set transition flag, x1 speed
   DE/A598: 10 81                Set sequence flag, x2 speed
   DE/A59A: 57 02                Shift object up-right 32 pixels
   DE/A59C: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/A59F: F0 27                Frame Duration: 39
   DE/A5A1: 09                   Reset all object properties to default
DE/A5A2: F0 09                Duration: 9 frames
DE/A5A4: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A5A6: 71                   Object faces down-right
   DE/A5A7: F0 01                Frame Duration: 1
   DE/A5A9: 77                   Object faces up-right
DE/A5AA: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/A5AC: F0 03                Frame Duration: 3
   DE/A5AE: 71                   Object faces down-right
   DE/A5AF: F0 01                Frame Duration: 1
   DE/A5B1: 77                   Object faces up-right
DE/A5B2: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/A5B4: F0 03                Frame Duration: 3
   DE/A5B6: 75                   Object faces up-left
DE/A5B7: 1B 06                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/A5B9: F0 03                Frame Duration: 3
   DE/A5BB: 75                   Object faces up-left
   DE/A5BC: F0 01                Frame Duration: 1
   DE/A5BE: 77                   Object faces up-right
DE/A5BF: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/A5C1: F0 03                Frame Duration: 3
   DE/A5C3: 71                   Object faces down-right
DE/A5C4: 60 BC A9 60          Run Dialogue $09BC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA:
             Dodo!!<pause 13 frames>  DODO!!<I><END>


DE/A5C8: F0 3B                Duration: 59 frames
DE/A5CA: 1D 84                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/A5CC: 71                   Object faces down-right
   DE/A5CD: F0 01                Frame Duration: 1
   DE/A5CF: 73                   Object faces down-left
DE/A5D0: F0 09                Duration: 9 frames
DE/A5D2: 60 BD 89 60          Run Dialogue $09BD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Ooh! That bird has a permanent
 brain cramp!!<I><END>


DE/A5D6: 1D 84                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/A5D8: 71                   Object faces down-right
   DE/A5D9: F0 01                Frame Duration: 1
   DE/A5DB: 77                   Object faces up-right
DE/A5DC: F0 09                Duration: 9 frames
DE/A5DE: 60 BE 89 60          Run Dialogue $09BE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Dodo! Do you hear me?!
 Get over here NOW! I need
 some help...entertaining Mario!<I><END>


DE/A5E2: F0 09                Duration: 9 frames
DE/A5E4: 1D 84                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/A5E6: 71                   Object faces down-right
   DE/A5E7: F0 01                Frame Duration: 1
   DE/A5E9: 73                   Object faces down-left
DE/A5EA: F0 09                Duration: 9 frames
DE/A5EC: 60 BF A9 60          Run Dialogue $09BF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 So MOVE IT!! Come here NOW!<I><END>


DE/A5F0: 00 18                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes)
   DE/A5F2: 10 40                Set transition flag, x1 speed
   DE/A5F4: 57 03                Shift object up-right 48 pixels
   DE/A5F6: 94 FC FE 00          Place object: right=252px down=254px up=0px
   DE/A5FA: D4 01                Start code block, repeat 1 times
   DE/A5FC: 08 4C 0A             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/A5FF: F0 03                Frame Duration: 3
   DE/A601: 08 4C 0B             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   DE/A604: F0 03                Frame Duration: 3
   DE/A606: D7                   End of code block
   DE/A607: 08 4C 0A             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DE/A60A: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A60C: 73                   Object faces down-left
   DE/A60D: F0 1D                Frame Duration: 29
   DE/A60F: 71                   Object faces down-right
DE/A610: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/A612: F0 31                Frame Duration: 49
   DE/A614: 75                   Object faces up-left
DE/A615: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A617: 73                   Object faces down-left
   DE/A618: F0 13                Frame Duration: 19
   DE/A61A: 75                   Object faces up-left
DE/A61B: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A61D: 1D 82                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/A61F: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/A620: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
DE/A621: A6 82                Clear event flag memory address 00:7090 Bit 2
DE/A623: 4A AB 00 18          Engage in battle with formation pack #$00AB in background #$18
DE/A627: A8 09 1D             Store #$1D to 00:70A9
DE/A62A: A0 52                Set event flag memory address 00:704A Bit 2
DE/A62C: D1 F2 03             Execute event id $03F2
DE/A62F: FD 5B                Restore all HP
DE/A631: FD 5C                Restore all FP
DE/A633: D1 4C 0E             Execute event id $0E4C
DE/A636: D0 4A 0E             Execute event id $0E4A subsequently

EVENT [2E3] ------------------------------------------------------------>
DE/A639: 60 E5 89 60          Run Dialogue $09E5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hmm......Just can't seem to
 find the Casino..I'm sooo tired!<I>
 I've been walking around all day!<I><END>


DE/A63D: 60 E6 A9 42          Run Dialogue $09E6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hey, he's holding a leaflet.
 Wanna read it?<I>
 >>   (Yeah, sure)
 >>   (No)<I><END>


DE/A641: 66 4D A6             If 2nd option chosen from dialogue prompt, jump to address $DE/A64D
DE/A644: 60 E7 A9 62          Run Dialogue $09E7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

      Come to Grate Guy Casino!
   3 Jumps and a Bright Card will
               get YOU in!<I>

   Sorry, but no Chomps allowed.<I>
     Casino Manager, Grate Guy<I><END>


DE/A648: 60 E8 A9 60          Run Dialogue $09E8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Three jumps, a Bright Card and
 no...Chomps? What IS this?<I><END>


DE/A64C: FE                   Return

DE/A64D: 60 E9 A9 D0          Run Dialogue $09E9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Oh! I'm sooo tired...
 Leave me alone.<I><END>


DE/A651: FE                   Return


EVENT [2E4] ------------------------------------------------------------>
DE/A652: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DE/A655: F0 03                Duration: 3 frames
DE/A657: 68 6D 80 01 23 E0    Enter area: $006D
                              MARIO will be at coords: (48,280) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DE/A65D: 91 3D                Play music: #$3D
DE/A65F: FE                   Return


EVENT [2E5] ------------------------------------------------------------>
DE/A660: 60 33 A0 D0          Run Dialogue $0033 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 This statue...it...it seems
 so...unworldly!<I><END>


DE/A664: FE                   Return


EVENT [2E6] ------------------------------------------------------------>
DE/A665: 60 24 A0 D0          Run Dialogue $0024 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's a marvelous statue,
 isn't it?<I><END>


DE/A669: FE                   Return


EVENT [2E7] ------------------------------------------------------------>
DE/A66A: 60 25 A0 D0          Run Dialogue $0025 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We can finally walk around the
 castle and the town freely.<I>

 People from down under will
 probably come too. That girl at the
 entrance'll tell you who's here.<I><END>


DE/A66E: FE                   Return


EVENT [2E8] ------------------------------------------------------------>
DE/A66F: DA FB 69 A7          If event flag memory address 00:709F Bit 3 set, jump to address $DE/A769
DE/A673: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/A675: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/A677: 60 34 80 D0          Run Dialogue $0034 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The King gave me another job as
 a guard.<I>

DE/A67B: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/A67D: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/A67F: 80 1C 34             Move object to on-screen coords: (896,416)
   DE/A682: 0B F0                Set Bits $F0 of current object address 0A,x
DE/A684: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   DE/A686: 43                   <UNKNOWN COMMAND $43>
   DE/A687: 76                   Object faces up
DE/A688: 17 14                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x14 bytes)
   DE/A68A: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/A68B: 92 1B 35 00          Place object at on-screen coords: (880,424) Z=0
   DE/A68F: 94 08 FC 00          Place object: right=8px down=252px up=0px
   DE/A693: F0 0B                Frame Duration: 11
   DE/A695: 77                   Object faces up-right
   DE/A696: 00                   Set Bit 7 of current object (enable object visibility)
   DE/A697: 10 45                Set transition flag, 1/2 speed
   DE/A699: 10 81                Set sequence flag, x2 speed
   DE/A69B: 67 0C                Shift object up-right 12 pixels
   DE/A69D: 75                   Object faces up-left
DE/A69E: 10 83                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A6A0: F0 0F                Frame Duration: 15
   DE/A6A2: 73                   Object faces down-left
DE/A6A3: 10 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/A6A5: 71                   Object faces down-right
   DE/A6A6: 10 43                Set transition flag, x4 speed
   DE/A6A8: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/A6A9: 4A                   <UNKNOWN COMMAND $4A>
   DE/A6AA: 4B                   <UNKNOWN COMMAND $4B>
   DE/A6AB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/A6AC: 60 35 A0 D0          Run Dialogue $0035 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 ...Prince Mallow!<I><END>


DE/A6B0: F0 09                Duration: 9 frames
DE/A6B2: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/A6B4: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DE/A6B7: F0 09                Frame Duration: 9
   DE/A6B9: 09                   Reset all object properties to default
DE/A6BA: F0 09                Duration: 9 frames
DE/A6BC: 60 36 A0 D7          Run Dialogue $0036 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Thank you so much!
 We were able to rescue my father
 with the key you gave us.<I><END>


DE/A6C0: F0 09                Duration: 9 frames
DE/A6C2: 10 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   DE/A6C4: 73                   Object faces down-left
   DE/A6C5: F0 01                Frame Duration: 1
   DE/A6C7: 75                   Object faces up-left
DE/A6C8: 60 37 80 D7          Run Dialogue $0037 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Don't mention it...<I>

DE/A6CC: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A6CE: 10 84                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/A6D0: 73                   Object faces down-left
   DE/A6D1: F0 01                Frame Duration: 1
   DE/A6D3: 71                   Object faces down-right
DE/A6D4: F0 09                Duration: 9 frames
DE/A6D6: 60 38 A0 D0          Run Dialogue $0038 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Besides, it was YOU,
 who actually rescued him!<I><END>


DE/A6DA: F0 09                Duration: 9 frames
DE/A6DC: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/A6DE: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DE/A6E1: F0 09                Frame Duration: 9
   DE/A6E3: 09                   Reset all object properties to default
DE/A6E4: 60 39 A0 D7          Run Dialogue $0039 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW:
        Good luck in the future!<I><END>


DE/A6E8: F0 09                Duration: 9 frames
DE/A6EA: 60 3A A0 D0          Run Dialogue $003A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


                 You too!<I><END>


DE/A6EE: F0 09                Duration: 9 frames
DE/A6F0: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/A6F2: 77                   Object faces up-right
   DE/A6F3: F0 1F                Frame Duration: 31
   DE/A6F5: 08 48 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
DE/A6F8: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/A6FA: 10 46                Set transition flag, 1/4 speed
   DE/A6FC: 10 80                Set sequence flag, x1 speed
   DE/A6FE: 63 06                Shift object down-left 6 pixels
   DE/A700: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
DE/A703: F0 17                Duration: 23 frames
DE/A705: 60 3B A0 D0          Run Dialogue $003B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Prince!<I><END>


DE/A709: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A70B: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/A70D: F0 1D                Frame Duration: 29
   DE/A70F: 09                   Reset all object properties to default
   DE/A710: 75                   Object faces up-left
DE/A711: F0 09                Duration: 9 frames
DE/A713: 10 98                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   DE/A715: 73                   Object faces down-left
   DE/A716: F0 01                Frame Duration: 1
   DE/A718: 75                   Object faces up-left
   DE/A719: 10 81                Set sequence flag, x2 speed
   DE/A71B: F0 1D                Frame Duration: 29
   DE/A71D: 10 85                Set sequence flag, 1/2 speed
   DE/A71F: F0 1D                Frame Duration: 29
   DE/A721: 10 81                Set sequence flag, x2 speed
   DE/A723: F0 1D                Frame Duration: 29
   DE/A725: 10 85                Set sequence flag, 1/2 speed
   DE/A727: F0 3B                Frame Duration: 59
   DE/A729: 73                   Object faces down-left
   DE/A72A: F0 01                Frame Duration: 1
   DE/A72C: 71                   Object faces down-right
DE/A72D: F0 1D                Duration: 29 frames
DE/A72F: 60 3C A0 D0          Run Dialogue $003C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Here, this is from me.<I>
 Please, take it.<I><END>


DE/A733: A8 07 74             Store #$74 to 00:70A7
DE/A736: AC 0C 02             Store #$020C to 00:7000
DE/A739: D1 F4 0E             Execute event id $0EF4
DE/A73C: F0 09                Duration: 9 frames
DE/A73E: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/A740: 08 42 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/A743: F0 3B                Frame Duration: 59
   DE/A745: 09                   Reset all object properties to default
DE/A746: F0 09                Duration: 9 frames
DE/A748: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/A74A: 09                   Reset all object properties to default
DE/A74B: 17 0A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/A74D: 10 45                Set transition flag, 1/2 speed
   DE/A74F: 10 81                Set sequence flag, x2 speed
   DE/A751: 63 06                Shift object down-left 6 pixels
   DE/A753: 92 25 42 00          Place object at on-screen coords: (1184,528) Z=0
DE/A757: FD 32                <UNKNOWN COMMAND $FD 32>
DE/A759: F0 09                Duration: 9 frames
DE/A75B: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/A75D: 72                   Object faces down
DE/A75E: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/A762: A2 FB                Set event flag memory address 00:709F Bit 3
DE/A764: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
DE/A766: 16 FB                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FB>
DE/A768: FE                   Return

DE/A769: 60 3D A0 D0          Run Dialogue $003D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I shall continue to work for the
 King with pride.<I><END>


DE/A76D: FE                   Return


EVENT [2E9] ------------------------------------------------------------>
DE/A76E: DA 0F 77 A7          If event flag memory address 00:7081 Bit 7 set, jump to address $DE/A777
DE/A772: 60 CA A9 D0          Run Dialogue $09CA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's not like I'm ALWAYS sleeping.<I><END>


DE/A776: FE                   Return

DE/A777: 60 CB A9 D0          Run Dialogue $09CB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 See?! I'm WIDE AWAKE!<I>
 Now, I guess it's time for me
 to win BIG CASH!!<I><END>


DE/A77B: FE                   Return


EVENT [2EA] ------------------------------------------------------------>
DE/A77C: D8 66 96 A7          If event flag memory address 00:704C Bit 6 set, jump to address $DE/A796
DE/A780: DA 10 88 A7          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/A788
DE/A784: DA 0F 8F A7          If event flag memory address 00:7081 Bit 7 set, jump to address $DE/A78F
DE/A788: 68 31 80 04 D4 60    Enter area: $0031
                              MARIO will be at coords: (128,672) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/A78E: FE                   Return

DE/A78F: 68 E5 81 04 D4 60    Enter area: $01E5
                              MARIO will be at coords: (128,672) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/A795: FE                   Return

DE/A796: 68 ED 81 04 D4 60    Enter area: $01ED
                              MARIO will be at coords: (128,672) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/A79C: FE                   Return


EVENT [2EB] ------------------------------------------------------------>
DE/A79D: DA 10 BD A7          If event flag memory address 00:7082 Bit 0 set, jump to address $DE/A7BD
DE/A7A1: DA 0F B6 A7          If event flag memory address 00:7081 Bit 7 set, jump to address $DE/A7B6
DE/A7A5: 6A 34 82             Modify BGL of area $8234
DE/A7A8: DA 25 F7 0E          If event flag memory address 00:7084 Bit 5 set, jump to address $DE/0EF7
DE/A7AC: D8 EE F7 0E          If event flag memory address 00:705D Bit 6 set, jump to address $DE/0EF7
DE/A7B0: D8 17 F7 0E          If event flag memory address 00:7042 Bit 7 set, jump to address $DE/0EF7
DE/A7B4: 71                   Lighten screen from black before following commands
DE/A7B5: FE                   Return

DE/A7B6: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/A7B8: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DE/A7BA: D2 A8 A7             Jump to address $DE/A7A8
DE/A7BD: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/A7BF: D2 A8 A7             Jump to address $DE/A7A8

EVENT [2EC] ------------------------------------------------------------>
DE/A7C2: 68 79 00 08 12 E0    Enter area: $0079
                              MARIO will be at coords: (256,144) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/A7C8: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/A7CA: 01                   Clear Bit 7 of current object (disable object visibility)
DE/A7CB: 71                   Lighten screen from black before following commands
DE/A7CC: 60 FA A9 41          Run Dialogue $09FA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                  Mario!<pause 13 frames>

DE/A7D0: 68 E6 01 08 12 E0    Enter area: $01E6
                              MARIO will be at coords: (256,144) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/A7D6: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/A7D8: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DE/A7DB: 72 3C                Simultaneously lighten screen from black with following commands; Duration: 60 frames
DE/A7DD: FD 8F 00             <UNKNOWN COMMAND $8F>
DE/A7E0: FE                   Return


EVENT [2ED] ------------------------------------------------------------>
DE/A7E1: 3D F7 0E             <UNKNOWN COMMAND: pointer to address $0EF7>
DE/A7E4: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/A7E8: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/A7EA: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/A7EC: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/A7EF: F0 09                Frame Duration: 9
   DE/A7F1: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A7F3: 65 06                Shift object up-left 6 pixels
DE/A7F5: F0 00                Duration: 0 frames
DE/A7F7: 3D F5 A7             <UNKNOWN COMMAND: pointer to address $A7F5>
DE/A7FA: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/A7FC: FE                   Return


EVENT [2EE] ------------------------------------------------------------>
DE/A7FD: 3D F7 0E             <UNKNOWN COMMAND: pointer to address $0EF7>
DE/A800: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/A804: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/A806: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/A808: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/A80B: F0 09                Frame Duration: 9
   DE/A80D: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A80F: 67 06                Shift object up-right 6 pixels
DE/A811: F0 00                Duration: 0 frames
DE/A813: 3D F5 A7             <UNKNOWN COMMAND: pointer to address $A7F5>
DE/A816: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/A818: FE                   Return


EVENT [2EF] ------------------------------------------------------------>
DE/A819: 3D F7 0E             <UNKNOWN COMMAND: pointer to address $0EF7>
DE/A81C: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/A820: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/A822: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/A824: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/A827: F0 09                Frame Duration: 9
   DE/A829: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A82B: 63 06                Shift object down-left 6 pixels
DE/A82D: F0 00                Duration: 0 frames
DE/A82F: 3D F5 A7             <UNKNOWN COMMAND: pointer to address $A7F5>
DE/A832: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/A834: FE                   Return


EVENT [2F0] ------------------------------------------------------------>
DE/A835: 3D F7 0E             <UNKNOWN COMMAND: pointer to address $0EF7>
DE/A838: D8 19 F7 0E          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/0EF7
DE/A83C: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/A83E: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/A840: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/A843: F0 09                Frame Duration: 9
   DE/A845: 0B 04                Set Bits $4 of current object address 0A,x
   DE/A847: 61 06                Shift object down-right 6 pixels
DE/A849: F0 00                Duration: 0 frames
DE/A84B: 3D F5 A7             <UNKNOWN COMMAND: pointer to address $A7F5>
DE/A84E: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/A850: FE                   Return


EVENT [2F1] ------------------------------------------------------------>
DE/A851: D8 20 F7 0E          If event flag memory address 00:7044 Bit 0 set, jump to address $DE/0EF7
DE/A855: D8 25 F7 0E          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/0EF7
DE/A859: D2 CE 13             Jump to address $DE/13CE

EVENT [2F2] ------------------------------------------------------------>

EVENT [2F3] ------------------------------------------------------------>

EVENT [2F4] ------------------------------------------------------------>

EVENT [2F5] ------------------------------------------------------------>

EVENT [2F6] ------------------------------------------------------------>

EVENT [2F7] ------------------------------------------------------------>

EVENT [2F8] ------------------------------------------------------------>

EVENT [2F9] ------------------------------------------------------------>

EVENT [2FA] ------------------------------------------------------------>

EVENT [2FB] ------------------------------------------------------------>

EVENT [2FC] ------------------------------------------------------------>

EVENT [2FD] ------------------------------------------------------------>

EVENT [2FE] ------------------------------------------------------------>

EVENT [2FF] ------------------------------------------------------------>

EVENT [300] ------------------------------------------------------------>

EVENT [301] ------------------------------------------------------------>

EVENT [302] ------------------------------------------------------------>

EVENT [303] ------------------------------------------------------------>

EVENT [304] ------------------------------------------------------------>

EVENT [305] ------------------------------------------------------------>

EVENT [306] ------------------------------------------------------------>

EVENT [307] ------------------------------------------------------------>

EVENT [308] ------------------------------------------------------------>

EVENT [309] ------------------------------------------------------------>

EVENT [30A] ------------------------------------------------------------>

EVENT [30B] ------------------------------------------------------------>

EVENT [30C] ------------------------------------------------------------>

EVENT [30D] ------------------------------------------------------------>

EVENT [30E] ------------------------------------------------------------>

EVENT [30F] ------------------------------------------------------------>

EVENT [310] ------------------------------------------------------------>

EVENT [311] ------------------------------------------------------------>

EVENT [312] ------------------------------------------------------------>

EVENT [313] ------------------------------------------------------------>

EVENT [314] ------------------------------------------------------------>

EVENT [315] ------------------------------------------------------------>

EVENT [316] ------------------------------------------------------------>

EVENT [317] ------------------------------------------------------------>

EVENT [318] ------------------------------------------------------------>

EVENT [319] ------------------------------------------------------------>

EVENT [31A] ------------------------------------------------------------>

EVENT [31B] ------------------------------------------------------------>

EVENT [31C] ------------------------------------------------------------>

EVENT [31D] ------------------------------------------------------------>

EVENT [31E] ------------------------------------------------------------>

EVENT [31F] ------------------------------------------------------------>

EVENT [320] ------------------------------------------------------------>

EVENT [321] ------------------------------------------------------------>

EVENT [322] ------------------------------------------------------------>

EVENT [323] ------------------------------------------------------------>

EVENT [324] ------------------------------------------------------------>

EVENT [325] ------------------------------------------------------------>

EVENT [326] ------------------------------------------------------------>

EVENT [327] ------------------------------------------------------------>

EVENT [328] ------------------------------------------------------------>

EVENT [329] ------------------------------------------------------------>

EVENT [32A] ------------------------------------------------------------>

EVENT [32B] ------------------------------------------------------------>

EVENT [32C] ------------------------------------------------------------>

EVENT [32D] ------------------------------------------------------------>

EVENT [32E] ------------------------------------------------------------>

EVENT [32F] ------------------------------------------------------------>

EVENT [330] ------------------------------------------------------------>

EVENT [331] ------------------------------------------------------------>

EVENT [332] ------------------------------------------------------------>

EVENT [333] ------------------------------------------------------------>

EVENT [334] ------------------------------------------------------------>

EVENT [335] ------------------------------------------------------------>

EVENT [336] ------------------------------------------------------------>

EVENT [337] ------------------------------------------------------------>

EVENT [338] ------------------------------------------------------------>

EVENT [339] ------------------------------------------------------------>

EVENT [33A] ------------------------------------------------------------>

EVENT [33B] ------------------------------------------------------------>

EVENT [33C] ------------------------------------------------------------>

EVENT [33D] ------------------------------------------------------------>

EVENT [33E] ------------------------------------------------------------>

EVENT [33F] ------------------------------------------------------------>

EVENT [340] ------------------------------------------------------------>

EVENT [341] ------------------------------------------------------------>

EVENT [342] ------------------------------------------------------------>

EVENT [343] ------------------------------------------------------------>

EVENT [344] ------------------------------------------------------------>

EVENT [345] ------------------------------------------------------------>

EVENT [346] ------------------------------------------------------------>

EVENT [347] ------------------------------------------------------------>

EVENT [348] ------------------------------------------------------------>

EVENT [349] ------------------------------------------------------------>

EVENT [34A] ------------------------------------------------------------>

EVENT [34B] ------------------------------------------------------------>

EVENT [34C] ------------------------------------------------------------>

EVENT [34D] ------------------------------------------------------------>

EVENT [34E] ------------------------------------------------------------>

EVENT [34F] ------------------------------------------------------------>

EVENT [350] ------------------------------------------------------------>

EVENT [351] ------------------------------------------------------------>

EVENT [352] ------------------------------------------------------------>

EVENT [353] ------------------------------------------------------------>

EVENT [354] ------------------------------------------------------------>

EVENT [355] ------------------------------------------------------------>

EVENT [356] ------------------------------------------------------------>

EVENT [357] ------------------------------------------------------------>

EVENT [358] ------------------------------------------------------------>

EVENT [359] ------------------------------------------------------------>

EVENT [35A] ------------------------------------------------------------>

EVENT [35B] ------------------------------------------------------------>

EVENT [35C] ------------------------------------------------------------>

EVENT [35D] ------------------------------------------------------------>

EVENT [35E] ------------------------------------------------------------>

EVENT [35F] ------------------------------------------------------------>

EVENT [360] ------------------------------------------------------------>

EVENT [361] ------------------------------------------------------------>

EVENT [362] ------------------------------------------------------------>

EVENT [363] ------------------------------------------------------------>

EVENT [364] ------------------------------------------------------------>

EVENT [365] ------------------------------------------------------------>

EVENT [366] ------------------------------------------------------------>

EVENT [367] ------------------------------------------------------------>

EVENT [368] ------------------------------------------------------------>

EVENT [369] ------------------------------------------------------------>

EVENT [36A] ------------------------------------------------------------>

EVENT [36B] ------------------------------------------------------------>

EVENT [36C] ------------------------------------------------------------>

EVENT [36D] ------------------------------------------------------------>

EVENT [36E] ------------------------------------------------------------>

EVENT [36F] ------------------------------------------------------------>

EVENT [370] ------------------------------------------------------------>

EVENT [371] ------------------------------------------------------------>

EVENT [372] ------------------------------------------------------------>

EVENT [373] ------------------------------------------------------------>

EVENT [374] ------------------------------------------------------------>

EVENT [375] ------------------------------------------------------------>

EVENT [376] ------------------------------------------------------------>

EVENT [377] ------------------------------------------------------------>

EVENT [378] ------------------------------------------------------------>

EVENT [379] ------------------------------------------------------------>

EVENT [37A] ------------------------------------------------------------>

EVENT [37B] ------------------------------------------------------------>

EVENT [37C] ------------------------------------------------------------>

EVENT [37D] ------------------------------------------------------------>

EVENT [37E] ------------------------------------------------------------>

EVENT [37F] ------------------------------------------------------------>

EVENT [380] ------------------------------------------------------------>

EVENT [381] ------------------------------------------------------------>

EVENT [382] ------------------------------------------------------------>

EVENT [383] ------------------------------------------------------------>

EVENT [384] ------------------------------------------------------------>

EVENT [385] ------------------------------------------------------------>

EVENT [386] ------------------------------------------------------------>

EVENT [387] ------------------------------------------------------------>

EVENT [388] ------------------------------------------------------------>

EVENT [389] ------------------------------------------------------------>

EVENT [38A] ------------------------------------------------------------>

EVENT [38B] ------------------------------------------------------------>

EVENT [38C] ------------------------------------------------------------>

EVENT [38D] ------------------------------------------------------------>

EVENT [38E] ------------------------------------------------------------>

EVENT [38F] ------------------------------------------------------------>

EVENT [390] ------------------------------------------------------------>

EVENT [391] ------------------------------------------------------------>

EVENT [392] ------------------------------------------------------------>

EVENT [393] ------------------------------------------------------------>

EVENT [394] ------------------------------------------------------------>

EVENT [395] ------------------------------------------------------------>

EVENT [396] ------------------------------------------------------------>

EVENT [397] ------------------------------------------------------------>

EVENT [398] ------------------------------------------------------------>

EVENT [399] ------------------------------------------------------------>

EVENT [39A] ------------------------------------------------------------>

EVENT [39B] ------------------------------------------------------------>

EVENT [39C] ------------------------------------------------------------>

EVENT [39D] ------------------------------------------------------------>

EVENT [39E] ------------------------------------------------------------>

EVENT [39F] ------------------------------------------------------------>

EVENT [3A0] ------------------------------------------------------------>

EVENT [3A1] ------------------------------------------------------------>

EVENT [3A2] ------------------------------------------------------------>
DE/A85C: B0 12 00 00          Store #$0000 to 00:7024
DE/A860: B0 13 00 00          Store #$0000 to 00:7026
DE/A864: B0 14 00 00          Store #$0000 to 00:7028
DE/A868: 60 25 89 D0          Run Dialogue $0925 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Hey there! What's happening?)<I>
 >>   (I want to store my Cookies)
 >>   (I want my Cookies back)
 >>   (How's it going?)<I><END>


DE/A86C: 67 FE A8 75 AA       If 2nd option chosen from dialogue prompt, jump to address $DE/A8FE
                              If 3rd option chosen from dialogue prompt, jump to address $DE/AA75
DE/A871: A0 12                Set event flag memory address 00:7042 Bit 2
DE/A873: B4 38                Store value at 00:70D8 to 00:7000
DE/A875: E2 C8 00 F7 A8       If value at 00:7000 = #$00C8, jump to address $DE/A8F7
DE/A87A: FD 58 6D             Store the number of instances in item inventory of item #$6D (.Yoshi Cookie) to 00:7000
DE/A87D: E2 00 00 67 AA       If value at 00:7000 = #$0000, jump to address $DE/AA67
DE/A882: BB 13                Store value at 00:7000 to 00:7026
DE/A884: BB 12                Store value at 00:7000 to 00:7024
DE/A886: B4 38                Store value at 00:70D8 to 00:7000
DE/A888: E2 00 00 BA A8       If value at 00:7000 = #$0000, jump to address $DE/A8BA
DE/A88D: 60 41 A9 D0          Run Dialogue $0941 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



  (Right now you have <$01>.
  And I'm storing <$00>. How
  many more do you want stored?)<I>

DE/A891: D3 58 A9             Jump to address $DE/A958
DE/A894: D8 1D 7C AA          If event flag memory address 00:7043 Bit 5 set, jump to address $DE/AA7C
DE/A898: E4 12 00 00 7C AA    If value at 00:7024 = #$0000, jump to address $DE/AA7C
DE/A89E: B4 38                Store value at 00:70D8 to 00:7000
DE/A8A0: B8 12                Add value at 00:7024 to 00:7000
DE/A8A2: C0 C9 00             Compare value at 00:7000 to #$00C9
DE/A8A5: EC DA A8             If Bit 0 of 00:70A0,x set, jump to address $DE/A8DA
DE/A8A8: D6 12                Store value at 00:7024 to object memory
DE/A8AA: 51 6D                Remove item in inventory: #$6D (.Yoshi Cookie)
DE/A8AC: D7                   End of code block
DE/A8AD: B4 38                Store value at 00:70D8 to 00:7000
DE/A8AF: B8 12                Add value at 00:7024 to 00:7000
DE/A8B1: 60 2A A9 D0          Run Dialogue $092A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (You gave me <$01>. So I'm
  storing <$00> for you!)<I><END>


DE/A8B5: B5 38                Store value at 00:7000 to 00:70D8
DE/A8B7: D2 8A AA             Jump to address $DE/AA8A
DE/A8BA: 60 2D 89 D0          Run Dialogue $092D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



  (You don't have any Cookies
  stored right now. For starters,
  try and store 5 or more.<I>

DE/A8BE: FD 58 6D             Store the number of instances in item inventory of item #$6D (.Yoshi Cookie) to 00:7000
DE/A8C1: C0 05 00             Compare value at 00:7000 to #$0005
DE/A8C4: ED D3 A8             If Bit 0 of 00:70A0,x clear, jump to address $DE/A8D3
DE/A8C7: 60 43 A9 D0          Run Dialogue $0943 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


  How many do you want stored?)<I>

DE/A8CB: A0 11                Set event flag memory address 00:7042 Bit 1
DE/A8CD: D3 58 A9             Jump to address $DE/A958
DE/A8D0: D2 94 A8             Jump to address $DE/A894
DE/A8D3: 60 42 A9 D0          Run Dialogue $0942 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



  (Hm...looks like you don't
  have enough. Next time, remember
  to bring 5 or more, OK?)<I><END>


DE/A8D7: D2 8A AA             Jump to address $DE/AA8A
DE/A8DA: B4 38                Store value at 00:70D8 to 00:7000
DE/A8DC: BB 14                Store value at 00:7000 to 00:7028
DE/A8DE: AC C8 00             Store #$00C8 to 00:7000
DE/A8E1: B9 14                Subtract value at 00:7028 to 00:7000
DE/A8E3: BB 14                Store value at 00:7000 to 00:7028
DE/A8E5: D6 14                Store value at 00:7028 to object memory
DE/A8E7: 51 6D                Remove item in inventory: #$6D (.Yoshi Cookie)
DE/A8E9: D7                   End of code block
DE/A8EA: BC 14 12             Store value at 00:7028 to 00:7024
DE/A8ED: 60 2E A9 D0          Run Dialogue $092E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Sorry. If I store <$01> more<I>
  it'll hit the 200 and over zone!
  That's more than I can hold.)<I><END>


DE/A8F1: A8 38 C8             Store #$C8 to 00:70D8
DE/A8F4: D2 8A AA             Jump to address $DE/AA8A
DE/A8F7: 60 33 A9 D0          Run Dialogue $0933 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



  (Sorry.<I>
  I'm already storing 200 and
  I can't store anymore.)<I><END>


DE/A8FB: D2 8A AA             Jump to address $DE/AA8A
DE/A8FE: B4 38                Store value at 00:70D8 to 00:7000
DE/A900: E2 00 00 6E AA       If value at 00:7000 = #$0000, jump to address $DE/AA6E
DE/A905: BB 12                Store value at 00:7000 to 00:7024
DE/A907: 55                   Store total number of empty slots in item inventory to 00:7000
DE/A908: E2 00 00 51 A9       If value at 00:7000 = #$0000, jump to address $DE/A951
DE/A90D: 60 26 A9 D0          Run Dialogue $0926 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



  (I'm storing <$01> for you!
  Right now you can hold <$00> items.
  <I>So, how many do you want?)<I>

DE/A911: B9 12                Subtract value at 00:7024 to 00:7000
DE/A913: EE 1C A9             If Bit 7 of 00:70A0,x clear, jump to address $DE/A91C
DE/A916: 55                   Store total number of empty slots in item inventory to 00:7000
DE/A917: BB 13                Store value at 00:7000 to 00:7026
DE/A919: D2 1F A9             Jump to address $DE/A91F
DE/A91C: BC 12 13             Store value at 00:7024 to 00:7026
DE/A91F: D3 58 A9             Jump to address $DE/A958
DE/A922: D8 1D 7C AA          If event flag memory address 00:7043 Bit 5 set, jump to address $DE/AA7C
DE/A926: E4 12 00 00 7C AA    If value at 00:7024 = #$0000, jump to address $DE/AA7C
DE/A92C: D6 12                Store value at 00:7024 to object memory
DE/A92E: 50 6D                Put item in inventory: #$6D (.Yoshi Cookie)
DE/A930: D7                   End of code block
DE/A931: B4 38                Store value at 00:70D8 to 00:7000
DE/A933: B9 12                Subtract value at 00:7024 to 00:7000
DE/A935: E2 00 00 45 A9       If value at 00:7000 = #$0000, jump to address $DE/A945
DE/A93A: 9C 1B                Play sound effect #$1B
DE/A93C: 60 2C A9 D0          Run Dialogue $092C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (I gave you <$01>. I'll store
  the other <$00> for you!)<I><END>


DE/A940: B5 38                Store value at 00:7000 to 00:70D8
DE/A942: D2 8A AA             Jump to address $DE/AA8A
DE/A945: A8 38 00             Store #$00 to 00:70D8
DE/A948: 9C 1B                Play sound effect #$1B
DE/A94A: 60 31 A9 D0          Run Dialogue $0931 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Okay, here's <$01>. You don't
  have any more to spare, so use
  what's left wisely!)<I><END>


DE/A94E: D2 8A AA             Jump to address $DE/AA8A
DE/A951: 60 32 A9 D0          Run Dialogue $0932 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




       (You have too many items!)<I><END>


DE/A955: D2 8A AA             Jump to address $DE/AA8A
DE/A958: 34 00                Change directional maneuverability: 
DE/A95A: D8 12 6A A9          If event flag memory address 00:7042 Bit 2 set, jump to address $DE/A96A
DE/A95E: D8 F0 75 A9          If event flag memory address 00:705E Bit 0 set, jump to address $DE/A975
DE/A962: D8 F1 75 A9          If event flag memory address 00:705E Bit 1 set, jump to address $DE/A975
DE/A966: D8 10 75 A9          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/A975
DE/A96A: D8 11 8E A9          If event flag memory address 00:7042 Bit 1 set, jump to address $DE/A98E
DE/A96E: B0 12 00 00          Store #$0000 to 00:7024
DE/A972: D2 9A A9             Jump to address $DE/A99A
DE/A975: B0 12 01 00          Store #$0001 to 00:7024
DE/A979: FD 58 6D             Store the number of instances in item inventory of item #$6D (.Yoshi Cookie) to 00:7000
DE/A97C: E2 01 00 40 AA       If value at 00:7000 = #$0001, jump to address $DE/AA40
DE/A981: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/A983: D8 10 9C A9          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/A99C
DE/A987: 60 27 89 02          Run Dialogue $0927 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

 <$01>

DE/A98B: D2 A0 A9             Jump to address $DE/A9A0
DE/A98E: B0 12 05 00          Store #$0005 to 00:7024
DE/A992: FD 58 6D             Store the number of instances in item inventory of item #$6D (.Yoshi Cookie) to 00:7000
DE/A995: E2 05 00 40 AA       If value at 00:7000 = #$0005, jump to address $DE/AA40
DE/A99A: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/A99C: 60 27 89 00          Run Dialogue $0927 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

 <$01>

DE/A9A0: CA                   Store held joypad register to 00:7000,00:7001
DE/A9A1: F0 00                Duration: 0 frames
DE/A9A3: E7 08 00 BA A9       If memory address 00:7000 Bit $0008 set, jump to address $DE/A9BA
DE/A9A8: E7 04 00 F6 A9       If memory address 00:7000 Bit $0004 set, jump to address $DE/A9F6
DE/A9AD: E7 20 00 63 AA       If memory address 00:7000 Bit $0020 set, jump to address $DE/AA63
DE/A9B2: E7 80 00 59 AA       If memory address 00:7000 Bit $0080 set, jump to address $DE/AA59
DE/A9B7: D2 A0 A9             Jump to address $DE/A9A0
DE/A9BA: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/A9BC: D8 1E 52 AA          If event flag memory address 00:7043 Bit 6 set, jump to address $DE/AA52
DE/A9C0: D8 1C 52 AA          If event flag memory address 00:7043 Bit 4 set, jump to address $DE/AA52
DE/A9C4: 9C 03                Play sound effect #$03
DE/A9C6: B2 12                Increment 00:7024
DE/A9C8: D8 12 D4 A9          If event flag memory address 00:7042 Bit 2 set, jump to address $DE/A9D4
DE/A9CC: D8 F0 E2 A9          If event flag memory address 00:705E Bit 0 set, jump to address $DE/A9E2
DE/A9D0: D8 F1 E2 A9          If event flag memory address 00:705E Bit 1 set, jump to address $DE/A9E2
DE/A9D4: 60 28 89 00          Run Dialogue $0928 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 <$01>

DE/A9D8: BA 13                Store value at 00:7026 to 00:7000
DE/A9DA: C1 12                Compare values at memory addresses 00:7024 and 00:7000
DE/A9DC: EA 3B AA             If Bit 1 of 00:70A0,x set, jump to address $DE/AA3B
DE/A9DF: D2 A0 A9             Jump to address $DE/A9A0
DE/A9E2: 60 28 89 02          Run Dialogue $0928 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 <$01>

DE/A9E6: BA 13                Store value at 00:7026 to 00:7000
DE/A9E8: C1 12                Compare values at memory addresses 00:7024 and 00:7000
DE/A9EA: EA 3B AA             If Bit 1 of 00:70A0,x set, jump to address $DE/AA3B
DE/A9ED: E4 12 0A 00 3B AA    If value at 00:7024 = #$000A, jump to address $DE/AA3B
DE/A9F3: D2 A0 A9             Jump to address $DE/A9A0
DE/A9F6: A4 1E                Clear event flag memory address 00:7043 Bit 6
DE/A9F8: D8 1F 52 AA          If event flag memory address 00:7043 Bit 7 set, jump to address $DE/AA52
DE/A9FC: D8 1C 52 AA          If event flag memory address 00:7043 Bit 4 set, jump to address $DE/AA52
DE/AA00: 9C 03                Play sound effect #$03
DE/AA02: B3 12                Decrement 00:7024
DE/AA04: D8 12 10 AA          If event flag memory address 00:7042 Bit 2 set, jump to address $DE/AA10
DE/AA08: D8 F0 25 AA          If event flag memory address 00:705E Bit 0 set, jump to address $DE/AA25
DE/AA0C: D8 F1 25 AA          If event flag memory address 00:705E Bit 1 set, jump to address $DE/AA25
DE/AA10: 60 28 89 00          Run Dialogue $0928 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 <$01>

DE/AA14: D8 10 29 AA          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/AA29
DE/AA18: D8 11 32 AA          If event flag memory address 00:7042 Bit 1 set, jump to address $DE/AA32
DE/AA1C: E4 12 00 00 4D AA    If value at 00:7024 = #$0000, jump to address $DE/AA4D
DE/AA22: D2 A0 A9             Jump to address $DE/A9A0
DE/AA25: 60 28 89 02          Run Dialogue $0928 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 <$01>

DE/AA29: E4 12 01 00 4D AA    If value at 00:7024 = #$0001, jump to address $DE/AA4D
DE/AA2F: D2 A0 A9             Jump to address $DE/A9A0
DE/AA32: E4 12 05 00 4D AA    If value at 00:7024 = #$0005, jump to address $DE/AA4D
DE/AA38: D2 A0 A9             Jump to address $DE/A9A0
DE/AA3B: A0 1E                Set event flag memory address 00:7043 Bit 6
DE/AA3D: D2 A0 A9             Jump to address $DE/A9A0
DE/AA40: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/AA42: D8 F0 87 A9          If event flag memory address 00:705E Bit 0 set, jump to address $DE/A987
DE/AA46: D8 F1 87 A9          If event flag memory address 00:705E Bit 1 set, jump to address $DE/A987
DE/AA4A: D2 9C A9             Jump to address $DE/A99C
DE/AA4D: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/AA4F: D2 A0 A9             Jump to address $DE/A9A0
DE/AA52: 9C 03                Play sound effect #$03
DE/AA54: F0 05                Duration: 5 frames
DE/AA56: D2 A0 A9             Jump to address $DE/A9A0
DE/AA59: D8 10 A0 A9          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/A9A0
DE/AA5D: 9C 02                Play sound effect #$02
DE/AA5F: 64                   <UNKNOWN COMMAND $64>
DE/AA60: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/AA62: FE                   Return

DE/AA63: 9C 01                Play sound effect #$01
DE/AA65: 64                   <UNKNOWN COMMAND $64>
DE/AA66: FE                   Return

DE/AA67: 60 2F A9 D0          Run Dialogue $092F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




       (Out of Cookies to store!)<I><END>


DE/AA6B: D2 8A AA             Jump to address $DE/AA8A
DE/AA6E: 60 30 A9 D0          Run Dialogue $0930 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




    (Out of Cookies to take back!)<I><END>


DE/AA72: D2 8A AA             Jump to address $DE/AA8A
DE/AA75: 60 29 A9 D0          Run Dialogue $0929 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



  (We're getting along better
  than ever!)<I><END>


DE/AA79: D2 8A AA             Jump to address $DE/AA8A
DE/AA7C: 60 2B A9 D0          Run Dialogue $092B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




           (All right, see ya!)<I><END>


DE/AA80: D2 8A AA             Jump to address $DE/AA8A
DE/AA83: 60 2C A9 D0          Run Dialogue $092C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (I gave you <$01>. I'll store
  the other <$00> for you!)<I><END>


DE/AA87: D2 8A AA             Jump to address $DE/AA8A
DE/AA8A: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/AA8C: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/AA8E: A4 1E                Clear event flag memory address 00:7043 Bit 6
DE/AA90: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/AA92: A4 11                Clear event flag memory address 00:7042 Bit 1
DE/AA94: A4 12                Clear event flag memory address 00:7042 Bit 2
DE/AA96: B0 12 00 00          Store #$0000 to 00:7024
DE/AA9A: B0 13 00 00          Store #$0000 to 00:7026
DE/AA9E: B0 14 00 00          Store #$0000 to 00:7028
DE/AAA2: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/AAA5: FE                   Return


EVENT [3A3] ------------------------------------------------------------>
DE/AAA6: D9 0F A8 AB          If event flag memory address 00:7061 Bit 7 set, jump to address $DE/ABA8
DE/AAAA: A8 1A 00             Store #$00 to 00:70BA
DE/AAAD: A8 36 00             Store #$00 to 00:70D6
DE/AAB0: D1 C8 01             Execute event id $01C8
DE/AAB3: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DE/AAB5: 10 45                Set transition flag, 1/2 speed
   DE/AAB7: 80 06 42             Move object to on-screen coords: (192,528)
DE/AABA: 60 34 89 62          Run Dialogue $0934 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOSHI: You lookin' at me?<I>
 >>   (Yeah! Let's race)
 >>   (Uh, no...)<I><END>


DE/AABE: FD 32                <UNKNOWN COMMAND $FD 32>
DE/AAC0: 66 66 AB             If 2nd option chosen from dialogue prompt, jump to address $DE/AB66
DE/AAC3: FD 58 6D             Store the number of instances in item inventory of item #$6D (.Yoshi Cookie) to 00:7000
DE/AAC6: E2 00 00 5E AB       If value at 00:7000 = #$0000, jump to address $DE/AB5E
DE/AACB: B6 2B 00              Store a random number from 0 to #$002B to 00:7000
DE/AACE: C0 2A 00             Compare value at 00:7000 to #$002A
DE/AAD1: EC FE AA             If Bit 0 of 00:70A0,x set, jump to address $DE/AAFE
DE/AAD4: C0 28 00             Compare value at 00:7000 to #$0028
DE/AAD7: EC 04 AB             If Bit 0 of 00:70A0,x set, jump to address $DE/AB04
DE/AADA: C0 25 00             Compare value at 00:7000 to #$0025
DE/AADD: EC 0A AB             If Bit 0 of 00:70A0,x set, jump to address $DE/AB0A
DE/AAE0: C0 20 00             Compare value at 00:7000 to #$0020
DE/AAE3: EC 10 AB             If Bit 0 of 00:70A0,x set, jump to address $DE/AB10
DE/AAE6: C0 18 00             Compare value at 00:7000 to #$0018
DE/AAE9: EC F8 AA             If Bit 0 of 00:70A0,x set, jump to address $DE/AAF8
DE/AAEC: C0 0E 00             Compare value at 00:7000 to #$000E
DE/AAEF: EC 16 AB             If Bit 0 of 00:70A0,x set, jump to address $DE/AB16
DE/AAF2: A8 1A 03             Store #$03 to 00:70BA
DE/AAF5: D2 1C AB             Jump to address $DE/AB1C
DE/AAF8: A8 1A 05             Store #$05 to 00:70BA
DE/AAFB: D2 1C AB             Jump to address $DE/AB1C
DE/AAFE: A8 1A 14             Store #$14 to 00:70BA
DE/AB01: D2 2C AB             Jump to address $DE/AB2C
DE/AB04: A8 1A 0A             Store #$0A to 00:70BA
DE/AB07: D2 2C AB             Jump to address $DE/AB2C
DE/AB0A: A8 1A 08             Store #$08 to 00:70BA
DE/AB0D: D2 2C AB             Jump to address $DE/AB2C
DE/AB10: A8 1A 06             Store #$06 to 00:70BA
DE/AB13: D2 2C AB             Jump to address $DE/AB2C
DE/AB16: A8 1A 04             Store #$04 to 00:70BA
DE/AB19: D2 2C AB             Jump to address $DE/AB2C
DE/AB1C: B4 1A                Store value at 00:70BA to 00:7000
DE/AB1E: FD B6 00 FF          Divide value at 00:7000 by 2^1 and store back
DE/AB22: 60 36 89 62          Run Dialogue $0936 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



  (This time, the odds on Yoshi
  are <$00>.5 : 1 Well?)<I>
  >>   (I'll race Yoshi)
  >>   (I'll hop off and watch Yoshi)<I><END>


DE/AB26: 66 57 AB             If 2nd option chosen from dialogue prompt, jump to address $DE/AB57
DE/AB29: D2 3C AB             Jump to address $DE/AB3C
DE/AB2C: B4 1A                Store value at 00:70BA to 00:7000
DE/AB2E: FD B6 00 FF          Divide value at 00:7000 by 2^1 and store back
DE/AB32: 60 35 89 62          Run Dialogue $0935 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



  (The odds on Yoshi are
  <$00> : 1. What will you do?)<I>
 >>   (I'll race Yoshi)
 >>   (I'll hop off and watch Yoshi)<I><END>


DE/AB36: 66 57 AB             If 2nd option chosen from dialogue prompt, jump to address $DE/AB57
DE/AB39: D2 3C AB             Jump to address $DE/AB3C
DE/AB3C: A0 F0                Set event flag memory address 00:705E Bit 0
DE/AB3E: A4 F1                Clear event flag memory address 00:705E Bit 1
DE/AB40: 60 37 A9 62          Run Dialogue $0937 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



  (So how many Cookies
  are you gonna wager?<I>
  You can wager up to 10.)<I><END>


DE/AB44: FD 58 6D             Store the number of instances in item inventory of item #$6D (.Yoshi Cookie) to 00:7000
DE/AB47: BB 13                Store value at 00:7000 to 00:7026
DE/AB49: D3 58 A9             Jump to address $DE/A958
DE/AB4C: BA 12                Store value at 00:7024 to 00:7000
DE/AB4E: B5 36                Store value at 00:7000 to 00:70D6
DE/AB50: 60 39 A9 62          Run Dialogue $0939 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOSHI:  (Count me in for <$01>!<I>
 To the starting gate, group!)<I><END>


DE/AB54: D2 6E AB             Jump to address $DE/AB6E
DE/AB57: A0 F1                Set event flag memory address 00:705E Bit 1
DE/AB59: A4 F0                Clear event flag memory address 00:705E Bit 0
DE/AB5B: D2 40 AB             Jump to address $DE/AB40
DE/AB5E: 60 3B A9 62          Run Dialogue $093B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



BOSHI:  (No Cookies, NO RACE.)<I><END>


DE/AB62: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/AB65: FE                   Return

DE/AB66: 60 38 A9 62          Run Dialogue $0938 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




          (Nice weather, eh?)<I><END>


DE/AB6A: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/AB6D: FE                   Return

DE/AB6E: B4 36                Store value at 00:70D6 to 00:7000
DE/AB70: BB 12                Store value at 00:7000 to 00:7024
DE/AB72: D6 12                Store value at 00:7024 to object memory
DE/AB74: 51 6D                Remove item in inventory: #$6D (.Yoshi Cookie)
DE/AB76: D7                   End of code block
DE/AB77: A1 0F                Set event flag memory address 00:7061 Bit 7
DE/AB79: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/AB7B: A4 1E                Clear event flag memory address 00:7043 Bit 6
DE/AB7D: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/AB7F: 8F                   <UNKNOWN COMMAND $8F>
DE/AB80: 00 00                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes)
DE/AB82: 03 7F                Set Object: GENO ---> Begin action queue for object (Length: 0x7F bytes)
   DE/AB84: 16                   <UNKNOWN COMMAND $16>
   DE/AB85: FA                   <UNKNOWN COMMAND $FA>
   DE/AB86: 17                   <UNKNOWN COMMAND $17>
   DE/AB87: FA                   <UNKNOWN COMMAND $FA>
   DE/AB88: 17                   <UNKNOWN COMMAND $17>
   DE/AB89: F1 08 92             Frame Duration: 37384
   DE/AB8C: 0B 52                Set Bits $52 of current object address 0A,x
   DE/AB8E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/AB8F: 77                   Object faces up-right
   DE/AB90: 10 85                Set sequence flag, 1/2 speed
   DE/AB92: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/AB93: 16                   <UNKNOWN COMMAND $16>
   DE/AB94: F1 08 92             Frame Duration: 37384
   DE/AB97: 0B 53                Set Bits $53 of current object address 0A,x
   DE/AB99: 00                   Set Bit 7 of current object (enable object visibility)
   DE/AB9A: 77                   Object faces up-right
   DE/AB9B: 10 85                Set sequence flag, 1/2 speed
   DE/AB9D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/AB9E: 1E                   <UNKNOWN COMMAND $1E>
   DE/AB9F: 85                   Max sequence speed?
   DE/ABA0: 92 0A 50 00          Place object at on-screen coords: (320,640) Z=0
   DE/ABA4: 77                   Object faces up-right
   DE/ABA5: D0 CA 01             Set object to movement $01CA
   DE/ABA8: D1                   <UNKNOWN COMMAND $D1>
   DE/ABA9: C8 01                <UNKNOWN COMMAND $C8>
   DE/ABAB: 60 4F                Shift object right 79 pixels
   DE/ABAD: A9 DE 40             Add #$40 to 00:717E
   DE/ABB0: D5 A1 FE             <UNKNOWN COMMAND $D5>
   DE/ABB3: 9C 81                Play sound effect #$81
   DE/ABB5: DC 25 29 AC          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/AC29
   DE/ABB9: D1                   <UNKNOWN COMMAND $D1>
   DE/ABBA: C8 01                <UNKNOWN COMMAND $C8>
   DE/ABBC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/ABBD: 07                   Clear "moon-walk" Bits
   DE/ABBE: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/ABC0: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/ABC2: 80 0E 3E             Move object to on-screen coords: (448,496)
   DE/ABC5: 1D                   <UNKNOWN COMMAND $1D>
   DE/ABC6: F1 82 10             Frame Duration: 4226
   DE/ABC9: 81 FD 32             Move object: right=4000px down=400px
   DE/ABCC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/ABCD: 07                   Clear "moon-walk" Bits
   DE/ABCE: 08 46 06             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/ABD1: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/ABD3: 0B 04                Set Bits $4 of current object address 0A,x
   DE/ABD5: 1D                   <UNKNOWN COMMAND $1D>
   DE/ABD6: 81 75 1D             Move object: right=3760px down=232px
   DE/ABD9: F2 77 00             <UNKNOWN COMMAND $F2>
   DE/ABDC: FD 58                <UNKNOWN COMMAND $58>
   DE/ABDE: 6D                   <UNKNOWN COMMAND $6D>
   DE/ABDF: E2                   <UNKNOWN COMMAND $E2>
   DE/ABE0: 00                   Set Bit 7 of current object (enable object visibility)
   DE/ABE1: 00                   Set Bit 7 of current object (enable object visibility)
   DE/ABE2: 1A                   <UNKNOWN COMMAND $1A>
   DE/ABE3: AC BB 13             Store #$13BB to 00:700C
   DE/ABE6: 60 3D                Shift object right 61 pixels
   DE/ABE8: 89                   Object disappears?
   DE/ABE9: D0 66 1A             Set object to movement $1A66
   DE/ABEC: AC 60 3E             Store #$3E60 to 00:700C
   DE/ABEF: A9 D0 A0             Add #$A0 to 00:7170
   DE/ABF2: 10 D3                Set transition and sequence flags, x4 speed
   DE/ABF4: 58 A9                Shift object right 2704 pixels
   DE/ABF6: 1D                   <UNKNOWN COMMAND $1D>
   DE/ABF7: 8D                   <UNKNOWN COMMAND $8D>
   DE/ABF8: 10 80                Set sequence flag, x1 speed
   DE/ABFA: 08 41 0E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DE/ABFD: FD 9E                <UNKNOWN COMMAND $9E>
   DE/ABFF: 3D F0 35             <UNKNOWN COMMAND $3D: pointer to address $DE/35F0>
   DE/AC02: 09                   Reset all object properties to default

EVENT [3A4] ------------------------------------------------------------>
DE/AC03: 10 85                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/AC05: D6 12                Store value at 00:7024 to object memory
   DE/AC07: 51 6D                Shift object down-right 1744 pixels
   DE/AC09: D7                   End of code block
DE/AC0A: B4 39                Store value at 00:70D9 to 00:7000
DE/AC0C: B8 12                Add value at 00:7024 to 00:7000
DE/AC0E: B5 39                Store value at 00:7000 to 00:70D9
DE/AC10: C0 15 00             Compare value at 00:7000 to #$0015
DE/AC13: EC 2E AC             If Bit 0 of 00:70A0,x set, jump to address $DE/AC2E
DE/AC16: F0 1D                Duration: 29 frames
DE/AC18: 9C 81                Play sound effect #$81
DE/AC1A: 64                   <UNKNOWN COMMAND $64>
DE/AC1B: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
DE/AC1E: A4 10                Clear event flag memory address 00:7042 Bit 0
DE/AC20: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/AC22: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/AC24: A4 1E                Clear event flag memory address 00:7043 Bit 6
DE/AC26: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/AC28: FE                   Return

DE/AC29: 34 EF                Change directional maneuverability: left right down up 
DE/AC2B: F0 1F                Duration: 31 frames
DE/AC2D: FE                   Return

DE/AC2E: A2 21                Set event flag memory address 00:7084 Bit 1
DE/AC30: A8 39 00             Store #$00 to 00:70D9
DE/AC33: D2 16 AC             Jump to address $DE/AC16

EVENT [3A5] ------------------------------------------------------------>
DE/AC36: 9C 82                Play sound effect #$82
DE/AC38: DC 25 29 AC          If event flag memory address 00:7044 Bit 5 clear, jump to address $DE/AC29
DE/AC3C: D1 C8 01             Execute event id $01C8
DE/AC3F: FD 58 6D             Store the number of instances in item inventory of item #$6D (.Yoshi Cookie) to 00:7000
DE/AC42: E2 00 00 16 AD       If value at 00:7000 = #$0000, jump to address $DE/AD16
DE/AC47: BB 13                Store value at 00:7000 to 00:7026
DE/AC49: 60 3C 89 D0          Run Dialogue $093C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


     (I'm dying for some Cookies.)<I><END>


DE/AC4D: 60 44 89 D0          Run Dialogue $0944 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Want to give him some?<I>
 >>   (Sure)
 >>   (No way)<I><END>


DE/AC51: 66 16 AD             If 2nd option chosen from dialogue prompt, jump to address $DE/AD16
DE/AC54: 60 45 A9 D0          Run Dialogue $0945 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 How many?<I><END>


DE/AC58: A0 10                Set event flag memory address 00:7042 Bit 0
DE/AC5A: D3 58 A9             Jump to address $DE/A958
DE/AC5D: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/AC5F: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/AC61: A4 1E                Clear event flag memory address 00:7043 Bit 6
DE/AC63: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/AC65: D6 12                Store value at 00:7024 to object memory
DE/AC67: 51 6D                Remove item in inventory: #$6D (.Yoshi Cookie)
DE/AC69: D7                   End of code block
DE/AC6A: B4 39                Store value at 00:70D9 to 00:7000
DE/AC6C: B8 12                Add value at 00:7024 to 00:7000
DE/AC6E: C0 32 00             Compare value at 00:7000 to #$0032
DE/AC71: EC F6 AC             If Bit 0 of 00:70A0,x set, jump to address $DE/ACF6
DE/AC74: B5 39                Store value at 00:7000 to 00:70D9
DE/AC76: BA 12                Store value at 00:7024 to 00:7000
DE/AC78: C0 14 00             Compare value at 00:7000 to #$0014
DE/AC7B: EC 8B AC             If Bit 0 of 00:70A0,x set, jump to address $DE/AC8B
DE/AC7E: C0 0A 00             Compare value at 00:7000 to #$000A
DE/AC81: EC AE AC             If Bit 0 of 00:70A0,x set, jump to address $DE/ACAE
DE/AC84: 60 47 A9 D0          Run Dialogue $0947 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Phew! Now that's what I
   call generous!)<I><END>


DE/AC88: D2 16 AD             Jump to address $DE/AD16
DE/AC8B: 1F 86                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/AC8D: 08 48 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/AC90: F0 1D                Frame Duration: 29
   DE/AC92: 09                   Reset all object properties to default
DE/AC93: F0 09                Duration: 9 frames
DE/AC95: 60 46 A9 D0          Run Dialogue $0946 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (OH! I AM STUFFED!<I>
  I won't need to eat
  for weeks.)<I><END>


DE/AC99: F0 09                Duration: 9 frames
DE/AC9B: D3 25 AD             Jump to address $DE/AD25
DE/AC9E: F0 09                Duration: 9 frames
DE/ACA0: 9C 55                Play sound effect #$55
DE/ACA2: A8 07 6B             Store #$6B to 00:70A7
DE/ACA5: 60 0C A2 00          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DE/ACA9: 50 6B                Put item in inventory: #$6B (-Red Essence )
DE/ACAB: D2 16 AD             Jump to address $DE/AD16
DE/ACAE: 1F 86                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/ACB0: 08 48 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/ACB3: F0 1D                Frame Duration: 29
   DE/ACB5: 09                   Reset all object properties to default
DE/ACB6: F0 09                Duration: 9 frames
DE/ACB8: 60 46 A9 D0          Run Dialogue $0946 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (OH! I AM STUFFED!<I>
  I won't need to eat
  for weeks.)<I><END>


DE/ACBC: F0 09                Duration: 9 frames
DE/ACBE: D3 25 AD             Jump to address $DE/AD25
DE/ACC1: F0 09                Duration: 9 frames
DE/ACC3: 9C 1B                Play sound effect #$1B
DE/ACC5: B6 65 00              Store a random number from 0 to #$0065 to 00:7000
DE/ACC8: E2 64 00 A2 AC       If value at 00:7000 = #$0064, jump to address $DE/ACA2
DE/ACCD: E9 DE AC             If random number between 0 and 255 > 66, jump to address $DE/ACDE
DE/ACD0: EA AC A8             If Bit 1 of 00:70A0,x set, jump to address $DE/A8AC
DE/ACD3: 07 6A                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x6A bytes)
   DE/ACD5: 60 0C                Shift object right 12 pixels
   DE/ACD7: A2 00                Set event flag memory address 00:7080 Bit 0
   DE/ACD9: 50 6A                Shift object right 1696 pixels
   DE/ACDB: D2 16 AD             Jump to address $DE/AD16
   DE/ACDE: A8 07 69             Store #$69 to 00:70A7
   DE/ACE1: 60 0C                Shift object right 12 pixels
   DE/ACE3: A2 00                Set event flag memory address 00:7080 Bit 0
   DE/ACE5: 50 69                Shift object right 1680 pixels
   DE/ACE7: D2 16 AD             Jump to address $DE/AD16
   DE/ACEA: A8 07 68             Store #$68 to 00:70A7
   DE/ACED: 60 0C                Shift object right 12 pixels
   DE/ACEF: A2 00                Set event flag memory address 00:7080 Bit 0
   DE/ACF1: 50 68                Shift object right 1664 pixels
   DE/ACF3: D2 16 AD             Jump to address $DE/AD16
   DE/ACF6: 1F                   <UNKNOWN COMMAND $1F>
   DE/ACF7: 86                   Max sequence speed?
   DE/ACF8: 08 48 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/ACFB: F0 1D                Frame Duration: 29
   DE/ACFD: 09                   Reset all object properties to default
   DE/ACFE: F0 09                Frame Duration: 9
   DE/AD00: 60 46                Shift object right 70 pixels
   DE/AD02: A9 D0 F0             Add #$F0 to 00:7170
   DE/AD05: 09                   Reset all object properties to default
   DE/AD06: D3 25 AD             Jump to address $DE/AD25
   DE/AD09: F0 09                Frame Duration: 9
   DE/AD0B: 53 01                Shift object down-left 16 pixels
   DE/AD0D: 9C 5E                Play sound effect #$5E
   DE/AD0F: 60 0E                Shift object right 14 pixels
   DE/AD11: A2 00                Set event flag memory address 00:7080 Bit 0
   DE/AD13: A8 39 00             Store #$00 to 00:70D9
   DE/AD16: 64 40                Shift object left 64 pixels
   DE/AD18: D5 A1 A4             <UNKNOWN COMMAND $D5>
   DE/AD1B: 10 A4                Set sequence flag, x8 speed
   DE/AD1D: 1C                   <UNKNOWN COMMAND $1C>
   DE/AD1E: A4 1D                Clear event flag memory address 00:7043 Bit 5
   DE/AD20: A4 1E                Clear event flag memory address 00:7043 Bit 6
   DE/AD22: A4 1F                Clear event flag memory address 00:7043 Bit 7
   DE/AD24: FE                   Return Queue

DE/AD25: 20 82                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/AD27: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/AD28: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/AD29: 1F 88                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/AD2B: 10 80                Set sequence flag, x1 speed
   DE/AD2D: 08 50 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/AD30: F0 6D                Frame Duration: 109
   DE/AD32: 09                   Reset all object properties to default
DE/AD33: 20 82                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/AD35: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/AD36: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/AD37: FE                   Return


EVENT [3A6] ------------------------------------------------------------>
DE/AD38: D0 08 0E             Execute event id $0E08 subsequently

EVENT [3A7] ------------------------------------------------------------>
DE/AD3B: F8 09 2A 43 AD       <UNKNOWN COMMAND $F8>
DE/AD40: 6A 09 C2             Modify BGL of area $C209
DE/AD43: FD F0 09 28 4C AD    <UNKNOWN COMMAND $F0: pointer to address $DE/AD4C
DE/AD49: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/AD4B: 01                   Clear Bit 7 of current object (disable object visibility)
DE/AD4C: D9 14 F7 0E          If event flag memory address 00:7062 Bit 4 set, jump to address $DE/0EF7
DE/AD50: 71                   Lighten screen from black before following commands
DE/AD51: D1 04 0E             Execute event id $0E04
DE/AD54: DE CF F7 0E          If event flag memory address 00:7099 Bit 7 clear, jump to address $DE/0EF7
DE/AD58: FD F0 09 28 F7 0E    <UNKNOWN COMMAND $F0: pointer to address $DE/0EF7
DE/AD5E: 9C 95                Play sound effect #$95
DE/AD60: A6 CF                Clear event flag memory address 00:7099 Bit 7
DE/AD62: FE                   Return


EVENT [3A8] ------------------------------------------------------------>

EVENT [3A9] ------------------------------------------------------------>

EVENT [3AA] ------------------------------------------------------------>

EVENT [3AB] ------------------------------------------------------------>

EVENT [3AC] ------------------------------------------------------------>

EVENT [3AD] ------------------------------------------------------------>

EVENT [3AE] ------------------------------------------------------------>

EVENT [3AF] ------------------------------------------------------------>

EVENT [3B0] ------------------------------------------------------------>

EVENT [3B1] ------------------------------------------------------------>

EVENT [3B2] ------------------------------------------------------------>

EVENT [3B3] ------------------------------------------------------------>

EVENT [3B4] ------------------------------------------------------------>

EVENT [3B5] ------------------------------------------------------------>

EVENT [3B6] ------------------------------------------------------------>

EVENT [3B7] ------------------------------------------------------------>

EVENT [3B8] ------------------------------------------------------------>

EVENT [3B9] ------------------------------------------------------------>

EVENT [3BA] ------------------------------------------------------------>

EVENT [3BB] ------------------------------------------------------------>

EVENT [3BC] ------------------------------------------------------------>

EVENT [3BD] ------------------------------------------------------------>

EVENT [3BE] ------------------------------------------------------------>

EVENT [3BF] ------------------------------------------------------------>

EVENT [3C0] ------------------------------------------------------------>

EVENT [3C1] ------------------------------------------------------------>

EVENT [3C2] ------------------------------------------------------------>

EVENT [3C3] ------------------------------------------------------------>

EVENT [3C4] ------------------------------------------------------------>

EVENT [3C5] ------------------------------------------------------------>

EVENT [3C6] ------------------------------------------------------------>

EVENT [3C7] ------------------------------------------------------------>

EVENT [3C8] ------------------------------------------------------------>

EVENT [3C9] ------------------------------------------------------------>

EVENT [3CA] ------------------------------------------------------------>

EVENT [3CB] ------------------------------------------------------------>

EVENT [3CC] ------------------------------------------------------------>

EVENT [3CD] ------------------------------------------------------------>

EVENT [3CE] ------------------------------------------------------------>

EVENT [3CF] ------------------------------------------------------------>

EVENT [3D0] ------------------------------------------------------------>

EVENT [3D1] ------------------------------------------------------------>

EVENT [3D2] ------------------------------------------------------------>

EVENT [3D3] ------------------------------------------------------------>

EVENT [3D4] ------------------------------------------------------------>

EVENT [3D5] ------------------------------------------------------------>

EVENT [3D6] ------------------------------------------------------------>

EVENT [3D7] ------------------------------------------------------------>

EVENT [3D8] ------------------------------------------------------------>

EVENT [3D9] ------------------------------------------------------------>

EVENT [3DA] ------------------------------------------------------------>

EVENT [3DB] ------------------------------------------------------------>

EVENT [3DC] ------------------------------------------------------------>

EVENT [3DD] ------------------------------------------------------------>

EVENT [3DE] ------------------------------------------------------------>

EVENT [3DF] ------------------------------------------------------------>

EVENT [3E0] ------------------------------------------------------------>
DE/AD63: 68 F3 00 0D 23 E0    Enter area: $00F3
                              MARIO will be at coords: (432,280) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/AD69: FD 31                Screen doesn't move with MARIO
DE/AD6B: 15 F2 16 03          Set Object: NPC #1 ---> Command: Set object to movement: $0316
DE/AD6F: 16 F2 16 03          Set Object: NPC #2 ---> Command: Set object to movement: $0316
DE/AD73: 17 F2 17 03          Set Object: NPC #3 ---> Command: Set object to movement: $0317
DE/AD77: 18 F2 17 03          Set Object: NPC #4 ---> Command: Set object to movement: $0317
DE/AD7B: 19 F2 17 03          Set Object: NPC #5 ---> Command: Set object to movement: $0317
DE/AD7F: 1A F2 16 03          Set Object: NPC #6 ---> Command: Set object to movement: $0316
DE/AD83: 0C F2 18 03          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0318
DE/AD87: F0 09                Duration: 9 frames
DE/AD89: 70                   Simultaneously lighten screen from black with following commands
DE/AD8A: 00 15                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes)
   DE/AD8C: 10 C1                Set transition and sequence flags, x2 speed
   DE/AD8E: 57 02                Shift object up-right 32 pixels
   DE/AD90: 10 40                Set transition flag, x1 speed
   DE/AD92: 57 04                Shift object up-right 64 pixels
   DE/AD94: F0 4F                Frame Duration: 79
   DE/AD96: D4 02                Start code block, repeat 2 times
   DE/AD98: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/AD9B: F0 05                Frame Duration: 5
   DE/AD9D: 09                   Reset all object properties to default
   DE/AD9E: F0 05                Frame Duration: 5
   DE/ADA0: D7                   End of code block
DE/ADA1: 14 0E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/ADA3: 10 45                Set transition flag, 1/2 speed
   DE/ADA5: 10 81                Set sequence flag, x2 speed
   DE/ADA7: 63 0C                Shift object down-left 12 pixels
   DE/ADA9: F0 59                Frame Duration: 89
   DE/ADAB: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/ADAE: F0 09                Frame Duration: 9
   DE/ADB0: 09                   Reset all object properties to default
DE/ADB1: FD 32                <UNKNOWN COMMAND $FD 32>
DE/ADB3: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   DE/ADB5: F0 1D                Frame Duration: 29
   DE/ADB7: 73                   Object faces down-left
   DE/ADB8: F0 13                Frame Duration: 19
   DE/ADBA: 7E 6C 00             Object jumps #$006C units
   DE/ADBD: F0 00                Frame Duration: 0
   DE/ADBF: 3D BD AD             <UNKNOWN COMMAND $3D: pointer to address $DE/ADBD>
   DE/ADC2: 10 41                Set transition flag, x2 speed
   DE/ADC4: 53 06                Shift object down-left 96 pixels
   DE/ADC6: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/ADC8: 53 02                Shift object down-left 32 pixels
   DE/ADCA: 01                   Clear Bit 7 of current object (disable object visibility)
DE/ADCB: F0 59                Duration: 89 frames
DE/ADCD: 76 1E                Simultaneously darken screen from black with following commands; Duration: 30 frames
DE/ADCF: 7F                   <UNKNOWN COMMAND $7F>
DE/ADD0: FD 32                <UNKNOWN COMMAND $FD 32>
DE/ADD2: D0 82 00             Execute event id $0082 subsequently

EVENT [3E1] ------------------------------------------------------------>
DE/ADD5: 68 F5 00 16 21 E1    Enter area: $00F5
                              MARIO will be at coords: (720,264) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/ADDB: 40 AD 21             Execute event id $21AD simultaneously with the following commands
DE/ADDE: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   DE/ADE0: 10 44                Set transition flag, x8 speed
   DE/ADE2: 57 03                Shift object up-right 48 pixels
   DE/ADE4: 10 45                Set transition flag, 1/2 speed
   DE/ADE6: 57 06                Shift object up-right 96 pixels
DE/ADE8: 00 49                Set Object: MARIO ---> Begin action queue for object (Length: 0x49 bytes)
   DE/ADEA: 10 C1                Set transition and sequence flags, x2 speed
   DE/ADEC: 7E 60 00             Object jumps #$0060 units
   DE/ADEF: 57 02                Shift object up-right 32 pixels
   DE/ADF1: F0 00                Frame Duration: 0
   DE/ADF3: 3D F1 AD             <UNKNOWN COMMAND $3D: pointer to address $DE/ADF1>
   DE/ADF6: 7E 60 00             Object jumps #$0060 units
   DE/ADF9: 57 02                Shift object up-right 32 pixels
   DE/ADFB: F0 00                Frame Duration: 0
   DE/ADFD: 3D FB AD             <UNKNOWN COMMAND $3D: pointer to address $DE/ADFB>
   DE/AE00: 7E 60 00             Object jumps #$0060 units
   DE/AE03: 57 02                Shift object up-right 32 pixels
   DE/AE05: F0 00                Frame Duration: 0
   DE/AE07: 3D 05 AE             <UNKNOWN COMMAND $3D: pointer to address $DE/AE05>
   DE/AE0A: 7E 60 00             Object jumps #$0060 units
   DE/AE0D: 57 02                Shift object up-right 32 pixels
   DE/AE0F: 67 04                Shift object up-right 4 pixels
   DE/AE11: F0 00                Frame Duration: 0
   DE/AE13: 3D 11 AE             <UNKNOWN COMMAND $3D: pointer to address $DE/AE11>
   DE/AE16: 10 40                Set transition flag, x1 speed
   DE/AE18: 47                   <UNKNOWN COMMAND $47>
   DE/AE19: 7E 60 00             Object jumps #$0060 units
   DE/AE1C: 10 41                Set transition flag, x2 speed
   DE/AE1E: 57 02                Shift object up-right 32 pixels
   DE/AE20: 67 04                Shift object up-right 4 pixels
   DE/AE22: F0 00                Frame Duration: 0
   DE/AE24: 3D 22 AE             <UNKNOWN COMMAND $3D: pointer to address $DE/AE22>
   DE/AE27: 7E 6C 00             Object jumps #$006C units
   DE/AE2A: 10 41                Set transition flag, x2 speed
   DE/AE2C: 57 01                Shift object up-right 16 pixels
   DE/AE2E: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/AE30: 08 49 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
DE/AE33: 14 1F                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1F bytes)
   DE/AE35: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/AE38: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/AE3A: F0 3B                Frame Duration: 59
   DE/AE3C: 10 44                Set transition flag, x8 speed
   DE/AE3E: 5B 04                Shift object down 64 pixels
   DE/AE40: A0 19                Set event flag memory address 00:7043 Bit 1
   DE/AE42: 10 81                Set sequence flag, x2 speed
   DE/AE44: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/AE47: F0 01                Frame Duration: 1
   DE/AE49: A4 19                Clear event flag memory address 00:7043 Bit 1
   DE/AE4B: F0 1B                Frame Duration: 27
   DE/AE4D: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/AE50: 10 40                Set transition flag, x1 speed
   DE/AE52: 5A 0A                Shift object up 160 pixels
DE/AE54: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/AE56: F0 3B                Frame Duration: 59
   DE/AE58: 10 45                Set transition flag, 1/2 speed
   DE/AE5A: 53 04                Shift object down-left 64 pixels
   DE/AE5C: 57 02                Shift object up-right 32 pixels
DE/AE5E: 15 13                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/AE60: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/AE62: F0 4F                Frame Duration: 79
   DE/AE64: 00                   Set Bit 7 of current object (enable object visibility)
   DE/AE65: FD 0F 03             Object overlaps BG1 & BG2
   DE/AE68: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/AE6B: 4A                   <UNKNOWN COMMAND $4A>
   DE/AE6C: 6A 0C                Shift object up 12 pixels
   DE/AE6E: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/AE71: F0 2F                Frame Duration: 47
DE/AE73: F0 0F                Duration: 15 frames
DE/AE75: 70                   Simultaneously lighten screen from black with following commands
DE/AE76: F0 61                Duration: 97 frames
DE/AE78: 76 1E                Simultaneously darken screen from black with following commands; Duration: 30 frames
DE/AE7A: 7F                   <UNKNOWN COMMAND $7F>
DE/AE7B: D0 8A 00             Execute event id $008A subsequently

EVENT [3E2] ------------------------------------------------------------>
DE/AE7E: 68 F4 00 10 40 60    Enter area: $00F4
                              MARIO will be at coords: (512,512) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
DE/AE84: 70                   Simultaneously lighten screen from black with following commands
DE/AE85: A0 24                Set event flag memory address 00:7044 Bit 4
DE/AE87: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/AE89: 0C F0                XOR Bits $F0 of current object address 0A,x
DE/AE8B: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DE/AE8F: F0 09                Duration: 9 frames
DE/AE91: 20 81                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/AE93: 73                   Object faces down-left
DE/AE94: 00 97                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/AE96: 7E 6E 00             Object jumps #$006E units
   DE/AE99: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/AE9B: 10 45                Set transition flag, 1/2 speed
   DE/AE9D: 63 0D                Shift object down-left 13 pixels
   DE/AE9F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/AEA1: 13 02                Layering priority: Object overlaps MARIO
   DE/AEA3: 63 03                Shift object down-left 3 pixels
   DE/AEA5: 08 46 05             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/AEA8: 10 44                Set transition flag, x8 speed
   DE/AEAA: 4B                   <UNKNOWN COMMAND $4B>
   DE/AEAB: F0 1D                Frame Duration: 29
DE/AEAD: FD 40                <UNKNOWN COMMAND $FD 40>
DE/AEAF: FD 45                <UNKNOWN COMMAND $FD 45>
DE/AEB1: 20 FA                Set Object: NPC #12 ---> Command: Remove movement effects
DE/AEB3: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   DE/AEB5: 10 41                Set transition flag, x2 speed
   DE/AEB7: 08 46 02             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/AEBA: 52 02                Shift object down 32 pixels
   DE/AEBC: 08 46 05             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/AEBF: 53 09                Shift object down-left 144 pixels
   DE/AEC1: 08 46 85             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DE/AEC4: 51 05                Shift object down-right 80 pixels
   DE/AEC6: 08 46 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/AEC9: 57 0C                Shift object up-right 192 pixels
DE/AECB: 20 0D                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/AECD: 07                   Clear "moon-walk" Bits
   DE/AECE: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   DE/AED0: 10 C1                Set transition and sequence flags, x2 speed
   DE/AED2: 52 02                Shift object down 32 pixels
   DE/AED4: 53 09                Shift object down-left 144 pixels
   DE/AED6: 51 05                Shift object down-right 80 pixels
   DE/AED8: 57 0C                Shift object up-right 192 pixels
DE/AEDA: F0 BD                Duration: 189 frames
DE/AEDC: 76 1E                Simultaneously darken screen from black with following commands; Duration: 30 frames
DE/AEDE: 7F                   <UNKNOWN COMMAND $7F>
DE/AEDF: D0 8B 00             Execute event id $008B subsequently

EVENT [3E3] ------------------------------------------------------------>
DE/AEE2: FD 4F                INTRO - Moleville Mountain
DE/AEE4: D0 CA 06             Execute event id $06CA subsequently

EVENT [3E4] ------------------------------------------------------------>
DE/AEE7: 68 7B 00 0C 53 40    Enter area: $007B
                              MARIO will be at coords: (400,664) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/AEED: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/AEEF: 01                   Clear Bit 7 of current object (disable object visibility)
DE/AEF0: FD 66 0C 05          Display "IN..." from introduction demo 12 pixels from top
DE/AEF4: 72 1E                Simultaneously lighten screen from black with following commands; Duration: 30 frames
DE/AEF6: 7F                   <UNKNOWN COMMAND $7F>
DE/AEF7: F0 77                Duration: 119 frames
DE/AEF9: 76 1E                Simultaneously darken screen from black with following commands; Duration: 30 frames
DE/AEFB: 7F                   <UNKNOWN COMMAND $7F>
DE/AEFC: FE                   Return


EVENT [3E5] ------------------------------------------------------------>
DE/AEFD: 68 AD 01 0C 38 E0    Enter area: $01AD
                              MARIO will be at coords: (384,448) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/AF03: FD 31                Screen doesn't move with MARIO
DE/AF05: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/AF07: 10 44                Set transition flag, x8 speed
   DE/AF09: 53 02                Shift object down-left 32 pixels
   DE/AF0B: 56 01                Shift object up 16 pixels
DE/AF0D: 00 19                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes)
   DE/AF0F: F0 04                Frame Duration: 4
   DE/AF11: 10 41                Set transition flag, x2 speed
   DE/AF13: 7F 8C 00             Object jumps (with sound effect) #$008C units
   DE/AF16: 57 03                Shift object up-right 48 pixels
   DE/AF18: 67 0C                Shift object up-right 12 pixels
   DE/AF1A: F0 59                Frame Duration: 89
   DE/AF1C: 10 81                Set sequence flag, x2 speed
   DE/AF1E: 7E 6C 00             Object jumps #$006C units
   DE/AF21: F0 27                Frame Duration: 39
   DE/AF23: 56 02                Shift object up 32 pixels
   DE/AF25: 57 0C                Shift object up-right 192 pixels
   DE/AF27: 01                   Clear Bit 7 of current object (disable object visibility)
DE/AF28: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/AF2A: 10 40                Set transition flag, x1 speed
   DE/AF2C: 57 14                Shift object up-right 320 pixels
DE/AF2E: 72 14                Simultaneously lighten screen from black with following commands; Duration: 20 frames
DE/AF30: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/AF32: 10 45                Set transition flag, 1/2 speed
   DE/AF34: 51 02                Shift object down-right 32 pixels
   DE/AF36: 53 05                Shift object down-left 80 pixels
DE/AF38: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/AF3A: 10 45                Set transition flag, 1/2 speed
   DE/AF3C: F0 3B                Frame Duration: 59
   DE/AF3E: 51 09                Shift object down-right 144 pixels
DE/AF40: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/AF42: F0 3B                Frame Duration: 59
   DE/AF44: 10 45                Set transition flag, 1/2 speed
   DE/AF46: 71                   Object faces down-right
DE/AF47: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/AF49: F0 95                Frame Duration: 149
   DE/AF4B: 10 45                Set transition flag, 1/2 speed
   DE/AF4D: 43                   <UNKNOWN COMMAND $43>
   DE/AF4E: 71                   Object faces down-right
   DE/AF4F: 06                   Set "moon-walk" Bits
   DE/AF50: 45                   <UNKNOWN COMMAND $45>
   DE/AF51: 07                   Clear "moon-walk" Bits
   DE/AF52: 73                   Object faces down-left
DE/AF53: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/AF55: F0 95                Frame Duration: 149
   DE/AF57: 10 45                Set transition flag, 1/2 speed
   DE/AF59: 43                   <UNKNOWN COMMAND $43>
   DE/AF5A: 75                   Object faces up-left
   DE/AF5B: 06                   Set "moon-walk" Bits
   DE/AF5C: 41                   <UNKNOWN COMMAND $41>
   DE/AF5D: 07                   Clear "moon-walk" Bits
   DE/AF5E: 73                   Object faces down-left
DE/AF5F: F1 0D 01             Duration: 269 frames
DE/AF62: 76 1E                Simultaneously darken screen from black with following commands; Duration: 30 frames
DE/AF64: 7F                   <UNKNOWN COMMAND $7F>
DE/AF65: D0 92 00             Execute event id $0092 subsequently

EVENT [3E6] ------------------------------------------------------------>

EVENT [3E7] ------------------------------------------------------------>

EVENT [3E8] ------------------------------------------------------------>

EVENT [3E9] ------------------------------------------------------------>

EVENT [3EA] ------------------------------------------------------------>

EVENT [3EB] ------------------------------------------------------------>

EVENT [3EC] ------------------------------------------------------------>

EVENT [3ED] ------------------------------------------------------------>

EVENT [3EE] ------------------------------------------------------------>

EVENT [3EF] ------------------------------------------------------------>

EVENT [3F0] ------------------------------------------------------------>
DE/AF68: D8 01 79 AF          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/AF79
DE/AF6C: D8 00 C2 13          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/13C2
DE/AF70: F5                   <UNKNOWN COMMAND: check current area?>
DE/AF71: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DE/AF73: D8 52 A3 AF          If event flag memory address 00:704A Bit 2 set, jump to address $DE/AFA3
DE/AF77: 71                   Lighten screen from black before following commands
DE/AF78: FE                   Return

DE/AF79: 10 F4 02 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0002
DE/AF7D: D8 52 A3 AF          If event flag memory address 00:704A Bit 2 set, jump to address $DE/AFA3
DE/AF81: 71                   Lighten screen from black before following commands
DE/AF82: FE                   Return


EVENT [3F1] ------------------------------------------------------------>
DE/AF83: D8 01 79 AF          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/AF79
DE/AF87: D8 00 C2 13          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/13C2
DE/AF8B: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DE/AF8D: D8 52 A3 AF          If event flag memory address 00:704A Bit 2 set, jump to address $DE/AFA3
DE/AF91: 71                   Lighten screen from black before following commands
DE/AF92: FE                   Return


EVENT [3F2] ------------------------------------------------------------>
DE/AF93: D8 00 C2 13          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/13C2
DE/AF97: B4 09                Store value at 00:70A9 to 00:7000
DE/AF99: B5 08                Store value at 00:7000 to 00:70A8
DE/AF9B: F5                   <UNKNOWN COMMAND: check current area?>
DE/AF9C: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DE/AF9E: D8 52 A3 AF          If event flag memory address 00:704A Bit 2 set, jump to address $DE/AFA3
DE/AFA2: 71                   Lighten screen from black before following commands
DE/AFA3: A4 52                Clear event flag memory address 00:704A Bit 2
DE/AFA5: FE                   Return


EVENT [3F3] ------------------------------------------------------------>
DE/AFA6: D8 01 79 AF          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/AF79
DE/AFAA: D8 00 C2 13          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/13C2
DE/AFAE: D8 52 A3 AF          If event flag memory address 00:704A Bit 2 set, jump to address $DE/AFA3
DE/AFB2: 71                   Lighten screen from black before following commands
DE/AFB3: FE                   Return


EVENT [3F4] ------------------------------------------------------------>

EVENT [3F5] ------------------------------------------------------------>

EVENT [3F6] ------------------------------------------------------------>

EVENT [3F7] ------------------------------------------------------------>

EVENT [3F8] ------------------------------------------------------------>

EVENT [3F9] ------------------------------------------------------------>

EVENT [3FA] ------------------------------------------------------------>

EVENT [3FB] ------------------------------------------------------------>

EVENT [3FC] ------------------------------------------------------------>

EVENT [3FD] ------------------------------------------------------------>

EVENT [3FE] ------------------------------------------------------------>
DE/AFB4: 68 9A 00 08 78 40    Enter area: $009A
                              MARIO will be at coords: (256,960) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DE/AFBA: 00 F9                Set Object: MARIO ---> Command: Remove Object
DE/AFBC: 71                   Lighten screen from black before following commands
DE/AFBD: 60 FB A9 41          Run Dialogue $09FB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Press A and B alternately along
 with the rhythm. The tighter the
 rhythm, the faster you go!<I><END>


DE/AFC1: 4B 1C C0             Lead to World Map Point $C01C
DE/AFC4: FE                   Return


EVENT [3FF] ------------------------------------------------------------>

EVENT [400] ------------------------------------------------------------>

EVENT [401] ------------------------------------------------------------>

EVENT [402] ------------------------------------------------------------>

EVENT [403] ------------------------------------------------------------>

EVENT [404] ------------------------------------------------------------>

EVENT [405] ------------------------------------------------------------>

EVENT [406] ------------------------------------------------------------>

EVENT [407] ------------------------------------------------------------>

EVENT [408] ------------------------------------------------------------>

EVENT [409] ------------------------------------------------------------>

EVENT [40A] ------------------------------------------------------------>

EVENT [40B] ------------------------------------------------------------>

EVENT [40C] ------------------------------------------------------------>

EVENT [40D] ------------------------------------------------------------>

EVENT [40E] ------------------------------------------------------------>

EVENT [40F] ------------------------------------------------------------>

EVENT [410] ------------------------------------------------------------>

EVENT [411] ------------------------------------------------------------>

EVENT [412] ------------------------------------------------------------>

EVENT [413] ------------------------------------------------------------>

EVENT [414] ------------------------------------------------------------>

EVENT [415] ------------------------------------------------------------>

EVENT [416] ------------------------------------------------------------>

EVENT [417] ------------------------------------------------------------>

EVENT [418] ------------------------------------------------------------>

EVENT [419] ------------------------------------------------------------>

EVENT [41A] ------------------------------------------------------------>

EVENT [41B] ------------------------------------------------------------>

EVENT [41C] ------------------------------------------------------------>

EVENT [41D] ------------------------------------------------------------>

EVENT [41E] ------------------------------------------------------------>

EVENT [41F] ------------------------------------------------------------>

EVENT [420] ------------------------------------------------------------>

EVENT [421] ------------------------------------------------------------>

EVENT [422] ------------------------------------------------------------>

EVENT [423] ------------------------------------------------------------>

EVENT [424] ------------------------------------------------------------>

EVENT [425] ------------------------------------------------------------>

EVENT [426] ------------------------------------------------------------>

EVENT [427] ------------------------------------------------------------>

EVENT [428] ------------------------------------------------------------>

EVENT [429] ------------------------------------------------------------>

EVENT [42A] ------------------------------------------------------------>

EVENT [42B] ------------------------------------------------------------>

EVENT [42C] ------------------------------------------------------------>

EVENT [42D] ------------------------------------------------------------>

EVENT [42E] ------------------------------------------------------------>

EVENT [42F] ------------------------------------------------------------>
DE/AFC5: DC 89 77 B0          If event flag memory address 00:7051 Bit 1 clear, jump to address $DE/B077
DE/AFC9: AC 00 00             Store #$0000 to 00:7000
DE/AFCC: 00 17                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes)
   DE/AFCE: 10 41                Set transition flag, x2 speed
   DE/AFD0: 10 80                Set sequence flag, x1 speed
   DE/AFD2: 80 07 30             Move object to on-screen coords: (224,384)
   DE/AFD5: 67 03                Shift object up-right 3 pixels
   DE/AFD7: 65 02                Shift object up-left 2 pixels
   DE/AFD9: 77                   Object faces up-right
   DE/AFDA: 10 40                Set transition flag, x1 speed
   DE/AFDC: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/AFDE: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/AFE0: FD 0F 03             Object overlaps BG1 & BG2
   DE/AFE3: 13 03                Layering priority: ...
DE/AFE5: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/AFE7: 10 40                Set transition flag, x1 speed
   DE/AFE9: 90 04 20 00          Objects bounces 0px high to on-screen coords: (128,256)
DE/AFED: FD 31                Screen doesn't move with MARIO
DE/AFEF: DC 22 5A B0          If event flag memory address 00:7044 Bit 2 clear, jump to address $DE/B05A
DE/AFF3: D8 91 0A B0          If event flag memory address 00:7052 Bit 1 set, jump to address $DE/B00A
DE/AFF7: D8 A6 0A B0          If event flag memory address 00:7054 Bit 6 set, jump to address $DE/B00A
DE/AFFB: 1C 8D                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/AFFD: 82 0E 19             Place object at on-screen coords: (464,200)
   DE/B000: 10 86                Set sequence flag, 1/4 speed
   DE/B002: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/B005: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/B007: 63 06                Shift object down-left 6 pixels
   DE/B009: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/B00A: DC 18 14 B0          If event flag memory address 00:7043 Bit 0 clear, jump to address $DE/B014
DE/B00E: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/B012: F0 09                Duration: 9 frames
DE/B014: DC 19 1E B0          If event flag memory address 00:7043 Bit 1 clear, jump to address $DE/B01E
DE/B018: 15 F2 9D 00          Set Object: NPC #1 ---> Command: Set object to movement: $009D
DE/B01C: F0 09                Duration: 9 frames
DE/B01E: DC 1A 28 B0          If event flag memory address 00:7043 Bit 2 clear, jump to address $DE/B028
DE/B022: 16 F2 9D 00          Set Object: NPC #2 ---> Command: Set object to movement: $009D
DE/B026: F0 09                Duration: 9 frames
DE/B028: DC 1B 32 B0          If event flag memory address 00:7043 Bit 3 clear, jump to address $DE/B032
DE/B02C: 17 F2 9D 00          Set Object: NPC #3 ---> Command: Set object to movement: $009D
DE/B030: F0 09                Duration: 9 frames
DE/B032: DC 1C 3C B0          If event flag memory address 00:7043 Bit 4 clear, jump to address $DE/B03C
DE/B036: 18 F2 9D 00          Set Object: NPC #4 ---> Command: Set object to movement: $009D
DE/B03A: F0 09                Duration: 9 frames
DE/B03C: DC 1D 46 B0          If event flag memory address 00:7043 Bit 5 clear, jump to address $DE/B046
DE/B040: 19 F2 9D 00          Set Object: NPC #5 ---> Command: Set object to movement: $009D
DE/B044: F0 09                Duration: 9 frames
DE/B046: DC 1E 50 B0          If event flag memory address 00:7043 Bit 6 clear, jump to address $DE/B050
DE/B04A: 1A F2 9D 00          Set Object: NPC #6 ---> Command: Set object to movement: $009D
DE/B04E: F0 09                Duration: 9 frames
DE/B050: DC 1F 5A B0          If event flag memory address 00:7043 Bit 7 clear, jump to address $DE/B05A
DE/B054: 1B F2 9D 00          Set Object: NPC #7 ---> Command: Set object to movement: $009D
DE/B058: F0 09                Duration: 9 frames
DE/B05A: B0 08 03 00          Store #$0003 to 00:7010
DE/B05E: A8 09 14             Store #$14 to 00:70A9
DE/B061: 00 F2 03 02          Set Object: MARIO ---> Command: Set object to movement: $0203
DE/B065: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/B067: 92 06 2B 00          Place object at on-screen coords: (208,344) Z=0
   DE/B06B: 61 05                Shift object down-right 5 pixels
   DE/B06D: 63 04                Shift object down-left 4 pixels
   DE/B06F: FE                   Return Queue

DE/B070: 14 F2 3A 02          Set Object: NPC #0 ---> Command: Set object to movement: $023A
DE/B074: D2 DE B0             Jump to address $DE/B0DE
DE/B077: FE                   Return


EVENT [430] ------------------------------------------------------------>
DE/B078: 91 11                Play music: #$11
DE/B07A: FD 94 0F             <UNKNOWN COMMAND $94>
DE/B07D: D8 A6 B2 B0          If event flag memory address 00:7054 Bit 6 set, jump to address $DE/B0B2
DE/B081: 1C 8A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/B083: 10 86                Set sequence flag, 1/4 speed
   DE/B085: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/B088: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/B08A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/B08B: 63 06                Shift object down-left 6 pixels
DE/B08D: DC 8C AA B0          If event flag memory address 00:7051 Bit 4 clear, jump to address $DE/B0AA
DE/B091: DC BC A0 B0          If event flag memory address 00:7057 Bit 4 clear, jump to address $DE/B0A0
DE/B095: DC A5 AA B0          If event flag memory address 00:7054 Bit 5 clear, jump to address $DE/B0AA
DE/B099: DE 48 A0 B0          If event flag memory address 00:7089 Bit 0 clear, jump to address $DE/B0A0
DE/B09D: D2 AA B0             Jump to address $DE/B0AA
DE/B0A0: A0 91                Set event flag memory address 00:7052 Bit 1
DE/B0A2: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DE/B0A4: D8 27 CA B0          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/B0CA
DE/B0A8: 71                   Lighten screen from black before following commands
DE/B0A9: FE                   Return

DE/B0AA: A4 91                Clear event flag memory address 00:7052 Bit 1
DE/B0AC: D8 27 CA B0          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/B0CA
DE/B0B0: 71                   Lighten screen from black before following commands
DE/B0B1: FE                   Return

DE/B0B2: 1C 8B                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/B0B4: 82 0F 1B             Place object at on-screen coords: (496,216)
   DE/B0B7: 61 06                Shift object down-right 6 pixels
   DE/B0B9: 63 06                Shift object down-left 6 pixels
   DE/B0BB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/B0BC: 10 85                Set sequence flag, 1/2 speed
   DE/B0BE: 73                   Object faces down-left
DE/B0BF: A4 91                Clear event flag memory address 00:7052 Bit 1
DE/B0C1: FD 94 0F             <UNKNOWN COMMAND $94>
DE/B0C4: D8 27 CA B0          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/B0CA
DE/B0C8: 71                   Lighten screen from black before following commands
DE/B0C9: FE                   Return

DE/B0CA: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/B0CC: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/B0CE: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/B0D0: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/B0D2: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/B0D4: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/B0D6: A4 1E                Clear event flag memory address 00:7043 Bit 6
DE/B0D8: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/B0DA: D1 51 00             Execute event id $0051
DE/B0DD: FE                   Return


EVENT [431] ------------------------------------------------------------>
DE/B0DE: CB                   Store joypad register to 00:7000,00:7001
DE/B0DF: F0 00                Duration: 0 frames
DE/B0E1: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/B0E5: E2 80 00 ED B0       If value at 00:7000 = #$0080, jump to address $DE/B0ED
DE/B0EA: D2 DE B0             Jump to address $DE/B0DE
DE/B0ED: DC 23 DE B0          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/B0DE
DE/B0F1: 14 F2 3B 02          Set Object: NPC #0 ---> Command: Set object to movement: $023B
DE/B0F5: BA 09                Store value at 00:7012 to 00:7000
DE/B0F7: D3 55 B9             Jump to address $DE/B955
DE/B0FA: B9 08                Subtract value at 00:7010 to 00:7000
DE/B0FC: D3 F4 B2             Jump to address $DE/B2F4
DE/B0FF: BC 09 12             Store value at 00:7012 to 00:7024
DE/B102: BC 09 08             Store value at 00:7012 to 00:7010
DE/B105: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DE/B107: 10 41                Set transition flag, x2 speed
   DE/B109: 57 02                Shift object up-right 32 pixels
   DE/B10B: FE                   Return Queue

DE/B10C: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/B10E: 92 07 29 00          Place object at on-screen coords: (240,328) Z=0
   DE/B112: 61 05                Shift object down-right 5 pixels
   DE/B114: 63 04                Shift object down-left 4 pixels
   DE/B116: FE                   Return Queue

DE/B117: 15 F2 3A 02          Set Object: NPC #1 ---> Command: Set object to movement: $023A
DE/B11B: A8 09 15             Store #$15 to 00:70A9
DE/B11E: 00 F2 03 02          Set Object: MARIO ---> Command: Set object to movement: $0203
DE/B122: CB                   Store joypad register to 00:7000,00:7001
DE/B123: F0 00                Duration: 0 frames
DE/B125: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/B129: E2 80 00 31 B1       If value at 00:7000 = #$0080, jump to address $DE/B131
DE/B12E: D2 22 B1             Jump to address $DE/B122
DE/B131: DC 23 22 B1          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/B122
DE/B135: 15 F2 3B 02          Set Object: NPC #1 ---> Command: Set object to movement: $023B
DE/B139: BA 09                Store value at 00:7012 to 00:7000
DE/B13B: D3 55 B9             Jump to address $DE/B955
DE/B13E: B9 08                Subtract value at 00:7010 to 00:7000
DE/B140: D3 F4 B2             Jump to address $DE/B2F4
DE/B143: BC 09 13             Store value at 00:7012 to 00:7026
DE/B146: BC 09 08             Store value at 00:7012 to 00:7010
DE/B149: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DE/B14B: 10 41                Set transition flag, x2 speed
   DE/B14D: 57 02                Shift object up-right 32 pixels
   DE/B14F: FE                   Return Queue

DE/B150: 16 89                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/B152: 92 08 27 00          Place object at on-screen coords: (272,312) Z=0
   DE/B156: 61 05                Shift object down-right 5 pixels
   DE/B158: 63 04                Shift object down-left 4 pixels
   DE/B15A: FE                   Return Queue

DE/B15B: 16 F2 3A 02          Set Object: NPC #2 ---> Command: Set object to movement: $023A
DE/B15F: A8 09 16             Store #$16 to 00:70A9
DE/B162: 00 F2 03 02          Set Object: MARIO ---> Command: Set object to movement: $0203
DE/B166: CB                   Store joypad register to 00:7000,00:7001
DE/B167: F0 00                Duration: 0 frames
DE/B169: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/B16D: E2 80 00 75 B1       If value at 00:7000 = #$0080, jump to address $DE/B175
DE/B172: D2 66 B1             Jump to address $DE/B166
DE/B175: DC 23 66 B1          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/B166
DE/B179: 16 F2 3B 02          Set Object: NPC #2 ---> Command: Set object to movement: $023B
DE/B17D: BA 09                Store value at 00:7012 to 00:7000
DE/B17F: D3 55 B9             Jump to address $DE/B955
DE/B182: B9 08                Subtract value at 00:7010 to 00:7000
DE/B184: D3 F4 B2             Jump to address $DE/B2F4
DE/B187: BC 09 14             Store value at 00:7012 to 00:7028
DE/B18A: BC 09 08             Store value at 00:7012 to 00:7010
DE/B18D: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DE/B18F: 10 41                Set transition flag, x2 speed
   DE/B191: 57 02                Shift object up-right 32 pixels
   DE/B193: FE                   Return Queue

DE/B194: 17 89                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/B196: 92 09 25 00          Place object at on-screen coords: (304,296) Z=0
   DE/B19A: 61 05                Shift object down-right 5 pixels
   DE/B19C: 63 04                Shift object down-left 4 pixels
   DE/B19E: FE                   Return Queue

DE/B19F: 17 F2 3A 02          Set Object: NPC #3 ---> Command: Set object to movement: $023A
DE/B1A3: A8 09 17             Store #$17 to 00:70A9
DE/B1A6: 00 F2 03 02          Set Object: MARIO ---> Command: Set object to movement: $0203
DE/B1AA: CB                   Store joypad register to 00:7000,00:7001
DE/B1AB: F0 00                Duration: 0 frames
DE/B1AD: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/B1B1: E2 80 00 B9 B1       If value at 00:7000 = #$0080, jump to address $DE/B1B9
DE/B1B6: D2 AA B1             Jump to address $DE/B1AA
DE/B1B9: DC 23 AA B1          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/B1AA
DE/B1BD: 17 F2 3B 02          Set Object: NPC #3 ---> Command: Set object to movement: $023B
DE/B1C1: BA 09                Store value at 00:7012 to 00:7000
DE/B1C3: D3 55 B9             Jump to address $DE/B955
DE/B1C6: B9 08                Subtract value at 00:7010 to 00:7000
DE/B1C8: D3 F4 B2             Jump to address $DE/B2F4
DE/B1CB: BC 09 15             Store value at 00:7012 to 00:702A
DE/B1CE: BC 09 08             Store value at 00:7012 to 00:7010
DE/B1D1: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DE/B1D3: 10 41                Set transition flag, x2 speed
   DE/B1D5: 57 02                Shift object up-right 32 pixels
   DE/B1D7: FE                   Return Queue

DE/B1D8: 18 89                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/B1DA: 92 0A 23 00          Place object at on-screen coords: (336,280) Z=0
   DE/B1DE: 61 05                Shift object down-right 5 pixels
   DE/B1E0: 63 04                Shift object down-left 4 pixels
   DE/B1E2: FE                   Return Queue

DE/B1E3: 18 F2 3A 02          Set Object: NPC #4 ---> Command: Set object to movement: $023A
DE/B1E7: A8 09 18             Store #$18 to 00:70A9
DE/B1EA: 00 F2 03 02          Set Object: MARIO ---> Command: Set object to movement: $0203
DE/B1EE: CB                   Store joypad register to 00:7000,00:7001
DE/B1EF: F0 00                Duration: 0 frames
DE/B1F1: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/B1F5: E2 80 00 FD B1       If value at 00:7000 = #$0080, jump to address $DE/B1FD
DE/B1FA: D2 EE B1             Jump to address $DE/B1EE
DE/B1FD: DC 23 EE B1          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/B1EE
DE/B201: 18 F2 3B 02          Set Object: NPC #4 ---> Command: Set object to movement: $023B
DE/B205: BA 09                Store value at 00:7012 to 00:7000
DE/B207: D3 55 B9             Jump to address $DE/B955
DE/B20A: B9 08                Subtract value at 00:7010 to 00:7000
DE/B20C: D3 F4 B2             Jump to address $DE/B2F4
DE/B20F: BC 09 16             Store value at 00:7012 to 00:702C
DE/B212: BC 09 08             Store value at 00:7012 to 00:7010
DE/B215: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DE/B217: 10 41                Set transition flag, x2 speed
   DE/B219: 57 02                Shift object up-right 32 pixels
   DE/B21B: FE                   Return Queue

DE/B21C: 19 89                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/B21E: 92 0B 21 00          Place object at on-screen coords: (368,264) Z=0
   DE/B222: 61 05                Shift object down-right 5 pixels
   DE/B224: 63 04                Shift object down-left 4 pixels
   DE/B226: FE                   Return Queue

DE/B227: 19 F2 3A 02          Set Object: NPC #5 ---> Command: Set object to movement: $023A
DE/B22B: A8 09 19             Store #$19 to 00:70A9
DE/B22E: 00 F2 03 02          Set Object: MARIO ---> Command: Set object to movement: $0203
DE/B232: CB                   Store joypad register to 00:7000,00:7001
DE/B233: F0 00                Duration: 0 frames
DE/B235: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/B239: E2 80 00 41 B2       If value at 00:7000 = #$0080, jump to address $DE/B241
DE/B23E: D2 32 B2             Jump to address $DE/B232
DE/B241: DC 23 32 B2          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/B232
DE/B245: 19 F2 3B 02          Set Object: NPC #5 ---> Command: Set object to movement: $023B
DE/B249: BA 09                Store value at 00:7012 to 00:7000
DE/B24B: D3 55 B9             Jump to address $DE/B955
DE/B24E: B9 08                Subtract value at 00:7010 to 00:7000
DE/B250: D3 F4 B2             Jump to address $DE/B2F4
DE/B253: BC 09 17             Store value at 00:7012 to 00:702E
DE/B256: BC 09 08             Store value at 00:7012 to 00:7010
DE/B259: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DE/B25B: 10 41                Set transition flag, x2 speed
   DE/B25D: 57 02                Shift object up-right 32 pixels
   DE/B25F: FE                   Return Queue

DE/B260: 1A 89                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/B262: 92 0C 1F 00          Place object at on-screen coords: (400,248) Z=0
   DE/B266: 61 05                Shift object down-right 5 pixels
   DE/B268: 63 04                Shift object down-left 4 pixels
   DE/B26A: FE                   Return Queue

DE/B26B: 1A F2 3A 02          Set Object: NPC #6 ---> Command: Set object to movement: $023A
DE/B26F: A8 09 1A             Store #$1A to 00:70A9
DE/B272: 00 F2 03 02          Set Object: MARIO ---> Command: Set object to movement: $0203
DE/B276: CB                   Store joypad register to 00:7000,00:7001
DE/B277: F0 00                Duration: 0 frames
DE/B279: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/B27D: E2 80 00 85 B2       If value at 00:7000 = #$0080, jump to address $DE/B285
DE/B282: D2 76 B2             Jump to address $DE/B276
DE/B285: DC 23 76 B2          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/B276
DE/B289: 1A F2 3B 02          Set Object: NPC #6 ---> Command: Set object to movement: $023B
DE/B28D: BA 09                Store value at 00:7012 to 00:7000
DE/B28F: D3 55 B9             Jump to address $DE/B955
DE/B292: B9 08                Subtract value at 00:7010 to 00:7000
DE/B294: D3 F4 B2             Jump to address $DE/B2F4
DE/B297: BC 09 18             Store value at 00:7012 to 00:7030
DE/B29A: BC 09 08             Store value at 00:7012 to 00:7010
DE/B29D: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DE/B29F: 10 41                Set transition flag, x2 speed
   DE/B2A1: 57 02                Shift object up-right 32 pixels
   DE/B2A3: FE                   Return Queue

DE/B2A4: 1B 89                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/B2A6: 92 0D 1D 00          Place object at on-screen coords: (432,232) Z=0
   DE/B2AA: 61 05                Shift object down-right 5 pixels
   DE/B2AC: 63 04                Shift object down-left 4 pixels
   DE/B2AE: FE                   Return Queue

DE/B2AF: 1B F2 3A 02          Set Object: NPC #7 ---> Command: Set object to movement: $023A
DE/B2B3: A8 09 1B             Store #$1B to 00:70A9
DE/B2B6: 00 F2 03 02          Set Object: MARIO ---> Command: Set object to movement: $0203
DE/B2BA: CB                   Store joypad register to 00:7000,00:7001
DE/B2BB: F0 00                Duration: 0 frames
DE/B2BD: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/B2C1: E2 80 00 C9 B2       If value at 00:7000 = #$0080, jump to address $DE/B2C9
DE/B2C6: D2 BA B2             Jump to address $DE/B2BA
DE/B2C9: DC 23 BA B2          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/B2BA
DE/B2CD: 1B F2 3B 02          Set Object: NPC #7 ---> Command: Set object to movement: $023B
DE/B2D1: BA 09                Store value at 00:7012 to 00:7000
DE/B2D3: D3 55 B9             Jump to address $DE/B955
DE/B2D6: B9 08                Subtract value at 00:7010 to 00:7000
DE/B2D8: D3 F4 B2             Jump to address $DE/B2F4
DE/B2DB: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B2DD: BC 09 19             Store value at 00:7012 to 00:7032
DE/B2E0: BC 09 08             Store value at 00:7012 to 00:7010
DE/B2E3: F0 09                Duration: 9 frames
DE/B2E5: B0 09 03 00          Store #$0003 to 00:7012
DE/B2E9: BA 09                Store value at 00:7012 to 00:7000
DE/B2EB: B9 08                Subtract value at 00:7010 to 00:7000
DE/B2ED: D3 F4 B2             Jump to address $DE/B2F4
DE/B2F0: D2 2C B4             Jump to address $DE/B42C
DE/B2F3: FE                   Return

DE/B2F4: E2 00 00 35 B3       If value at 00:7000 = #$0000, jump to address $DE/B335
DE/B2F9: E2 01 00 48 B3       If value at 00:7000 = #$0001, jump to address $DE/B348
DE/B2FE: E2 02 00 5B B3       If value at 00:7000 = #$0002, jump to address $DE/B35B
DE/B303: E2 03 00 6E B3       If value at 00:7000 = #$0003, jump to address $DE/B36E
DE/B308: E2 04 00 81 B3       If value at 00:7000 = #$0004, jump to address $DE/B381
DE/B30D: E2 05 00 94 B3       If value at 00:7000 = #$0005, jump to address $DE/B394
DE/B312: E2 06 00 A7 B3       If value at 00:7000 = #$0006, jump to address $DE/B3A7
DE/B317: E2 FF FF BA B3       If value at 00:7000 = #$FFFF, jump to address $DE/B3BA
DE/B31C: E2 FE FF CD B3       If value at 00:7000 = #$FFFE, jump to address $DE/B3CD
DE/B321: E2 FD FF E0 B3       If value at 00:7000 = #$FFFD, jump to address $DE/B3E0
DE/B326: E2 FC FF F3 B3       If value at 00:7000 = #$FFFC, jump to address $DE/B3F3
DE/B32B: E2 FB FF 06 B4       If value at 00:7000 = #$FFFB, jump to address $DE/B406
DE/B330: E2 FA FF 19 B4       If value at 00:7000 = #$FFFA, jump to address $DE/B419
DE/B335: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B337: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B339: 77                   Object faces up-right
   DE/B33A: 7E 40 00             Object jumps #$0040 units
   DE/B33D: 20 03                <UNKNOWN COMMAND $20>
   DE/B33F: 24 00 02 00 FF       <UNKNOWN COMMAND $24>
   DE/B344: F0 0F                Frame Duration: 15
   DE/B346: 21                   <UNKNOWN COMMAND $21>
DE/B347: FE                   Return

DE/B348: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B34A: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B34C: 77                   Object faces up-right
   DE/B34D: 7E 40 00             Object jumps #$0040 units
   DE/B350: 20 03                <UNKNOWN COMMAND $20>
   DE/B352: 24 00 01 80 FE       <UNKNOWN COMMAND $24>
   DE/B357: F0 0F                Frame Duration: 15
   DE/B359: 21                   <UNKNOWN COMMAND $21>
DE/B35A: FE                   Return

DE/B35B: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B35D: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B35F: 76                   Object faces up
   DE/B360: 7E 60 00             Object jumps #$0060 units
   DE/B363: 20 03                <UNKNOWN COMMAND $20>
   DE/B365: 24 00 00 AB FE       <UNKNOWN COMMAND $24>
   DE/B36A: F0 17                Frame Duration: 23
   DE/B36C: 21                   <UNKNOWN COMMAND $21>
DE/B36D: FE                   Return

DE/B36E: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B370: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B372: 76                   Object faces up
   DE/B373: 7E 60 00             Object jumps #$0060 units
   DE/B376: 20 03                <UNKNOWN COMMAND $20>
   DE/B378: 24 56 FF 56 FE       <UNKNOWN COMMAND $24>
   DE/B37D: F0 17                Frame Duration: 23
   DE/B37F: 21                   <UNKNOWN COMMAND $21>
DE/B380: FE                   Return

DE/B381: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B383: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B385: 75                   Object faces up-left
   DE/B386: 7E 60 00             Object jumps #$0060 units
   DE/B389: 20 03                <UNKNOWN COMMAND $20>
   DE/B38B: 24 AB FE 00 FE       <UNKNOWN COMMAND $24>
   DE/B390: F0 17                Frame Duration: 23
   DE/B392: 21                   <UNKNOWN COMMAND $21>
DE/B393: FE                   Return

DE/B394: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B396: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B398: 75                   Object faces up-left
   DE/B399: 7E 80 00             Object jumps #$0080 units
   DE/B39C: 20 03                <UNKNOWN COMMAND $20>
   DE/B39E: 24 80 FE 40 FE       <UNKNOWN COMMAND $24>
   DE/B3A3: F0 1F                Frame Duration: 31
   DE/B3A5: 21                   <UNKNOWN COMMAND $21>
DE/B3A6: FE                   Return

DE/B3A7: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B3A9: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B3AB: 75                   Object faces up-left
   DE/B3AC: 7E 80 00             Object jumps #$0080 units
   DE/B3AF: 20 03                <UNKNOWN COMMAND $20>
   DE/B3B1: 24 00 FE 00 FE       <UNKNOWN COMMAND $24>
   DE/B3B6: F0 1F                Frame Duration: 31
   DE/B3B8: 21                   <UNKNOWN COMMAND $21>
DE/B3B9: FE                   Return

DE/B3BA: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B3BC: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B3BE: 77                   Object faces up-right
   DE/B3BF: 7E 60 00             Object jumps #$0060 units
   DE/B3C2: 20 03                <UNKNOWN COMMAND $20>
   DE/B3C4: 24 00 02 AB FF       <UNKNOWN COMMAND $24>
   DE/B3C9: F0 17                Frame Duration: 23
   DE/B3CB: 21                   <UNKNOWN COMMAND $21>
DE/B3CC: FE                   Return

DE/B3CD: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B3CF: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B3D1: 70                   Object faces right
   DE/B3D2: 7E 60 00             Object jumps #$0060 units
   DE/B3D5: 20 03                <UNKNOWN COMMAND $20>
   DE/B3D7: 24 AA 02 00 00       <UNKNOWN COMMAND $24>
   DE/B3DC: F0 17                Frame Duration: 23
   DE/B3DE: 21                   <UNKNOWN COMMAND $21>
DE/B3DF: FE                   Return

DE/B3E0: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B3E2: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B3E4: 70                   Object faces right
   DE/B3E5: 7E 60 00             Object jumps #$0060 units
   DE/B3E8: 20 03                <UNKNOWN COMMAND $20>
   DE/B3EA: 24 55 03 55 00       <UNKNOWN COMMAND $24>
   DE/B3EF: F0 17                Frame Duration: 23
   DE/B3F1: 21                   <UNKNOWN COMMAND $21>
DE/B3F2: FE                   Return

DE/B3F3: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B3F5: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B3F7: 71                   Object faces down-right
   DE/B3F8: 7E 60 00             Object jumps #$0060 units
   DE/B3FB: 20 03                <UNKNOWN COMMAND $20>
   DE/B3FD: 24 00 04 AA 00       <UNKNOWN COMMAND $24>
   DE/B402: F0 17                Frame Duration: 23
   DE/B404: 21                   <UNKNOWN COMMAND $21>
DE/B405: FE                   Return

DE/B406: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B408: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B40A: 71                   Object faces down-right
   DE/B40B: 7E 80 00             Object jumps #$0080 units
   DE/B40E: 20 03                <UNKNOWN COMMAND $20>
   DE/B410: 24 80 03 C0 00       <UNKNOWN COMMAND $24>
   DE/B415: F0 1F                Frame Duration: 31
   DE/B417: 21                   <UNKNOWN COMMAND $21>
DE/B418: FE                   Return

DE/B419: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/B41B: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/B41D: 71                   Object faces down-right
   DE/B41E: 7E 80 00             Object jumps #$0080 units
   DE/B421: 20 03                <UNKNOWN COMMAND $20>
   DE/B423: 24 00 04 00 01       <UNKNOWN COMMAND $24>
   DE/B428: F0 1F                Frame Duration: 31
   DE/B42A: 21                   <UNKNOWN COMMAND $21>
DE/B42B: FE                   Return


EVENT [432] ------------------------------------------------------------>
DE/B42C: A0 22                Set event flag memory address 00:7044 Bit 2
DE/B42E: FD 30                Screen moves with MARIO
DE/B430: FD A2                Stop music playback
DE/B432: 00 1C                Set Object: MARIO ---> Begin action queue for object (Length: 0x1C bytes)
   DE/B434: 77                   Object faces up-right
   DE/B435: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/B438: 67 08                Shift object up-right 8 pixels
   DE/B43A: F0 2C                Frame Duration: 44
   DE/B43C: FD 0F 02             Object overlaps BG1
   DE/B43F: 09                   Reset all object properties to default
   DE/B440: 10 40                Set transition flag, x1 speed
   DE/B442: 10 80                Set sequence flag, x1 speed
   DE/B444: 0B 04                Set Bits $4 of current object address 0A,x
   DE/B446: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/B448: 73                   Object faces down-left
   DE/B449: 08 43 03             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/B44C: 13 01                Layering priority: Normal
   DE/B44E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/B44F: FE                   Return Queue

DE/B450: 0C 96                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DE/B452: F0 1D                Frame Duration: 29
   DE/B454: 10 45                Set transition flag, 1/2 speed
   DE/B456: 63 04                Shift object down-left 4 pixels
   DE/B458: 10 40                Set transition flag, x1 speed
   DE/B45A: 63 08                Shift object down-left 8 pixels
   DE/B45C: 10 41                Set transition flag, x2 speed
   DE/B45E: 53 09                Shift object down-left 144 pixels
   DE/B460: 10 40                Set transition flag, x1 speed
   DE/B462: 63 08                Shift object down-left 8 pixels
   DE/B464: 10 45                Set transition flag, 1/2 speed
   DE/B466: 63 04                Shift object down-left 4 pixels
DE/B468: F0 0E                Duration: 14 frames
DE/B46A: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/B46C: 10 45                Set transition flag, 1/2 speed
   DE/B46E: 57 0C                Shift object up-right 192 pixels
DE/B470: BA 12                Store value at 00:7024 to 00:7000
DE/B472: D3 55 B9             Jump to address $DE/B955
DE/B475: D3 2D B7             Jump to address $DE/B72D
DE/B478: F0 22                Duration: 34 frames
DE/B47A: BA 13                Store value at 00:7026 to 00:7000
DE/B47C: D3 55 B9             Jump to address $DE/B955
DE/B47F: D3 72 B7             Jump to address $DE/B772
DE/B482: F0 22                Duration: 34 frames
DE/B484: BA 14                Store value at 00:7028 to 00:7000
DE/B486: D3 55 B9             Jump to address $DE/B955
DE/B489: D3 B7 B7             Jump to address $DE/B7B7
DE/B48C: F0 22                Duration: 34 frames
DE/B48E: BA 15                Store value at 00:702A to 00:7000
DE/B490: D3 55 B9             Jump to address $DE/B955
DE/B493: D3 FC B7             Jump to address $DE/B7FC
DE/B496: F0 22                Duration: 34 frames
DE/B498: BA 16                Store value at 00:702C to 00:7000
DE/B49A: D3 55 B9             Jump to address $DE/B955
DE/B49D: D3 41 B8             Jump to address $DE/B841
DE/B4A0: F0 22                Duration: 34 frames
DE/B4A2: BA 17                Store value at 00:702E to 00:7000
DE/B4A4: D3 55 B9             Jump to address $DE/B955
DE/B4A7: D3 86 B8             Jump to address $DE/B886
DE/B4AA: F0 22                Duration: 34 frames
DE/B4AC: BA 18                Store value at 00:7030 to 00:7000
DE/B4AE: D3 55 B9             Jump to address $DE/B955
DE/B4B1: D3 CB B8             Jump to address $DE/B8CB
DE/B4B4: F0 22                Duration: 34 frames
DE/B4B6: BA 19                Store value at 00:7032 to 00:7000
DE/B4B8: D3 55 B9             Jump to address $DE/B955
DE/B4BB: D3 10 B9             Jump to address $DE/B910
DE/B4BE: F0 22                Duration: 34 frames
DE/B4C0: F0 2C                Duration: 44 frames
DE/B4C2: 90                   <UNKNOWN COMMAND $90>
DE/B4C3: 11 D8                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x58 bytes) (Wait until complete)
   DE/B4C5: 91 1F B7 AC          Objects bounces at 172px high arches: right=1008px down=440px)
   DE/B4C9: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B4CA: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B4CB: D8 A6 05 BB          If event flag memory address 00:7054 Bit 6 set, jump to address $DE/BB05
   DE/B4CF: D8 A5 4D B5          If event flag memory address 00:7054 Bit 5 set, jump to address $DE/B54D
   DE/B4D3: D8 8C 12 B5          If event flag memory address 00:7051 Bit 4 set, jump to address $DE/B512
   DE/B4D7: E5                   <UNKNOWN COMMAND $E5>
   DE/B4D8: 12 01                Clear Bits $3 of current object address 0B,x and set Bit(s) $1
   DE/B4DA: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B4DB: DE B4 AE E5          If event flag memory address 00:7096 Bit 4 clear, jump to address $DE/E5AE
   DE/B4DF: 13 02                Layering priority: Object overlaps MARIO
   DE/B4E1: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B4E2: E5                   <UNKNOWN COMMAND $E5>
   DE/B4E3: B4 AE                Store value at 00:714E to 00:700C
   DE/B4E5: E5                   <UNKNOWN COMMAND $E5>
   DE/B4E6: 14 06                Isolate top Bits of current object address 0E,x and set Bit(s) $6
   DE/B4E8: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B4E9: EC                   <UNKNOWN COMMAND $EC>
   DE/B4EA: B4 AE                Store value at 00:714E to 00:700C
   DE/B4EC: E5                   <UNKNOWN COMMAND $E5>
   DE/B4ED: 15 05                Clear Bits $7 of current object address 0C,x and set Bit(s) $5
   DE/B4EF: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B4F0: F3 B4 AE             <UNKNOWN COMMAND $F3>
   DE/B4F3: E5                   <UNKNOWN COMMAND $E5>
   DE/B4F4: 16                   <UNKNOWN COMMAND $16>
   DE/B4F5: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/B4F6: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B4F7: FA                   <UNKNOWN COMMAND $FA>
   DE/B4F8: B4 AE                Store value at 00:714E to 00:700C
   DE/B4FA: E5                   <UNKNOWN COMMAND $E5>
   DE/B4FB: 17                   <UNKNOWN COMMAND $17>
   DE/B4FC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/B4FD: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B4FE: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/B4FF: B5 AE                Store value at 00:700C to 00:714E
   DE/B501: E5                   <UNKNOWN COMMAND $E5>
   DE/B502: 18                   <UNKNOWN COMMAND $18>
   DE/B503: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/B504: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B505: 08 B5 AE             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $2E
                                 ---> Mirrored: yes
   DE/B508: E5                   <UNKNOWN COMMAND $E5>
   DE/B509: 19                   <UNKNOWN COMMAND $19>
   DE/B50A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/B50B: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B50C: 88                   Object runs away?
   DE/B50D: B5 AE                Store value at 00:700C to 00:714E
   DE/B50F: D2 88 B5             Jump to address $DE/B588
   DE/B512: E5                   <UNKNOWN COMMAND $E5>
   DE/B513: 12 06                Clear Bits $3 of current object address 0B,x and set Bit(s) $6
   DE/B515: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B516: 19                   <UNKNOWN COMMAND $19>
   DE/B517: B5 AE                Store value at 00:700C to 00:714E
   DE/B519: E5                   <UNKNOWN COMMAND $E5>
   DE/B51A: 13 04                Layering priority: 
   DE/B51C: 00                   Set Bit 7 of current object (enable object visibility)
DE/B51D: 20 B5                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x35 bytes) (Wait until complete)
   DE/B51F: AE                   Increment 00:700C
   DE/B520: E5                   <UNKNOWN COMMAND $E5>
   DE/B521: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
   DE/B523: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B524: 27 B5 AE E5 15 04 00 2E B5 AE E5 16 05 00 35 B5 <UNKNOWN COMMAND $27>
   DE/B534: AE                   Increment 00:700C
   DE/B535: E5                   <UNKNOWN COMMAND $E5>
   DE/B536: 17                   <UNKNOWN COMMAND $17>
   DE/B537: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/B538: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B539: 3C B5 AE E5 18       <UNKNOWN COMMAND $3C: pointer to address $DE/18E5>
   DE/B53E: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/B53F: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B540: 43                   <UNKNOWN COMMAND $43>
   DE/B541: B5 AE                Store value at 00:700C to 00:714E
   DE/B543: E5                   <UNKNOWN COMMAND $E5>
   DE/B544: 19                   <UNKNOWN COMMAND $19>
   DE/B545: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/B546: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B547: 88                   Object runs away?
   DE/B548: B5 AE                Store value at 00:700C to 00:714E
   DE/B54A: D2 88 B5             Jump to address $DE/B588
   DE/B54D: E5                   <UNKNOWN COMMAND $E5>
   DE/B54E: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
   DE/B550: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B551: 54 B5                Shift object left 2896 pixels
   DE/B553: AE                   Increment 00:700C
DE/B554: E5 13 03 00 5B B5    If value at 00:7026 = #$0003, jump to address $DE/B55B
DE/B55A: AE                   Increment 00:7000
DE/B55B: E5 14 04 00 62 B5    If value at 00:7028 = #$0004, jump to address $DE/B562
DE/B561: AE                   Increment 00:7000
DE/B562: E5 15 05 00 69 B5    If value at 00:702A = #$0005, jump to address $DE/B569
DE/B568: AE                   Increment 00:7000
DE/B569: E5 16 01 00 70 B5    If value at 00:702C = #$0001, jump to address $DE/B570
DE/B56F: AE                   Increment 00:7000
DE/B570: E5 17 04 00 77 B5    If value at 00:702E = #$0004, jump to address $DE/B577
DE/B576: AE                   Increment 00:7000
DE/B577: E5 18 05 00 7E B5    If value at 00:7030 = #$0005, jump to address $DE/B57E
DE/B57D: AE                   Increment 00:7000
DE/B57E: E5 19 06 00 88 B5    If value at 00:7032 = #$0006, jump to address $DE/B588
DE/B584: AE                   Increment 00:7000
DE/B585: D2 88 B5             Jump to address $DE/B588
DE/B588: E2 00 00 B6 B5       If value at 00:7000 = #$0000, jump to address $DE/B5B6
DE/B58D: E2 01 00 CE B5       If value at 00:7000 = #$0001, jump to address $DE/B5CE
DE/B592: E2 02 00 CE B5       If value at 00:7000 = #$0002, jump to address $DE/B5CE
DE/B597: E2 03 00 F2 B5       If value at 00:7000 = #$0003, jump to address $DE/B5F2
DE/B59C: E2 04 00 F2 B5       If value at 00:7000 = #$0004, jump to address $DE/B5F2
DE/B5A1: E2 05 00 22 B6       If value at 00:7000 = #$0005, jump to address $DE/B622
DE/B5A6: E2 06 00 22 B6       If value at 00:7000 = #$0006, jump to address $DE/B622
DE/B5AB: E2 07 00 54 B6       If value at 00:7000 = #$0007, jump to address $DE/B654
DE/B5B0: E2 08 00 84 B6       If value at 00:7000 = #$0008, jump to address $DE/B684
DE/B5B5: FE                   Return

DE/B5B6: F0 0E                Duration: 14 frames
DE/B5B8: 60 A4 AA 62          Run Dialogue $0AA4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADOFSKY:
 Is that something you composed?<I><END>


DE/B5BC: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/B5BE: F0 04                Frame Duration: 4
   DE/B5C0: 09                   Reset all object properties to default
   DE/B5C1: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/B5C2: 75                   Object faces up-left
   DE/B5C3: F0 04                Frame Duration: 4
DE/B5C5: 60 A5 AA 62          Run Dialogue $0AA5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 It's not what I'm looking for.
 It won't do at all.<I><END>


DE/B5C9: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/B5CD: FE                   Return

DE/B5CE: F0 0E                Duration: 14 frames
DE/B5D0: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/B5D2: 08 08 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/B5D5: F0 0E                Frame Duration: 14
DE/B5D7: 60 A4 AA 62          Run Dialogue $0AA4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADOFSKY:
 Is that something you composed?<I><END>


DE/B5DB: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/B5DD: F0 04                Frame Duration: 4
   DE/B5DF: 09                   Reset all object properties to default
   DE/B5E0: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/B5E1: 75                   Object faces up-left
   DE/B5E2: F0 04                Frame Duration: 4
DE/B5E4: 60 A6 AA 62          Run Dialogue $0AA6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 No, that's not the right melody.<I><END>


DE/B5E8: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/B5EA: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/B5ED: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/B5F1: FE                   Return

DE/B5F2: F0 0E                Duration: 14 frames
DE/B5F4: 1C 8F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/B5F6: 08 08 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/B5F9: F0 0E                Frame Duration: 14
   DE/B5FB: 10 C0                Set transition and sequence flags, x1 speed
   DE/B5FD: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/B600: 51 02                Shift object down-right 32 pixels
   DE/B602: 08 08 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DE/B605: 60 A4 AA 62          Run Dialogue $0AA4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADOFSKY:
 Is that something you composed?<I><END>


DE/B609: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/B60B: F0 04                Frame Duration: 4
   DE/B60D: 09                   Reset all object properties to default
   DE/B60E: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/B60F: 75                   Object faces up-left
   DE/B610: F0 04                Frame Duration: 4
DE/B612: 60 A7 AA 62          Run Dialogue $0AA7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 That sort of resembles the melody
 I'm thinking of.<I><END>


DE/B616: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/B618: 10 85                Set sequence flag, 1/2 speed
   DE/B61A: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/B61D: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/B621: FE                   Return

DE/B622: F0 0E                Duration: 14 frames
DE/B624: 1C 91                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/B626: 08 08 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/B629: F0 0E                Frame Duration: 14
   DE/B62B: 10 C1                Set transition and sequence flags, x2 speed
   DE/B62D: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/B630: 51 02                Shift object down-right 32 pixels
   DE/B632: 61 08                Shift object down-right 8 pixels
   DE/B634: 08 08 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DE/B637: 60 A4 AA 62          Run Dialogue $0AA4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADOFSKY:
 Is that something you composed?<I><END>


DE/B63B: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/B63D: F0 04                Frame Duration: 4
   DE/B63F: 09                   Reset all object properties to default
   DE/B640: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/B641: 75                   Object faces up-left
   DE/B642: F0 04                Frame Duration: 4
DE/B644: 60 A8 AA 62          Run Dialogue $0AA8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 That's remarkably similar to what
 I have in mind.<I><END>


DE/B648: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/B64A: 10 80                Set sequence flag, x1 speed
   DE/B64C: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/B64F: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/B653: FE                   Return

DE/B654: F0 0E                Duration: 14 frames
DE/B656: 1C 8F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/B658: 08 08 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/B65B: 10 C3                Set transition and sequence flags, x4 speed
   DE/B65D: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/B660: 51 02                Shift object down-right 32 pixels
   DE/B662: 61 0A                Shift object down-right 10 pixels
   DE/B664: 08 08 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DE/B667: 60 A4 AA 60          Run Dialogue $0AA4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADOFSKY:
 Is that something you composed?<I><END>


DE/B66B: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/B66D: F0 04                Frame Duration: 4
   DE/B66F: 09                   Reset all object properties to default
   DE/B670: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/B671: 75                   Object faces up-left
   DE/B672: F0 04                Frame Duration: 4
DE/B674: 60 A9 AA 60          Run Dialogue $0AA9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Now that is amazingly close to my
 dream composition!<I><END>


DE/B678: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/B67A: 10 81                Set sequence flag, x2 speed
   DE/B67C: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/B67F: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/B683: FE                   Return

DE/B684: F0 0E                Duration: 14 frames
DE/B686: 1C 90                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/B688: 10 81                Set sequence flag, x2 speed
   DE/B68A: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/B68D: F0 3B                Frame Duration: 59
   DE/B68F: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/B692: 10 C3                Set transition and sequence flags, x4 speed
   DE/B694: 51 02                Shift object down-right 32 pixels
   DE/B696: 61 08                Shift object down-right 8 pixels
DE/B698: F0 0E                Duration: 14 frames
DE/B69A: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/B69C: 09                   Reset all object properties to default
   DE/B69D: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/B69E: 75                   Object faces up-left
   DE/B69F: FD 0F 02             Object overlaps BG1
DE/B6A2: F0 0E                Duration: 14 frames
DE/B6A4: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/B6A6: 10 80                Set sequence flag, x1 speed
   DE/B6A8: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DE/B6AB: 60 AA AA 60          Run Dialogue $0AAA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADOFSKY: That's it!!<I>

 This is the melody I've been
 looking for.
 Thank you for the inspiration!<I><END>


DE/B6AF: F0 0E                Duration: 14 frames
DE/B6B1: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/B6B3: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/B6B6: 60 AB AA 60          Run Dialogue $0AAB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Please take this as a token of my
 gratitude.<I><END>


DE/B6BA: DC 8C C6 B6          If event flag memory address 00:7051 Bit 4 clear, jump to address $DE/B6C6
DE/B6BE: DC A5 D5 B6          If event flag memory address 00:7054 Bit 5 clear, jump to address $DE/B6D5
DE/B6C2: DC A6 E6 B6          If event flag memory address 00:7054 Bit 6 clear, jump to address $DE/B6E6
DE/B6C6: 9C 1B                Play sound effect #$1B
DE/B6C8: 60 B6 AA 00          Run Dialogue $0AB6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

       Received an Alto Card<I><END>


DE/B6CC: 50 97                Put item in inventory: #$97 (Alto Card   )
DE/B6CE: F0 1D                Duration: 29 frames
DE/B6D0: A0 8C                Set event flag memory address 00:7051 Bit 4
DE/B6D2: D2 F9 B6             Jump to address $DE/B6F9
DE/B6D5: 9C 1B                Play sound effect #$1B
DE/B6D7: 60 BF AA 00          Run Dialogue $0ABF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

      Received a Tenor Card<I><END>


DE/B6DB: 51 97                Remove item in inventory: #$97 (Alto Card   )
DE/B6DD: 50 98                Put item in inventory: #$98 (Tenor Card  )
DE/B6DF: F0 1D                Duration: 29 frames
DE/B6E1: A0 A5                Set event flag memory address 00:7054 Bit 5
DE/B6E3: D2 F9 B6             Jump to address $DE/B6F9
DE/B6E6: 9C 1B                Play sound effect #$1B
DE/B6E8: 60 C3 AA 00          Run Dialogue $0AC3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

     Received a Soprano Card<I><END>


DE/B6EC: 51 98                Remove item in inventory: #$98 (Tenor Card  )
DE/B6EE: 50 96                Put item in inventory: #$96 (Soprano Card)
DE/B6F0: F0 1D                Duration: 29 frames
DE/B6F2: A0 A6                Set event flag memory address 00:7054 Bit 6
DE/B6F4: A2 98                Set event flag memory address 00:7093 Bit 0
DE/B6F6: D2 C5 BA             Jump to address $DE/BAC5
DE/B6F9: 60 AE AA 60          Run Dialogue $0AAE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADOFSKY: If I ever need help with
 my compositions again, I'll look
 for you here.<I>
 Until then, adieu!<I><END>


DE/B6FD: 1C 97                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/B6FF: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DE/B702: 10 83                Set sequence flag, x4 speed
   DE/B704: 10 41                Set transition flag, x2 speed
   DE/B706: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DE/B709: 51 07                Shift object down-right 112 pixels
   DE/B70B: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/B70E: F0 4F                Frame Duration: 79
   DE/B710: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/B713: 53 08                Shift object down-left 128 pixels
   DE/B715: 01                   Clear Bit 7 of current object (disable object visibility)
DE/B716: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DE/B718: A0 91                Set event flag memory address 00:7052 Bit 1
DE/B71A: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/B71E: FE                   Return

DE/B71F: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/B721: F0 04                Frame Duration: 4
   DE/B723: 09                   Reset all object properties to default
   DE/B724: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/B725: 73                   Object faces down-left
   DE/B726: F0 04                Frame Duration: 4
DE/B728: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/B72C: FE                   Return

DE/B72D: D8 91 6B B7          If event flag memory address 00:7052 Bit 1 set, jump to address $DE/B76B
DE/B731: DC 8C 44 B7          If event flag memory address 00:7051 Bit 4 clear, jump to address $DE/B744
DE/B735: DC A5 51 B7          If event flag memory address 00:7054 Bit 5 clear, jump to address $DE/B751
DE/B739: DC A6 5E B7          If event flag memory address 00:7054 Bit 6 clear, jump to address $DE/B75E
DE/B73D: 14 F2 3B 02          Set Object: NPC #0 ---> Command: Set object to movement: $023B
DE/B741: A0 18                Set event flag memory address 00:7043 Bit 0
DE/B743: FE                   Return

DE/B744: E5 12 01 00 6B B7    If value at 00:7024 = #$0001, jump to address $DE/B76B
DE/B74A: 14 F2 3B 02          Set Object: NPC #0 ---> Command: Set object to movement: $023B
DE/B74E: A0 18                Set event flag memory address 00:7043 Bit 0
DE/B750: FE                   Return

DE/B751: E5 12 06 00 6B B7    If value at 00:7024 = #$0006, jump to address $DE/B76B
DE/B757: 14 F2 3B 02          Set Object: NPC #0 ---> Command: Set object to movement: $023B
DE/B75B: A0 18                Set event flag memory address 00:7043 Bit 0
DE/B75D: FE                   Return

DE/B75E: E5 12 02 00 6B B7    If value at 00:7024 = #$0002, jump to address $DE/B76B
DE/B764: 14 F2 3B 02          Set Object: NPC #0 ---> Command: Set object to movement: $023B
DE/B768: A0 18                Set event flag memory address 00:7043 Bit 0
DE/B76A: FE                   Return

DE/B76B: 14 F2 3C 02          Set Object: NPC #0 ---> Command: Set object to movement: $023C
DE/B76F: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/B771: FE                   Return

DE/B772: D8 91 B0 B7          If event flag memory address 00:7052 Bit 1 set, jump to address $DE/B7B0
DE/B776: DC 8C 89 B7          If event flag memory address 00:7051 Bit 4 clear, jump to address $DE/B789
DE/B77A: DC A5 96 B7          If event flag memory address 00:7054 Bit 5 clear, jump to address $DE/B796
DE/B77E: DC A6 A3 B7          If event flag memory address 00:7054 Bit 6 clear, jump to address $DE/B7A3
DE/B782: 15 F2 3B 02          Set Object: NPC #1 ---> Command: Set object to movement: $023B
DE/B786: A0 19                Set event flag memory address 00:7043 Bit 1
DE/B788: FE                   Return

DE/B789: E5 13 02 00 B0 B7    If value at 00:7026 = #$0002, jump to address $DE/B7B0
DE/B78F: 15 F2 3B 02          Set Object: NPC #1 ---> Command: Set object to movement: $023B
DE/B793: A0 19                Set event flag memory address 00:7043 Bit 1
DE/B795: FE                   Return

DE/B796: E5 13 04 00 B0 B7    If value at 00:7026 = #$0004, jump to address $DE/B7B0
DE/B79C: 15 F2 3B 02          Set Object: NPC #1 ---> Command: Set object to movement: $023B
DE/B7A0: A0 19                Set event flag memory address 00:7043 Bit 1
DE/B7A2: FE                   Return

DE/B7A3: E5 13 03 00 B0 B7    If value at 00:7026 = #$0003, jump to address $DE/B7B0
DE/B7A9: 15 F2 3B 02          Set Object: NPC #1 ---> Command: Set object to movement: $023B
DE/B7AD: A0 19                Set event flag memory address 00:7043 Bit 1
DE/B7AF: FE                   Return

DE/B7B0: 15 F2 3C 02          Set Object: NPC #1 ---> Command: Set object to movement: $023C
DE/B7B4: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/B7B6: FE                   Return

DE/B7B7: D8 91 F5 B7          If event flag memory address 00:7052 Bit 1 set, jump to address $DE/B7F5
DE/B7BB: DC 8C CE B7          If event flag memory address 00:7051 Bit 4 clear, jump to address $DE/B7CE
DE/B7BF: DC A5 DB B7          If event flag memory address 00:7054 Bit 5 clear, jump to address $DE/B7DB
DE/B7C3: DC A6 E8 B7          If event flag memory address 00:7054 Bit 6 clear, jump to address $DE/B7E8
DE/B7C7: 16 F2 3B 02          Set Object: NPC #2 ---> Command: Set object to movement: $023B
DE/B7CB: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/B7CD: FE                   Return

DE/B7CE: E5 14 06 00 F5 B7    If value at 00:7028 = #$0006, jump to address $DE/B7F5
DE/B7D4: 16 F2 3B 02          Set Object: NPC #2 ---> Command: Set object to movement: $023B
DE/B7D8: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/B7DA: FE                   Return

DE/B7DB: E5 14 01 00 F5 B7    If value at 00:7028 = #$0001, jump to address $DE/B7F5
DE/B7E1: 16 F2 3B 02          Set Object: NPC #2 ---> Command: Set object to movement: $023B
DE/B7E5: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/B7E7: FE                   Return

DE/B7E8: E5 14 04 00 F5 B7    If value at 00:7028 = #$0004, jump to address $DE/B7F5
DE/B7EE: 16 F2 3B 02          Set Object: NPC #2 ---> Command: Set object to movement: $023B
DE/B7F2: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/B7F4: FE                   Return

DE/B7F5: 16 F2 3C 02          Set Object: NPC #2 ---> Command: Set object to movement: $023C
DE/B7F9: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/B7FB: FE                   Return

DE/B7FC: D8 91 3A B8          If event flag memory address 00:7052 Bit 1 set, jump to address $DE/B83A
DE/B800: DC 8C 13 B8          If event flag memory address 00:7051 Bit 4 clear, jump to address $DE/B813
DE/B804: DC A5 20 B8          If event flag memory address 00:7054 Bit 5 clear, jump to address $DE/B820
DE/B808: DC A6 2D B8          If event flag memory address 00:7054 Bit 6 clear, jump to address $DE/B82D
DE/B80C: 17 F2 3B 02          Set Object: NPC #3 ---> Command: Set object to movement: $023B
DE/B810: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/B812: FE                   Return

DE/B813: E5 15 05 00 3A B8    If value at 00:702A = #$0005, jump to address $DE/B83A
DE/B819: 17 F2 3B 02          Set Object: NPC #3 ---> Command: Set object to movement: $023B
DE/B81D: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/B81F: FE                   Return

DE/B820: E5 15 04 00 3A B8    If value at 00:702A = #$0004, jump to address $DE/B83A
DE/B826: 17 F2 3B 02          Set Object: NPC #3 ---> Command: Set object to movement: $023B
DE/B82A: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/B82C: FE                   Return

DE/B82D: E5 15 05 00 3A B8    If value at 00:702A = #$0005, jump to address $DE/B83A
DE/B833: 17 F2 3B 02          Set Object: NPC #3 ---> Command: Set object to movement: $023B
DE/B837: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/B839: FE                   Return

DE/B83A: 17 F2 3C 02          Set Object: NPC #3 ---> Command: Set object to movement: $023C
DE/B83E: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/B840: FE                   Return

DE/B841: D8 91 7F B8          If event flag memory address 00:7052 Bit 1 set, jump to address $DE/B87F
DE/B845: DC 8C 58 B8          If event flag memory address 00:7051 Bit 4 clear, jump to address $DE/B858
DE/B849: DC A5 65 B8          If event flag memory address 00:7054 Bit 5 clear, jump to address $DE/B865
DE/B84D: DC A6 72 B8          If event flag memory address 00:7054 Bit 6 clear, jump to address $DE/B872
DE/B851: 18 F2 3B 02          Set Object: NPC #4 ---> Command: Set object to movement: $023B
DE/B855: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/B857: FE                   Return

DE/B858: E5 16 04 00 7F B8    If value at 00:702C = #$0004, jump to address $DE/B87F
DE/B85E: 18 F2 3B 02          Set Object: NPC #4 ---> Command: Set object to movement: $023B
DE/B862: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/B864: FE                   Return

DE/B865: E5 16 05 00 7F B8    If value at 00:702C = #$0005, jump to address $DE/B87F
DE/B86B: 18 F2 3B 02          Set Object: NPC #4 ---> Command: Set object to movement: $023B
DE/B86F: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/B871: FE                   Return

DE/B872: E5 16 01 00 7F B8    If value at 00:702C = #$0001, jump to address $DE/B87F
DE/B878: 18 F2 3B 02          Set Object: NPC #4 ---> Command: Set object to movement: $023B
DE/B87C: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/B87E: FE                   Return

DE/B87F: 18 F2 3C 02          Set Object: NPC #4 ---> Command: Set object to movement: $023C
DE/B883: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/B885: FE                   Return

DE/B886: D8 91 C4 B8          If event flag memory address 00:7052 Bit 1 set, jump to address $DE/B8C4
DE/B88A: DC 8C 9D B8          If event flag memory address 00:7051 Bit 4 clear, jump to address $DE/B89D
DE/B88E: DC A5 AA B8          If event flag memory address 00:7054 Bit 5 clear, jump to address $DE/B8AA
DE/B892: DC A6 B7 B8          If event flag memory address 00:7054 Bit 6 clear, jump to address $DE/B8B7
DE/B896: 19 F2 3B 02          Set Object: NPC #5 ---> Command: Set object to movement: $023B
DE/B89A: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/B89C: FE                   Return

DE/B89D: E5 17 05 00 C4 B8    If value at 00:702E = #$0005, jump to address $DE/B8C4
DE/B8A3: 19 F2 3B 02          Set Object: NPC #5 ---> Command: Set object to movement: $023B
DE/B8A7: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/B8A9: FE                   Return

DE/B8AA: E5 17 02 00 C4 B8    If value at 00:702E = #$0002, jump to address $DE/B8C4
DE/B8B0: 19 F2 3B 02          Set Object: NPC #5 ---> Command: Set object to movement: $023B
DE/B8B4: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/B8B6: FE                   Return

DE/B8B7: E5 17 04 00 C4 B8    If value at 00:702E = #$0004, jump to address $DE/B8C4
DE/B8BD: 19 F2 3B 02          Set Object: NPC #5 ---> Command: Set object to movement: $023B
DE/B8C1: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/B8C3: FE                   Return

DE/B8C4: 19 F2 3C 02          Set Object: NPC #5 ---> Command: Set object to movement: $023C
DE/B8C8: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/B8CA: FE                   Return

DE/B8CB: D8 91 09 B9          If event flag memory address 00:7052 Bit 1 set, jump to address $DE/B909
DE/B8CF: DC 8C E2 B8          If event flag memory address 00:7051 Bit 4 clear, jump to address $DE/B8E2
DE/B8D3: DC A5 EF B8          If event flag memory address 00:7054 Bit 5 clear, jump to address $DE/B8EF
DE/B8D7: DC A6 FC B8          If event flag memory address 00:7054 Bit 6 clear, jump to address $DE/B8FC
DE/B8DB: 1A F2 3B 02          Set Object: NPC #6 ---> Command: Set object to movement: $023B
DE/B8DF: A0 1E                Set event flag memory address 00:7043 Bit 6
DE/B8E1: FE                   Return

DE/B8E2: E5 18 04 00 09 B9    If value at 00:7030 = #$0004, jump to address $DE/B909
DE/B8E8: 1A F2 3B 02          Set Object: NPC #6 ---> Command: Set object to movement: $023B
DE/B8EC: A0 1E                Set event flag memory address 00:7043 Bit 6
DE/B8EE: FE                   Return

DE/B8EF: E5 18 03 00 09 B9    If value at 00:7030 = #$0003, jump to address $DE/B909
DE/B8F5: 1A F2 3B 02          Set Object: NPC #6 ---> Command: Set object to movement: $023B
DE/B8F9: A0 1E                Set event flag memory address 00:7043 Bit 6
DE/B8FB: FE                   Return

DE/B8FC: E5 18 05 00 09 B9    If value at 00:7030 = #$0005, jump to address $DE/B909
DE/B902: 1A F2 3B 02          Set Object: NPC #6 ---> Command: Set object to movement: $023B
DE/B906: A0 1E                Set event flag memory address 00:7043 Bit 6
DE/B908: FE                   Return

DE/B909: 1A F2 3C 02          Set Object: NPC #6 ---> Command: Set object to movement: $023C
DE/B90D: A4 1E                Clear event flag memory address 00:7043 Bit 6
DE/B90F: FE                   Return

DE/B910: D8 91 4E B9          If event flag memory address 00:7052 Bit 1 set, jump to address $DE/B94E
DE/B914: DC 8C 27 B9          If event flag memory address 00:7051 Bit 4 clear, jump to address $DE/B927
DE/B918: DC A5 34 B9          If event flag memory address 00:7054 Bit 5 clear, jump to address $DE/B934
DE/B91C: DC A6 41 B9          If event flag memory address 00:7054 Bit 6 clear, jump to address $DE/B941
DE/B920: 1B F2 3B 02          Set Object: NPC #7 ---> Command: Set object to movement: $023B
DE/B924: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/B926: FE                   Return

DE/B927: E5 19 05 00 4E B9    If value at 00:7032 = #$0005, jump to address $DE/B94E
DE/B92D: 1B F2 3B 02          Set Object: NPC #7 ---> Command: Set object to movement: $023B
DE/B931: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/B933: FE                   Return

DE/B934: E5 19 04 00 4E B9    If value at 00:7032 = #$0004, jump to address $DE/B94E
DE/B93A: 1B F2 3B 02          Set Object: NPC #7 ---> Command: Set object to movement: $023B
DE/B93E: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/B940: FE                   Return

DE/B941: E5 19 06 00 4E B9    If value at 00:7032 = #$0006, jump to address $DE/B94E
DE/B947: 1B F2 3B 02          Set Object: NPC #7 ---> Command: Set object to movement: $023B
DE/B94B: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/B94D: FE                   Return

DE/B94E: 1B F2 3C 02          Set Object: NPC #7 ---> Command: Set object to movement: $023C
DE/B952: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/B954: FE                   Return

DE/B955: E2 00 00 78 B9       If value at 00:7000 = #$0000, jump to address $DE/B978
DE/B95A: E2 01 00 7B B9       If value at 00:7000 = #$0001, jump to address $DE/B97B
DE/B95F: E2 02 00 7E B9       If value at 00:7000 = #$0002, jump to address $DE/B97E
DE/B964: E2 03 00 81 B9       If value at 00:7000 = #$0003, jump to address $DE/B981
DE/B969: E2 04 00 84 B9       If value at 00:7000 = #$0004, jump to address $DE/B984
DE/B96E: E2 05 00 87 B9       If value at 00:7000 = #$0005, jump to address $DE/B987
DE/B973: E2 06 00 8A B9       If value at 00:7000 = #$0006, jump to address $DE/B98A
DE/B978: 9C 24                Play sound effect #$24
DE/B97A: FE                   Return

DE/B97B: 9C 25                Play sound effect #$25
DE/B97D: FE                   Return

DE/B97E: 9C 26                Play sound effect #$26
DE/B980: FE                   Return

DE/B981: 9C 27                Play sound effect #$27
DE/B983: FE                   Return

DE/B984: 9C 28                Play sound effect #$28
DE/B986: FE                   Return

DE/B987: 9C 29                Play sound effect #$29
DE/B989: FE                   Return

DE/B98A: 9C 2A                Play sound effect #$2A
DE/B98C: FE                   Return


EVENT [433] ------------------------------------------------------------>
DE/B98D: D8 A6 96 BA          If event flag memory address 00:7054 Bit 6 set, jump to address $DE/BA96
DE/B991: D8 8E 9D B9          If event flag memory address 00:7051 Bit 6 set, jump to address $DE/B99D
DE/B995: 60 AC AA 60          Run Dialogue $0AAC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I am the composer, Toadofsky.<I>

 I am trying to create my next
 masterpiece but I've got
 composer's block.<I><END>


DE/B999: A0 8E                Set event flag memory address 00:7051 Bit 6
DE/B99B: F0 0E                Duration: 14 frames
DE/B99D: 60 9F AA 60          Run Dialogue $0A9F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADOFSKY: You want a music
 lesson from MOI?<I>
  >>  (Yes)
  >>  (Nope)<I><END>


DE/B9A1: 66 91 BA             If 2nd option chosen from dialogue prompt, jump to address $DE/BA91
DE/B9A4: A0 26                Set event flag memory address 00:7044 Bit 6
DE/B9A6: D3 99 BC             Jump to address $DE/BC99
DE/B9A9: 60 A0 0A 60          Run Dialogue $0AA0
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Let's start by reading notes.
 See the five lines?<I>

 Between the second and third lines
 from the top, lies Do.<I>

 Keep going up, and the notes are
 Do Re Mi. Go down and you'll
 get Do Ti La So Fa.<I><END>


DE/B9AD: F0 00                Duration: 0 frames
DE/B9AF: FD 61                <UNKNOWN COMMAND $FD 61>
DE/B9B1: F0 00                Duration: 0 frames
DE/B9B3: 1B 8C                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/B9B5: 92 0E 20 00          Place object at on-screen coords: (448,256) Z=0
   DE/B9B9: 61 05                Shift object down-right 5 pixels
   DE/B9BB: 63 04                Shift object down-left 4 pixels
   DE/B9BD: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/B9C0: 00                   Set Bit 7 of current object (enable object visibility)
DE/B9C1: 1B F2 51 00          Set Object: NPC #7 ---> Command: Set object to movement: $0051
DE/B9C5: 9C 28                Play sound effect #$28
DE/B9C7: F0 00                Duration: 0 frames
DE/B9C9: FD 61                <UNKNOWN COMMAND $FD 61>
DE/B9CB: F0 00                Duration: 0 frames
DE/B9CD: 65                   <UNKNOWN COMMAND $65>
DE/B9CE: 1B BB                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x3B bytes) (Wait until complete)
   DE/B9D0: 10 43                Set transition flag, x4 speed
   DE/B9D2: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/B9D5: F0 06                Frame Duration: 6
   DE/B9D7: FD 9E                <UNKNOWN COMMAND $9E>
   DE/B9D9: 28 08 40 80 F0 18 08 40 0A F0 06 01 55 01 00 08 <UNKNOWN COMMAND $28>
   DE/B9E9: 40                   <UNKNOWN COMMAND $40>
   DE/B9EA: 0A F0                Store #$F0 to current object address 0A,x
   DE/B9EC: 06                   Set "moon-walk" Bits
   DE/B9ED: FD 9E                <UNKNOWN COMMAND $9E>
   DE/B9EF: 29 08                <UNKNOWN COMMAND $29>
   DE/B9F1: 40                   <UNKNOWN COMMAND $40>
   DE/B9F2: 80 F0 18             Move object to on-screen coords: (3584,192)
   DE/B9F5: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/B9F8: F0 06                Frame Duration: 6
   DE/B9FA: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/B9FB: 55 01                Shift object up-left 16 pixels
   DE/B9FD: 00                   Set Bit 7 of current object (enable object visibility)
   DE/B9FE: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/BA01: F0 06                Frame Duration: 6
   DE/BA03: FD 9E                <UNKNOWN COMMAND $9E>
   DE/BA05: 2A                   <UNKNOWN COMMAND $2A>
   DE/BA06: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/BA09: F0 31                Frame Duration: 49
DE/BA0B: 1B C6                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x46 bytes) (Wait until complete)
   DE/BA0D: 10 43                Set transition flag, x4 speed
   DE/BA0F: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/BA12: F0 06                Frame Duration: 6
   DE/BA14: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/BA15: F0 2C                Frame Duration: 44
   DE/BA17: 51 02                Shift object down-right 32 pixels
   DE/BA19: 00                   Set Bit 7 of current object (enable object visibility)
   DE/BA1A: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/BA1D: F0 06                Frame Duration: 6
   DE/BA1F: FD 9E                <UNKNOWN COMMAND $9E>
   DE/BA21: 28 08 40 80 F0 18 08 40 0A F0 06 01 51 01 00 08 <UNKNOWN COMMAND $28>
   DE/BA31: 40                   <UNKNOWN COMMAND $40>
   DE/BA32: 0A F0                Store #$F0 to current object address 0A,x
   DE/BA34: 06                   Set "moon-walk" Bits
   DE/BA35: FD 9E                <UNKNOWN COMMAND $9E>
   DE/BA37: 27 08 40 80 F0 18 08 40 0A F0 06 01 51 01 00 08 <UNKNOWN COMMAND $27>
   DE/BA47: 40                   <UNKNOWN COMMAND $40>
   DE/BA48: 0A F0                Store #$F0 to current object address 0A,x
   DE/BA4A: 06                   Set "moon-walk" Bits
   DE/BA4B: FD 9E                <UNKNOWN COMMAND $9E>
   DE/BA4D: 26 08 40 80 F0 18 1B B4 10 43 08 40 0A F0 06 01 <UNKNOWN COMMAND $26>
DE/BA5D: 51 01                Remove item in inventory: #$01 (Armor       )
DE/BA5F: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/BA61: 40                   <UNKNOWN COMMAND $40>
   DE/BA62: 0A F0                Store #$F0 to current object address 0A,x
   DE/BA64: 06                   Set "moon-walk" Bits
   DE/BA65: FD 9E                <UNKNOWN COMMAND $9E>
   DE/BA67: 25 08 40 80 F0       <UNKNOWN COMMAND $25>
DE/BA6C: 18 08                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/BA6E: 40                   <UNKNOWN COMMAND $40>
   DE/BA6F: 0A F0                Store #$F0 to current object address 0A,x
   DE/BA71: 06                   Set "moon-walk" Bits
   DE/BA72: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/BA73: 51 01                Shift object down-right 16 pixels
   DE/BA75: 00                   Set Bit 7 of current object (enable object visibility)
DE/BA76: 08 40                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes)
   DE/BA78: 0A F0                Store #$F0 to current object address 0A,x
   DE/BA7A: 06                   Set "moon-walk" Bits
   DE/BA7B: FD 9E                <UNKNOWN COMMAND $9E>
   DE/BA7D: 24 08 40 80 F0       <UNKNOWN COMMAND $24>
   DE/BA82: 31 08 40             <UNKNOWN COMMAND $31>
   DE/BA85: 0A F0                Store #$F0 to current object address 0A,x
   DE/BA87: 09                   Reset all object properties to default
   DE/BA88: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/BA89: 64 60                Shift object left 96 pixels
   DE/BA8B: 9D AA 60             <UNKNOWN COMMAND $9D>
   DE/BA8E: A4 26                Clear event flag memory address 00:7044 Bit 6
   DE/BA90: FE                   Return Queue

DE/BA91: 60 A1 AA 60          Run Dialogue $0AA1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Well, be that way!<I><END>


DE/BA95: FE                   Return

DE/BA96: 60 F7 AB D0          Run Dialogue $0BF7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADOFSKY: So what do you think?<I>
  >>  (Let's hear it again)
  >>  (I want to recompose it)
  >>  (Never mind)<I><END>


DE/BA9A: 67 A8 BA AD BA       If 2nd option chosen from dialogue prompt, jump to address $DE/BAA8
                              If 3rd option chosen from dialogue prompt, jump to address $DE/BAAD
DE/BA9F: 60 F8 AB D0          Run Dialogue $0BF8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 All right, let's hear it again.<I><END>


DE/BAA3: F0 09                Duration: 9 frames
DE/BAA5: D2 2D BB             Jump to address $DE/BB2D
DE/BAA8: 60 F9 AB D0          Run Dialogue $0BF9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 To recompose the song, just jump
 on the froggies.<I><END>


DE/BAAC: FE                   Return

DE/BAAD: 60 A1 AA D0          Run Dialogue $0AA1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Well, be that way!<I><END>


DE/BAB1: FE                   Return


EVENT [434] ------------------------------------------------------------>
DE/BAB2: D8 90 C4 BA          If event flag memory address 00:7052 Bit 0 set, jump to address $DE/BAC4
DE/BAB6: 60 A2 AA 42          Run Dialogue $0AA2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

              Play notes by
       jumping on the tadpoles.<I>
        Let's hear your melody.<I><END>


DE/BABA: A0 90                Set event flag memory address 00:7052 Bit 0
DE/BABC: D8 89 C4 BA          If event flag memory address 00:7051 Bit 1 set, jump to address $DE/BAC4
DE/BAC0: 60 AD AA 42          Run Dialogue $0AAD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  They won't play with strangers,
 so go and meet Frogfucius first.<I><END>


DE/BAC4: FE                   Return


EVENT [435] ------------------------------------------------------------>
DE/BAC5: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/BAC9: DE 98 04 BB          If event flag memory address 00:7093 Bit 0 clear, jump to address $DE/BB04
DE/BACD: F0 3B                Duration: 59 frames
DE/BACF: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/BAD1: 09                   Reset all object properties to default
   DE/BAD2: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/BAD3: 73                   Object faces down-left
DE/BAD4: F0 1D                Duration: 29 frames
DE/BAD6: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/BAD8: 75                   Object faces up-left
DE/BAD9: 60 16 0A 60          Run Dialogue $0A16
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADOFSKY: Finally!
 My song is nearly complete.<I>

 But I must confess that you
 contributed a lot to it.<I>

 We can all take credit for it!<I>

 Now you must think of a final
 phrase that will wrap it all up.<I>

 Let your creative juices flow and
 show me whatcha got!<I><END>


DE/BADD: FD 61                <UNKNOWN COMMAND $FD 61>
DE/BADF: FD 61                <UNKNOWN COMMAND $FD 61>
DE/BAE1: FD 61                <UNKNOWN COMMAND $FD 61>
DE/BAE3: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/BAE5: 71                   Object faces down-right
DE/BAE6: FD 61                <UNKNOWN COMMAND $FD 61>
DE/BAE8: 65                   <UNKNOWN COMMAND $65>
DE/BAE9: 64                   <UNKNOWN COMMAND $64>
DE/BAEA: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/BAEC: 73                   Object faces down-left
   DE/BAED: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/BAEE: 10 85                Set sequence flag, 1/2 speed
DE/BAF0: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/BAF2: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/BAF4: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/BAF6: 10 C3                Set transition and sequence flags, x4 speed
   DE/BAF8: 80 10 1D             Move object to on-screen coords: (528,232)
   DE/BAFB: 51 05                Shift object down-right 80 pixels
   DE/BAFD: 53 13                Shift object down-left 304 pixels
   DE/BAFF: 55 02                Shift object up-left 32 pixels
DE/BB01: D2 C5 AF             Jump to address $DE/AFC5
DE/BB04: FE                   Return


EVENT [436] ------------------------------------------------------------>
DE/BB05: BA 12                Store value at 00:7024 to 00:7000
DE/BB07: B5 50                Store value at 00:7000 to 00:70F0
DE/BB09: BA 13                Store value at 00:7026 to 00:7000
DE/BB0B: B5 51                Store value at 00:7000 to 00:70F1
DE/BB0D: BA 14                Store value at 00:7028 to 00:7000
DE/BB0F: B5 52                Store value at 00:7000 to 00:70F2
DE/BB11: BA 15                Store value at 00:702A to 00:7000
DE/BB13: B5 53                Store value at 00:7000 to 00:70F3
DE/BB15: BA 16                Store value at 00:702C to 00:7000
DE/BB17: B5 54                Store value at 00:7000 to 00:70F4
DE/BB19: BA 17                Store value at 00:702E to 00:7000
DE/BB1B: B5 55                Store value at 00:7000 to 00:70F5
DE/BB1D: BA 18                Store value at 00:7030 to 00:7000
DE/BB1F: B5 56                Store value at 00:7000 to 00:70F6
DE/BB21: BA 19                Store value at 00:7032 to 00:7000
DE/BB23: B5 57                Store value at 00:7000 to 00:70F7
DE/BB25: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/BB27: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/BB28: 71                   Object faces down-right
DE/BB29: 60 F6 AB D0          Run Dialogue $0BF6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADOFSKY: 
           Okay, here we go!<I>

 Listen to this, it's our song!<I><END>


DE/BB2D: F0 09                Duration: 9 frames
DE/BB2F: A0 26                Set event flag memory address 00:7044 Bit 6
DE/BB31: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/BB35: 15 F2 9D 00          Set Object: NPC #1 ---> Command: Set object to movement: $009D
DE/BB39: 16 F2 9D 00          Set Object: NPC #2 ---> Command: Set object to movement: $009D
DE/BB3D: 17 F2 9D 00          Set Object: NPC #3 ---> Command: Set object to movement: $009D
DE/BB41: 18 F2 9D 00          Set Object: NPC #4 ---> Command: Set object to movement: $009D
DE/BB45: 19 F2 9D 00          Set Object: NPC #5 ---> Command: Set object to movement: $009D
DE/BB49: 1A F2 9D 00          Set Object: NPC #6 ---> Command: Set object to movement: $009D
DE/BB4D: 1B F2 9D 00          Set Object: NPC #7 ---> Command: Set object to movement: $009D
DE/BB51: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/BB53: F0 1D                Duration: 29 frames
DE/BB55: 1C 05                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/BB57: 10 86                Set sequence flag, 1/4 speed
   DE/BB59: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DE/BB5C: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/BB5E: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/BB60: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/BB62: 10 43                Set transition flag, x4 speed
   DE/BB64: 80 10 1D             Move object to on-screen coords: (528,232)
   DE/BB67: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DE/BB6A: F0 0E                Duration: 14 frames
DE/BB6C: FD 94 FF             <UNKNOWN COMMAND $94>
DE/BB6F: 91 34                Play music: #$34
DE/BB71: F0 77                Duration: 119 frames
DE/BB73: F0 77                Duration: 119 frames
DE/BB75: F0 77                Duration: 119 frames
DE/BB77: F0 77                Duration: 119 frames
DE/BB79: F0 77                Duration: 119 frames
DE/BB7B: F0 77                Duration: 119 frames
DE/BB7D: F0 77                Duration: 119 frames
DE/BB7F: F0 77                Duration: 119 frames
DE/BB81: F0 4A                Duration: 74 frames
DE/BB83: B4 50                Store value at 00:70F0 to 00:7000
DE/BB85: D3 61 BC             Jump to address $DE/BC61
DE/BB88: F0 18                Duration: 24 frames
DE/BB8A: B4 51                Store value at 00:70F1 to 00:7000
DE/BB8C: D3 61 BC             Jump to address $DE/BC61
DE/BB8F: F0 18                Duration: 24 frames
DE/BB91: B4 52                Store value at 00:70F2 to 00:7000
DE/BB93: D3 61 BC             Jump to address $DE/BC61
DE/BB96: F0 18                Duration: 24 frames
DE/BB98: B4 53                Store value at 00:70F3 to 00:7000
DE/BB9A: D3 61 BC             Jump to address $DE/BC61
DE/BB9D: F0 19                Duration: 25 frames
DE/BB9F: B4 54                Store value at 00:70F4 to 00:7000
DE/BBA1: D3 61 BC             Jump to address $DE/BC61
DE/BBA4: F0 19                Duration: 25 frames
DE/BBA6: B4 55                Store value at 00:70F5 to 00:7000
DE/BBA8: D3 61 BC             Jump to address $DE/BC61
DE/BBAB: F0 1A                Duration: 26 frames
DE/BBAD: B4 56                Store value at 00:70F6 to 00:7000
DE/BBAF: D3 61 BC             Jump to address $DE/BC61
DE/BBB2: F0 1A                Duration: 26 frames
DE/BBB4: B4 57                Store value at 00:70F7 to 00:7000
DE/BBB6: D3 61 BC             Jump to address $DE/BC61
DE/BBB9: F0 11                Duration: 17 frames
DE/BBBB: 9B                   Stop sound effect
DE/BBBC: F0 8B                Duration: 139 frames
DE/BBBE: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/BBC2: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/BBC4: 82 0E 1E             Place object at on-screen coords: (448,240)
DE/BBC7: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/BBC9: 82 0D 21             Place object at on-screen coords: (432,264)
DE/BBCC: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/BBCE: 82 0E 24             Place object at on-screen coords: (448,288)
DE/BBD1: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/BBD3: 82 0C 1F             Place object at on-screen coords: (400,248)
DE/BBD6: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/BBD8: 82 0F 24             Place object at on-screen coords: (480,288)
DE/BBDB: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/BBDD: 82 0E 21             Place object at on-screen coords: (464,264)
DE/BBE0: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/BBE2: 82 10 24             Place object at on-screen coords: (512,288)
DE/BBE5: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/BBE7: 82 0F 21             Place object at on-screen coords: (496,264)
DE/BBEA: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/BBEC: 73                   Object faces down-left
DE/BBED: 14 F2 4D 02          Set Object: NPC #0 ---> Command: Set object to movement: $024D
DE/BBF1: F0 02                Duration: 2 frames
DE/BBF3: 15 F2 4D 02          Set Object: NPC #1 ---> Command: Set object to movement: $024D
DE/BBF7: F0 02                Duration: 2 frames
DE/BBF9: 16 F2 4D 02          Set Object: NPC #2 ---> Command: Set object to movement: $024D
DE/BBFD: F0 02                Duration: 2 frames
DE/BBFF: 17 F2 4D 02          Set Object: NPC #3 ---> Command: Set object to movement: $024D
DE/BC03: F0 02                Duration: 2 frames
DE/BC05: 9C 40                Play sound effect #$40
DE/BC07: 18 F2 4D 02          Set Object: NPC #4 ---> Command: Set object to movement: $024D
DE/BC0B: F0 02                Duration: 2 frames
DE/BC0D: 19 F2 4D 02          Set Object: NPC #5 ---> Command: Set object to movement: $024D
DE/BC11: F0 02                Duration: 2 frames
DE/BC13: 1A F2 4D 02          Set Object: NPC #6 ---> Command: Set object to movement: $024D
DE/BC17: F0 02                Duration: 2 frames
DE/BC19: 1B F2 4D 02          Set Object: NPC #7 ---> Command: Set object to movement: $024D
DE/BC1D: F0 77                Duration: 119 frames
DE/BC1F: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/BC23: 15 F2 9D 00          Set Object: NPC #1 ---> Command: Set object to movement: $009D
DE/BC27: 16 F2 9D 00          Set Object: NPC #2 ---> Command: Set object to movement: $009D
DE/BC2B: 17 F2 9D 00          Set Object: NPC #3 ---> Command: Set object to movement: $009D
DE/BC2F: 18 F2 9D 00          Set Object: NPC #4 ---> Command: Set object to movement: $009D
DE/BC33: 19 F2 9D 00          Set Object: NPC #5 ---> Command: Set object to movement: $009D
DE/BC37: 1A F2 9D 00          Set Object: NPC #6 ---> Command: Set object to movement: $009D
DE/BC3B: 1B F3 9D 00          Set Object: NPC #7 ---> Command: Set object to movement: $009D
DE/BC3F: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/BC41: 09                   Reset all object properties to default
   DE/BC42: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/BC43: 10 80                Set sequence flag, x1 speed
   DE/BC45: 73                   Object faces down-left
DE/BC46: FD 94 0F             <UNKNOWN COMMAND $94>
DE/BC49: 91 11                Play music: #$11
DE/BC4B: FD 94 0F             <UNKNOWN COMMAND $94>
DE/BC4E: A6 98                Clear event flag memory address 00:7093 Bit 0
DE/BC50: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/BC52: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/BC54: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/BC56: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/BC58: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/BC5A: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/BC5C: A4 1E                Clear event flag memory address 00:7043 Bit 6
DE/BC5E: A4 1F                Clear event flag memory address 00:7043 Bit 7
DE/BC60: FE                   Return

DE/BC61: E2 00 00 84 BC       If value at 00:7000 = #$0000, jump to address $DE/BC84
DE/BC66: E2 01 00 87 BC       If value at 00:7000 = #$0001, jump to address $DE/BC87
DE/BC6B: E2 02 00 8A BC       If value at 00:7000 = #$0002, jump to address $DE/BC8A
DE/BC70: E2 03 00 8D BC       If value at 00:7000 = #$0003, jump to address $DE/BC8D
DE/BC75: E2 04 00 90 BC       If value at 00:7000 = #$0004, jump to address $DE/BC90
DE/BC7A: E2 05 00 93 BC       If value at 00:7000 = #$0005, jump to address $DE/BC93
DE/BC7F: E2 06 00 96 BC       If value at 00:7000 = #$0006, jump to address $DE/BC96
DE/BC84: 9C 88                Play sound effect #$88
DE/BC86: FE                   Return

DE/BC87: 9C 89                Play sound effect #$89
DE/BC89: FE                   Return

DE/BC8A: 9C 8A                Play sound effect #$8A
DE/BC8C: FE                   Return

DE/BC8D: 9C 8B                Play sound effect #$8B
DE/BC8F: FE                   Return

DE/BC90: 9C 8C                Play sound effect #$8C
DE/BC92: FE                   Return

DE/BC93: 9C 8D                Play sound effect #$8D
DE/BC95: FE                   Return

DE/BC96: 9C 8E                Play sound effect #$8E
DE/BC98: FE                   Return

DE/BC99: DC 18 A3 BC          If event flag memory address 00:7043 Bit 0 clear, jump to address $DE/BCA3
DE/BC9D: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/BCA1: F0 04                Duration: 4 frames
DE/BCA3: DC 19 AD BC          If event flag memory address 00:7043 Bit 1 clear, jump to address $DE/BCAD
DE/BCA7: 15 F2 9D 00          Set Object: NPC #1 ---> Command: Set object to movement: $009D
DE/BCAB: F0 04                Duration: 4 frames
DE/BCAD: DC 1A B7 BC          If event flag memory address 00:7043 Bit 2 clear, jump to address $DE/BCB7
DE/BCB1: 16 F2 9D 00          Set Object: NPC #2 ---> Command: Set object to movement: $009D
DE/BCB5: F0 04                Duration: 4 frames
DE/BCB7: DC 1B C1 BC          If event flag memory address 00:7043 Bit 3 clear, jump to address $DE/BCC1
DE/BCBB: 17 F2 9D 00          Set Object: NPC #3 ---> Command: Set object to movement: $009D
DE/BCBF: F0 04                Duration: 4 frames
DE/BCC1: DC 1C CB BC          If event flag memory address 00:7043 Bit 4 clear, jump to address $DE/BCCB
DE/BCC5: 18 F2 9D 00          Set Object: NPC #4 ---> Command: Set object to movement: $009D
DE/BCC9: F0 04                Duration: 4 frames
DE/BCCB: DC 1D D5 BC          If event flag memory address 00:7043 Bit 5 clear, jump to address $DE/BCD5
DE/BCCF: 19 F2 9D 00          Set Object: NPC #5 ---> Command: Set object to movement: $009D
DE/BCD3: F0 04                Duration: 4 frames
DE/BCD5: DC 1E DF BC          If event flag memory address 00:7043 Bit 6 clear, jump to address $DE/BCDF
DE/BCD9: 1A F2 9D 00          Set Object: NPC #6 ---> Command: Set object to movement: $009D
DE/BCDD: F0 04                Duration: 4 frames
DE/BCDF: DC 1F E9 BC          If event flag memory address 00:7043 Bit 7 clear, jump to address $DE/BCE9
DE/BCE3: 1B F2 9D 00          Set Object: NPC #7 ---> Command: Set object to movement: $009D
DE/BCE7: F0 04                Duration: 4 frames
DE/BCE9: FE                   Return


EVENT [437] ------------------------------------------------------------>

EVENT [438] ------------------------------------------------------------>

EVENT [439] ------------------------------------------------------------>

EVENT [43A] ------------------------------------------------------------>

EVENT [43B] ------------------------------------------------------------>

EVENT [43C] ------------------------------------------------------------>

EVENT [43D] ------------------------------------------------------------>

EVENT [43E] ------------------------------------------------------------>

EVENT [43F] ------------------------------------------------------------>

EVENT [440] ------------------------------------------------------------>

EVENT [441] ------------------------------------------------------------>

EVENT [442] ------------------------------------------------------------>

EVENT [443] ------------------------------------------------------------>

EVENT [444] ------------------------------------------------------------>

EVENT [445] ------------------------------------------------------------>

EVENT [446] ------------------------------------------------------------>

EVENT [447] ------------------------------------------------------------>

EVENT [448] ------------------------------------------------------------>

EVENT [449] ------------------------------------------------------------>

EVENT [44A] ------------------------------------------------------------>

EVENT [44B] ------------------------------------------------------------>

EVENT [44C] ------------------------------------------------------------>

EVENT [44D] ------------------------------------------------------------>

EVENT [44E] ------------------------------------------------------------>

EVENT [44F] ------------------------------------------------------------>

EVENT [450] ------------------------------------------------------------>
DE/BCEA: A1 2F                Set event flag memory address 00:7065 Bit 7
DE/BCEC: 1F 82                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/BCEE: 63 01                Shift object down-left 1 pixels
DE/BCF0: DC 89 11 BD          If event flag memory address 00:7051 Bit 1 clear, jump to address $DE/BD11
DE/BCF4: DC 88 FC BC          If event flag memory address 00:7051 Bit 0 clear, jump to address $DE/BCFC
DE/BCF8: DC 8B 01 BD          If event flag memory address 00:7051 Bit 3 clear, jump to address $DE/BD01
DE/BCFC: FD 94 00             <UNKNOWN COMMAND $94>
DE/BCFF: 71                   Lighten screen from black before following commands
DE/BD00: FE                   Return

DE/BD01: 91 15                Play music: #$15
DE/BD03: 1C 86                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/BD05: 09                   Reset all object properties to default
   DE/BD06: 92 17 1A 04          Place object at on-screen coords: (736,208) Z=64
   DE/BD0A: 75                   Object faces up-left
DE/BD0B: 1C F2 5F 00          Set Object: NPC #8 ---> Command: Set object to movement: $005F
DE/BD0F: 71                   Lighten screen from black before following commands
DE/BD10: FE                   Return

DE/BD11: FD 94 0F             <UNKNOWN COMMAND $94>
DE/BD14: 71                   Lighten screen from black before following commands
DE/BD15: FE                   Return


EVENT [451] ------------------------------------------------------------>
DE/BD16: DC 89 01 C0          If event flag memory address 00:7051 Bit 1 clear, jump to address $DE/C001
DE/BD1A: D8 19 21 BE          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/BE21
DE/BD1E: A0 19                Set event flag memory address 00:7043 Bit 1
DE/BD20: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/BD22: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/BD24: A4 1E                Clear event flag memory address 00:7043 Bit 6
DE/BD26: 34 00                Change directional maneuverability: 
DE/BD28: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/BD2A: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/BD2C: FD 17                Set Bit 3 of object address 0B,x
   DE/BD2E: 90 0C 33 00          Objects bounces 0px high to on-screen coords: (400,408)
   DE/BD32: F0 00                Frame Duration: 0
   DE/BD34: 77                   Object faces up-right
   DE/BD35: F0 00                Frame Duration: 0
   DE/BD37: FE                   Return Queue

DE/BD38: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/BD3A: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/BD3B: 13 00                Layering priority: MARIO overlaps object
   DE/BD3D: 82 0C 2F             Place object at on-screen coords: (400,376)
DE/BD40: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/BD42: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/BD43: 82 0F 31             Place object at on-screen coords: (496,392)
   DE/BD46: 67 03                Shift object up-right 3 pixels
   DE/BD48: 13 00                Layering priority: MARIO overlaps object
DE/BD4A: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/BD4C: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/BD4D: 82 0E 2B             Place object at on-screen coords: (464,344)
   DE/BD50: 13 00                Layering priority: MARIO overlaps object
DE/BD52: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/BD54: 82 11 2D             Place object at on-screen coords: (560,360)
   DE/BD57: 67 03                Shift object up-right 3 pixels
   DE/BD59: 13 00                Layering priority: MARIO overlaps object
DE/BD5B: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/BD5D: 82 10 27             Place object at on-screen coords: (528,312)
   DE/BD60: 13 00                Layering priority: MARIO overlaps object
DE/BD62: 19 07                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/BD64: 82 13 29             Place object at on-screen coords: (624,328)
   DE/BD67: 67 03                Shift object up-right 3 pixels
   DE/BD69: 13 00                Layering priority: MARIO overlaps object
DE/BD6B: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/BD6D: 82 12 23             Place object at on-screen coords: (592,280)
   DE/BD70: 13 00                Layering priority: MARIO overlaps object
DE/BD72: 1B 87                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/BD74: 82 15 25             Place object at on-screen coords: (688,296)
   DE/BD77: 67 03                Shift object up-right 3 pixels
   DE/BD79: 13 00                Layering priority: MARIO overlaps object
DE/BD7B: D8 8F 8C BD          If event flag memory address 00:7051 Bit 7 set, jump to address $DE/BD8C
DE/BD7F: FD A2                Stop music playback
DE/BD81: A0 8F                Set event flag memory address 00:7051 Bit 7
DE/BD83: A0 26                Set event flag memory address 00:7044 Bit 6
DE/BD85: FD 94 00             <UNKNOWN COMMAND $94>
DE/BD88: F0 2C                Duration: 44 frames
DE/BD8A: 91 11                Play music: #$11
DE/BD8C: 0C 07                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x07 bytes)
   DE/BD8E: 10 41                Set transition flag, x2 speed
   DE/BD90: 90 0A 21 00          Objects bounces 0px high to on-screen coords: (336,264)
   DE/BD94: FE                   Return Queue

DE/BD95: 14 F2 5B 00          Set Object: NPC #0 ---> Command: Set object to movement: $005B
DE/BD99: F0 04                Duration: 4 frames
DE/BD9B: 15 F2 5C 00          Set Object: NPC #1 ---> Command: Set object to movement: $005C
DE/BD9F: F0 04                Duration: 4 frames
DE/BDA1: 16 F2 5B 00          Set Object: NPC #2 ---> Command: Set object to movement: $005B
DE/BDA5: F0 04                Duration: 4 frames
DE/BDA7: 17 F2 5C 00          Set Object: NPC #3 ---> Command: Set object to movement: $005C
DE/BDAB: F0 04                Duration: 4 frames
DE/BDAD: 18 F2 5B 00          Set Object: NPC #4 ---> Command: Set object to movement: $005B
DE/BDB1: F0 04                Duration: 4 frames
DE/BDB3: 19 F2 5C 00          Set Object: NPC #5 ---> Command: Set object to movement: $005C
DE/BDB7: F0 04                Duration: 4 frames
DE/BDB9: 1A F2 5B 00          Set Object: NPC #6 ---> Command: Set object to movement: $005B
DE/BDBD: F0 04                Duration: 4 frames
DE/BDBF: 1B F2 5C 00          Set Object: NPC #7 ---> Command: Set object to movement: $005C
DE/BDC3: F0 04                Duration: 4 frames
DE/BDC5: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/BDC7: CB                   Store joypad register to 00:7000,00:7001
DE/BDC8: F0 00                Duration: 0 frames
DE/BDCA: E7 80 00 D7 BD       If memory address 00:7000 Bit $0080 set, jump to address $DE/BDD7
DE/BDCF: E7 06 00 E0 BD       If memory address 00:7000 Bit $0006 set, jump to address $DE/BDE0
DE/BDD4: D2 C7 BD             Jump to address $DE/BDC7
DE/BDD7: CA                   Store held joypad register to 00:7000,00:7001
DE/BDD8: E7 09 00 1E BF       If memory address 00:7000 Bit $0009 set, jump to address $DE/BF1E
DE/BDDD: D2 C7 BD             Jump to address $DE/BDC7
DE/BDE0: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/BDE2: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/BDE4: 10 40                Set transition flag, x1 speed
   DE/BDE6: 73                   Object faces down-left
   DE/BDE7: 63 16                Shift object down-left 22 pixels
DE/BDE9: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/BDED: F0 04                Duration: 4 frames
DE/BDEF: 15 F2 9D 00          Set Object: NPC #1 ---> Command: Set object to movement: $009D
DE/BDF3: F0 04                Duration: 4 frames
DE/BDF5: 16 F2 9D 00          Set Object: NPC #2 ---> Command: Set object to movement: $009D
DE/BDF9: F0 04                Duration: 4 frames
DE/BDFB: 17 F2 9D 00          Set Object: NPC #3 ---> Command: Set object to movement: $009D
DE/BDFF: F0 04                Duration: 4 frames
DE/BE01: 18 F2 9D 00          Set Object: NPC #4 ---> Command: Set object to movement: $009D
DE/BE05: F0 04                Duration: 4 frames
DE/BE07: 19 F2 9D 00          Set Object: NPC #5 ---> Command: Set object to movement: $009D
DE/BE0B: F0 04                Duration: 4 frames
DE/BE0D: 1A F2 9D 00          Set Object: NPC #6 ---> Command: Set object to movement: $009D
DE/BE11: F0 04                Duration: 4 frames
DE/BE13: 1B F2 9D 00          Set Object: NPC #7 ---> Command: Set object to movement: $009D
DE/BE17: F0 04                Duration: 4 frames
DE/BE19: 34 FF                Change directional maneuverability: left right down up 
DE/BE1B: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/BE1F: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/BE21: FE                   Return


EVENT [452] ------------------------------------------------------------>
DE/BE22: D8 19 01 BF          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/BF01
DE/BE26: A0 19                Set event flag memory address 00:7043 Bit 1
DE/BE28: 34 00                Change directional maneuverability: 
DE/BE2A: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/BE2C: 90 16 20 04          Objects bounces 4px high to on-screen coords: (704,256)
   DE/BE30: F0 00                Frame Duration: 0
   DE/BE32: 73                   Object faces down-left
   DE/BE33: F0 00                Frame Duration: 0
   DE/BE35: FE                   Return Queue

DE/BE36: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/BE38: 82 0C 2F             Place object at on-screen coords: (400,376)
   DE/BE3B: 13 00                Layering priority: MARIO overlaps object
DE/BE3D: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/BE3F: 82 0F 31             Place object at on-screen coords: (496,392)
   DE/BE42: 67 03                Shift object up-right 3 pixels
   DE/BE44: 13 00                Layering priority: MARIO overlaps object
DE/BE46: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/BE48: 82 0E 2B             Place object at on-screen coords: (464,344)
   DE/BE4B: 13 00                Layering priority: MARIO overlaps object
DE/BE4D: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/BE4F: 82 11 2D             Place object at on-screen coords: (560,360)
   DE/BE52: 67 03                Shift object up-right 3 pixels
   DE/BE54: 13 00                Layering priority: MARIO overlaps object
DE/BE56: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/BE58: 82 10 27             Place object at on-screen coords: (528,312)
   DE/BE5B: 13 00                Layering priority: MARIO overlaps object
DE/BE5D: 19 07                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/BE5F: 82 13 29             Place object at on-screen coords: (624,328)
   DE/BE62: 67 03                Shift object up-right 3 pixels
   DE/BE64: 13 00                Layering priority: MARIO overlaps object
DE/BE66: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/BE68: 82 12 23             Place object at on-screen coords: (592,280)
   DE/BE6B: 13 00                Layering priority: MARIO overlaps object
DE/BE6D: 1B 87                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/BE6F: 82 15 25             Place object at on-screen coords: (688,296)
   DE/BE72: 67 03                Shift object up-right 3 pixels
   DE/BE74: 13 00                Layering priority: MARIO overlaps object
DE/BE76: 1B F2 5C 00          Set Object: NPC #7 ---> Command: Set object to movement: $005C
DE/BE7A: F0 04                Duration: 4 frames
DE/BE7C: 1A F2 5B 00          Set Object: NPC #6 ---> Command: Set object to movement: $005B
DE/BE80: F0 04                Duration: 4 frames
DE/BE82: 19 F2 5C 00          Set Object: NPC #5 ---> Command: Set object to movement: $005C
DE/BE86: F0 04                Duration: 4 frames
DE/BE88: 18 F2 5B 00          Set Object: NPC #4 ---> Command: Set object to movement: $005B
DE/BE8C: F0 04                Duration: 4 frames
DE/BE8E: 17 F2 5C 00          Set Object: NPC #3 ---> Command: Set object to movement: $005C
DE/BE92: F0 04                Duration: 4 frames
DE/BE94: 16 F2 5B 00          Set Object: NPC #2 ---> Command: Set object to movement: $005B
DE/BE98: F0 04                Duration: 4 frames
DE/BE9A: 15 F2 5C 00          Set Object: NPC #1 ---> Command: Set object to movement: $005C
DE/BE9E: F0 04                Duration: 4 frames
DE/BEA0: 14 F2 5B 00          Set Object: NPC #0 ---> Command: Set object to movement: $005B
DE/BEA4: F0 04                Duration: 4 frames
DE/BEA6: CB                   Store joypad register to 00:7000,00:7001
DE/BEA7: F0 00                Duration: 0 frames
DE/BEA9: E7 80 00 B6 BE       If memory address 00:7000 Bit $0080 set, jump to address $DE/BEB6
DE/BEAE: E7 09 00 BF BE       If memory address 00:7000 Bit $0009 set, jump to address $DE/BEBF
DE/BEB3: D2 A6 BE             Jump to address $DE/BEA6
DE/BEB6: CA                   Store held joypad register to 00:7000,00:7001
DE/BEB7: E7 06 00 02 BF       If memory address 00:7000 Bit $0006 set, jump to address $DE/BF02
DE/BEBC: D2 A6 BE             Jump to address $DE/BEA6
DE/BEBF: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/BEC1: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/BEC3: 10 40                Set transition flag, x1 speed
   DE/BEC5: 77                   Object faces up-right
   DE/BEC6: 67 16                Shift object up-right 22 pixels
   DE/BEC8: FE                   Return Queue

DE/BEC9: 1B F2 9D 00          Set Object: NPC #7 ---> Command: Set object to movement: $009D
DE/BECD: F0 04                Duration: 4 frames
DE/BECF: 1A F2 9D 00          Set Object: NPC #6 ---> Command: Set object to movement: $009D
DE/BED3: F0 04                Duration: 4 frames
DE/BED5: 19 F2 9D 00          Set Object: NPC #5 ---> Command: Set object to movement: $009D
DE/BED9: F0 04                Duration: 4 frames
DE/BEDB: 18 F2 9D 00          Set Object: NPC #4 ---> Command: Set object to movement: $009D
DE/BEDF: F0 04                Duration: 4 frames
DE/BEE1: 17 F2 9D 00          Set Object: NPC #3 ---> Command: Set object to movement: $009D
DE/BEE5: F0 04                Duration: 4 frames
DE/BEE7: 16 F2 9D 00          Set Object: NPC #2 ---> Command: Set object to movement: $009D
DE/BEEB: F0 04                Duration: 4 frames
DE/BEED: 15 F2 9D 00          Set Object: NPC #1 ---> Command: Set object to movement: $009D
DE/BEF1: F0 04                Duration: 4 frames
DE/BEF3: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/BEF7: F0 04                Duration: 4 frames
DE/BEF9: 34 FF                Change directional maneuverability: left right down up 
DE/BEFB: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/BEFF: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/BF01: FE                   Return

DE/BF02: 00 97                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/BF04: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/BF06: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/BF08: FD 17                Set Bit 3 of object address 0B,x
   DE/BF0A: 10 41                Set transition flag, x2 speed
   DE/BF0C: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/BF0F: 53 02                Shift object down-left 32 pixels
   DE/BF11: 0B 04                Set Bits $4 of current object address 0A,x
   DE/BF13: 53 01                Shift object down-left 16 pixels
   DE/BF15: F0 00                Frame Duration: 0
   DE/BF17: 73                   Object faces down-left
   DE/BF18: 09                   Reset all object properties to default
   DE/BF19: 10 40                Set transition flag, x1 speed
DE/BF1B: D2 30 BF             Jump to address $DE/BF30

EVENT [453] ------------------------------------------------------------>
DE/BF1E: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/BF20: FD 17                Set Bit 3 of object address 0B,x
   DE/BF22: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/BF24: 90 0C 33 00          Objects bounces 0px high to on-screen coords: (400,408)
   DE/BF28: F0 00                Frame Duration: 0
   DE/BF2A: 77                   Object faces up-right
   DE/BF2B: F0 00                Frame Duration: 0
DE/BF2D: D2 49 BF             Jump to address $DE/BF49
DE/BF30: CB                   Store joypad register to 00:7000,00:7001
DE/BF31: F0 00                Duration: 0 frames
DE/BF33: E7 80 00 3B BF       If memory address 00:7000 Bit $0080 set, jump to address $DE/BF3B
DE/BF38: D2 30 BF             Jump to address $DE/BF30
DE/BF3B: CA                   Store held joypad register to 00:7000,00:7001
DE/BF3C: E7 09 00 49 BF       If memory address 00:7000 Bit $0009 set, jump to address $DE/BF49
DE/BF41: E7 06 00 6C BF       If memory address 00:7000 Bit $0006 set, jump to address $DE/BF6C
DE/BF46: D2 8F BF             Jump to address $DE/BF8F
DE/BF49: C4 80                <UNKNOWN COMMAND $C4>
DE/BF4B: E2 14 00 9D BF       If value at 00:7000 = #$0014, jump to address $DE/BF9D
DE/BF50: 00 97                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/BF52: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/BF54: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/BF56: F0 00                Frame Duration: 0
   DE/BF58: 10 41                Set transition flag, x2 speed
   DE/BF5A: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/BF5D: 57 02                Shift object up-right 32 pixels
   DE/BF5F: 0B 04                Set Bits $4 of current object address 0A,x
   DE/BF61: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/BF63: F0 00                Frame Duration: 0
   DE/BF65: 77                   Object faces up-right
   DE/BF66: F0 00                Frame Duration: 0
   DE/BF68: FE                   Return Queue

DE/BF69: D2 30 BF             Jump to address $DE/BF30
DE/BF6C: 00 97                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/BF6E: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/BF70: F0 00                Frame Duration: 0
   DE/BF72: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/BF74: 10 41                Set transition flag, x2 speed
   DE/BF76: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/BF79: 53 02                Shift object down-left 32 pixels
   DE/BF7B: 0B 04                Set Bits $4 of current object address 0A,x
   DE/BF7D: F0 00                Frame Duration: 0
   DE/BF7F: 73                   Object faces down-left
   DE/BF80: F0 00                Frame Duration: 0
   DE/BF82: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/BF84: FE                   Return Queue

DE/BF85: C4 80                <UNKNOWN COMMAND $C4>
DE/BF87: E2 0C 00 E0 BD       If value at 00:7000 = #$000C, jump to address $DE/BDE0
DE/BF8C: D2 30 BF             Jump to address $DE/BF30
DE/BF8F: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/BF91: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/BF93: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/BF96: F0 17                Frame Duration: 23
   DE/BF98: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/BF9A: D2 30 BF             Jump to address $DE/BF30
DE/BF9D: 34 00                Change directional maneuverability: 
DE/BF9F: 00 94                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/BFA1: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/BFA3: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/BFA5: 10 41                Set transition flag, x2 speed
   DE/BFA7: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DE/BFAA: 57 03                Shift object up-right 48 pixels
   DE/BFAC: 0B 04                Set Bits $4 of current object address 0A,x
   DE/BFAE: F0 00                Frame Duration: 0
   DE/BFB0: 77                   Object faces up-right
   DE/BFB1: 09                   Reset all object properties to default
   DE/BFB2: 10 40                Set transition flag, x1 speed
   DE/BFB4: FE                   Return Queue

DE/BFB5: DC 88 3D C4          If event flag memory address 00:7051 Bit 0 clear, jump to address $DE/C43D
DE/BFB9: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DE/BFBB: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/BFBD: 10 40                Set transition flag, x1 speed
   DE/BFBF: 77                   Object faces up-right
   DE/BFC0: 67 16                Shift object up-right 22 pixels
   DE/BFC2: FE                   Return Queue

DE/BFC3: 1B F2 9D 00          Set Object: NPC #7 ---> Command: Set object to movement: $009D
DE/BFC7: F0 04                Duration: 4 frames
DE/BFC9: 1A F2 9D 00          Set Object: NPC #6 ---> Command: Set object to movement: $009D
DE/BFCD: F0 04                Duration: 4 frames
DE/BFCF: 19 F2 9D 00          Set Object: NPC #5 ---> Command: Set object to movement: $009D
DE/BFD3: F0 04                Duration: 4 frames
DE/BFD5: 18 F2 9D 00          Set Object: NPC #4 ---> Command: Set object to movement: $009D
DE/BFD9: F0 04                Duration: 4 frames
DE/BFDB: 17 F2 9D 00          Set Object: NPC #3 ---> Command: Set object to movement: $009D
DE/BFDF: F0 04                Duration: 4 frames
DE/BFE1: 16 F2 9D 00          Set Object: NPC #2 ---> Command: Set object to movement: $009D
DE/BFE5: F0 04                Duration: 4 frames
DE/BFE7: 15 F2 9D 00          Set Object: NPC #1 ---> Command: Set object to movement: $009D
DE/BFEB: F0 04                Duration: 4 frames
DE/BFED: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/BFF1: F0 04                Duration: 4 frames
DE/BFF3: 34 FF                Change directional maneuverability: left right down up 
DE/BFF5: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/BFF9: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/BFFB: FE                   Return


EVENT [454] ------------------------------------------------------------>
DE/BFFC: 60 9E AA 62          Run Dialogue $0A9E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       So La Mi Re Do Re Do Re <I><END>


DE/C000: FE                   Return


EVENT [455] ------------------------------------------------------------>
DE/C001: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/C003: 90 0C 33 00          Objects bounces 0px high to on-screen coords: (400,408)
   DE/C007: F0 00                Frame Duration: 0
   DE/C009: 77                   Object faces up-right
   DE/C00A: F0 00                Frame Duration: 0
   DE/C00C: FE                   Return Queue

DE/C00D: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/C00F: 10 40                Set transition flag, x1 speed
   DE/C011: 90 09 23 00          Objects bounces 0px high to on-screen coords: (304,280)
DE/C015: F0 1D                Duration: 29 frames
DE/C017: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/C019: 82 0F 2D             Place object at on-screen coords: (496,360)
DE/C01C: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/C01E: 14 F2 5D 00          Set Object: NPC #0 ---> Command: Set object to movement: $005D
DE/C022: F0 27                Duration: 39 frames
DE/C024: 14 91                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/C026: 10 86                Set sequence flag, 1/4 speed
   DE/C028: 10 40                Set transition flag, x1 speed
   DE/C02A: 53 03                Shift object down-left 48 pixels
   DE/C02C: 10 45                Set transition flag, 1/2 speed
   DE/C02E: 63 0C                Shift object down-left 12 pixels
   DE/C030: 10 46                Set transition flag, 1/4 speed
   DE/C032: 63 06                Shift object down-left 6 pixels
   DE/C034: 10 81                Set sequence flag, x2 speed
   DE/C036: FE                   Return Queue

DE/C037: F0 18                Duration: 24 frames
DE/C039: 60 73 AA 60          Run Dialogue $0A73 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hi!
 Can I help you?<I><END>


DE/C03D: 1E 97                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/C03F: 82 0C 33             Place object at on-screen coords: (400,408)
   DE/C042: 77                   Object faces up-right
   DE/C043: 06                   Set "moon-walk" Bits
   DE/C044: 10 41                Set transition flag, x2 speed
   DE/C046: 00                   Set Bit 7 of current object (enable object visibility)
   DE/C047: 53 01                Shift object down-left 16 pixels
   DE/C049: 10 40                Set transition flag, x1 speed
   DE/C04B: 61 08                Shift object down-right 8 pixels
   DE/C04D: 10 45                Set transition flag, 1/2 speed
   DE/C04F: 61 08                Shift object down-right 8 pixels
   DE/C051: 77                   Object faces up-right
   DE/C052: F0 1D                Frame Duration: 29
   DE/C054: 07                   Clear "moon-walk" Bits
   DE/C055: FE                   Return Queue

DE/C056: 60 6D AA 60          Run Dialogue $0A6D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Mallow, it's you!<I>

 We've heard all about your
 adventures with Super Mario.<I>
 You guys beat up Belome, right?<I><END>


DE/C05A: F0 13                Duration: 19 frames
DE/C05C: 60 6E 0A 62          Run Dialogue $0A6E
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: You know about that?<I>

 See Mario, the waterways of
 the world bring news to us here.<I>

 That's why Grandpa knows
 all the news that's fit to hear!<I><END>


DE/C060: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C062: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/C064: F0 0E                Frame Duration: 14
   DE/C066: 72                   Object faces down
DE/C067: 65                   <UNKNOWN COMMAND $65>
DE/C068: 64                   <UNKNOWN COMMAND $64>
DE/C069: F0 09                Duration: 9 frames
DE/C06B: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/C06D: 14 94                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/C06F: 10 86                Set sequence flag, 1/4 speed
   DE/C071: F0 3B                Frame Duration: 59
   DE/C073: 10 81                Set sequence flag, x2 speed
   DE/C075: 06                   Set "moon-walk" Bits
   DE/C076: 10 43                Set transition flag, x4 speed
   DE/C078: 57 01                Shift object up-right 16 pixels
   DE/C07A: 10 41                Set transition flag, x2 speed
   DE/C07C: 67 0A                Shift object up-right 10 pixels
   DE/C07E: 10 40                Set transition flag, x1 speed
   DE/C080: 67 05                Shift object up-right 5 pixels
   DE/C082: FE                   Return Queue

DE/C083: 14 F2 9A 00          Set Object: NPC #0 ---> Command: Set object to movement: $009A
DE/C087: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/C089: 77                   Object faces up-right
DE/C08A: 60 6F AA 60          Run Dialogue $0A6F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Are you really THE Super Mario?<I>

 Hey everybody!
 You'll never guess who's here!<I><END>


DE/C08E: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C090: 82 0D 30             Place object at on-screen coords: (416,384)
   DE/C093: FE                   Return Queue

DE/C094: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C096: 82 0E 2C             Place object at on-screen coords: (448,352)
   DE/C099: FE                   Return Queue

DE/C09A: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C09C: 82 0F 2A             Place object at on-screen coords: (480,336)
   DE/C09F: FE                   Return Queue

DE/C0A0: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C0A2: 82 10 32             Place object at on-screen coords: (512,400)
   DE/C0A5: FE                   Return Queue

DE/C0A6: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C0A8: 82 0E 33             Place object at on-screen coords: (464,408)
   DE/C0AB: FE                   Return Queue

DE/C0AC: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C0AE: 82 10 2C             Place object at on-screen coords: (512,352)
   DE/C0B1: FE                   Return Queue

DE/C0B2: 1B 84                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/C0B4: 82 0C 2D             Place object at on-screen coords: (400,360)
   DE/C0B7: FE                   Return Queue

DE/C0B8: 1B F2 5D 00          Set Object: NPC #7 ---> Command: Set object to movement: $005D
DE/C0BC: F0 06                Duration: 6 frames
DE/C0BE: 18 F2 5D 00          Set Object: NPC #4 ---> Command: Set object to movement: $005D
DE/C0C2: F0 06                Duration: 6 frames
DE/C0C4: 1A F2 5E 00          Set Object: NPC #6 ---> Command: Set object to movement: $005E
DE/C0C8: F0 06                Duration: 6 frames
DE/C0CA: 19 F2 5D 00          Set Object: NPC #5 ---> Command: Set object to movement: $005D
DE/C0CE: F0 06                Duration: 6 frames
DE/C0D0: 16 F2 5D 00          Set Object: NPC #2 ---> Command: Set object to movement: $005D
DE/C0D4: F0 06                Duration: 6 frames
DE/C0D6: 15 F2 5D 00          Set Object: NPC #1 ---> Command: Set object to movement: $005D
DE/C0DA: F0 06                Duration: 6 frames
DE/C0DC: 17 F2 5D 00          Set Object: NPC #3 ---> Command: Set object to movement: $005D
DE/C0E0: F0 45                Duration: 69 frames
DE/C0E2: 1B F2 9C 00          Set Object: NPC #7 ---> Command: Set object to movement: $009C
DE/C0E6: F0 03                Duration: 3 frames
DE/C0E8: 14 F2 9B 00          Set Object: NPC #0 ---> Command: Set object to movement: $009B
DE/C0EC: F0 03                Duration: 3 frames
DE/C0EE: 15 F2 9B 00          Set Object: NPC #1 ---> Command: Set object to movement: $009B
DE/C0F2: F0 03                Duration: 3 frames
DE/C0F4: 16 F2 9B 00          Set Object: NPC #2 ---> Command: Set object to movement: $009B
DE/C0F8: F0 03                Duration: 3 frames
DE/C0FA: 17 F2 9B 00          Set Object: NPC #3 ---> Command: Set object to movement: $009B
DE/C0FE: F0 03                Duration: 3 frames
DE/C100: 18 F2 9B 00          Set Object: NPC #4 ---> Command: Set object to movement: $009B
DE/C104: F0 03                Duration: 3 frames
DE/C106: 19 F2 9B 00          Set Object: NPC #5 ---> Command: Set object to movement: $009B
DE/C10A: F0 03                Duration: 3 frames
DE/C10C: 1A F2 9B 00          Set Object: NPC #6 ---> Command: Set object to movement: $009B
DE/C110: F0 13                Duration: 19 frames
DE/C112: 60 77 AA 62          Run Dialogue $0A77 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 He's the real thing!
 But he doesn't look anything like
 I thought he would...<I><END>


DE/C116: F0 04                Duration: 4 frames
DE/C118: 14 F2 9C 00          Set Object: NPC #0 ---> Command: Set object to movement: $009C
DE/C11C: F0 03                Duration: 3 frames
DE/C11E: 15 F2 9C 00          Set Object: NPC #1 ---> Command: Set object to movement: $009C
DE/C122: F0 03                Duration: 3 frames
DE/C124: 16 F2 9C 00          Set Object: NPC #2 ---> Command: Set object to movement: $009C
DE/C128: F0 03                Duration: 3 frames
DE/C12A: 17 F2 9C 00          Set Object: NPC #3 ---> Command: Set object to movement: $009C
DE/C12E: F0 03                Duration: 3 frames
DE/C130: 1B F2 9C 00          Set Object: NPC #7 ---> Command: Set object to movement: $009C
DE/C134: F0 03                Duration: 3 frames
DE/C136: 19 F2 9C 00          Set Object: NPC #5 ---> Command: Set object to movement: $009C
DE/C13A: F0 03                Duration: 3 frames
DE/C13C: 1A F2 9C 00          Set Object: NPC #6 ---> Command: Set object to movement: $009C
DE/C140: F0 13                Duration: 19 frames
DE/C142: 60 78 AA 62          Run Dialogue $0A78 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 They DO say he can jump better
 than a froggie.
 I wonder if it's only a rumor?<I><END>


DE/C146: F0 1D                Duration: 29 frames
DE/C148: 14 F2 9E 00          Set Object: NPC #0 ---> Command: Set object to movement: $009E
DE/C14C: F0 02                Duration: 2 frames
DE/C14E: 1B F2 9E 00          Set Object: NPC #7 ---> Command: Set object to movement: $009E
DE/C152: F0 02                Duration: 2 frames
DE/C154: 16 F2 9E 00          Set Object: NPC #2 ---> Command: Set object to movement: $009E
DE/C158: F0 02                Duration: 2 frames
DE/C15A: 18 F2 9E 00          Set Object: NPC #4 ---> Command: Set object to movement: $009E
DE/C15E: F0 02                Duration: 2 frames
DE/C160: 15 F2 9E 00          Set Object: NPC #1 ---> Command: Set object to movement: $009E
DE/C164: F0 02                Duration: 2 frames
DE/C166: 19 F2 9E 00          Set Object: NPC #5 ---> Command: Set object to movement: $009E
DE/C16A: F0 02                Duration: 2 frames
DE/C16C: 1A F2 9E 00          Set Object: NPC #6 ---> Command: Set object to movement: $009E
DE/C170: F0 02                Duration: 2 frames
DE/C172: 17 F2 9E 00          Set Object: NPC #3 ---> Command: Set object to movement: $009E
DE/C176: F0 09                Duration: 9 frames
DE/C178: 1E 09                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/C17A: 07                   Clear "moon-walk" Bits
   DE/C17B: 75                   Object faces up-left
   DE/C17C: 06                   Set "moon-walk" Bits
   DE/C17D: 10 41                Set transition flag, x2 speed
   DE/C17F: 51 02                Shift object down-right 32 pixels
   DE/C181: 07                   Clear "moon-walk" Bits
   DE/C182: FE                   Return Queue

DE/C183: CB                   Store joypad register to 00:7000,00:7001
DE/C184: F0 00                Duration: 0 frames
DE/C186: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/C18A: E2 80 00 92 C1       If value at 00:7000 = #$0080, jump to address $DE/C192
DE/C18F: D2 83 C1             Jump to address $DE/C183
DE/C192: FD 31                Screen doesn't move with MARIO
DE/C194: 00 AD                Set Object: MARIO ---> Begin action queue for object (Length: 0x2D bytes) (Wait until complete)
   DE/C196: 06                   Set "moon-walk" Bits
   DE/C197: FD 0F 03             Object overlaps BG1 & BG2
   DE/C19A: 08 41 84             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DE/C19D: 10 43                Set transition flag, x4 speed
   DE/C19F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/C1A1: FD 9E                <UNKNOWN COMMAND $9E>
   DE/C1A3: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C1A4: 5A 04                Shift object up 64 pixels
   DE/C1A6: FD 9E                <UNKNOWN COMMAND $9E>
   DE/C1A8: 34 08                <UNKNOWN COMMAND $34>
   DE/C1AA: 43                   <UNKNOWN COMMAND $43>
   DE/C1AB: 87 F0                Transfer object to coords of <UNKNOWN>
   DE/C1AD: 1D                   <UNKNOWN COMMAND $1D>
   DE/C1AE: 08 46 00             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/C1B1: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/C1B3: F0 0E                Frame Duration: 14
   DE/C1B5: FD 9E                <UNKNOWN COMMAND $9E>
   DE/C1B7: 3A 08 43 82 F0 1D    <UNKNOWN COMMAND $3A>
   DE/C1BD: 09                   Reset all object properties to default
   DE/C1BE: 10 40                Set transition flag, x1 speed
   DE/C1C0: FD 0F 02             Object overlaps BG1
DE/C1C3: FD 30                Screen moves with MARIO
DE/C1C5: 9C 40                Play sound effect #$40
DE/C1C7: 14 F2 99 00          Set Object: NPC #0 ---> Command: Set object to movement: $0099
DE/C1CB: 15 F2 99 00          Set Object: NPC #1 ---> Command: Set object to movement: $0099
DE/C1CF: 16 F2 99 00          Set Object: NPC #2 ---> Command: Set object to movement: $0099
DE/C1D3: 17 F2 99 00          Set Object: NPC #3 ---> Command: Set object to movement: $0099
DE/C1D7: 18 F2 99 00          Set Object: NPC #4 ---> Command: Set object to movement: $0099
DE/C1DB: 19 F2 99 00          Set Object: NPC #5 ---> Command: Set object to movement: $0099
DE/C1DF: 1B F2 99 00          Set Object: NPC #7 ---> Command: Set object to movement: $0099
DE/C1E3: 1A F2 99 00          Set Object: NPC #6 ---> Command: Set object to movement: $0099
DE/C1E7: F0 27                Duration: 39 frames
DE/C1E9: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/C1EB: 09                   Reset all object properties to default
   DE/C1EC: 07                   Clear "moon-walk" Bits
   DE/C1ED: 71                   Object faces down-right
   DE/C1EE: F0 27                Frame Duration: 39
   DE/C1F0: 08 42 89             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/C1F3: FE                   Return Queue

DE/C1F4: 1E 88                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/C1F6: F0 18                Frame Duration: 24
   DE/C1F8: 08 42 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/C1FB: F0 2C                Frame Duration: 44
   DE/C1FD: FE                   Return Queue

DE/C1FE: 60 79 AA 60          Run Dialogue $0A79 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: Well, grasshopper...
 What's new?<I><END>


DE/C202: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DE/C204: 09                   Reset all object properties to default
   DE/C205: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C206: 10 83                Set sequence flag, x4 speed
   DE/C208: 7E 55 00             Object jumps #$0055 units
   DE/C20B: 77                   Object faces up-right
   DE/C20C: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C20D: 10 80                Set sequence flag, x1 speed
   DE/C20F: FE                   Return Queue

DE/C210: 1E 8A                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/C212: 09                   Reset all object properties to default
   DE/C213: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C214: 10 83                Set sequence flag, x4 speed
   DE/C216: 7E 55 00             Object jumps #$0055 units
   DE/C219: 77                   Object faces up-right
   DE/C21A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C21B: FE                   Return Queue

DE/C21C: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/C220: F0 06                Duration: 6 frames
DE/C222: 15 F2 9D 00          Set Object: NPC #1 ---> Command: Set object to movement: $009D
DE/C226: F0 06                Duration: 6 frames
DE/C228: 16 F2 9D 00          Set Object: NPC #2 ---> Command: Set object to movement: $009D
DE/C22C: F0 06                Duration: 6 frames
DE/C22E: 17 F2 9D 00          Set Object: NPC #3 ---> Command: Set object to movement: $009D
DE/C232: F0 06                Duration: 6 frames
DE/C234: 18 F2 9D 00          Set Object: NPC #4 ---> Command: Set object to movement: $009D
DE/C238: F0 06                Duration: 6 frames
DE/C23A: 19 F2 9D 00          Set Object: NPC #5 ---> Command: Set object to movement: $009D
DE/C23E: F0 06                Duration: 6 frames
DE/C240: 1B F2 9D 00          Set Object: NPC #7 ---> Command: Set object to movement: $009D
DE/C244: F0 2C                Duration: 44 frames
DE/C246: 1A F2 9D 00          Set Object: NPC #6 ---> Command: Set object to movement: $009D
DE/C24A: F0 3B                Duration: 59 frames
DE/C24C: 1E 84                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/C24E: 06                   Set "moon-walk" Bits
   DE/C24F: 55 02                Shift object up-left 32 pixels
   DE/C251: FE                   Return Queue

DE/C252: 60 7A AA 62          Run Dialogue $0A7A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Grandpa!
 Mario's been helping me!<I><END>


DE/C256: F0 1D                Duration: 29 frames
DE/C258: 60 7C AA 60          Run Dialogue $0A7C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: I know, child.<I>
 That rainstorm we just had...
 that was YOU wasn't it?<I><END>


DE/C25C: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/C25E: F0 09                Frame Duration: 9
   DE/C260: 72                   Object faces down
   DE/C261: FE                   Return Queue

DE/C262: 1E 89                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/C264: F0 22                Frame Duration: 34
   DE/C266: FD 9E                <UNKNOWN COMMAND $9E>
   DE/C268: 5C                   Shift up forever
   DE/C269: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/C26C: FE                   Return Queue

DE/C26D: F0 22                Duration: 34 frames
DE/C26F: 60 7F 2A 60          Run Dialogue $0A7F
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                 (Ouch!)<I>


         (Watch it, up there!)<I>

 (You're SUPPOSED to make me look
  like I'm FLOATING here, okay?!)<I><END>


DE/C273: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C275: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/C277: 77                   Object faces up-right
   DE/C278: FE                   Return Queue

DE/C279: 1E 82                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/C27B: 09                   Reset all object properties to default
   DE/C27C: FE                   Return Queue

DE/C27D: 65                   <UNKNOWN COMMAND $65>
DE/C27E: 64                   <UNKNOWN COMMAND $64>
DE/C27F: 9E 00 00             <UNKNOWN>
DE/C282: 9C 3B                Play sound effect #$3B
DE/C284: 9E 1E 64             <UNKNOWN>
DE/C287: F0 1D                Duration: 29 frames
DE/C289: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C28B: 1C 24                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x24 bytes)
   DE/C28D: 13 02                Layering priority: Object overlaps MARIO
   DE/C28F: 20 04                <UNKNOWN COMMAND $20>
   DE/C291: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   DE/C2A1: 92 12 27 06          Place object at on-screen coords: (592,312) Z=96
   DE/C2A5: F0 10                Frame Duration: 16
   DE/C2A7: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/C2A8: 00                   Set Bit 7 of current object (enable object visibility)
   DE/C2A9: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/C2AB: 10 46                Set transition flag, 1/4 speed
   DE/C2AD: 53 08                Shift object down-left 128 pixels
   DE/C2AF: 63 14                Shift object down-left 20 pixels
DE/C2B1: 1D 9B                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   DE/C2B3: FD 0F 03             Object overlaps BG1 & BG2
   DE/C2B6: 92 13 25 0C          Place object at on-screen coords: (624,296) Z=192
   DE/C2BA: 63 08                Shift object down-left 8 pixels
   DE/C2BC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/C2BD: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/C2BF: 08 00 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/C2C2: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/C2C3: FD 11                Set Bit 5 of object address 12,x
   DE/C2C5: 10 46                Set transition flag, 1/4 speed
   DE/C2C7: 53 08                Shift object down-left 128 pixels
   DE/C2C9: 63 14                Shift object down-left 20 pixels
   DE/C2CB: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/C2CC: FD 10                Clear Bit 5 of object address 12,x
DE/C2CE: 9E 01 00             <UNKNOWN>
DE/C2D1: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C2D3: F0 00                Duration: 0 frames
DE/C2D5: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C2D8: F2 95 00             <UNKNOWN COMMAND $F2>
DE/C2DB: 60 7B 2A 62          Run Dialogue $0A7B
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: Welcome!<I>
 So you are Mario, yes?
 I am Frogfucius.<I>

 You have come to seek wisdom
 from me, have you not?
 I've been waiting for you!<I>

 Yes, Old Wise People can often
 give good advice...<I><END>


DE/C2DF: FD 60                <UNKNOWN COMMAND $FD 60>
DE/C2E1: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C2E3: F0 00                Duration: 0 frames
DE/C2E5: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C2E8: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C2EB: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C2ED: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C2EF: F0 00                Duration: 0 frames
DE/C2F1: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C2F4: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C2F7: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C2F9: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C2FB: F0 00                Duration: 0 frames
DE/C2FD: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C300: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C303: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C305: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C307: F0 00                Duration: 0 frames
DE/C309: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C30C: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C30F: 65                   <UNKNOWN COMMAND $65>
DE/C310: 64                   <UNKNOWN COMMAND $64>
DE/C311: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C313: F0 00                Duration: 0 frames
DE/C315: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C318: F2 94 00             <UNKNOWN COMMAND $F2>
DE/C31B: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/C31D: 09                   Reset all object properties to default
   DE/C31E: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C31F: FE                   Return Queue

DE/C320: 1C 47                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x47 bytes)
   DE/C322: 10 45                Set transition flag, 1/2 speed
   DE/C324: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/C326: 6A 02                Shift object up 2 pixels
   DE/C328: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/C32A: 21                   <UNKNOWN COMMAND $21>
   DE/C32B: F0 31                Frame Duration: 49
   DE/C32D: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/C32F: 6A 02                Shift object up 2 pixels
   DE/C331: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/C333: 07                   Clear "moon-walk" Bits
   DE/C334: 71                   Object faces down-right
   DE/C335: F0 0E                Frame Duration: 14
   DE/C337: 73                   Object faces down-left
   DE/C338: F0 0E                Frame Duration: 14
   DE/C33A: 71                   Object faces down-right
   DE/C33B: F0 09                Frame Duration: 9
   DE/C33D: 73                   Object faces down-left
   DE/C33E: F0 09                Frame Duration: 9
   DE/C340: 06                   Set "moon-walk" Bits
   DE/C341: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/C343: 6A 02                Shift object up 2 pixels
   DE/C345: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/C347: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/C348: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C349: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/C34C: 10 83                Set sequence flag, x4 speed
   DE/C34E: F0 31                Frame Duration: 49
   DE/C350: 10 45                Set transition flag, 1/2 speed
   DE/C352: 6A 24                Shift object up 36 pixels
   DE/C354: 09                   Reset all object properties to default
   DE/C355: 20 04                <UNKNOWN COMMAND $20>
   DE/C357: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   DE/C367: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C368: FE                   Return Queue

DE/C369: 1D A5                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x25 bytes) (Wait until complete)
   DE/C36B: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C36C: 10 45                Set transition flag, 1/2 speed
   DE/C36E: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/C370: 6A 02                Shift object up 2 pixels
   DE/C372: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/C374: F0 31                Frame Duration: 49
   DE/C376: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/C378: 6A 02                Shift object up 2 pixels
   DE/C37A: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/C37C: F0 31                Frame Duration: 49
   DE/C37E: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   DE/C380: 6A 02                Shift object up 2 pixels
   DE/C382: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DE/C384: F0 31                Frame Duration: 49
   DE/C386: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C387: 10 83                Set sequence flag, x4 speed
   DE/C389: 10 45                Set transition flag, 1/2 speed
   DE/C38B: 6A 24                Shift object up 36 pixels
   DE/C38D: 10 80                Set sequence flag, x1 speed
   DE/C38F: FE                   Return Queue

DE/C390: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C392: F0 00                Duration: 0 frames
DE/C394: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C397: F2 95 00             <UNKNOWN COMMAND $F2>
DE/C39A: 60 7D 2A 62          Run Dialogue $0A7D
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: But how rude of me!
 Let's get more comfortable.
 Come along and we'll talk.<I>


         (Clear! Full reverse!)<I><END>


DE/C39E: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C3A0: F0 00                Duration: 0 frames
DE/C3A2: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C3A5: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C3A8: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C3AA: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C3AC: F0 00                Duration: 0 frames
DE/C3AE: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C3B1: F2 95 00             <UNKNOWN COMMAND $F2>
DE/C3B4: 65                   <UNKNOWN COMMAND $65>
DE/C3B5: 64                   <UNKNOWN COMMAND $64>
DE/C3B6: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C3B8: F0 00                Duration: 0 frames
DE/C3BA: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C3BD: F2 94 00             <UNKNOWN COMMAND $F2>
DE/C3C0: F0 1D                Duration: 29 frames
DE/C3C2: 9E 00 64             <UNKNOWN>
DE/C3C5: 9C 3B                Play sound effect #$3B
DE/C3C7: 9E 14 0F             <UNKNOWN>
DE/C3CA: 1C 08                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/C3CC: 09                   Reset all object properties to default
   DE/C3CD: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/C3CE: 06                   Set "moon-walk" Bits
   DE/C3CF: 10 45                Set transition flag, 1/2 speed
   DE/C3D1: 57 05                Shift object up-right 80 pixels
   DE/C3D3: FE                   Return Queue

DE/C3D4: 1D 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/C3D6: 06                   Set "moon-walk" Bits
   DE/C3D7: 10 45                Set transition flag, 1/2 speed
   DE/C3D9: 57 05                Shift object up-right 80 pixels
   DE/C3DB: FE                   Return Queue

DE/C3DC: 9E 01 00             <UNKNOWN>
DE/C3DF: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C3E1: F0 00                Duration: 0 frames
DE/C3E3: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C3E6: F2 95 00             <UNKNOWN COMMAND $F2>
DE/C3E9: 60 7E 2A 62          Run Dialogue $0A7E
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Tadpoles! Don't just FLOAT there!
 Make yourselves useful!<I>
 Form a bridge for Mario.<I><END>


DE/C3ED: FD 60                <UNKNOWN COMMAND $FD 60>
DE/C3EF: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C3F1: F0 00                Duration: 0 frames
DE/C3F3: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C3F6: F2 95 00             <UNKNOWN COMMAND $F2>
DE/C3F9: 65                   <UNKNOWN COMMAND $65>
DE/C3FA: 64                   <UNKNOWN COMMAND $64>
DE/C3FB: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C3FD: F0 00                Duration: 0 frames
DE/C3FF: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C402: F2 94 00             <UNKNOWN COMMAND $F2>
DE/C405: 9E 00 0F             <UNKNOWN>
DE/C408: 9C 3B                Play sound effect #$3B
DE/C40A: 9E 0A 00             <UNKNOWN>
DE/C40D: 1C 10                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/C40F: 10 45                Set transition flag, 1/2 speed
   DE/C411: 57 03                Shift object up-right 48 pixels
   DE/C413: 92 18 1D 04          Place object at on-screen coords: (784,232) Z=64
   DE/C417: 21                   <UNKNOWN COMMAND $21>
   DE/C418: 73                   Object faces down-left
   DE/C419: 13 01                Layering priority: Normal
   DE/C41B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C41C: 10 85                Set sequence flag, 1/2 speed
   DE/C41E: FE                   Return Queue

DE/C41F: 1D 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/C421: 10 45                Set transition flag, 1/2 speed
   DE/C423: 57 03                Shift object up-right 48 pixels
   DE/C425: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/C426: FE                   Return Queue

DE/C427: 1E 87                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/C429: 07                   Clear "moon-walk" Bits
   DE/C42A: 55 01                Shift object up-left 16 pixels
   DE/C42C: 57 01                Shift object up-right 16 pixels
   DE/C42E: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/C42F: FE                   Return Queue

DE/C430: 9E 00 64             <UNKNOWN>
DE/C433: A0 89                Set event flag memory address 00:7051 Bit 1
DE/C435: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/C439: D2 16 BD             Jump to address $DE/BD16
DE/C43C: FE                   Return


EVENT [456] ------------------------------------------------------------>
DE/C43D: F0 1D                Duration: 29 frames
DE/C43F: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C441: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/C443: 80 14 0B             Move object to on-screen coords: (656,88)
   DE/C446: FE                   Return Queue

DE/C447: FD 31                Screen doesn't move with MARIO
DE/C449: 1B F2 9D 00          Set Object: NPC #7 ---> Command: Set object to movement: $009D
DE/C44D: F0 04                Duration: 4 frames
DE/C44F: 1A F2 9D 00          Set Object: NPC #6 ---> Command: Set object to movement: $009D
DE/C453: F0 04                Duration: 4 frames
DE/C455: 19 F2 9D 00          Set Object: NPC #5 ---> Command: Set object to movement: $009D
DE/C459: F0 04                Duration: 4 frames
DE/C45B: 18 F2 9D 00          Set Object: NPC #4 ---> Command: Set object to movement: $009D
DE/C45F: F0 04                Duration: 4 frames
DE/C461: 17 F2 9D 00          Set Object: NPC #3 ---> Command: Set object to movement: $009D
DE/C465: F0 04                Duration: 4 frames
DE/C467: 16 F2 9D 00          Set Object: NPC #2 ---> Command: Set object to movement: $009D
DE/C46B: F0 04                Duration: 4 frames
DE/C46D: 15 F2 9D 00          Set Object: NPC #1 ---> Command: Set object to movement: $009D
DE/C471: F0 04                Duration: 4 frames
DE/C473: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/C477: F0 31                Duration: 49 frames
DE/C479: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C47B: F0 00                Duration: 0 frames
DE/C47D: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C480: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C483: 60 81 AA 60          Run Dialogue $0A81 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: Yes, come into my
 sanctuary and partake of my
 wisdom, children.<I><END>


DE/C487: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C489: F0 00                Duration: 0 frames
DE/C48B: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C48E: FA                   Restart event from beginning
DE/C48F: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/C491: 10 40                Set transition flag, x1 speed
   DE/C493: 10 81                Set sequence flag, x2 speed
   DE/C495: 67 21                Shift object up-right 33 pixels
   DE/C497: 60 04                Shift object right 4 pixels
   DE/C499: 70                   Object faces right
   DE/C49A: FE                   Return Queue

DE/C49B: 1E 92                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/C49D: F0 13                Frame Duration: 19
   DE/C49F: 92 17 1F 04          Place object at on-screen coords: (752,248) Z=64
   DE/C4A3: 10 40                Set transition flag, x1 speed
   DE/C4A5: 10 81                Set sequence flag, x2 speed
   DE/C4A7: 00                   Set Bit 7 of current object (enable object visibility)
   DE/C4A8: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/C4AA: 61 17                Shift object down-right 23 pixels
   DE/C4AC: 67 12                Shift object up-right 18 pixels
   DE/C4AE: 75                   Object faces up-left
DE/C4AF: F0 00                Duration: 0 frames
DE/C4B1: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C4B3: F0 00                Duration: 0 frames
DE/C4B5: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C4B8: F2 95 00             <UNKNOWN COMMAND $F2>
DE/C4BB: F0 2C                Duration: 44 frames
DE/C4BD: 60 82 0A 60          Run Dialogue $0A82
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: Let's see...<I>

 That Smithy character that
 appeared at Bowser's Keep...
 He is quite formidable, yes?<I>

 And, Mario, you wish to rescue
 the princess quickly, do you not?<I>

 But, oh!
 If only you knew the truth!<I>
 Toadstool is no longer there!<I><END>


DE/C4C1: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C4C3: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C4C5: F0 00                Duration: 0 frames
DE/C4C7: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C4CA: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C4CD: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C4CF: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C4D1: F0 00                Duration: 0 frames
DE/C4D3: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C4D6: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C4D9: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C4DB: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C4DD: F0 00                Duration: 0 frames
DE/C4DF: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C4E2: F2 95 00             <UNKNOWN COMMAND $F2>
DE/C4E5: FD 60                <UNKNOWN COMMAND $FD 60>
DE/C4E7: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C4E9: F0 00                Duration: 0 frames
DE/C4EB: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C4EE: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C4F1: 65                   <UNKNOWN COMMAND $65>
DE/C4F2: 64                   <UNKNOWN COMMAND $64>
DE/C4F3: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C4F5: F0 00                Duration: 0 frames
DE/C4F7: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C4FA: F2 94 00             <UNKNOWN COMMAND $F2>
DE/C4FD: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/C4FF: 09                   Reset all object properties to default
   DE/C500: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C501: FE                   Return Queue

DE/C502: 95 01 00             Fade out music to volume 0; Duration: 1 frames
DE/C505: F0 0E                Duration: 14 frames
DE/C507: 14 90                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/C509: 82 13 21             Place object at on-screen coords: (624,264)
   DE/C50C: 00                   Set Bit 7 of current object (enable object visibility)
   DE/C50D: 71                   Object faces down-right
   DE/C50E: 10 45                Set transition flag, 1/2 speed
   DE/C510: 10 80                Set sequence flag, x1 speed
   DE/C512: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/C515: 51 07                Shift object down-right 112 pixels
   DE/C517: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/C518: FE                   Return Queue

DE/C519: F0 27                Duration: 39 frames
DE/C51B: 95 03 64             Fade out music to volume 100; Duration: 3 frames
DE/C51E: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/C520: 72                   Object faces down
   DE/C521: 7F 35 00             Object jumps (with sound effect) #$0035 units
   DE/C524: F0 13                Frame Duration: 19
   DE/C526: 09                   Reset all object properties to default
   DE/C527: 10 43                Set transition flag, x4 speed
   DE/C529: 10 83                Set sequence flag, x4 speed
   DE/C52B: 67 1C                Shift object up-right 28 pixels
   DE/C52D: 71                   Object faces down-right
   DE/C52E: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C52F: FE                   Return Queue

DE/C530: F0 13                Duration: 19 frames
DE/C532: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/C534: 09                   Reset all object properties to default
   DE/C535: 07                   Clear "moon-walk" Bits
   DE/C536: 75                   Object faces up-left
   DE/C537: FE                   Return Queue

DE/C538: 60 83 AA 60          Run Dialogue $0A83 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Patience, young one.<I>
 Let me explain.
 Here is what happened...<I><END>


DE/C53C: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C53E: F0 22                Frame Duration: 34
   DE/C540: 73                   Object faces down-left
   DE/C541: FE                   Return Queue

DE/C542: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/C544: F0 0E                Frame Duration: 14
   DE/C546: 10 45                Set transition flag, 1/2 speed
   DE/C548: 10 81                Set sequence flag, x2 speed
   DE/C54A: 63 1C                Shift object down-left 28 pixels
   DE/C54C: 70                   Object faces right
   DE/C54D: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C54E: FE                   Return Queue

DE/C54F: F0 1D                Duration: 29 frames
DE/C551: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C553: F0 00                Duration: 0 frames
DE/C555: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C558: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C55B: 60 89 0A 60          Run Dialogue $0A89
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You were rescuing Toadstool from
 Bowser's Keep.<I>

 After defeating him, and JUST
 when you were about to free the
 princess...<I>

 You heard a loud crash, and
 saw a huge sword split the sky!<I><END>


DE/C55F: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C561: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C563: F0 00                Duration: 0 frames
DE/C565: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C568: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C56B: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C56D: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C56F: F0 00                Duration: 0 frames
DE/C571: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C574: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C577: 65                   <UNKNOWN COMMAND $65>
DE/C578: 64                   <UNKNOWN COMMAND $64>
DE/C579: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C57B: F0 00                Duration: 0 frames
DE/C57D: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C580: F2 94 00             <UNKNOWN COMMAND $F2>
DE/C583: 1C 8E                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/C585: 10 45                Set transition flag, 1/2 speed
   DE/C587: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C588: 10 81                Set sequence flag, x2 speed
   DE/C58A: FD 9E                <UNKNOWN COMMAND $9E>
   DE/C58C: 21                   <UNKNOWN COMMAND $21>
   DE/C58D: 7F 00 01             Object jumps (with sound effect) #$0100 units
   DE/C590: 63 10                Shift object down-left 16 pixels
   DE/C592: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/C593: F0 29                Duration: 41 frames
DE/C595: A0 26                Set event flag memory address 00:7044 Bit 6
DE/C597: 0C 11                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x11 bytes)
   DE/C599: 10 43                Set transition flag, x4 speed
   DE/C59B: 9C 15                Play sound effect #$15
   DE/C59D: 62 0F                Shift object down 15 pixels
   DE/C59F: 66 0F                Shift object up 15 pixels
   DE/C5A1: 62 0A                Shift object down 10 pixels
   DE/C5A3: 66 0A                Shift object up 10 pixels
   DE/C5A5: 62 05                Shift object down 5 pixels
   DE/C5A7: 66 05                Shift object up 5 pixels
   DE/C5A9: FE                   Return Queue

DE/C5AA: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/C5AC: 82 16 15             Place object at on-screen coords: (720,168)
DE/C5AF: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/C5B1: F0 0E                Frame Duration: 14
   DE/C5B3: 06                   Set "moon-walk" Bits
   DE/C5B4: 10 41                Set transition flag, x2 speed
   DE/C5B6: 7E 60 00             Object jumps #$0060 units
   DE/C5B9: 64 14                Shift object left 20 pixels
DE/C5BB: 15 F2 51 00          Set Object: NPC #1 ---> Command: Set object to movement: $0051
DE/C5BF: 1E 8D                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/C5C1: F0 0E                Frame Duration: 14
   DE/C5C3: 06                   Set "moon-walk" Bits
   DE/C5C4: 08 41 83             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/C5C7: 10 40                Set transition flag, x1 speed
   DE/C5C9: 61 08                Shift object down-right 8 pixels
   DE/C5CB: F0 22                Frame Duration: 34
   DE/C5CD: 09                   Reset all object properties to default
DE/C5CE: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/C5D0: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C5D2: F0 00                Duration: 0 frames
DE/C5D4: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C5D7: F2 95 00             <UNKNOWN COMMAND $F2>
DE/C5DA: 60 84 0A 60          Run Dialogue $0A84
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Whoosh, out of the blue!<I>

 The shock sent the three of you
 flying.<I>

 Bowser and Toadstool are still
 lost, somewhere out there.<I>
 Now...<I><END>


DE/C5DE: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C5E0: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C5E2: F0 00                Duration: 0 frames
DE/C5E4: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C5E7: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C5EA: 15 F2 54 00          Set Object: NPC #1 ---> Command: Set object to movement: $0054
DE/C5EE: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C5F0: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C5F2: F0 00                Duration: 0 frames
DE/C5F4: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C5F7: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C5FA: 65                   <UNKNOWN COMMAND $65>
DE/C5FB: 64                   <UNKNOWN COMMAND $64>
DE/C5FC: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C5FE: F0 00                Duration: 0 frames
DE/C600: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C603: F2 94 00             <UNKNOWN COMMAND $F2>
DE/C606: 1C 9F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   DE/C608: 09                   Reset all object properties to default
   DE/C609: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C60A: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/C60B: F0 13                Frame Duration: 19
   DE/C60D: 09                   Reset all object properties to default
   DE/C60E: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/C60F: 77                   Object faces up-right
   DE/C610: F0 0E                Frame Duration: 14
   DE/C612: 10 81                Set sequence flag, x2 speed
   DE/C614: 10 46                Set transition flag, 1/4 speed
   DE/C616: 67 07                Shift object up-right 7 pixels
   DE/C618: F0 0E                Frame Duration: 14
   DE/C61A: 7F 25 00             Object jumps (with sound effect) #$0025 units
   DE/C61D: FD 9E                <UNKNOWN COMMAND $9E>
   DE/C61F: 3A 10 41 67 09 F0    <UNKNOWN COMMAND $3A>
   DE/C625: 0E 73                <UNKNOWN COMMAND $0E>
DE/C627: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C629: 10 40                Set transition flag, x1 speed
   DE/C62B: 60 14                Shift object right 20 pixels
DE/C62D: 1E 84                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/C62F: 10 40                Set transition flag, x1 speed
   DE/C631: 65 08                Shift object up-left 8 pixels
DE/C633: F0 13                Duration: 19 frames
DE/C635: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C637: F0 00                Duration: 0 frames
DE/C639: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C63C: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C63F: 60 85 0A 60          Run Dialogue $0A85
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You're worried about the princess,
 but first you need to take care
 of Smithy.<I>

 His underlings are wreaking havoc
 in our world!<I>

 Mack, whom you defeated at
 Mushroom Kingdom, was one of
 them. More will be coming.<I><END>


DE/C643: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C645: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C647: F0 00                Duration: 0 frames
DE/C649: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C64C: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C64F: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C651: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C653: F0 00                Duration: 0 frames
DE/C655: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C658: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C65B: 65                   <UNKNOWN COMMAND $65>
DE/C65C: 64                   <UNKNOWN COMMAND $64>
DE/C65D: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C65F: F0 00                Duration: 0 frames
DE/C661: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C664: F2 94 00             <UNKNOWN COMMAND $F2>
DE/C667: F0 27                Duration: 39 frames
DE/C669: 1E 8E                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/C66B: 10 80                Set sequence flag, x1 speed
   DE/C66D: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/C670: F0 0E                Frame Duration: 14
   DE/C672: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C673: 07                   Clear "moon-walk" Bits
   DE/C674: 09                   Reset all object properties to default
   DE/C675: 75                   Object faces up-left
   DE/C676: F0 13                Frame Duration: 19
   DE/C678: FE                   Return Queue

DE/C679: 60 86 AA 62          Run Dialogue $0A86 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Grandpa, I almost forgot
 to tell ya something!<I>
 We found a star in the castle at
 Mushroom Kingdom.
 Do you know why it was there?<I><END>


DE/C67D: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C67F: F0 00                Duration: 0 frames
DE/C681: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C684: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C687: 60 87 0A 60          Run Dialogue $0A87
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: A star, eh...
 ...most interesting.<I>

 This may sound illogical, but I
 believe shooting stars can
 grant wishes...<I>

 And now more than ever, I believe
 they will play a vital role in
 the fight against Smithy.<I><END>


DE/C68B: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C68D: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C68F: F0 00                Duration: 0 frames
DE/C691: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C694: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C697: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C699: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C69B: F0 00                Duration: 0 frames
DE/C69D: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C6A0: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C6A3: 65                   <UNKNOWN COMMAND $65>
DE/C6A4: 64                   <UNKNOWN COMMAND $64>
DE/C6A5: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C6A7: F0 00                Duration: 0 frames
DE/C6A9: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C6AC: F2 94 00             <UNKNOWN COMMAND $F2>
DE/C6AF: F0 59                Duration: 89 frames
DE/C6B1: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C6B3: F0 00                Duration: 0 frames
DE/C6B5: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C6B8: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C6BB: 60 40 AD 60          Run Dialogue $0D40 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Was that too much to absorb?
 Would you like a recap?<I>
  >>  (Sure)
  >>  (Nope)<I><END>


DE/C6BF: 66 0A C7             If 2nd option chosen from dialogue prompt, jump to address $DE/C70A
DE/C6C2: F0 13                Duration: 19 frames
DE/C6C4: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C6C6: F0 00                Duration: 0 frames
DE/C6C8: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C6CB: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C6CE: 60 41 0D 60          Run Dialogue $0D41
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Okay, here's the gist of it!
 Smithy invaded our world and took
 over Bowser's Keep.<I>

 Toadstool and Bowser were thrown
 by the impact, and now Smithy and
 his cohorts are on a rampage.<I>

 The shooting stars are somehow
 connected to this disturbance and
 they're the key to defeating Smithy.<I><END>


DE/C6D2: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C6D4: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C6D6: F0 00                Duration: 0 frames
DE/C6D8: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C6DB: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C6DE: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C6E0: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C6E2: F0 00                Duration: 0 frames
DE/C6E4: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C6E7: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C6EA: 65                   <UNKNOWN COMMAND $65>
DE/C6EB: 64                   <UNKNOWN COMMAND $64>
DE/C6EC: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C6EE: F0 00                Duration: 0 frames
DE/C6F0: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C6F3: F2 94 00             <UNKNOWN COMMAND $F2>
DE/C6F6: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C6F8: F0 00                Duration: 0 frames
DE/C6FA: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C6FD: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C700: 60 42 AD 60          Run Dialogue $0D42 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Would you like me to repeat that?
  >>  (Yes)
  >>  (No)<I><END>


DE/C704: 66 0A C7             If 2nd option chosen from dialogue prompt, jump to address $DE/C70A
DE/C707: D2 C2 C6             Jump to address $DE/C6C2
DE/C70A: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C70C: F0 00                Duration: 0 frames
DE/C70E: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C711: F2 96 00             <UNKNOWN COMMAND $F2>
DE/C714: 60 43 AD 60          Run Dialogue $0D43 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 It's quite a situation we have on
 our hands, isn't it?<I><END>


DE/C718: F0 3B                Duration: 59 frames
DE/C71A: 1E 07                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/C71C: F0 09                Frame Duration: 9
   DE/C71E: 07                   Clear "moon-walk" Bits
   DE/C71F: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/C722: FE                   Return Queue

DE/C723: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C725: F0 2C                Frame Duration: 44
   DE/C727: 71                   Object faces down-right
   DE/C728: FE                   Return Queue

DE/C729: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/C72B: F0 2C                Frame Duration: 44
   DE/C72D: 07                   Clear "moon-walk" Bits
   DE/C72E: 71                   Object faces down-right
   DE/C72F: FE                   Return Queue

DE/C730: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/C732: 82 1B 22             Place object at on-screen coords: (864,272)
   DE/C735: FE                   Return Queue

DE/C736: F0 09                Duration: 9 frames
DE/C738: 60 88 0A 60          Run Dialogue $0A88
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Wow, everything sounds
 so dire and serious.<I>

 I guess Mack was only the first
 of many, Mario. Some of them'll
 make Bowser seem NICE.<I><END>


DE/C73C: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C73E: A0 26                Set event flag memory address 00:7044 Bit 6
DE/C740: 14 F2 5C 00          Set Object: NPC #0 ---> Command: Set object to movement: $005C
DE/C744: 65                   <UNKNOWN COMMAND $65>
DE/C745: 64                   <UNKNOWN COMMAND $64>
DE/C746: F0 1D                Duration: 29 frames
DE/C748: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/C74A: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C74C: F0 00                Duration: 0 frames
DE/C74E: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C751: F2 97 00             <UNKNOWN COMMAND $F2>
DE/C754: 60 8A 0A 60          Run Dialogue $0A8A
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: Mallow, you speak as
 if these things do not concern you.<I>

 You will accompany Mario on his
 adventure, too.<I><END>


DE/C758: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C75A: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C75C: F0 00                Duration: 0 frames
DE/C75E: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C761: F2 97 00             <UNKNOWN COMMAND $F2>
DE/C764: 65                   <UNKNOWN COMMAND $65>
DE/C765: 64                   <UNKNOWN COMMAND $64>
DE/C766: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C768: F0 00                Duration: 0 frames
DE/C76A: 1C FF 1C             Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FF>
DE/C76D: F2 94 00             <UNKNOWN COMMAND $F2>
DE/C770: F0 18                Duration: 24 frames
DE/C772: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/C776: F0 0E                Duration: 14 frames
DE/C778: 1E 0F                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/C77A: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/C77D: F0 22                Frame Duration: 34
   DE/C77F: 09                   Reset all object properties to default
   DE/C780: 07                   Clear "moon-walk" Bits
   DE/C781: 10 83                Set sequence flag, x4 speed
   DE/C783: 10 43                Set transition flag, x4 speed
   DE/C785: 67 0E                Shift object up-right 14 pixels
   DE/C787: 75                   Object faces up-left
   DE/C788: FE                   Return Queue

DE/C789: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/C78B: 70                   Object faces right
   DE/C78C: FE                   Return Queue

DE/C78D: 60 8B AA 60          Run Dialogue $0A8B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Grandpa!
 What are you talking about?<I>

 I'm only a simple tadpole!
 This adventure isn't for me!<I><END>


DE/C791: A8 09 1C             Store #$1C to 00:70A9
DE/C794: 00 F2 03 02          Set Object: MARIO ---> Command: Set object to movement: $0203
DE/C798: F0 1D                Duration: 29 frames
DE/C79A: 95 0F 00             Fade out music to volume 0; Duration: 15 frames
DE/C79D: 1C 0C                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/C79F: 09                   Reset all object properties to default
   DE/C7A0: 75                   Object faces up-left
   DE/C7A1: F0 27                Frame Duration: 39
   DE/C7A3: 10 45                Set transition flag, 1/2 speed
   DE/C7A5: 10 81                Set sequence flag, x2 speed
   DE/C7A7: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/C7A8: 55 03                Shift object up-left 48 pixels
   DE/C7AA: FE                   Return Queue

DE/C7AB: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/C7AD: F0 40                Frame Duration: 64
   DE/C7AF: 75                   Object faces up-left
   DE/C7B0: FE                   Return Queue

DE/C7B1: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C7B3: 82 16 13             Place object at on-screen coords: (720,152)
   DE/C7B6: FE                   Return Queue

DE/C7B7: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C7B9: 82 17 0E             Place object at on-screen coords: (736,112)
   DE/C7BC: FE                   Return Queue

DE/C7BD: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C7BF: 82 18 10             Place object at on-screen coords: (768,128)
   DE/C7C2: FE                   Return Queue

DE/C7C3: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C7C5: 82 19 24             Place object at on-screen coords: (800,288)
   DE/C7C8: FE                   Return Queue

DE/C7C9: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C7CB: 82 1A 23             Place object at on-screen coords: (848,280)
   DE/C7CE: FE                   Return Queue

DE/C7CF: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C7D1: 82 15 23             Place object at on-screen coords: (688,280)
   DE/C7D4: FE                   Return Queue

DE/C7D5: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C7D7: 82 1B 13             Place object at on-screen coords: (880,152)
   DE/C7DA: FE                   Return Queue

DE/C7DB: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/C7DD: 82 15 17             Place object at on-screen coords: (688,184)
   DE/C7E0: FE                   Return Queue

DE/C7E1: F0 3B                Duration: 59 frames
DE/C7E3: 60 8C AA 60          Run Dialogue $0A8C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: Mallow, my boy,
 I've kept this from you until now,<I>
 but you're...<I>


            Not a tadpole!!!<I><END>


DE/C7E7: F0 1D                Duration: 29 frames
DE/C7E9: A8 09 1E             Store #$1E to 00:70A9
DE/C7EC: 1E 86                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/C7EE: 10 80                Set sequence flag, x1 speed
   DE/C7F0: 08 41 83             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/C7F3: FE                   Return Queue

DE/C7F4: A0 26                Set event flag memory address 00:7044 Bit 6
DE/C7F6: 91 14                Play music: #$14
DE/C7F8: 15 F2 51 00          Set Object: NPC #1 ---> Command: Set object to movement: $0051
DE/C7FC: F0 01                Duration: 1 frames
DE/C7FE: 19 F2 55 00          Set Object: NPC #5 ---> Command: Set object to movement: $0055
DE/C802: F0 01                Duration: 1 frames
DE/C804: 14 F2 51 00          Set Object: NPC #0 ---> Command: Set object to movement: $0051
DE/C808: F0 01                Duration: 1 frames
DE/C80A: 1A F2 52 00          Set Object: NPC #6 ---> Command: Set object to movement: $0052
DE/C80E: F0 01                Duration: 1 frames
DE/C810: 17 F2 53 00          Set Object: NPC #3 ---> Command: Set object to movement: $0053
DE/C814: F0 01                Duration: 1 frames
DE/C816: 1B F2 51 00          Set Object: NPC #7 ---> Command: Set object to movement: $0051
DE/C81A: F0 01                Duration: 1 frames
DE/C81C: 18 F2 53 00          Set Object: NPC #4 ---> Command: Set object to movement: $0053
DE/C820: F0 01                Duration: 1 frames
DE/C822: 16 F2 51 00          Set Object: NPC #2 ---> Command: Set object to movement: $0051
DE/C826: 1D 8C                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/C828: 92 1D 0E 03          Place object at on-screen coords: (928,112) Z=48
   DE/C82C: 00                   Set Bit 7 of current object (enable object visibility)
   DE/C82D: 09                   Reset all object properties to default
   DE/C82E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C82F: 10 44                Set transition flag, x8 speed
   DE/C831: 53 05                Shift object down-left 80 pixels
   DE/C833: FE                   Return Queue

DE/C834: F0 0E                Duration: 14 frames
DE/C836: 60 93 AA 62          Run Dialogue $0A93 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            Say WHAT???
<I><END>


DE/C83A: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/C83C: 09                   Reset all object properties to default
DE/C83D: F0 45                Duration: 69 frames
DE/C83F: 1E F2 56 00          Set Object: NPC #10 ---> Command: Set object to movement: $0056
DE/C843: F0 45                Duration: 69 frames
DE/C845: 91 15                Play music: #$15
DE/C847: 60 8D 2A 60          Run Dialogue $0A8D
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I was sitting here one rainy day,
 enjoying a snack of crickets...<I>

 When I happened to see a basket
 floating down from the falls.<I>

 I peeked inside, and saw a little
 baby staring right back at me!
 The name Mallow was written<I>

 on his belt. I felt sorry for the
 little bundle of puff and took him
 in to raise as my own grandchild.<I>

 He had powerful magic, and I knew
 he was more than a piece of fluff.<I>

 I thought,Surely, this child must
 be from some far off land.<I><END>


DE/C84B: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C84D: A8 09 1C             Store #$1C to 00:70A9
DE/C850: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C852: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C854: 18 F2 59 00          Set Object: NPC #4 ---> Command: Set object to movement: $0059
DE/C858: 17 F2 5A 00          Set Object: NPC #3 ---> Command: Set object to movement: $005A
DE/C85C: FD 61                <UNKNOWN COMMAND $FD 61>
DE/C85E: 65                   <UNKNOWN COMMAND $65>
DE/C85F: 64                   <UNKNOWN COMMAND $64>
DE/C860: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/C862: F0 1D                Duration: 29 frames
DE/C864: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
DE/C866: 1E 88                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/C868: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/C869: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C86A: 10 85                Set sequence flag, 1/2 speed
   DE/C86C: 08 40 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DE/C86F: FE                   Return Queue

DE/C870: A8 09 1E             Store #$1E to 00:70A9
DE/C873: 60 8E AA 62          Run Dialogue $0A8E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Grandpa...
 You mean, I'm not...a tadpole?<I>

Sniffle...
               sniffle...
                             sniffle...<I><END>


DE/C877: F0 1D                Duration: 29 frames
DE/C879: 1C 8D                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/C87B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C87C: 10 81                Set sequence flag, x2 speed
   DE/C87E: FD 9E                <UNKNOWN COMMAND $9E>
   DE/C880: 14 7F                Isolate top Bits of current object address 0E,x and set Bit(s) $127
   DE/C882: 90 00 F0 27          Objects bounces 39px high to on-screen coords: (0,896)
   DE/C886: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C887: FE                   Return Queue

DE/C888: 0C 91                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/C88A: 10 43                Set transition flag, x4 speed
   DE/C88C: 9C 15                Play sound effect #$15
   DE/C88E: 62 0F                Shift object down 15 pixels
   DE/C890: 66 0F                Shift object up 15 pixels
   DE/C892: 62 0A                Shift object down 10 pixels
   DE/C894: 66 0A                Shift object up 10 pixels
   DE/C896: 62 05                Shift object down 5 pixels
   DE/C898: 66 05                Shift object up 5 pixels
   DE/C89A: FE                   Return Queue

DE/C89B: 18 F2 9D 00          Set Object: NPC #4 ---> Command: Set object to movement: $009D
DE/C89F: F0 01                Duration: 1 frames
DE/C8A1: 17 F2 9D 00          Set Object: NPC #3 ---> Command: Set object to movement: $009D
DE/C8A5: F0 01                Duration: 1 frames
DE/C8A7: 19 F2 9D 00          Set Object: NPC #5 ---> Command: Set object to movement: $009D
DE/C8AB: F0 01                Duration: 1 frames
DE/C8AD: 1B F2 9D 00          Set Object: NPC #7 ---> Command: Set object to movement: $009D
DE/C8B1: F0 01                Duration: 1 frames
DE/C8B3: 15 F2 9D 00          Set Object: NPC #1 ---> Command: Set object to movement: $009D
DE/C8B7: F0 01                Duration: 1 frames
DE/C8B9: 14 F2 9D 00          Set Object: NPC #0 ---> Command: Set object to movement: $009D
DE/C8BD: F0 01                Duration: 1 frames
DE/C8BF: 16 F2 9D 00          Set Object: NPC #2 ---> Command: Set object to movement: $009D
DE/C8C3: F0 01                Duration: 1 frames
DE/C8C5: 1A F2 9D 00          Set Object: NPC #6 ---> Command: Set object to movement: $009D
DE/C8C9: 1D 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/C8CB: 06                   Set "moon-walk" Bits
   DE/C8CC: 10 44                Set transition flag, x8 speed
   DE/C8CE: 57 05                Shift object up-right 80 pixels
   DE/C8D0: 01                   Clear Bit 7 of current object (disable object visibility)
DE/C8D1: 1E 84                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/C8D3: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/C8D6: FE                   Return Queue

DE/C8D7: 1C F2 5F 00          Set Object: NPC #8 ---> Command: Set object to movement: $005F
DE/C8DB: F0 4F                Duration: 79 frames
DE/C8DD: 60 8F AA 60          Run Dialogue $0A8F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: Mallow!<I>
 Now is not the time to cry!<I>

 Go with Mario on his adventure
 and find your real family.<I>

 Your real mother and father are
 out there, somewhere.<I><END>


DE/C8E1: F0 13                Duration: 19 frames
DE/C8E3: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/C8E5: 70                   Object faces right
   DE/C8E6: FE                   Return Queue

DE/C8E7: 1E 85                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/C8E9: F0 3B                Frame Duration: 59
   DE/C8EB: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C8EC: 09                   Reset all object properties to default
   DE/C8ED: FE                   Return Queue

DE/C8EE: F0 13                Duration: 19 frames
DE/C8F0: 60 90 AA 60          Run Dialogue $0A90 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS:  (Psst, Mario)<I><END>


DE/C8F4: F0 13                Duration: 19 frames
DE/C8F6: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/C8F8: 7F 35 00             Object jumps (with sound effect) #$0035 units
   DE/C8FB: F0 0E                Frame Duration: 14
   DE/C8FD: 10 83                Set sequence flag, x4 speed
   DE/C8FF: 10 41                Set transition flag, x2 speed
   DE/C901: 65 24                Shift object up-left 36 pixels
   DE/C903: 77                   Object faces up-right
   DE/C904: FE                   Return Queue

DE/C905: F0 27                Duration: 39 frames
DE/C907: 60 91 AA 60          Run Dialogue $0A91 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 The boy's magic is sure to come in
 handy on your adventure.
 You'll take him along, yes?<I><END>


DE/C90B: F0 1D                Duration: 29 frames
DE/C90D: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/C90F: D4 02                Start code block, repeat 2 times
   DE/C911: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DE/C914: F0 04                Frame Duration: 4
   DE/C916: 09                   Reset all object properties to default
   DE/C917: F0 04                Frame Duration: 4
   DE/C919: D7                   End of code block
   DE/C91A: FE                   Return Queue

DE/C91B: F0 1D                Duration: 29 frames
DE/C91D: 1E 84                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/C91F: 08 41 02             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/C922: FE                   Return Queue

DE/C923: 60 92 AA 62          Run Dialogue $0A92 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Grandpa!<I>

 I won't cry anymore.
 I'll go on this adventure with
 Mario and find my real family!<I><END>


DE/C927: 1E 82                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/C929: 09                   Reset all object properties to default
   DE/C92A: 75                   Object faces up-left
DE/C92B: 60 94 AA 60          Run Dialogue $0A94 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: Then it is settled.
 You must embark on your adventure
 immediately.<I>

 First, go to Rose Town where
 they need your help.<I><END>


DE/C92F: 00 0F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes)
   DE/C931: 10 40                Set transition flag, x1 speed
   DE/C933: 10 81                Set sequence flag, x2 speed
   DE/C935: 63 0C                Shift object down-left 12 pixels
   DE/C937: 61 28                Shift object down-right 40 pixels
   DE/C939: 73                   Object faces down-left
   DE/C93A: 10 80                Set sequence flag, x1 speed
   DE/C93C: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   DE/C93E: 13 01                Layering priority: Normal
DE/C940: 1E 8C                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/C942: 09                   Reset all object properties to default
   DE/C943: 10 40                Set transition flag, x1 speed
   DE/C945: 10 81                Set sequence flag, x2 speed
   DE/C947: 07                   Clear "moon-walk" Bits
   DE/C948: 63 26                Shift object down-left 38 pixels
   DE/C94A: 65 1D                Shift object up-left 29 pixels
   DE/C94C: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/C94D: FE                   Return Queue

DE/C94E: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/C950: A0 88                Set event flag memory address 00:7051 Bit 0
DE/C952: A1 70                Set event flag memory address 00:706E Bit 0
DE/C954: A1 31                Set event flag memory address 00:7066 Bit 1
DE/C956: A1 32                Set event flag memory address 00:7066 Bit 2
DE/C958: FD 30                Screen moves with MARIO
DE/C95A: A4 26                Clear event flag memory address 00:7044 Bit 6
DE/C95C: FE                   Return


EVENT [457] ------------------------------------------------------------>
DE/C95D: 3D 69 C9             <UNKNOWN COMMAND: pointer to address $C969>
DE/C960: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DE/C962: F0 00                Duration: 0 frames
DE/C964: E2 05 00 EC C9       If value at 00:7000 = #$0005, jump to address $DE/C9EC
DE/C969: D8 8B F4 C9          If event flag memory address 00:7051 Bit 3 set, jump to address $DE/C9F4
DE/C96D: 60 A3 AA D0          Run Dialogue $0AA3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS:  (Snif) It will be quiet
 around here with Mallow gone.<I>
 Maybe a snack will cheer me up.<I><END>


DE/C971: DA 1C 76 C9          If event flag memory address 00:7083 Bit 4 set, jump to address $DE/C976
DE/C975: FE                   Return

DE/C976: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/C978: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/C97A: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/C97B: 09                   Reset all object properties to default
   DE/C97C: 78                   Object faces down
   DE/C97D: F0 27                Frame Duration: 39
DE/C97F: 91 11                Play music: #$11
DE/C981: 1C 8E                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/C983: 06                   Set "moon-walk" Bits
   DE/C984: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C985: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/C987: 10 83                Set sequence flag, x4 speed
   DE/C989: 10 41                Set transition flag, x2 speed
   DE/C98B: 6A 32                Shift object up 50 pixels
   DE/C98D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/C98F: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C990: 07                   Clear "moon-walk" Bits
DE/C991: F0 1D                Duration: 29 frames
DE/C993: 60 95 AA 62          Run Dialogue $0A95 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 That's right!
 I had forgotten all about it.<I>

 I will give you something for the
 Cricket Pie you brought back.<I>

 ....Ah, I know!
 You shall have the staff I used
 when I was Mallow's age.<I><END>


DE/C997: A8 09 1C             Store #$1C to 00:70A9
DE/C99A: 00 F2 03 02          Set Object: MARIO ---> Command: Set object to movement: $0203
DE/C99E: 1C 9A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DE/C9A0: 10 83                Set sequence flag, x4 speed
   DE/C9A2: 10 41                Set transition flag, x2 speed
   DE/C9A4: 90 19 1D 04          Objects bounces 4px high to on-screen coords: (816,232)
   DE/C9A8: 77                   Object faces up-right
   DE/C9A9: F0 1D                Frame Duration: 29
   DE/C9AB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/C9AC: 10 85                Set sequence flag, 1/2 speed
   DE/C9AE: F0 2C                Frame Duration: 44
   DE/C9B0: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/C9B1: F0 1D                Frame Duration: 29
   DE/C9B3: 10 83                Set sequence flag, x4 speed
   DE/C9B5: 90 17 1A 04          Objects bounces 4px high to on-screen coords: (736,208)
   DE/C9B9: 78                   Object faces down
DE/C9BA: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/C9BC: 60 97 AA 62          Run Dialogue $0A97 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FROGFUCIUS: The Froggie Stick
 will come in handy.<I>
 Do not forget to equip it.<I><END>


DE/C9C0: 1C 10                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/C9C2: 10 81                Set sequence flag, x2 speed
   DE/C9C4: 10 45                Set transition flag, 1/2 speed
   DE/C9C6: 07                   Clear "moon-walk" Bits
   DE/C9C7: 90 18 1D 04          Objects bounces 4px high to on-screen coords: (784,232)
   DE/C9CB: 07                   Clear "moon-walk" Bits
   DE/C9CC: F0 00                Frame Duration: 0
   DE/C9CE: 73                   Object faces down-left
   DE/C9CF: F0 00                Frame Duration: 0
   DE/C9D1: 07                   Clear "moon-walk" Bits
DE/C9D2: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/C9D4: F0 1D                Frame Duration: 29
   DE/C9D6: 72                   Object faces down
   DE/C9D7: F0 27                Frame Duration: 39
   DE/C9D9: 9C 55                Play sound effect #$55
   DE/C9DB: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/C9DE: F0 4F                Frame Duration: 79
   DE/C9E0: 09                   Reset all object properties to default
DE/C9E1: 1C F2 90 00          Set Object: NPC #8 ---> Command: Set object to movement: $0090
DE/C9E5: 50 06                Put item in inventory: #$06 ( (FroggieStick)
DE/C9E7: A0 8B                Set event flag memory address 00:7051 Bit 3
DE/C9E9: 51 82                Remove item in inventory: #$82 (Cricket Pie )
DE/C9EB: FE                   Return

DE/C9EC: 3D F4 C9             <UNKNOWN COMMAND: pointer to address $C9F4>
DE/C9EF: 60 98 AA D0          Run Dialogue $0A98 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: Grasshopper, do you
 not think it rude to stand on my
 dining table?<I><END>


DE/C9F3: FE                   Return

DE/C9F4: DA D2 FC C9          If event flag memory address 00:709A Bit 2 set, jump to address $DE/C9FC
DE/C9F8: D8 F4 72 CA          If event flag memory address 00:705E Bit 4 set, jump to address $DE/CA72
DE/C9FC: FD 58 A6             Store the number of instances in item inventory of item #$A6 (Cricket Jam ) to 00:7000
DE/C9FF: E2 01 00 C8 CA       If value at 00:7000 = #$0001, jump to address $DE/CAC8
DE/CA04: DA D3 C3 CA          If event flag memory address 00:709A Bit 3 set, jump to address $DE/CAC3
DE/CA08: D9 EF BE CA          If event flag memory address 00:707D Bit 7 set, jump to address $DE/CABE
DE/CA0C: D8 FC B9 CA          If event flag memory address 00:705F Bit 4 set, jump to address $DE/CAB9
DE/CA10: D8 F4 B4 CA          If event flag memory address 00:705E Bit 4 set, jump to address $DE/CAB4
DE/CA14: DA 50 6D CA          If event flag memory address 00:708A Bit 0 set, jump to address $DE/CA6D
DE/CA18: DA 45 68 CA          If event flag memory address 00:7088 Bit 5 set, jump to address $DE/CA68
DE/CA1C: D8 C7 5E CA          If event flag memory address 00:7058 Bit 7 set, jump to address $DE/CA5E
DE/CA20: D8 A7 63 CA          If event flag memory address 00:7054 Bit 7 set, jump to address $DE/CA63
DE/CA24: DA 5D 5E CA          If event flag memory address 00:708B Bit 5 set, jump to address $DE/CA5E
DE/CA28: D8 ED 55 CA          If event flag memory address 00:705D Bit 5 set, jump to address $DE/CA55
DE/CA2C: D8 66 50 CA          If event flag memory address 00:704C Bit 6 set, jump to address $DE/CA50
DE/CA30: DA 4A 4B CA          If event flag memory address 00:7089 Bit 2 set, jump to address $DE/CA4B
DE/CA34: D8 BC 46 CA          If event flag memory address 00:7057 Bit 4 set, jump to address $DE/CA46
DE/CA38: DA 1E 41 CA          If event flag memory address 00:7083 Bit 6 set, jump to address $DE/CA41
DE/CA3C: 60 96 AA D0          Run Dialogue $0A96 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS:
 Go to Rose Town now, Mallow.
 Luck be with you!<I><END>


DE/CA40: FE                   Return

DE/CA41: 60 AF AA D0          Run Dialogue $0AAF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: Looks like your help
 is needed in Moleville.
 Go and see what you can do.<I><END>


DE/CA45: FE                   Return

DE/CA46: 60 B4 AA D0          Run Dialogue $0AB4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: I have been thinking.
 Is it possible that the bride at
 Booster's Tower is the princess?<I><END>


DE/CA4A: FE                   Return

DE/CA4B: 60 35 AD D0          Run Dialogue $0D35 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: So! Toadstool was
 the bride, after all?<I>

 You'd better hurry and rescue her
 before she's...married!<I><END>


DE/CA4F: FE                   Return

DE/CA50: 60 36 AD D0          Run Dialogue $0D36 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: Good work, Mario.
 You rescued Toadstool.<I>

 Why don't you head back to
 Mushroom Kingdom?
 I'm sure the Chancellor is worried.<I><END>


DE/CA54: FE                   Return

DE/CA55: 60 37 AD D0          Run Dialogue $0D37 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: 
 I have the latest news, children.<I>

 A large star's been sighted on
 Star Hill.<I><END>


DE/CA59: A2 8E                Set event flag memory address 00:7091 Bit 6
DE/CA5B: A1 79                Set event flag memory address 00:706F Bit 1
DE/CA5D: FE                   Return

DE/CA5E: 60 3C AD D0          Run Dialogue $0D3C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: Have you been to
 Seaside Town yet?
 Something odd is going on there.<I><END>


DE/CA62: FE                   Return

DE/CA63: 60 3D AD D0          Run Dialogue $0D3D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: Beware of the giant
 squid in the sunken ship. Turn 'im
 into calamari or something!<I><END>


DE/CA67: FE                   Return

DE/CA68: 60 3E AD D0          Run Dialogue $0D3E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: The entrance to
 Monstro Town is underground.
 Follow the whirls in the desert.<I><END>


DE/CA6C: FE                   Return

DE/CA6D: 60 3F AD D0          Run Dialogue $0D3F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: I JUST found out that
 there's a kingdom in the clouds.
 Go and explore it, my children.<I><END>


DE/CA71: FE                   Return

DE/CA72: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DE/CA74: 10 C1                Set transition and sequence flags, x2 speed
   DE/CA76: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/CA78: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/CA7A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/CA7C: 90 17 1D 04          Objects bounces 4px high to on-screen coords: (752,232)
   DE/CA80: 71                   Object faces down-right
DE/CA81: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CA83: 75                   Object faces up-left
DE/CA84: F0 18                Duration: 24 frames
DE/CA86: 1E 8B                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/CA88: 92 17 1D 04          Place object at on-screen coords: (752,232) Z=64
   DE/CA8C: 71                   Object faces down-right
   DE/CA8D: 06                   Set "moon-walk" Bits
   DE/CA8E: 67 04                Shift object up-right 4 pixels
   DE/CA90: 00                   Set Bit 7 of current object (enable object visibility)
   DE/CA91: 67 0A                Shift object up-right 10 pixels
DE/CA93: F0 27                Duration: 39 frames
DE/CA95: 60 44 AD D0          Run Dialogue $0D44 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Grandpa!
 We found my real home!
 It's way up in the clouds.<I><END>


DE/CA99: F0 09                Duration: 9 frames
DE/CA9B: 60 45 AD D0          Run Dialogue $0D45 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: Mallow!
 You're a prince?!
 I never would have guessed!<I>

 And now you're helping to save
 the world?
 You've come a long way, child.<I>

 Although you've found your family,
 this adventure isn't over yet!<I><END>


DE/CA9F: F0 0E                Duration: 14 frames
DE/CAA1: 60 46 AD D0          Run Dialogue $0D46 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Yep. I'm not giving up!<I><END>


DE/CAA5: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/CAA7: 63 0E                Shift object down-left 14 pixels
   DE/CAA9: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CAAA: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CAAC: 73                   Object faces down-left
DE/CAAD: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/CAB1: A2 D2                Set event flag memory address 00:709A Bit 2
DE/CAB3: FE                   Return

DE/CAB4: 60 47 AD D0          Run Dialogue $0D47 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: You've got to defeat
 Valentina and save Nimbus Land.<I><END>


DE/CAB8: FE                   Return

DE/CAB9: 60 48 AD D0          Run Dialogue $0D48 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: Ah! Now the people
 of Nimbus Land can rejoice.<I>

 SO!
 I hear the next Star Piece is
 inside a volcano.<I>

 I also heard that Booster got
 himself another bride from the sky.<I><END>


DE/CABD: FE                   Return

DE/CABE: 60 49 AD D0          Run Dialogue $0D49 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: So...only Bowser's
 Keep remains.<I>

 The citizens of Nimbus Land will
 tell you how to get there.<I><END>


DE/CAC2: FE                   Return

DE/CAC3: 60 4A AD D0          Run Dialogue $0D4A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: 
 That's all the advice I have.<I>

 You've done well. All that's left
 to do is to defeat Smithy.<I>

 Save this world, and bring this
 quest to a happy end!<I><END>


DE/CAC7: FE                   Return

DE/CAC8: 60 38 AD D0          Run Dialogue $0D38 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FROGFUCIUS: Eh!?<I>
 That delicious smell!
 You have some Cricket Jam, yes?<I>

 May I have some?
  >>  (Sure)
  >>  (Nope)<I><END>


DE/CACC: 66 EC CA             If 2nd option chosen from dialogue prompt, jump to address $DE/CAEC
DE/CACF: F0 0E                Duration: 14 frames
DE/CAD1: 60 3A AD D0          Run Dialogue $0D3A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mmm, this is wonderful!
 Thank you, Mario.
 You've made an old man happy.<I>

 Here's a little allowance for being
 so good to me.<I><END>


DE/CAD5: D4 09                Start code block, repeat 9 times
DE/CAD7: F0 2C                Duration: 44 frames
DE/CAD9: 9C 5E                Play sound effect #$5E
DE/CADB: D7                   End of code block
DE/CADC: AC 0A 00             Store #$000A to 00:7000
DE/CADF: FD 54                Add # at 00:7000 to total frog coins
DE/CAE1: 51 A6                Remove item in inventory: #$A6 (Cricket Jam )
DE/CAE3: F0 3B                Duration: 59 frames
DE/CAE5: 60 3B AD D0          Run Dialogue $0D3B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 My wish has come true.<I><END>


DE/CAE9: A2 D0                Set event flag memory address 00:709A Bit 0
DE/CAEB: FE                   Return

DE/CAEC: 60 39 AD D0          Run Dialogue $0D39 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Sure, torture an old man!<I><END>


DE/CAF0: FE                   Return


EVENT [458] ------------------------------------------------------------>
DE/CAF1: 60 99 AA D0          Run Dialogue $0A99 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to the Frog Coin
 emporium!<I><END>


DE/CAF5: D8 8D FF CA          If event flag memory address 00:7051 Bit 5 set, jump to address $DE/CAFF
DE/CAF9: 60 6A AA D0          Run Dialogue $0A6A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're a first timer, aren't you?<I>
 Listen up. The green coins you find
 periodically are Frog Coins.<I>

 Accumulate them and you can buy
 items at Tadpole Pond.<I><END>


DE/CAFD: A0 8D                Set event flag memory address 00:7051 Bit 5
DE/CAFF: 4C 06                Open Shop Menu $06
DE/CB01: 71                   Lighten screen from black before following commands
DE/CB02: FE                   Return


EVENT [459] ------------------------------------------------------------>
DE/CB03: DA 3F 0D CB          If event flag memory address 00:7087 Bit 7 set, jump to address $DE/CB0D
DE/CB07: 60 66 AA D0          Run Dialogue $0A66 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I've got this dream...<I>
 of becoming a composer...<I>

 I want to be as famous as
 Toadofsky!<I><END>


DE/CB0B: A2 3F                Set event flag memory address 00:7087 Bit 7
DE/CB0D: D8 A6 61 CB          If event flag memory address 00:7054 Bit 6 set, jump to address $DE/CB61
DE/CB11: D8 A5 2F CB          If event flag memory address 00:7054 Bit 5 set, jump to address $DE/CB2F
DE/CB15: D8 8C 22 CB          If event flag memory address 00:7051 Bit 4 set, jump to address $DE/CB22
DE/CB19: 60 67 AA D0          Run Dialogue $0A67 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 My favorite song?<I><END>


DE/CB1D: 60 68 AA D0          Run Dialogue $0A68 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's Frogfucius' suite #18.
 {music}So La Mi Re Do Re Do Re.
 Toadofsky's fond of it, too!<I><END>


DE/CB21: FE                   Return

DE/CB22: DC BC 5C CB          If event flag memory address 00:7057 Bit 4 clear, jump to address $DE/CB5C
DE/CB26: 60 67 AA D0          Run Dialogue $0A67 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 My favorite song?<I><END>


DE/CB2A: 60 69 AA D0          Run Dialogue $0A69 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's the Moleville miners' song,
 {music}Mi Do So Do Re La Ti Do.
 It's got soul!<I><END>


DE/CB2E: FE                   Return

DE/CB2F: DE 48 5C CB          If event flag memory address 00:7089 Bit 0 clear, jump to address $DE/CB5C
DE/CB33: 60 67 AA D0          Run Dialogue $0A67 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 My favorite song?<I><END>


DE/CB37: 60 6C AA D0          Run Dialogue $0A6C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's the song that the Monstro
 Town star dances to.<I><END>


DE/CB3B: 95 01 00             Fade out music to volume 0; Duration: 1 frames
DE/CB3E: F0 1D                Duration: 29 frames
DE/CB40: 9C 26                Play sound effect #$26
DE/CB42: F0 2C                Duration: 44 frames
DE/CB44: 9C 27                Play sound effect #$27
DE/CB46: F0 2C                Duration: 44 frames
DE/CB48: 9C 28                Play sound effect #$28
DE/CB4A: F0 2C                Duration: 44 frames
DE/CB4C: 9C 29                Play sound effect #$29
DE/CB4E: F0 4A                Duration: 74 frames
DE/CB50: 9C 25                Play sound effect #$25
DE/CB52: F0 63                Duration: 99 frames
DE/CB54: 60 71 AA D0          Run Dialogue $0A71 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oops, I forgot the rest.<I><END>


DE/CB58: 95 03 64             Fade out music to volume 100; Duration: 3 frames
DE/CB5B: FE                   Return

DE/CB5C: 60 64 AA D0          Run Dialogue $0A64 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Can't wait to graduate from music
 school and start composing!<I><END>


DE/CB60: FE                   Return

DE/CB61: 60 72 AA D0          Run Dialogue $0A72 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I heard your composition, and it's
 pretty good.<I><END>


DE/CB65: FE                   Return


EVENT [45A] ------------------------------------------------------------>
DE/CB66: DC 89 76 CB          If event flag memory address 00:7051 Bit 1 clear, jump to address $DE/CB76
DE/CB6A: D8 1D 76 CB          If event flag memory address 00:7043 Bit 5 set, jump to address $DE/CB76
DE/CB6E: 14 F2 57 00          Set Object: NPC #0 ---> Command: Set object to movement: $0057
DE/CB72: 15 F2 58 00          Set Object: NPC #1 ---> Command: Set object to movement: $0058
DE/CB76: FE                   Return


EVENT [45B] ------------------------------------------------------------>
DE/CB77: DC 89 83 CB          If event flag memory address 00:7051 Bit 1 clear, jump to address $DE/CB83
DE/CB7B: D8 1E 83 CB          If event flag memory address 00:7043 Bit 6 set, jump to address $DE/CB83
DE/CB7F: 16 F2 32 02          Set Object: NPC #2 ---> Command: Set object to movement: $0232
DE/CB83: FE                   Return


EVENT [45C] ------------------------------------------------------------>
DE/CB84: DA 3E 91 CB          If event flag memory address 00:7087 Bit 6 set, jump to address $DE/CB91
DE/CB88: 60 5E AA D0          Run Dialogue $0A5E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to The Juice Bar!<I>

 Are you a card member?<I>
 Even Toadofsky has a membership
 here!<I><END>


DE/CB8C: A2 3E                Set event flag memory address 00:7087 Bit 6
DE/CB8E: D2 95 CB             Jump to address $DE/CB95
DE/CB91: 60 5F AA D0          Run Dialogue $0A5F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 May I help you?<I><END>


DE/CB95: D8 A6 CB CB          If event flag memory address 00:7054 Bit 6 set, jump to address $DE/CBCB
DE/CB99: D8 A5 BD CB          If event flag memory address 00:7054 Bit 5 set, jump to address $DE/CBBD
DE/CB9D: D8 8C AF CB          If event flag memory address 00:7051 Bit 4 set, jump to address $DE/CBAF
DE/CBA1: DA 3B AB CB          If event flag memory address 00:7087 Bit 3 set, jump to address $DE/CBAB
DE/CBA5: 60 60 AA D0          Run Dialogue $0A60 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Sorry, you're limited to this menu
 if you don't have a current
 membership card.<I><END>


DE/CBA9: A2 3B                Set event flag memory address 00:7087 Bit 3
DE/CBAB: 4C 09                Open Shop Menu $09
DE/CBAD: 71                   Lighten screen from black before following commands
DE/CBAE: FE                   Return

DE/CBAF: DA 3C B9 CB          If event flag memory address 00:7087 Bit 4 set, jump to address $DE/CBB9
DE/CBB3: 60 61 AA D0          Run Dialogue $0A61 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Ah! An Alto Card holder!<I>
 What would you like?<I><END>


DE/CBB7: A2 3C                Set event flag memory address 00:7087 Bit 4
DE/CBB9: 4C 0A                Open Shop Menu $0A
DE/CBBB: 71                   Lighten screen from black before following commands
DE/CBBC: FE                   Return

DE/CBBD: DA 3D C7 CB          If event flag memory address 00:7087 Bit 5 set, jump to address $DE/CBC7
DE/CBC1: 60 62 AA D0          Run Dialogue $0A62 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hmm.
 A Tenor Card holder, huh?<I>
 What'll it be?<I><END>


DE/CBC5: A2 3D                Set event flag memory address 00:7087 Bit 5
DE/CBC7: 4C 0B                Open Shop Menu $0B
DE/CBC9: 71                   Lighten screen from black before following commands
DE/CBCA: FE                   Return

DE/CBCB: DA 9A D5 CB          If event flag memory address 00:7093 Bit 2 set, jump to address $DE/CBD5
DE/CBCF: 60 63 AA D0          Run Dialogue $0A63 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Wow, a Soprano Card holder!<I>
 What can I get you?<I><END>


DE/CBD3: A2 9A                Set event flag memory address 00:7093 Bit 2
DE/CBD5: 4C 0C                Open Shop Menu $0C
DE/CBD7: 71                   Lighten screen from black before following commands
DE/CBD8: FE                   Return


EVENT [45D] ------------------------------------------------------------>

EVENT [45E] ------------------------------------------------------------>
DE/CBD9: F0 0E                Duration: 14 frames
DE/CBDB: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/CBDD: 10 85                Set sequence flag, 1/2 speed
   DE/CBDF: 13 03                Layering priority: ...
   DE/CBE1: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DE/CBE4: F0 0E                Frame Duration: 14
   DE/CBE6: 09                   Reset all object properties to default
   DE/CBE7: 10 C0                Set transition and sequence flags, x1 speed
DE/CBE9: 19 93                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DE/CBEB: 92 0D 3D 02          Place object at on-screen coords: (432,488) Z=32
   DE/CBEF: 13 02                Layering priority: Object overlaps MARIO
   DE/CBF1: 65 0A                Shift object up-left 10 pixels
   DE/CBF3: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/CBF6: 00                   Set Bit 7 of current object (enable object visibility)
   DE/CBF7: F0 2C                Frame Duration: 44
   DE/CBF9: 10 45                Set transition flag, 1/2 speed
   DE/CBFB: 67 0F                Shift object up-right 15 pixels
   DE/CBFD: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CBFE: F0 1D                Duration: 29 frames
DE/CC00: 60 2B AB 60          Run Dialogue $0B2B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

YARIDOVICH: Eee hee hee!<I>
 And to think I got the star without
 even soiling my hands!<I>

 I'm such a genius, it scares me
 sometimes.<I>

 No wonder I'm so important!<I>

 All right everyone, listen up.
 We're returning to the castle!<I>
 Our ride should be here about now.<I><END>


DE/CC04: F0 0E                Duration: 14 frames
DE/CC06: 9C 0B                Play sound effect #$0B
DE/CC08: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/CC0A: 10 C3                Set transition and sequence flags, x4 speed
   DE/CC0C: 55 1E                Shift object up-left 480 pixels
   DE/CC0E: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CC0F: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/CC11: 10 C3                Set transition and sequence flags, x4 speed
   DE/CC13: 55 1E                Shift object up-left 480 pixels
   DE/CC15: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CC16: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/CC18: 10 C3                Set transition and sequence flags, x4 speed
   DE/CC1A: 55 1E                Shift object up-left 480 pixels
   DE/CC1C: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CC1D: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/CC1F: 10 C3                Set transition and sequence flags, x4 speed
   DE/CC21: 55 1E                Shift object up-left 480 pixels
   DE/CC23: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CC24: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/CC26: 10 C3                Set transition and sequence flags, x4 speed
   DE/CC28: 55 1E                Shift object up-left 480 pixels
   DE/CC2A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CC2B: F2 D0 28             <UNKNOWN COMMAND $F2>
DE/CC2E: F2 D0 2A             <UNKNOWN COMMAND $F2>
DE/CC31: F2 D0 2C             <UNKNOWN COMMAND $F2>
DE/CC34: F2 D0 2E             <UNKNOWN COMMAND $F2>
DE/CC37: F2 D0 30             <UNKNOWN COMMAND $F2>
DE/CC3A: F2 D0 32             <UNKNOWN COMMAND $F2>
DE/CC3D: F2 D1 28             <UNKNOWN COMMAND $F2>
DE/CC40: F2 D2 28             <UNKNOWN COMMAND $F2>
DE/CC43: F2 D3 28             <UNKNOWN COMMAND $F2>
DE/CC46: F2 D5 28             <UNKNOWN COMMAND $F2>
DE/CC49: F2 D5 2A             <UNKNOWN COMMAND $F2>
DE/CC4C: F2 D6 28             <UNKNOWN COMMAND $F2>
DE/CC4F: F2 D6 2A             <UNKNOWN COMMAND $F2>
DE/CC52: F2 D7 28             <UNKNOWN COMMAND $F2>
DE/CC55: F2 D8 28             <UNKNOWN COMMAND $F2>
DE/CC58: F2 D8 2A             <UNKNOWN COMMAND $F2>
DE/CC5B: F2 D9 28             <UNKNOWN COMMAND $F2>
DE/CC5E: F2 D6 2C             <UNKNOWN COMMAND $F2>
DE/CC61: F2 D6 2E             <UNKNOWN COMMAND $F2>
DE/CC64: A2 31                Set event flag memory address 00:7086 Bit 1
DE/CC66: AB 35                Decrement 00:70D5
DE/CC68: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/CC6A: 09                   Reset all object properties to default
   DE/CC6B: 10 C0                Set transition and sequence flags, x1 speed
   DE/CC6D: 57 01                Shift object up-right 16 pixels
   DE/CC6F: 13 01                Layering priority: Normal
DE/CC71: FE                   Return


EVENT [45F] ------------------------------------------------------------>
DE/CC72: FD 31                Screen doesn't move with MARIO
DE/CC74: 18 0A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/CC76: 92 0E 3A 02          Place object at on-screen coords: (448,464) Z=32
   DE/CC7A: 53 01                Shift object down-left 16 pixels
   DE/CC7C: 51 01                Shift object down-right 16 pixels
   DE/CC7E: 73                   Object faces down-left
   DE/CC7F: 00                   Set Bit 7 of current object (enable object visibility)
DE/CC80: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/CC82: 92 0D 38 02          Place object at on-screen coords: (416,448) Z=32
   DE/CC86: 53 01                Shift object down-left 16 pixels
   DE/CC88: 51 01                Shift object down-right 16 pixels
   DE/CC8A: 73                   Object faces down-left
   DE/CC8B: 00                   Set Bit 7 of current object (enable object visibility)
DE/CC8C: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/CC8E: 92 0D 39 02          Place object at on-screen coords: (432,456) Z=32
   DE/CC92: 53 01                Shift object down-left 16 pixels
   DE/CC94: 51 01                Shift object down-right 16 pixels
   DE/CC96: 73                   Object faces down-left
   DE/CC97: 00                   Set Bit 7 of current object (enable object visibility)
DE/CC98: 16 0A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/CC9A: 92 0E 3B 02          Place object at on-screen coords: (464,472) Z=32
   DE/CC9E: 53 01                Shift object down-left 16 pixels
   DE/CCA0: 51 01                Shift object down-right 16 pixels
   DE/CCA2: 73                   Object faces down-left
   DE/CCA3: 00                   Set Bit 7 of current object (enable object visibility)
DE/CCA4: 17 0A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/CCA6: 92 0F 3C 02          Place object at on-screen coords: (480,480) Z=32
   DE/CCAA: 53 01                Shift object down-left 16 pixels
   DE/CCAC: 51 01                Shift object down-right 16 pixels
   DE/CCAE: 73                   Object faces down-left
   DE/CCAF: 00                   Set Bit 7 of current object (enable object visibility)
DE/CCB0: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/CCB2: 92 0C 3F 02          Place object at on-screen coords: (400,504) Z=32
   DE/CCB6: 53 01                Shift object down-left 16 pixels
   DE/CCB8: 77                   Object faces up-right
DE/CCB9: 14 F2 93 00          Set Object: NPC #0 ---> Command: Set object to movement: $0093
DE/CCBD: 15 F2 93 00          Set Object: NPC #1 ---> Command: Set object to movement: $0093
DE/CCC1: 16 F2 93 00          Set Object: NPC #2 ---> Command: Set object to movement: $0093
DE/CCC5: 17 F2 93 00          Set Object: NPC #3 ---> Command: Set object to movement: $0093
DE/CCC9: 18 F2 93 00          Set Object: NPC #4 ---> Command: Set object to movement: $0093
DE/CCCD: 71                   Lighten screen from black before following commands
DE/CCCE: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/CCD0: 10 81                Set sequence flag, x2 speed
   DE/CCD2: 10 40                Set transition flag, x1 speed
   DE/CCD4: 57 01                Shift object up-right 16 pixels
   DE/CCD6: 10 80                Set sequence flag, x1 speed
   DE/CCD8: 10 45                Set transition flag, 1/2 speed
   DE/CCDA: 67 08                Shift object up-right 8 pixels
DE/CCDC: F0 1D                Duration: 29 frames
DE/CCDE: 18 84                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/CCE0: 10 45                Set transition flag, 1/2 speed
   DE/CCE2: 63 05                Shift object down-left 5 pixels
DE/CCE4: F0 1D                Duration: 29 frames
DE/CCE6: FD 30                Screen moves with MARIO
DE/CCE8: 60 22 2B 60          Run Dialogue $0B22
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

ELDER: Eee hee hee!<I>
 You found the star!
 Well done!<I>

 But your journey ends here.
 You are so gullible!
 Don't you know who I am?<I>

 I'm Yaridovich, a member of
 Smithy's gang.<I>
 Shocked?<I>

 It's no wonder!
 My impersonation of an ordinary
 person was flawless.<I><END>


DE/CCEC: FD 61                <UNKNOWN COMMAND $FD 61>
DE/CCEE: FD 61                <UNKNOWN COMMAND $FD 61>
DE/CCF0: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/CCF2: 7F 55 00             Object jumps (with sound effect) #$0055 units
   DE/CCF5: F0 1D                Frame Duration: 29
DE/CCF7: 65                   <UNKNOWN COMMAND $65>
DE/CCF8: 64                   <UNKNOWN COMMAND $64>
DE/CCF9: F0 13                Duration: 19 frames
DE/CCFB: 60 23 AB 60          Run Dialogue $0B23 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

YARIDOVICH: Your search for the
 stars has worried Smithy.<I>

 So if I take that star back to him,
 I'll earn brownie points.
 THIS is the way to get ahead!<I><END>


DE/CCFF: 60 24 AB 60          Run Dialogue $0B24 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 It's futile to try and fight me.
 Just hand it over, nice and easy.<I>
  >>  (Okay)
  >>  (Get serious!)<I><END>


DE/CD03: F0 1D                Duration: 29 frames
DE/CD05: 66 0B CD             If 2nd option chosen from dialogue prompt, jump to address $DE/CD0B
DE/CD08: D2 D9 CB             Jump to address $DE/CBD9
DE/CD0B: E0 1C 01 7B CD       If value at 00:70BC = #$01, jump to address $DE/CD7B
DE/CD10: E0 1C 02 F9 CD       If value at 00:70BC = #$02, jump to address $DE/CDF9
DE/CD15: E0 1C 03 F9 CD       If value at 00:70BC = #$03, jump to address $DE/CDF9
DE/CD1A: F0 1D                Duration: 29 frames
DE/CD1C: 60 25 AB 60          Run Dialogue $0B25 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 So that's how you want to play it?<I>
 What do you think will happen
 to the real inhabitants of
 Seaside Town?<I><END>


DE/CD20: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CD22: 75                   Object faces up-left
DE/CD23: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/CD25: F0 09                Frame Duration: 9
   DE/CD27: 75                   Object faces up-left
DE/CD28: F0 0E                Duration: 14 frames
DE/CD2A: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/CD2C: F0 1D                Frame Duration: 29
   DE/CD2E: 10 43                Set transition flag, x4 speed
   DE/CD30: 55 0F                Shift object up-left 240 pixels
DE/CD32: 14 8A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/CD34: 75                   Object faces up-left
   DE/CD35: F0 1D                Frame Duration: 29
   DE/CD37: 10 C3                Set transition and sequence flags, x4 speed
   DE/CD39: 55 11                Shift object up-left 272 pixels
   DE/CD3B: 57 01                Shift object up-right 16 pixels
   DE/CD3D: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CD3E: 6A D0 C2             Modify BGL of area $C2D0
DE/CD41: F0 3B                Duration: 59 frames
DE/CD43: 60 26 AB 61          Run Dialogue $0B26 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

REAL ELDER: 
 What are you doing?<I>
 No! Don't do that!<I>


           No please stop!<I>


            ..ACK!......<I><END>


DE/CD47: F0 63                Duration: 99 frames
DE/CD49: 6A D0 42             Modify BGL of area $42D0
DE/CD4C: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/CD4E: F0 04                Frame Duration: 4
   DE/CD50: 10 43                Set transition flag, x4 speed
   DE/CD52: 51 0F                Shift object down-right 240 pixels
DE/CD54: 14 91                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/CD56: 92 05 28 02          Place object at on-screen coords: (160,320) Z=32
   DE/CD5A: 73                   Object faces down-left
   DE/CD5B: 00                   Set Bit 7 of current object (enable object visibility)
   DE/CD5C: F0 04                Frame Duration: 4
   DE/CD5E: 10 C3                Set transition and sequence flags, x4 speed
   DE/CD60: 53 01                Shift object down-left 16 pixels
   DE/CD62: 51 11                Shift object down-right 272 pixels
   DE/CD64: 10 81                Set sequence flag, x2 speed
   DE/CD66: 73                   Object faces down-left
DE/CD67: F0 13                Duration: 19 frames
DE/CD69: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CD6B: 73                   Object faces down-left
DE/CD6C: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CD6E: 77                   Object faces up-right
DE/CD6F: A8 1C 01             Store #$01 to 00:70BC
DE/CD72: F0 3B                Duration: 59 frames
DE/CD74: 60 27 AB 60          Run Dialogue $0B27 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

YARIDOVICH: Now isn't it a shame
 for an innocent old man to be
 tickled...like this?<I><END>


DE/CD78: D2 FF CC             Jump to address $DE/CCFF
DE/CD7B: F0 1D                Duration: 29 frames
DE/CD7D: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CD7F: 75                   Object faces up-left
DE/CD80: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/CD82: F0 09                Frame Duration: 9
   DE/CD84: 75                   Object faces up-left
DE/CD85: F0 0E                Duration: 14 frames
DE/CD87: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/CD89: F0 1D                Frame Duration: 29
   DE/CD8B: 10 43                Set transition flag, x4 speed
   DE/CD8D: 55 0F                Shift object up-left 240 pixels
DE/CD8F: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/CD91: 75                   Object faces up-left
   DE/CD92: F0 1D                Frame Duration: 29
   DE/CD94: 10 C3                Set transition and sequence flags, x4 speed
   DE/CD96: 55 11                Shift object up-left 272 pixels
   DE/CD98: 57 01                Shift object up-right 16 pixels
   DE/CD9A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CD9B: 15 8A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/CD9D: 75                   Object faces up-left
   DE/CD9E: F0 1D                Frame Duration: 29
   DE/CDA0: 10 C3                Set transition and sequence flags, x4 speed
   DE/CDA2: 55 12                Shift object up-left 288 pixels
   DE/CDA4: 57 01                Shift object up-right 16 pixels
   DE/CDA6: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CDA7: 6A D0 C2             Modify BGL of area $C2D0
DE/CDAA: F0 3B                Duration: 59 frames
DE/CDAC: 60 28 AB 61          Run Dialogue $0B28 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

REAL ELDER: 
 No you wouldn't!<I>
 The two of you are going to???<I>

 Nooo!
 Please not there!<I>


        ....Aiee......ee......<I><END>


DE/CDB0: F0 63                Duration: 99 frames
DE/CDB2: 6A D0 42             Modify BGL of area $42D0
DE/CDB5: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/CDB7: F0 09                Frame Duration: 9
   DE/CDB9: 10 43                Set transition flag, x4 speed
   DE/CDBB: 51 0F                Shift object down-right 240 pixels
DE/CDBD: 15 11                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/CDBF: 92 05 28 02          Place object at on-screen coords: (160,320) Z=32
   DE/CDC3: 73                   Object faces down-left
   DE/CDC4: 00                   Set Bit 7 of current object (enable object visibility)
   DE/CDC5: F0 04                Frame Duration: 4
   DE/CDC7: 10 C3                Set transition and sequence flags, x4 speed
   DE/CDC9: 53 01                Shift object down-left 16 pixels
   DE/CDCB: 51 12                Shift object down-right 288 pixels
   DE/CDCD: 10 81                Set sequence flag, x2 speed
   DE/CDCF: 73                   Object faces down-left
DE/CDD0: 14 93                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DE/CDD2: F0 04                Frame Duration: 4
   DE/CDD4: 92 05 28 02          Place object at on-screen coords: (160,320) Z=32
   DE/CDD8: 73                   Object faces down-left
   DE/CDD9: 00                   Set Bit 7 of current object (enable object visibility)
   DE/CDDA: F0 04                Frame Duration: 4
   DE/CDDC: 10 C3                Set transition and sequence flags, x4 speed
   DE/CDDE: 53 01                Shift object down-left 16 pixels
   DE/CDE0: 51 11                Shift object down-right 272 pixels
   DE/CDE2: 10 81                Set sequence flag, x2 speed
   DE/CDE4: 73                   Object faces down-left
DE/CDE5: F0 13                Duration: 19 frames
DE/CDE7: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CDE9: 73                   Object faces down-left
DE/CDEA: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CDEC: 77                   Object faces up-right
DE/CDED: A8 1C 02             Store #$02 to 00:70BC
DE/CDF0: F0 3B                Duration: 59 frames
DE/CDF2: 60 27 AB 60          Run Dialogue $0B27 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

YARIDOVICH: Now isn't it a shame
 for an innocent old man to be
 tickled...like this?<I><END>


DE/CDF6: D2 FF CC             Jump to address $DE/CCFF
DE/CDF9: F0 1D                Duration: 29 frames
DE/CDFB: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CDFD: 75                   Object faces up-left
DE/CDFE: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/CE00: F0 09                Frame Duration: 9
   DE/CE02: 75                   Object faces up-left
DE/CE03: F0 0E                Duration: 14 frames
DE/CE05: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/CE07: F0 1D                Frame Duration: 29
   DE/CE09: 10 43                Set transition flag, x4 speed
   DE/CE0B: 55 0F                Shift object up-left 240 pixels
DE/CE0D: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/CE0F: 75                   Object faces up-left
   DE/CE10: F0 1D                Frame Duration: 29
   DE/CE12: 10 C3                Set transition and sequence flags, x4 speed
   DE/CE14: 55 11                Shift object up-left 272 pixels
DE/CE16: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/CE18: 75                   Object faces up-left
   DE/CE19: F0 1D                Frame Duration: 29
   DE/CE1B: 10 C3                Set transition and sequence flags, x4 speed
   DE/CE1D: 55 11                Shift object up-left 272 pixels
DE/CE1F: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/CE21: 75                   Object faces up-left
   DE/CE22: F0 1D                Frame Duration: 29
   DE/CE24: 10 C3                Set transition and sequence flags, x4 speed
   DE/CE26: 55 12                Shift object up-left 288 pixels
DE/CE28: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/CE2A: 75                   Object faces up-left
   DE/CE2B: F0 1D                Frame Duration: 29
   DE/CE2D: 10 C3                Set transition and sequence flags, x4 speed
   DE/CE2F: 55 12                Shift object up-left 288 pixels
DE/CE31: 6A D0 C2             Modify BGL of area $C2D0
DE/CE34: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/CE36: 57 01                Shift object up-right 16 pixels
   DE/CE38: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CE39: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/CE3B: 55 01                Shift object up-left 16 pixels
   DE/CE3D: 57 01                Shift object up-right 16 pixels
   DE/CE3F: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CE40: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/CE42: 55 02                Shift object up-left 32 pixels
   DE/CE44: 57 01                Shift object up-right 16 pixels
   DE/CE46: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CE47: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/CE49: 55 03                Shift object up-left 48 pixels
   DE/CE4B: 57 01                Shift object up-right 16 pixels
   DE/CE4D: 01                   Clear Bit 7 of current object (disable object visibility)
DE/CE4E: F0 3B                Duration: 59 frames
DE/CE50: E0 1C 03 5E CE       If value at 00:70BC = #$03, jump to address $DE/CE5E
DE/CE55: 60 29 AB 61          Run Dialogue $0B29 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

REAL ELDER: 
 Harumph!<I>
 You can't treat me this way!<I>

 Ayaaaaaaaaaaaaaaaiiiiiieeeeeeeeee
 aaaaaaaaaaaaaaaiyaaaaaaaaaaaaa
 aaaaaaaaaaaaaaaeeee....<I>

 
        I can't bear this!....<I><END>


DE/CE59: F0 63                Duration: 99 frames
DE/CE5B: D2 64 CE             Jump to address $DE/CE64
DE/CE5E: 60 2A AB 61          Run Dialogue $0B2A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

REAL ELDER:
 ............<I><END>


DE/CE62: F0 3B                Duration: 59 frames
DE/CE64: 6A D0 42             Modify BGL of area $42D0
DE/CE67: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/CE69: F0 1D                Frame Duration: 29
   DE/CE6B: 10 43                Set transition flag, x4 speed
   DE/CE6D: 51 0F                Shift object down-right 240 pixels
DE/CE6F: 17 11                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/CE71: 92 05 28 02          Place object at on-screen coords: (160,320) Z=32
   DE/CE75: 73                   Object faces down-left
   DE/CE76: 00                   Set Bit 7 of current object (enable object visibility)
   DE/CE77: F0 04                Frame Duration: 4
   DE/CE79: 10 C3                Set transition and sequence flags, x4 speed
   DE/CE7B: 53 01                Shift object down-left 16 pixels
   DE/CE7D: 51 15                Shift object down-right 336 pixels
   DE/CE7F: 10 81                Set sequence flag, x2 speed
   DE/CE81: 73                   Object faces down-left
DE/CE82: 16 13                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/CE84: F0 04                Frame Duration: 4
   DE/CE86: 92 05 28 02          Place object at on-screen coords: (160,320) Z=32
   DE/CE8A: 73                   Object faces down-left
   DE/CE8B: 00                   Set Bit 7 of current object (enable object visibility)
   DE/CE8C: F0 04                Frame Duration: 4
   DE/CE8E: 10 C3                Set transition and sequence flags, x4 speed
   DE/CE90: 53 01                Shift object down-left 16 pixels
   DE/CE92: 51 14                Shift object down-right 320 pixels
   DE/CE94: 10 81                Set sequence flag, x2 speed
   DE/CE96: 73                   Object faces down-left
DE/CE97: 15 13                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/CE99: F0 09                Frame Duration: 9
   DE/CE9B: 92 05 28 02          Place object at on-screen coords: (160,320) Z=32
   DE/CE9F: 73                   Object faces down-left
   DE/CEA0: 00                   Set Bit 7 of current object (enable object visibility)
   DE/CEA1: F0 04                Frame Duration: 4
   DE/CEA3: 10 C3                Set transition and sequence flags, x4 speed
   DE/CEA5: 53 01                Shift object down-left 16 pixels
   DE/CEA7: 51 12                Shift object down-right 288 pixels
   DE/CEA9: 10 81                Set sequence flag, x2 speed
   DE/CEAB: 73                   Object faces down-left
DE/CEAC: 14 93                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DE/CEAE: F0 0E                Frame Duration: 14
   DE/CEB0: 92 05 28 02          Place object at on-screen coords: (160,320) Z=32
   DE/CEB4: 73                   Object faces down-left
   DE/CEB5: 00                   Set Bit 7 of current object (enable object visibility)
   DE/CEB6: F0 04                Frame Duration: 4
   DE/CEB8: 10 C3                Set transition and sequence flags, x4 speed
   DE/CEBA: 53 01                Shift object down-left 16 pixels
   DE/CEBC: 51 11                Shift object down-right 272 pixels
   DE/CEBE: 10 81                Set sequence flag, x2 speed
   DE/CEC0: 73                   Object faces down-left
DE/CEC1: F0 13                Duration: 19 frames
DE/CEC3: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CEC5: 73                   Object faces down-left
DE/CEC6: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CEC8: 77                   Object faces up-right
DE/CEC9: A8 1C 03             Store #$03 to 00:70BC
DE/CECC: F0 3B                Duration: 59 frames
DE/CECE: 60 27 AB 60          Run Dialogue $0B27 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

YARIDOVICH: Now isn't it a shame
 for an innocent old man to be
 tickled...like this?<I><END>


DE/CED2: D2 FF CC             Jump to address $DE/CCFF

EVENT [460] ------------------------------------------------------------>
DE/CED5: DA 31 DD CE          If event flag memory address 00:7086 Bit 1 set, jump to address $DE/CEDD
DE/CED9: D8 C7 72 CC          If event flag memory address 00:7058 Bit 7 set, jump to address $DE/CC72
DE/CEDD: 71                   Lighten screen from black before following commands
DE/CEDE: FE                   Return


EVENT [461] ------------------------------------------------------------>
DE/CEDF: D8 27 E5 CE          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/CEE5
DE/CEE3: 71                   Lighten screen from black before following commands
DE/CEE4: FE                   Return

DE/CEE5: D1 51 00             Execute event id $0051
DE/CEE8: FE                   Return


EVENT [462] ------------------------------------------------------------>
DE/CEE9: 71                   Lighten screen from black before following commands
DE/CEEA: FE                   Return


EVENT [463] ------------------------------------------------------------>
DE/CEEB: 71                   Lighten screen from black before following commands
DE/CEEC: FE                   Return


EVENT [464] ------------------------------------------------------------>
DE/CEED: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/CEEF: 65 03                Shift object up-left 3 pixels
   DE/CEF1: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/CEF4: 71                   Lighten screen from black before following commands
DE/CEF5: FE                   Return


EVENT [465] ------------------------------------------------------------>
DE/CEF6: 71                   Lighten screen from black before following commands
DE/CEF7: FE                   Return


EVENT [466] ------------------------------------------------------------>
DE/CEF8: 71                   Lighten screen from black before following commands
DE/CEF9: FE                   Return


EVENT [467] ------------------------------------------------------------>
DE/CEFA: 71                   Lighten screen from black before following commands
DE/CEFB: FE                   Return


EVENT [468] ------------------------------------------------------------>
DE/CEFC: 71                   Lighten screen from black before following commands
DE/CEFD: FE                   Return


EVENT [469] ------------------------------------------------------------>
DE/CEFE: 71                   Lighten screen from black before following commands
DE/CEFF: FE                   Return


EVENT [46A] ------------------------------------------------------------>
DE/CF00: 71                   Lighten screen from black before following commands
DE/CF01: FE                   Return


EVENT [46B] ------------------------------------------------------------>

EVENT [46C] ------------------------------------------------------------>
DE/CF02: 60 10 AB D0          Run Dialogue $0B10 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 This is...the inn.
 You may stay...for free.<I>
  >>  (Thanks)
  >>  (I'll pass)<I><END>


DE/CF06: 66 12 CF             If 2nd option chosen from dialogue prompt, jump to address $DE/CF12
DE/CF09: 60 11 AB D0          Run Dialogue $0B11 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Okay...<I><END>


DE/CF0D: A1 16                Set event flag memory address 00:7062 Bit 6
DE/CF0F: D2 DB 0F             Jump to address $DE/0FDB
DE/CF12: 60 11 AB D0          Run Dialogue $0B11 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Okay...<I><END>


DE/CF16: FE                   Return


EVENT [46D] ------------------------------------------------------------>
DE/CF17: 60 12 AB D0          Run Dialogue $0B12 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 They keep...spinning and spinning.<I><END>


DE/CF1B: FE                   Return


EVENT [46E] ------------------------------------------------------------>
DE/CF1C: D9 7C 34 CF          If event flag memory address 00:706F Bit 4 set, jump to address $DE/CF34
DE/CF20: D8 A7 2F CF          If event flag memory address 00:7054 Bit 7 set, jump to address $DE/CF2F
DE/CF24: 60 18 AB D0          Run Dialogue $0B18 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

ELDER: Finally!<I>
 It took you long enough!<I>

 I am the ELDER of this village.<I>

 I got to my exalted station in life
 by...pleasing my superiors,
 which is something I do well.<I>

 A star has fallen into the ocean.
 I need it for...a certain purpose.<I>
 You...must find it for me.<I><END>


DE/CF28: A0 A7                Set event flag memory address 00:7054 Bit 7
DE/CF2A: A1 7B                Set event flag memory address 00:706F Bit 3
DE/CF2C: A1 3C                Set event flag memory address 00:7067 Bit 4
DE/CF2E: FE                   Return

DE/CF2F: 60 1E AB D0          Run Dialogue $0B1E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

ELDER: You'll find the star in
 Jonathan Jones' territory.
 Don't worry, you can beat him.<I>

  (At least I THINK you can.)
 Hurry and bring back the star!<I><END>


DE/CF33: FE                   Return

DE/CF34: 60 0F AB D0          Run Dialogue $0B0F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

ELDER: Found the pirate ship?<I>
 Don't give up now, the star is
 almost in your hands.<I><END>


DE/CF38: FE                   Return


EVENT [46F] ------------------------------------------------------------>
DE/CF39: 60 15 AB D0          Run Dialogue $0B15 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 If you...want to enter the ocean,
 jump into...the whirlpools.<I><END>


DE/CF3D: FE                   Return


EVENT [470] ------------------------------------------------------------>
DE/CF3E: 60 16 AB D0          Run Dialogue $0B16 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You will find the village elder...
 in his house. He is...the most
 respected person here.<I><END>


DE/CF42: FE                   Return


EVENT [471] ------------------------------------------------------------>
DE/CF43: 60 17 AB D0          Run Dialogue $0B17 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're...collecting stars, right?
 Only...three more to go.<I><END>


DE/CF47: FE                   Return


EVENT [472] ------------------------------------------------------------>
DE/CF48: 60 19 AB D0          Run Dialogue $0B19 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 In the middle...of the ocean is a
 pirate...ship.<I>
 You'll find a...I mean, there's a...<I><END>


DE/CF4C: 14 8B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/CF4E: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/CF4F: F0 31                Frame Duration: 49
   DE/CF51: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/CF52: 10 C3                Set transition and sequence flags, x4 speed
   DE/CF54: 90 0F 41 00          Objects bounces 0px high to on-screen coords: (496,520)
   DE/CF58: 71                   Object faces down-right
DE/CF59: 15 88                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/CF5B: F0 13                Frame Duration: 19
   DE/CF5D: 73                   Object faces down-left
   DE/CF5E: F0 27                Frame Duration: 39
   DE/CF60: 71                   Object faces down-right
   DE/CF61: F0 13                Frame Duration: 19
DE/CF63: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/CF65: 10 C3                Set transition and sequence flags, x4 speed
   DE/CF67: 90 0D 45 00          Objects bounces 0px high to on-screen coords: (432,552)
   DE/CF6B: 78                   Object faces down
   DE/CF6C: 10 81                Set sequence flag, x2 speed
DE/CF6E: F0 18                Duration: 24 frames
DE/CF70: 60 1A AB D0          Run Dialogue $0B1A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 ...A pirate lives there!
 His name is...Jonathan Jones...
 ...<I>He isn't...very nice...<I><END>


DE/CF74: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CF76: 71                   Object faces down-right
DE/CF77: FE                   Return


EVENT [473] ------------------------------------------------------------>
DE/CF78: 60 1B AB D0          Run Dialogue $0B1B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 A star...has fallen into the sea.<I>
 The pirate...probably...<I><END>


DE/CF7C: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/CF7E: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/CF7F: F0 31                Frame Duration: 49
   DE/CF81: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/CF82: 10 C3                Set transition and sequence flags, x4 speed
   DE/CF84: 90 0E 44 00          Objects bounces 0px high to on-screen coords: (448,544)
   DE/CF88: 71                   Object faces down-right
DE/CF89: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/CF8B: F0 13                Frame Duration: 19
   DE/CF8D: 77                   Object faces up-right
   DE/CF8E: F0 27                Frame Duration: 39
   DE/CF90: 71                   Object faces down-right
   DE/CF91: F0 13                Frame Duration: 19
DE/CF93: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/CF95: 10 C3                Set transition and sequence flags, x4 speed
   DE/CF97: 90 10 40 00          Objects bounces 0px high to on-screen coords: (512,512)
   DE/CF9B: 78                   Object faces down
   DE/CF9C: 10 81                Set sequence flag, x2 speed
DE/CF9E: F0 18                Duration: 24 frames
DE/CFA0: 60 1C AB D0          Run Dialogue $0B1C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I mean that...man...
 ...Uh...Jonathan Jones...
 probably...has it.<I> He's nasty.<I><END>


DE/CFA4: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/CFA6: 71                   Object faces down-right
DE/CFA7: FE                   Return


EVENT [474] ------------------------------------------------------------>
DE/CFA8: 60 13 AB D0          Run Dialogue $0B13 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Don't...tell me.
 You want...supplies.
 I know.<I><END>


DE/CFAC: 4C 08                Open Shop Menu $08
DE/CFAE: 71                   Lighten screen from black before following commands
DE/CFAF: 60 14 AB D0          Run Dialogue $0B14 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Thank you...very much.<I><END>


DE/CFB3: FE                   Return


EVENT [475] ------------------------------------------------------------>
DE/CFB4: 60 1D AB D0          Run Dialogue $0B1D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'm...just a...customer.<I><END>


DE/CFB8: FE                   Return


EVENT [476] ------------------------------------------------------------>
DE/CFB9: 60 1F AB D0          Run Dialogue $0B1F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You...may not enter here.
 This is...a restricted area.<I><END>


DE/CFBD: FE                   Return


EVENT [477] ------------------------------------------------------------>
DE/CFBE: 60 20 AB D0          Run Dialogue $0B20 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There is nothing of interest here.
 Don't...bother looking inside.<I><END>


DE/CFC2: FE                   Return


EVENT [478] ------------------------------------------------------------>
DE/CFC3: 60 21 AB 42          Run Dialogue $0B21 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

                   Hey!<I>
          Someone's in there.<I><END>


DE/CFC7: FE                   Return


EVENT [479] ------------------------------------------------------------>
DE/CFC8: D8 C7 CE CF          If event flag memory address 00:7058 Bit 7 set, jump to address $DE/CFCE
DE/CFCC: 71                   Lighten screen from black before following commands
DE/CFCD: FE                   Return


EVENT [47A] ------------------------------------------------------------>
DE/CFCE: 1A 06                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/CFD0: 92 06 1A 00          Place object at on-screen coords: (192,208) Z=0
   DE/CFD4: 75                   Object faces up-left
   DE/CFD5: 00                   Set Bit 7 of current object (enable object visibility)
DE/CFD6: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/CFD8: 92 05 1A 00          Place object at on-screen coords: (160,208) Z=0
   DE/CFDC: 77                   Object faces up-right
   DE/CFDD: 00                   Set Bit 7 of current object (enable object visibility)
DE/CFDE: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/CFE0: 92 06 1C 00          Place object at on-screen coords: (192,224) Z=0
   DE/CFE4: 77                   Object faces up-right
   DE/CFE5: 00                   Set Bit 7 of current object (enable object visibility)
DE/CFE6: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/CFE8: 92 06 18 00          Place object at on-screen coords: (192,192) Z=0
   DE/CFEC: 73                   Object faces down-left
   DE/CFED: 00                   Set Bit 7 of current object (enable object visibility)
DE/CFEE: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/CFF0: 92 07 1A 00          Place object at on-screen coords: (224,208) Z=0
   DE/CFF4: 73                   Object faces down-left
   DE/CFF5: 00                   Set Bit 7 of current object (enable object visibility)
DE/CFF6: 14 F2 93 00          Set Object: NPC #0 ---> Command: Set object to movement: $0093
DE/CFFA: 15 F2 93 00          Set Object: NPC #1 ---> Command: Set object to movement: $0093
DE/CFFE: 16 F2 93 00          Set Object: NPC #2 ---> Command: Set object to movement: $0093
DE/D002: 17 F2 93 00          Set Object: NPC #3 ---> Command: Set object to movement: $0093
DE/D006: 1A F2 93 00          Set Object: NPC #6 ---> Command: Set object to movement: $0093
DE/D00A: 71                   Lighten screen from black before following commands
DE/D00B: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/D00D: 10 C1                Set transition and sequence flags, x2 speed
   DE/D00F: 55 06                Shift object up-left 96 pixels
   DE/D011: 10 C0                Set transition and sequence flags, x1 speed
   DE/D013: 55 02                Shift object up-left 32 pixels
DE/D015: F0 09                Duration: 9 frames
DE/D017: 60 2C AB 62          Run Dialogue $0B2C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

YARIDOVICH: Blade's late.<I>
 What's taking him so long?<I>

 We need to get out of here.<I><END>


DE/D01B: 1A 8A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/D01D: F0 13                Frame Duration: 19
   DE/D01F: 71                   Object faces down-right
   DE/D020: F0 1D                Frame Duration: 29
   DE/D022: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/D025: F0 0E                Frame Duration: 14
DE/D027: 60 2D AB 62          Run Dialogue $0B2D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

YARIDOVICH: This is JUST great!<I>
 Mario caught up with us.<I>

 Only one thing we can do now.
 Although we may rust a little,
 we'll have to swim for it.<I><END>


DE/D02B: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D02D: 10 C3                Set transition and sequence flags, x4 speed
   DE/D02F: 55 09                Shift object up-left 144 pixels
DE/D031: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D033: 10 40                Set transition flag, x1 speed
   DE/D035: 55 04                Shift object up-left 64 pixels
DE/D037: 00 18                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes)
   DE/D039: F0 2C                Frame Duration: 44
   DE/D03B: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/D03C: F0 00                Frame Duration: 0
   DE/D03E: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/D040: 92 01 13 00          Place object at on-screen coords: (48,152) Z=0
   DE/D044: 10 81                Set sequence flag, x2 speed
   DE/D046: 08 43 05             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/D049: F0 00                Frame Duration: 0
   DE/D04B: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D04C: 9C 5D                Play sound effect #$5D
   DE/D04E: F0 0E                Frame Duration: 14
   DE/D050: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D051: 18 96                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DE/D053: F0 2C                Frame Duration: 44
   DE/D055: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/D057: 92 01 13 00          Place object at on-screen coords: (48,152) Z=0
   DE/D05B: 71                   Object faces down-right
   DE/D05C: F0 04                Frame Duration: 4
   DE/D05E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/D05F: 10 81                Set sequence flag, x2 speed
   DE/D061: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D062: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DE/D065: 51 02                Shift object down-right 32 pixels
   DE/D067: 10 80                Set sequence flag, x1 speed
DE/D069: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   DE/D06B: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/D06C: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/D06E: 92 02 11 00          Place object at on-screen coords: (80,136) Z=0
   DE/D072: 10 81                Set sequence flag, x2 speed
   DE/D074: 08 43 05             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/D077: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D078: 9C 5D                Play sound effect #$5D
   DE/D07A: F0 0E                Frame Duration: 14
   DE/D07C: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D07D: 19 94                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/D07F: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/D081: 92 02 11 00          Place object at on-screen coords: (80,136) Z=0
   DE/D085: 71                   Object faces down-right
   DE/D086: F0 04                Frame Duration: 4
   DE/D088: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/D089: 10 81                Set sequence flag, x2 speed
   DE/D08B: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D08C: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DE/D08F: 51 02                Shift object down-right 32 pixels
   DE/D091: 10 80                Set sequence flag, x1 speed
DE/D093: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   DE/D095: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/D096: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/D098: 92 01 11 00          Place object at on-screen coords: (48,136) Z=0
   DE/D09C: 10 81                Set sequence flag, x2 speed
   DE/D09E: 08 43 05             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/D0A1: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D0A2: 9C 5D                Play sound effect #$5D
   DE/D0A4: F0 0E                Frame Duration: 14
   DE/D0A6: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D0A7: 1C 15                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/D0A9: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/D0AB: 92 01 11 00          Place object at on-screen coords: (48,136) Z=0
   DE/D0AF: 71                   Object faces down-right
   DE/D0B0: F0 04                Frame Duration: 4
   DE/D0B2: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/D0B3: 10 81                Set sequence flag, x2 speed
   DE/D0B5: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D0B6: 10 41                Set transition flag, x2 speed
   DE/D0B8: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DE/D0BB: 51 04                Shift object down-right 64 pixels
   DE/D0BD: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/D0BE: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/D0C0: 06                   Set "moon-walk" Bits
   DE/D0C1: 51 01                Shift object down-right 16 pixels
DE/D0C3: F0 1D                Duration: 29 frames
DE/D0C5: 60 2E 2B 60          Run Dialogue $0B2E
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

JOHNNY: Not so fast there!<I>
 That star's a gift to me mate,
 Mario.<I>

 You spineless dogs have no
 code of honor!<I>

 We'll make you walk the plank!<I><END>


DE/D0C9: FD 60                <UNKNOWN COMMAND $FD 60>
DE/D0CB: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/D0CD: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/D0CE: 10 85                Set sequence flag, 1/2 speed
DE/D0D0: FD 61                <UNKNOWN COMMAND $FD 61>
DE/D0D2: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/D0D4: 10 80                Set sequence flag, x1 speed
DE/D0D6: FD 61                <UNKNOWN COMMAND $FD 61>
DE/D0D8: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/D0DA: 10 81                Set sequence flag, x2 speed
DE/D0DC: 65                   <UNKNOWN COMMAND $65>
DE/D0DD: 64                   <UNKNOWN COMMAND $64>
DE/D0DE: 18 83                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/D0E0: 51 01                Shift object down-right 16 pixels
   DE/D0E2: 77                   Object faces up-right
DE/D0E3: F0 04                Duration: 4 frames
DE/D0E5: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/D0E7: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/D0E8: 60 30 AB 60          Run Dialogue $0B30 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Johnny, maybe we should leave
 Mario the pleasure of wrapping
 things up here.<I><END>


DE/D0EC: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/D0EE: 55 01                Shift object up-left 16 pixels
   DE/D0F0: 71                   Object faces down-right
DE/D0F1: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/D0F3: 07                   Clear "moon-walk" Bits
   DE/D0F4: 51 03                Shift object down-right 48 pixels
DE/D0F6: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D0F8: 10 C3                Set transition and sequence flags, x4 speed
   DE/D0FA: 51 05                Shift object down-right 80 pixels
DE/D0FC: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/D0FE: 92 08 1E 00          Place object at on-screen coords: (256,240) Z=0
   DE/D102: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D103: 75                   Object faces up-left
   DE/D104: 09                   Reset all object properties to default
   DE/D105: 10 80                Set sequence flag, x1 speed
DE/D107: 1A 86                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/D109: F0 27                Frame Duration: 39
   DE/D10B: 75                   Object faces up-left
   DE/D10C: F0 27                Frame Duration: 39
   DE/D10E: 71                   Object faces down-right
DE/D10F: F0 3B                Duration: 59 frames
DE/D111: 60 2F AB 62          Run Dialogue $0B2F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

YARIDOVICH: Eee hee...!<I>
 I guess we'll have to take our
 disguises off now...<I>

 
          GROUP formation!<I><END>


DE/D115: D2 19 D1             Jump to address $DE/D119
DE/D118: FE                   Return


EVENT [47B] ------------------------------------------------------------>
DE/D119: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/D11B: 10 81                Set sequence flag, x2 speed
DE/D11D: 14 36                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x36 bytes)
   DE/D11F: 10 40                Set transition flag, x1 speed
   DE/D121: 73                   Object faces down-left
   DE/D122: 06                   Set "moon-walk" Bits
   DE/D123: 51 02                Shift object down-right 32 pixels
   DE/D125: 07                   Clear "moon-walk" Bits
   DE/D126: 71                   Object faces down-right
   DE/D127: 06                   Set "moon-walk" Bits
   DE/D128: 57 02                Shift object up-right 32 pixels
   DE/D12A: 10 41                Set transition flag, x2 speed
   DE/D12C: 07                   Clear "moon-walk" Bits
   DE/D12D: 77                   Object faces up-right
   DE/D12E: 06                   Set "moon-walk" Bits
   DE/D12F: 55 02                Shift object up-left 32 pixels
   DE/D131: 07                   Clear "moon-walk" Bits
   DE/D132: 75                   Object faces up-left
   DE/D133: 06                   Set "moon-walk" Bits
   DE/D134: 53 02                Shift object down-left 32 pixels
   DE/D136: 10 43                Set transition flag, x4 speed
   DE/D138: D4 02                Start code block, repeat 2 times
   DE/D13A: 73                   Object faces down-left
   DE/D13B: 06                   Set "moon-walk" Bits
   DE/D13C: 51 02                Shift object down-right 32 pixels
   DE/D13E: 07                   Clear "moon-walk" Bits
   DE/D13F: 71                   Object faces down-right
   DE/D140: 06                   Set "moon-walk" Bits
   DE/D141: 57 02                Shift object up-right 32 pixels
   DE/D143: 07                   Clear "moon-walk" Bits
   DE/D144: 77                   Object faces up-right
   DE/D145: 06                   Set "moon-walk" Bits
   DE/D146: 55 02                Shift object up-left 32 pixels
   DE/D148: 07                   Clear "moon-walk" Bits
   DE/D149: 75                   Object faces up-left
   DE/D14A: 06                   Set "moon-walk" Bits
   DE/D14B: 53 02                Shift object down-left 32 pixels
   DE/D14D: D7                   End of code block
   DE/D14E: 10 41                Set transition flag, x2 speed
   DE/D150: 90 06 1A 00          Objects bounces 0px high to on-screen coords: (192,208)
   DE/D154: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D155: 15 36                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x36 bytes)
   DE/D157: 10 40                Set transition flag, x1 speed
   DE/D159: 71                   Object faces down-right
   DE/D15A: 06                   Set "moon-walk" Bits
   DE/D15B: 57 02                Shift object up-right 32 pixels
   DE/D15D: 07                   Clear "moon-walk" Bits
   DE/D15E: 77                   Object faces up-right
   DE/D15F: 06                   Set "moon-walk" Bits
   DE/D160: 55 02                Shift object up-left 32 pixels
   DE/D162: 10 41                Set transition flag, x2 speed
   DE/D164: 07                   Clear "moon-walk" Bits
   DE/D165: 75                   Object faces up-left
   DE/D166: 06                   Set "moon-walk" Bits
   DE/D167: 53 02                Shift object down-left 32 pixels
   DE/D169: 07                   Clear "moon-walk" Bits
   DE/D16A: 73                   Object faces down-left
   DE/D16B: 06                   Set "moon-walk" Bits
   DE/D16C: 51 02                Shift object down-right 32 pixels
   DE/D16E: 10 43                Set transition flag, x4 speed
   DE/D170: D4 02                Start code block, repeat 2 times
   DE/D172: 71                   Object faces down-right
   DE/D173: 06                   Set "moon-walk" Bits
   DE/D174: 57 02                Shift object up-right 32 pixels
   DE/D176: 07                   Clear "moon-walk" Bits
   DE/D177: 77                   Object faces up-right
   DE/D178: 06                   Set "moon-walk" Bits
   DE/D179: 55 02                Shift object up-left 32 pixels
   DE/D17B: 07                   Clear "moon-walk" Bits
   DE/D17C: 75                   Object faces up-left
   DE/D17D: 06                   Set "moon-walk" Bits
   DE/D17E: 53 02                Shift object down-left 32 pixels
   DE/D180: 07                   Clear "moon-walk" Bits
   DE/D181: 73                   Object faces down-left
   DE/D182: 06                   Set "moon-walk" Bits
   DE/D183: 51 02                Shift object down-right 32 pixels
   DE/D185: D7                   End of code block
   DE/D186: 10 41                Set transition flag, x2 speed
   DE/D188: 90 06 1A 00          Objects bounces 0px high to on-screen coords: (192,208)
   DE/D18C: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D18D: 16 36                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x36 bytes)
   DE/D18F: 10 40                Set transition flag, x1 speed
   DE/D191: 75                   Object faces up-left
   DE/D192: 06                   Set "moon-walk" Bits
   DE/D193: 53 02                Shift object down-left 32 pixels
   DE/D195: 07                   Clear "moon-walk" Bits
   DE/D196: 73                   Object faces down-left
   DE/D197: 06                   Set "moon-walk" Bits
   DE/D198: 51 02                Shift object down-right 32 pixels
   DE/D19A: 10 41                Set transition flag, x2 speed
   DE/D19C: 07                   Clear "moon-walk" Bits
   DE/D19D: 71                   Object faces down-right
   DE/D19E: 06                   Set "moon-walk" Bits
   DE/D19F: 57 02                Shift object up-right 32 pixels
   DE/D1A1: 07                   Clear "moon-walk" Bits
   DE/D1A2: 77                   Object faces up-right
   DE/D1A3: 06                   Set "moon-walk" Bits
   DE/D1A4: 55 02                Shift object up-left 32 pixels
   DE/D1A6: 10 43                Set transition flag, x4 speed
   DE/D1A8: D4 02                Start code block, repeat 2 times
   DE/D1AA: 75                   Object faces up-left
   DE/D1AB: 06                   Set "moon-walk" Bits
   DE/D1AC: 53 02                Shift object down-left 32 pixels
   DE/D1AE: 07                   Clear "moon-walk" Bits
   DE/D1AF: 73                   Object faces down-left
   DE/D1B0: 06                   Set "moon-walk" Bits
   DE/D1B1: 51 02                Shift object down-right 32 pixels
   DE/D1B3: 07                   Clear "moon-walk" Bits
   DE/D1B4: 71                   Object faces down-right
   DE/D1B5: 06                   Set "moon-walk" Bits
   DE/D1B6: 57 02                Shift object up-right 32 pixels
   DE/D1B8: 07                   Clear "moon-walk" Bits
   DE/D1B9: 77                   Object faces up-right
   DE/D1BA: 06                   Set "moon-walk" Bits
   DE/D1BB: 55 02                Shift object up-left 32 pixels
   DE/D1BD: D7                   End of code block
   DE/D1BE: 10 41                Set transition flag, x2 speed
   DE/D1C0: 90 06 1A 00          Objects bounces 0px high to on-screen coords: (192,208)
   DE/D1C4: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D1C5: 17 B8                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x38 bytes) (Wait until complete)
   DE/D1C7: 10 40                Set transition flag, x1 speed
   DE/D1C9: 77                   Object faces up-right
   DE/D1CA: 06                   Set "moon-walk" Bits
   DE/D1CB: 55 02                Shift object up-left 32 pixels
   DE/D1CD: 07                   Clear "moon-walk" Bits
   DE/D1CE: 75                   Object faces up-left
   DE/D1CF: 06                   Set "moon-walk" Bits
   DE/D1D0: 53 02                Shift object down-left 32 pixels
   DE/D1D2: 10 41                Set transition flag, x2 speed
   DE/D1D4: 07                   Clear "moon-walk" Bits
   DE/D1D5: 73                   Object faces down-left
   DE/D1D6: 06                   Set "moon-walk" Bits
   DE/D1D7: 51 02                Shift object down-right 32 pixels
   DE/D1D9: 07                   Clear "moon-walk" Bits
   DE/D1DA: 71                   Object faces down-right
   DE/D1DB: 06                   Set "moon-walk" Bits
   DE/D1DC: 57 02                Shift object up-right 32 pixels
   DE/D1DE: 9C 59                Play sound effect #$59
   DE/D1E0: 10 43                Set transition flag, x4 speed
   DE/D1E2: D4 02                Start code block, repeat 2 times
   DE/D1E4: 77                   Object faces up-right
   DE/D1E5: 06                   Set "moon-walk" Bits
   DE/D1E6: 55 02                Shift object up-left 32 pixels
   DE/D1E8: 07                   Clear "moon-walk" Bits
   DE/D1E9: 75                   Object faces up-left
   DE/D1EA: 06                   Set "moon-walk" Bits
   DE/D1EB: 53 02                Shift object down-left 32 pixels
   DE/D1ED: 07                   Clear "moon-walk" Bits
   DE/D1EE: 73                   Object faces down-left
   DE/D1EF: 06                   Set "moon-walk" Bits
   DE/D1F0: 51 02                Shift object down-right 32 pixels
   DE/D1F2: 07                   Clear "moon-walk" Bits
   DE/D1F3: 71                   Object faces down-right
   DE/D1F4: 06                   Set "moon-walk" Bits
   DE/D1F5: 57 02                Shift object up-right 32 pixels
   DE/D1F7: D7                   End of code block
   DE/D1F8: 10 41                Set transition flag, x2 speed
   DE/D1FA: 90 06 1A 00          Objects bounces 0px high to on-screen coords: (192,208)
   DE/D1FE: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D1FF: 9C 94                Play sound effect #$94
DE/D201: 95 08 00             Fade out music to volume 0; Duration: 8 frames
DE/D204: 89                   <UNKNOWN COMMAND $89>
DE/D205: 02 0B                Set Object: BOWSER ---> Begin action queue for object (Length: 0x0B bytes)
   DE/D207: D6 F0                Store value at 00:71E0 to object memory
   DE/D209: 3B 83 07 F0 13 83    <UNKNOWN COMMAND $3B>
   DE/D20F: 07                   Clear "moon-walk" Bits
   DE/D210: F0 09                Frame Duration: 9
DE/D212: 83                   <UNKNOWN COMMAND $83>
DE/D213: 07 F0 09                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DE/D216: 83 07 F0             Place object: right=224px down=896px
   DE/D219: 09                   Reset all object properties to default
   DE/D21A: 83 07 1B             Place object: right=240px down=216px
   DE/D21D: 86                   Max sequence speed?
   DE/D21E: 92 06 1A 00          Place object at on-screen coords: (192,208) Z=0
DE/D222: 71                   Lighten screen from black before following commands
DE/D223: 00 1B                Set Object: MARIO ---> Begin action queue for object (Length: 0x1B bytes)
   DE/D225: F2 0F 02             <UNKNOWN COMMAND $F2>
   DE/D228: F0 06                Frame Duration: 6
   DE/D22A: 83 07 F0             Place object: right=224px down=896px
   DE/D22D: 06                   Set "moon-walk" Bits
   DE/D22E: 83 07 1A             Place object: right=224px down=208px
   DE/D231: F2 0F 02             <UNKNOWN COMMAND $F2>
   DE/D234: F0 09                Frame Duration: 9
   DE/D236: D4 06                Start code block, repeat 6 times
   DE/D238: 83 07 F0             Place object: right=224px down=896px
   DE/D23B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/D23C: D7                   End of code block
   DE/D23D: 1A                   <UNKNOWN COMMAND $1A>
   DE/D23E: F9                   <UNKNOWN COMMAND $F9>
   DE/D23F: 1B                   <UNKNOWN COMMAND $1B>
DE/D240: FA                   Restart event from beginning
DE/D241: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/D243: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D244: 10 80                Set sequence flag, x1 speed
   DE/D246: 08 50 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/D249: 9C 5B                Play sound effect #$5B
DE/D24B: F0 07                Duration: 7 frames
DE/D24D: 83                   <UNKNOWN COMMAND $83>
DE/D24E: 07 F0 09                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DE/D251: 83 07 F0             Place object: right=224px down=896px
   DE/D254: 2C 4A B4             <UNKNOWN COMMAND $2C>
   DE/D257: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D258: 25 DC 00 5E D2       <UNKNOWN COMMAND $25>
DE/D25D: FB                   Reset game, choose game

DE/D25E: 91 05                Play music: #$05
DE/D260: 68 3C 01 08 1E A0    Enter area: $013C
                              MARIO will be at coords: (256,240) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$00>
DE/D266: A2 30                Set event flag memory address 00:7086 Bit 0
DE/D268: AA 35                Increment 00:70D5
DE/D26A: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DE/D26C: 10 44                Set transition flag, x8 speed
   DE/D26E: 80 00 08             Move object to on-screen coords: (0,64)
DE/D271: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DE/D273: 82 04 16             Place object at on-screen coords: (128,176)
   DE/D276: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DE/D279: 16 8B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/D27B: 82 04 14             Place object at on-screen coords: (128,160)
   DE/D27E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D27F: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/D282: 56 01                Shift object up 16 pixels
   DE/D284: 66 01                Shift object up 1 pixels
DE/D286: D3 A6 D3             Jump to address $DE/D3A6
DE/D289: F0 59                Duration: 89 frames
DE/D28B: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   DE/D28D: 72                   Object faces down
   DE/D28E: 09                   Reset all object properties to default
DE/D28F: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/D291: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D292: F0 1D                Duration: 29 frames
DE/D294: FD 8E 80 07 01       <UNKNOWN COMMAND $8E>
DE/D299: 7F                   <UNKNOWN COMMAND $7F>
DE/D29A: FD 32                <UNKNOWN COMMAND $FD 32>
DE/D29C: 60 73 AD 42          Run Dialogue $0D73 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     Smithy is now in the race for
           the Star Pieces!<I>
  What horrible surprises might he
       have in store for Mario?
 <I><END>


DE/D2A0: F0 1D                Duration: 29 frames
DE/D2A2: 00 97                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/D2A4: 07                   Clear "moon-walk" Bits
   DE/D2A5: D4 06                Start code block, repeat 6 times
   DE/D2A7: 7B 07                <UNKNOWN COMMAND $7B>
   DE/D2A9: F0 01                Frame Duration: 1
   DE/D2AB: D7                   End of code block
   DE/D2AC: 10 80                Set sequence flag, x1 speed
   DE/D2AE: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/D2B1: F0 1D                Frame Duration: 29
   DE/D2B3: 9C 0D                Play sound effect #$0D
   DE/D2B5: F0 1D                Frame Duration: 29
   DE/D2B7: 09                   Reset all object properties to default
   DE/D2B8: 72                   Object faces down
   DE/D2B9: 06                   Set "moon-walk" Bits
   DE/D2BA: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
DE/D2BB: FD 8E B2 07 01       <UNKNOWN COMMAND $8E>
DE/D2C0: 7F                   <UNKNOWN COMMAND $7F>
DE/D2C1: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/D2C5: FD 5B                Restore all HP
DE/D2C7: FD 5C                Restore all FP
DE/D2C9: FE                   Return


EVENT [47C] ------------------------------------------------------------>
DE/D2CA: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/D2CC: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DE/D2CF: DC 54 E8 D2          If event flag memory address 00:704A Bit 4 clear, jump to address $DE/D2E8
DE/D2D3: DC 55 E8 D2          If event flag memory address 00:704A Bit 5 clear, jump to address $DE/D2E8
DE/D2D7: DC 56 E8 D2          If event flag memory address 00:704A Bit 6 clear, jump to address $DE/D2E8
DE/D2DB: DC 57 E8 D2          If event flag memory address 00:704A Bit 7 clear, jump to address $DE/D2E8
DE/D2DF: DC 58 E8 D2          If event flag memory address 00:704B Bit 0 clear, jump to address $DE/D2E8
DE/D2E3: 60 6F AB D0          Run Dialogue $0B6F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oops, sorry I'm all out of items.<I>

 In other words,
          Come back later!<I>
 So...good day to you!<I><END>


DE/D2E7: FE                   Return

DE/D2E8: DA 44 0A D3          If event flag memory address 00:7088 Bit 4 set, jump to address $DE/D30A
DE/D2EC: DA 36 FD D2          If event flag memory address 00:7086 Bit 6 set, jump to address $DE/D2FD
DE/D2F0: 60 67 AB D0          Run Dialogue $0B67 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hello there.<I>
 You're Mario, right?<I>

 Do you remember me?
 We met at Tadpole Pond, when I
 was still a tadpole.<I>

 I've graduated from Frogfucius'
 school, and now I'm searching for
 the meaning of life.<I><END>


DE/D2F4: 60 68 AB D0          Run Dialogue $0B68 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's been so quiet around here,
 it's almost eerie...
 Is something going on?<I>

 It probably doesn't concern me.
 But if you have any Frog Coins,
 I've got some neat items to sell.<I><END>


DE/D2F8: A2 44                Set event flag memory address 00:7088 Bit 4
DE/D2FA: D2 0E D3             Jump to address $DE/D30E
DE/D2FD: 60 67 AB D0          Run Dialogue $0B67 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hello there.<I>
 You're Mario, right?<I>

 Do you remember me?
 We met at Tadpole Pond, when I
 was still a tadpole.<I>

 I've graduated from Frogfucius'
 school, and now I'm searching for
 the meaning of life.<I><END>


DE/D301: 60 6A AB D0          Run Dialogue $0B6A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It was really quiet around here
 until a little while ago.
 What happened?<I>

 That reminds me, do you have
 any Frog Coins?
 I've got some special items to sell.<I><END>


DE/D305: A2 44                Set event flag memory address 00:7088 Bit 4
DE/D307: D2 0E D3             Jump to address $DE/D30E
DE/D30A: 60 69 AB D0          Run Dialogue $0B69 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Good to see you again.
 Did you have a chance to
 accumulate many Frog Coins?<I><END>


DE/D30E: 4C 03                Open Shop Menu $03
DE/D310: 71                   Lighten screen from black before following commands
DE/D311: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/D313: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/D316: FE                   Return


EVENT [47D] ------------------------------------------------------------>

EVENT [47E] ------------------------------------------------------------>

EVENT [47F] ------------------------------------------------------------>

EVENT [480] ------------------------------------------------------------>
DE/D317: 71                   Lighten screen from black before following commands
DE/D318: FE                   Return


EVENT [481] ------------------------------------------------------------>
DE/D319: DE 36 20 D3          If event flag memory address 00:7086 Bit 6 clear, jump to address $DE/D320
DE/D31D: D2 24 D3             Jump to address $DE/D324
DE/D320: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/D322: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/D324: D8 27 2A D3          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/D32A
DE/D328: 71                   Lighten screen from black before following commands
DE/D329: FE                   Return

DE/D32A: D1 51 00             Execute event id $0051
DE/D32D: FE                   Return


EVENT [482] ------------------------------------------------------------>
DE/D32E: 71                   Lighten screen from black before following commands
DE/D32F: FE                   Return


EVENT [483] ------------------------------------------------------------>
DE/D330: DE 36 36 D3          If event flag memory address 00:7086 Bit 6 clear, jump to address $DE/D336
DE/D334: 71                   Lighten screen from black before following commands
DE/D335: FE                   Return

DE/D336: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/D338: 71                   Lighten screen from black before following commands
DE/D339: FE                   Return


EVENT [484] ------------------------------------------------------------>
DE/D33A: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/D33C: 65 03                Shift object up-left 3 pixels
   DE/D33E: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/D341: 71                   Lighten screen from black before following commands
DE/D342: FE                   Return


EVENT [485] ------------------------------------------------------------>
DE/D343: DE 36 52 D3          If event flag memory address 00:7086 Bit 6 clear, jump to address $DE/D352
DE/D347: 15 87                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/D349: 92 10 25 00          Place object at on-screen coords: (528,296) Z=0
   DE/D34D: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DE/D350: 71                   Lighten screen from black before following commands
DE/D351: FE                   Return

DE/D352: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/D354: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/D356: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/D358: 71                   Lighten screen from black before following commands
DE/D359: FE                   Return


EVENT [486] ------------------------------------------------------------>
DE/D35A: DE 36 60 D3          If event flag memory address 00:7086 Bit 6 clear, jump to address $DE/D360
DE/D35E: 71                   Lighten screen from black before following commands
DE/D35F: FE                   Return

DE/D360: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/D362: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/D364: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/D366: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/D368: 71                   Lighten screen from black before following commands
DE/D369: FE                   Return


EVENT [487] ------------------------------------------------------------>
DE/D36A: DE 36 70 D3          If event flag memory address 00:7086 Bit 6 clear, jump to address $DE/D370
DE/D36E: 71                   Lighten screen from black before following commands
DE/D36F: FE                   Return

DE/D370: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/D372: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/D374: 71                   Lighten screen from black before following commands
DE/D375: FE                   Return


EVENT [488] ------------------------------------------------------------>
DE/D376: DE 36 7C D3          If event flag memory address 00:7086 Bit 6 clear, jump to address $DE/D37C
DE/D37A: 71                   Lighten screen from black before following commands
DE/D37B: FE                   Return

DE/D37C: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/D37E: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/D380: 71                   Lighten screen from black before following commands
DE/D381: FE                   Return


EVENT [489] ------------------------------------------------------------>
DE/D382: DE 36 88 D3          If event flag memory address 00:7086 Bit 6 clear, jump to address $DE/D388
DE/D386: 71                   Lighten screen from black before following commands
DE/D387: FE                   Return

DE/D388: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/D38A: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/D38C: 71                   Lighten screen from black before following commands
DE/D38D: FE                   Return


EVENT [48A] ------------------------------------------------------------>
DE/D38E: DA 36 96 D3          If event flag memory address 00:7086 Bit 6 set, jump to address $DE/D396
DE/D392: 71                   Lighten screen from black before following commands
DE/D393: D2 E2 D5             Jump to address $DE/D5E2
DE/D396: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/D398: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/D39A: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/D39C: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/D39E: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DE/D3A0: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DE/D3A2: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DE/D3A4: 71                   Lighten screen from black before following commands
DE/D3A5: FE                   Return


EVENT [48B] ------------------------------------------------------------>
DE/D3A6: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/D3A8: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DE/D3AB: 15 91                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/D3AD: 13 00                Layering priority: MARIO overlaps object
   DE/D3AF: FD 0F 03             Object overlaps BG1 & BG2
   DE/D3B2: 6B 06                <UNKNOWN COMMAND: frame duration=6?>
   DE/D3B4: 65 02                Shift object up-left 2 pixels
   DE/D3B6: 73                   Object faces down-left
   DE/D3B7: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/D3BA: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/D3BC: F0 00                Frame Duration: 0
DE/D3BE: 71                   Lighten screen from black before following commands
DE/D3BF: FE                   Return


EVENT [48C] ------------------------------------------------------------>
DE/D3C0: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/D3C2: A8 07 8E             Store #$8E to 00:70A7
DE/D3C5: AC 31 0B             Store #$0B31 to 00:7000
DE/D3C8: D1 F5 0E             Execute event id $0EF5
DE/D3CB: F2 3C 29             <UNKNOWN COMMAND $F2>
DE/D3CE: A2 32                Set event flag memory address 00:7086 Bit 2
DE/D3D0: FE                   Return


EVENT [48D] ------------------------------------------------------------>
DE/D3D1: 60 FB A6 D0          Run Dialogue $06FB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 To Mario,
<I>

 Knowin' you, it must've been a
 breeze knockin' down Yarid, eh?
<I>
 By the way, my pirates say they
 saw a huge AX flyin' across the<I>
 sky. It's probably one of Smithy's
 nasty friends. Go GET him, pal!<I>
 Well, my gills are failing on me,
 so I'll be headin' back down.
 Drop in whenever you<I>
 have time, okay?
                   Your true mate,
            Jonathan Johnny Jones<I><END>


DE/D3D5: FE                   Return


EVENT [48E] ------------------------------------------------------------>
DE/D3D6: DA 32 DF D3          If event flag memory address 00:7086 Bit 2 set, jump to address $DE/D3DF
DE/D3DA: 60 33 AB 02          Run Dialogue $0B33 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

               It's locked<I><END>


DE/D3DE: FE                   Return

DE/D3DF: F0 04                Duration: 4 frames
DE/D3E1: 9C 05                Play sound effect #$05
DE/D3E3: 6B 30 81             Modify physical field of area $8130
DE/D3E6: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/D3E8: F2 30 29             <UNKNOWN COMMAND $F2>
DE/D3EB: F0 04                Duration: 4 frames
DE/D3ED: 51 8E                Remove item in inventory: #$8E (Shed Key    )
DE/D3EF: FE                   Return


EVENT [48F] ------------------------------------------------------------>
DE/D3F0: DA 45 03 D4          If event flag memory address 00:7088 Bit 5 set, jump to address $DE/D403
DE/D3F4: 60 6C AB D0          Run Dialogue $0B6C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

ELDER: Mario, if it's a star that
 you're looking for, I may be able
 to help you.<I>

 At the far side of Land's End
 is a town made up of reformed
 monsters.<I>

 A mouse came by the other day,
 and I overheard him boasting
 about a star of theirs.<I>

 I don't know exactly where this
 town is located, but if you follow
 the road, you'll get there.<I><END>


DE/D3F8: A2 45                Set event flag memory address 00:7088 Bit 5
DE/D3FA: A1 3E                Set event flag memory address 00:7067 Bit 6
DE/D3FC: A1 7D                Set event flag memory address 00:706F Bit 5
DE/D3FE: DE 44 08 D4          If event flag memory address 00:7088 Bit 4 clear, jump to address $DE/D408
DE/D402: FE                   Return

DE/D403: 60 6B AB D0          Run Dialogue $0B6B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

ELDER: Smithy and his gang have
 disrupted business around here.<I>

 Why don't you help us out and do
 some shopping before you leave?<I><END>


DE/D407: FE                   Return

DE/D408: 60 6D AB D0          Run Dialogue $0B6D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 By the way, have you met my, uh,
 long-term houseguest, who's taken
 over my second floor?<I><END>


DE/D40C: FE                   Return


EVENT [490] ------------------------------------------------------------>
DE/D40D: DA 43 17 D4          If event flag memory address 00:7088 Bit 3 set, jump to address $DE/D417
DE/D411: 60 63 AB D0          Run Dialogue $0B63 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario, how nice of you to stop by.<I>

 It's quite a trek from your place,
 isn't it?<I>

 Out here, there aren't many people
 passing through, so it gets awful
 lonely sometimes...<I><END>


DE/D415: A2 43                Set event flag memory address 00:7088 Bit 3
DE/D417: 60 64 AB D0          Run Dialogue $0B64 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Please rest up before you go.
 It'll only cost you 15 coins.<I>
  >>  (Okay)
  >>  (No)<I><END>


DE/D41B: 66 3D D4             If 2nd option chosen from dialogue prompt, jump to address $DE/D43D
DE/D41E: FD 59                Store # of current coins to 00:7000
DE/D420: C0 0F 00             Compare value at 00:7000 to #$000F
DE/D423: EC 33 D4             If Bit 0 of 00:70A0,x set, jump to address $DE/D433
DE/D426: 60 66 AB D0          Run Dialogue $0B66 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You don't have enough coins?<I>

 That's ok, just pay me whatever
 you can.
 I know you need to rest.<I><END>


DE/D42A: FD 59                Store # of current coins to 00:7000
DE/D42C: FD 53                Subtract # at 00:7000 from total coins
DE/D42E: A1 17                Set event flag memory address 00:7062 Bit 7
DE/D430: D2 DB 0F             Jump to address $DE/0FDB
DE/D433: AC 0F 00             Store #$000F to 00:7000
DE/D436: FD 53                Subtract # at 00:7000 from total coins
DE/D438: A1 17                Set event flag memory address 00:7062 Bit 7
DE/D43A: D2 DB 0F             Jump to address $DE/0FDB
DE/D43D: 60 65 AB D0          Run Dialogue $0B65 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Okay, some other time then.
 Have a safe trip.<I><END>


DE/D441: FE                   Return


EVENT [491] ------------------------------------------------------------>
DE/D442: DA 35 9F D4          If event flag memory address 00:7086 Bit 5 set, jump to address $DE/D49F
DE/D446: DA 34 5D D4          If event flag memory address 00:7086 Bit 4 set, jump to address $DE/D45D
DE/D44A: 60 34 AB D0          Run Dialogue $0B34 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to Beetles Are Us!<I>

 We run a beetle business here.<I>

 Want an explanation?
  >>  (Yes)
  >>  (No)<I><END>


DE/D44E: 66 58 D4             If 2nd option chosen from dialogue prompt, jump to address $DE/D458
DE/D451: 60 35 AB D0          Run Dialogue $0B35 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Ok, I'll explain the system.<I>

 First you need to purchase a
 Beetle Box, which will cost you
 50 coins.<I>

 Then go to Booster Hill, where
 there are many beetles.<I>

 If you bring back the Beetle Box
 filled with beetles, you can trade
 them in for coins, etc.<I>

 Check the menu list for more
 information.<I><END>


DE/D455: A2 34                Set event flag memory address 00:7086 Bit 4
DE/D457: FE                   Return

DE/D458: 60 36 AB D0          Run Dialogue $0B36 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Please come again.<I><END>


DE/D45C: FE                   Return

DE/D45D: 60 37 AB D0          Run Dialogue $0B37 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to Beetles Are Us!<I><END>


DE/D461: 60 38 AB D0          Run Dialogue $0B38 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 If this is your first time, you need
 to pay an initiation fee.<I>

 The fee is 100 coins.
 Together with the 50 coins for
 the Beetle Box, that's 150 coins.<I>

 Is it a deal?
  >>  (Ouch! Well, okay...)
  >>  (No, I'll pass)<I><END>


DE/D465: 66 58 D4             If 2nd option chosen from dialogue prompt, jump to address $DE/D458
DE/D468: FD 59                Store # of current coins to 00:7000
DE/D46A: C0 96 00             Compare value at 00:7000 to #$0096
DE/D46D: EC 75 D4             If Bit 0 of 00:70A0,x set, jump to address $DE/D475
DE/D470: 60 39 AB D0          Run Dialogue $0B39 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Come back with more CASH!<I><END>


DE/D474: FE                   Return

DE/D475: AC 96 00             Store #$0096 to 00:7000
DE/D478: FD 53                Subtract # at 00:7000 from total coins
DE/D47A: 60 3A AB D0          Run Dialogue $0B3A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Thank you.<I>

 I need to see some ID please.<I><END>


DE/D47E: CB                   Store joypad register to 00:7000,00:7001
DE/D47F: F0 00                Duration: 0 frames
DE/D481: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/D485: E2 80 00 8D D4       If value at 00:7000 = #$0080, jump to address $DE/D48D
DE/D48A: D2 7E D4             Jump to address $DE/D47E
DE/D48D: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/D48F: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DE/D492: F0 3B                Frame Duration: 59
DE/D494: 60 3B AB D0          Run Dialogue $0B3B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Everything looks fine.<I>

 Here's your Beetle Box.
 Good luck, and happy hunting!<I><END>


DE/D498: A2 35                Set event flag memory address 00:7086 Bit 5
DE/D49A: A2 33                Set event flag memory address 00:7086 Bit 3
DE/D49C: 50 92                Put item in inventory: #$92 (Beetle Box  )
DE/D49E: FE                   Return

DE/D49F: 60 37 AB D0          Run Dialogue $0B37 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to Beetles Are Us!<I><END>


DE/D4A3: DA 33 C7 D4          If event flag memory address 00:7086 Bit 3 set, jump to address $DE/D4C7
DE/D4A7: 60 3D AB D0          Run Dialogue $0B3D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 A Beetle Box costs 50 coins.<I>
  >>  (Okay)
  >>  (No thanks)<I><END>


DE/D4AB: 66 58 D4             If 2nd option chosen from dialogue prompt, jump to address $DE/D458
DE/D4AE: FD 59                Store # of current coins to 00:7000
DE/D4B0: C0 32 00             Compare value at 00:7000 to #$0032
DE/D4B3: EC B9 D4             If Bit 0 of 00:70A0,x set, jump to address $DE/D4B9
DE/D4B6: D2 70 D4             Jump to address $DE/D470
DE/D4B9: AC 32 00             Store #$0032 to 00:7000
DE/D4BC: FD 53                Subtract # at 00:7000 from total coins
DE/D4BE: 60 3E AB D0          Run Dialogue $0B3E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Well then good luck to you!<I><END>


DE/D4C2: A2 33                Set event flag memory address 00:7086 Bit 3
DE/D4C4: 50 92                Put item in inventory: #$92 (Beetle Box  )
DE/D4C6: FE                   Return

DE/D4C7: B0 15 00 00          Store #$0000 to 00:702A
DE/D4CB: E0 12 00 2D D5       If value at 00:70B2 = #$00, jump to address $DE/D52D
DE/D4D0: B4 12                Store value at 00:70B2 to 00:7000
DE/D4D2: FD B0 0F 00          Isolate Bits $000F of 00:7000
DE/D4D6: BB 12                Store value at 00:7000 to 00:7024
DE/D4D8: B4 12                Store value at 00:70B2 to 00:7000
DE/D4DA: FD B6 00 FC          Divide value at 00:7000 by 2^4 and store back
DE/D4DE: FD B0 07 00          Isolate Bits $0007 of 00:7000
DE/D4E2: BB 13                Store value at 00:7000 to 00:7026
DE/D4E4: B4 12                Store value at 00:70B2 to 00:7000
DE/D4E6: FD B6 00 F9          Divide value at 00:7000 by 2^7 and store back
DE/D4EA: FD B0 01 00          Isolate Bits $0001 of 00:7000
DE/D4EE: BB 14                Store value at 00:7000 to 00:7028
DE/D4F0: E4 12 00 00 FC D4    If value at 00:7024 = #$0000, jump to address $DE/D4FC
DE/D4F6: BA 12                Store value at 00:7024 to 00:7000
DE/D4F8: FD 52                Add # at 00:7000 to total coins
DE/D4FA: BB 15                Store value at 00:7000 to 00:702A
DE/D4FC: E4 13 00 00 0B D5    If value at 00:7026 = #$0000, jump to address $DE/D50B
DE/D502: D6 13                Store value at 00:7026 to object memory
DE/D504: 52 32                Add 50 coins
DE/D506: B1 15 32 00          Add #$0032 to 00:702A
DE/D50A: D7                   End of code block
DE/D50B: BA 15                Store value at 00:702A to 00:7000
DE/D50D: 60 3F AB D0          Run Dialogue $0B3F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Good job!<I>
 You made <$00> coin (s).<I><END>


DE/D511: E4 14 00 00 1F D5    If value at 00:7028 = #$0000, jump to address $DE/D51F
DE/D517: 53 01                Add 1 frog coins
DE/D519: 60 40 AB D0          Run Dialogue $0B40 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh wow!<I>
 You've got a Golden Beetle, too!
 Here's one Frog Coin.<I><END>


DE/D51D: 9C 5E                Play sound effect #$5E
DE/D51F: 60 42 AB D0          Run Dialogue $0B42 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Good doing business with you.<I><END>


DE/D523: A6 33                Clear event flag memory address 00:7086 Bit 3
DE/D525: A4 71                Clear event flag memory address 00:704E Bit 1
DE/D527: 51 93                Remove item in inventory: #$93 (Beetle Box  )
DE/D529: A8 12 00             Store #$00 to 00:70B2
DE/D52C: FE                   Return

DE/D52D: 60 3C AB D0          Run Dialogue $0B3C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You haven't even caught one?
 Come on! Get serious!<I><END>


DE/D531: FE                   Return


EVENT [492] ------------------------------------------------------------>
DE/D532: DA 37 40 D5          If event flag memory address 00:7086 Bit 7 set, jump to address $DE/D540
DE/D536: 60 54 AB D0          Run Dialogue $0B54 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hi, Mario!<I>

 We've got a lot of health foods
 at our store.
 You gotta treat your body right!<I><END>


DE/D53A: 4C 10                Open Shop Menu $10
DE/D53C: A2 37                Set event flag memory address 00:7086 Bit 7
DE/D53E: 71                   Lighten screen from black before following commands
DE/D53F: FE                   Return

DE/D540: 60 55 AB D0          Run Dialogue $0B55 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to our store.
 We encourage healthy lifestyles.<I><END>


DE/D544: 4C 10                Open Shop Menu $10
DE/D546: 71                   Lighten screen from black before following commands
DE/D547: FE                   Return


EVENT [493] ------------------------------------------------------------>
DE/D548: DA 38 56 D5          If event flag memory address 00:7087 Bit 0 set, jump to address $DE/D556
DE/D54C: 60 57 AB D0          Run Dialogue $0B57 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh hello there!<I>
 You were so brave to rescue us,
 and I'm so thankful...<I>

 But listen...maybe it's time you
 thought a little more about
 what you...wear...<I>

 Accessorizing is big business
 these days!
 See anything you like here?<I><END>


DE/D550: 4C 0F                Open Shop Menu $0F
DE/D552: A2 38                Set event flag memory address 00:7087 Bit 0
DE/D554: 71                   Lighten screen from black before following commands
DE/D555: FE                   Return

DE/D556: 60 58 AB D0          Run Dialogue $0B58 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Let's see if we can't make you
 look a little more snazzy.
 That blue-collar look is SO dated! <I><END>


DE/D55A: 4C 0F                Open Shop Menu $0F
DE/D55C: 71                   Lighten screen from black before following commands
DE/D55D: FE                   Return


EVENT [494] ------------------------------------------------------------>
DE/D55E: DA 3A 68 D5          If event flag memory address 00:7087 Bit 2 set, jump to address $DE/D568
DE/D562: 60 70 AB D0          Run Dialogue $0B70 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey, hey, HEY!!<I>
 I'm the Mushroom Boy!<I>

 Did you know that hidden amongst
 the regular mushrooms, are some
 special ones? Unreal huh?<I>

 I'll give you items in return for
 those special mushrooms.<I>

 But you've got to taste them to
 find out what kind they are.<I>
 So I'll take a nibble first.<I>

 I'm hoping for a special mushroom,
 but even if it isn't, at least I'll
 get a meal out of it.<I><END>


DE/D566: A2 3A                Set event flag memory address 00:7087 Bit 2
DE/D568: 60 71 AB D0          Run Dialogue $0B71 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You have any mushrooms?
  >>  (Yes)
  >>  (Nope)<I><END>


DE/D56C: 66 C8 D5             If 2nd option chosen from dialogue prompt, jump to address $DE/D5C8
DE/D56F: FD 58 60             Store the number of instances in item inventory of item #$60 (-Mushroom    ) to 00:7000
DE/D572: E2 00 00 C4 D5       If value at 00:7000 = #$0000, jump to address $DE/D5C4
DE/D577: 60 72 AB D0          Run Dialogue $0B72 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey, far out!
 Munch munch munch.<I><END>


DE/D57B: 51 60                Remove item in inventory: #$60 (-Mushroom    )
DE/D57D: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/D57F: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/D580: F0 54                Frame Duration: 84
   DE/D582: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/D583: B6 10 27              Store a random number from 0 to #$2710 to 00:7000
DE/D586: C0 90 01             Compare value at 00:7000 to #$0190
DE/D589: ED 9D D5             If Bit 0 of 00:70A0,x clear, jump to address $DE/D59D
DE/D58C: C0 E8 03             Compare value at 00:7000 to #$03E8
DE/D58F: ED AA D5             If Bit 0 of 00:70A0,x clear, jump to address $DE/D5AA
DE/D592: C0 60 09             Compare value at 00:7000 to #$0960
DE/D595: ED B7 D5             If Bit 0 of 00:70A0,x clear, jump to address $DE/D5B7
DE/D598: 60 73 AB D0          Run Dialogue $0B73 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That was just a regular mushroom!
 Thanks for the snack.<I><END>


DE/D59C: FE                   Return

DE/D59D: 60 76 AB D0          Run Dialogue $0B76 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Whooeee!<I>
 This is most excellent!
 It's a Flower Mushroom.<I>

 I'll give you a Flower Tab for it.
 Hey, thanks, dude.<I><END>


DE/D5A1: 9C 55                Play sound effect #$55
DE/D5A3: 60 7B AB 02          Run Dialogue $0B7B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

       Received a Flower Tab<I><END>


DE/D5A7: 50 73                Put item in inventory: #$73 (Flower Tab  )
DE/D5A9: FE                   Return

DE/D5AA: 60 75 AB D0          Run Dialogue $0B75 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 All right!<I>
 Like, this is unreal!
 It's a Rippin Mushroom.<I>

 So I'll give you a Rock Candy.
 Hey thanks a lot!<I><END>


DE/D5AE: 9C 55                Play sound effect #$55
DE/D5B0: 60 7A AB 02          Run Dialogue $0B7A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

      Received a Rock Candy<I><END>


DE/D5B4: 50 83                Put item in inventory: #$83 (@Rock Candy  )
DE/D5B6: FE                   Return

DE/D5B7: 60 74 AB D0          Run Dialogue $0B74 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Ooh!<I>
 This one's a Berry Mushroom!<I>

 I'll give you a Maple Syrup.
 Oh boy, I'm stuffed.<I><END>


DE/D5BB: 9C 55                Play sound effect #$55
DE/D5BD: 60 79 AB 02          Run Dialogue $0B79 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

      Received a Maple Syrup<I><END>


DE/D5C1: 50 64                Put item in inventory: #$64 (-Maple Syrup )
DE/D5C3: FE                   Return

DE/D5C4: 60 78 AB D0          Run Dialogue $0B78 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey you don't have any mushrooms.<I><END>


DE/D5C8: 60 77 AB D0          Run Dialogue $0B77 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 See you around, man.
 Come again, all right?<I><END>


DE/D5CC: FE                   Return


EVENT [495] ------------------------------------------------------------>
DE/D5CD: 60 5B AB D0          Run Dialogue $0B5B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to my weapons shop.<I><END>


DE/D5D1: 4C 0D                Open Shop Menu $0D
DE/D5D3: 71                   Lighten screen from black before following commands
DE/D5D4: FE                   Return


EVENT [496] ------------------------------------------------------------>
DE/D5D5: 60 5A AB D0          Run Dialogue $0B5A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Please come in and browse.
 I'm running an armor shop!<I><END>


DE/D5D9: 4C 0E                Open Shop Menu $0E
DE/D5DB: 71                   Lighten screen from black before following commands
DE/D5DC: FE                   Return


EVENT [497] ------------------------------------------------------------>
DE/D5DD: 60 52 AB D0          Run Dialogue $0B52 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

       Beetle Bug Price List
          Male ...... 50 coins
           Female ....  1 coin<I>
  Golden Beetle ....  1 Frog Coin<I><END>


DE/D5E1: FE                   Return


EVENT [498] ------------------------------------------------------------>

EVENT [499] ------------------------------------------------------------>

EVENT [49A] ------------------------------------------------------------>
DE/D5E2: F0 27                Duration: 39 frames
DE/D5E4: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/D5E6: 73                   Object faces down-left
   DE/D5E7: F0 1D                Frame Duration: 29
   DE/D5E9: 7E 60 00             Object jumps #$0060 units
   DE/D5EC: F0 2C                Frame Duration: 44
DE/D5EE: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/D5F0: 73                   Object faces down-left
   DE/D5F1: F0 1D                Frame Duration: 29
   DE/D5F3: 7E 60 00             Object jumps #$0060 units
   DE/D5F6: F0 2C                Frame Duration: 44
DE/D5F8: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/D5FA: 71                   Object faces down-right
   DE/D5FB: F0 1D                Frame Duration: 29
   DE/D5FD: 7E 30 00             Object jumps #$0030 units
   DE/D600: F0 2C                Frame Duration: 44
DE/D602: 17 08                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/D604: 73                   Object faces down-left
   DE/D605: F0 1D                Frame Duration: 29
   DE/D607: 7E 50 00             Object jumps #$0050 units
   DE/D60A: F0 2C                Frame Duration: 44
DE/D60C: 18 08                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/D60E: 71                   Object faces down-right
   DE/D60F: F0 1D                Frame Duration: 29
   DE/D611: 7E 30 00             Object jumps #$0030 units
   DE/D614: F0 2C                Frame Duration: 44
DE/D616: 19 08                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/D618: 75                   Object faces up-left
   DE/D619: F0 1D                Frame Duration: 29
   DE/D61B: 7E 55 00             Object jumps #$0055 units
   DE/D61E: F0 2C                Frame Duration: 44
DE/D620: 1A 88                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/D622: 71                   Object faces down-right
   DE/D623: F0 1D                Frame Duration: 29
   DE/D625: 7E 70 00             Object jumps #$0070 units
   DE/D628: F0 2C                Frame Duration: 44
DE/D62A: 19 89                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/D62C: 10 C3                Set transition and sequence flags, x4 speed
   DE/D62E: 90 04 13 00          Objects bounces 0px high to on-screen coords: (144,152)
   DE/D632: 73                   Object faces down-left
   DE/D633: 10 80                Set sequence flag, x1 speed
DE/D635: 60 43 AB 62          Run Dialogue $0B43 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Phew, thanks so much!<I>
 I've had enough of cramped,
 dirty old places like this.<I><END>


DE/D639: 19 87                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/D63B: 10 C3                Set transition and sequence flags, x4 speed
   DE/D63D: 51 01                Shift object down-right 16 pixels
   DE/D63F: 53 02                Shift object down-left 32 pixels
   DE/D641: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D642: F0 04                Duration: 4 frames
DE/D644: 1A 89                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/D646: 10 C3                Set transition and sequence flags, x4 speed
   DE/D648: 90 04 13 00          Objects bounces 0px high to on-screen coords: (144,152)
   DE/D64C: 73                   Object faces down-left
   DE/D64D: 10 80                Set sequence flag, x1 speed
DE/D64F: 60 44 AB 62          Run Dialogue $0B44 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hey fella!<I>
 You got us out of a bind!
 Peace brother!<I><END>


DE/D653: 1A 87                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/D655: 10 C3                Set transition and sequence flags, x4 speed
   DE/D657: 51 01                Shift object down-right 16 pixels
   DE/D659: 53 02                Shift object down-left 32 pixels
   DE/D65B: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D65C: F0 04                Duration: 4 frames
DE/D65E: 17 89                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/D660: 10 C3                Set transition and sequence flags, x4 speed
   DE/D662: 90 04 13 00          Objects bounces 0px high to on-screen coords: (144,152)
   DE/D666: 73                   Object faces down-left
   DE/D667: 10 80                Set sequence flag, x1 speed
DE/D669: 60 45 AB 62          Run Dialogue $0B45 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 It was mighty unpleasant in here.<I>
 Thanks for helpin' us out.<I><END>


DE/D66D: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/D66F: 10 C3                Set transition and sequence flags, x4 speed
   DE/D671: 51 01                Shift object down-right 16 pixels
   DE/D673: 53 02                Shift object down-left 32 pixels
   DE/D675: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D676: F0 04                Duration: 4 frames
DE/D678: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/D67A: 10 C3                Set transition and sequence flags, x4 speed
   DE/D67C: 90 04 13 00          Objects bounces 0px high to on-screen coords: (144,152)
   DE/D680: 73                   Object faces down-left
   DE/D681: 10 81                Set sequence flag, x2 speed
DE/D683: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/D685: 10 C3                Set transition and sequence flags, x4 speed
   DE/D687: 90 05 14 00          Objects bounces 0px high to on-screen coords: (160,160)
   DE/D68B: 73                   Object faces down-left
   DE/D68C: 10 81                Set sequence flag, x2 speed
DE/D68E: 60 46 AB 62          Run Dialogue $0B46 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Thank you!<I>
 Yeah, thanks a lot!<I>

 Be sure to stop by.<I>
 Yeah, stop on by.<I><END>


DE/D692: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/D694: 10 C3                Set transition and sequence flags, x4 speed
   DE/D696: 51 01                Shift object down-right 16 pixels
   DE/D698: 53 02                Shift object down-left 32 pixels
   DE/D69A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D69B: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/D69D: 10 C3                Set transition and sequence flags, x4 speed
   DE/D69F: 53 02                Shift object down-left 32 pixels
   DE/D6A1: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D6A2: F0 04                Duration: 4 frames
DE/D6A4: 18 87                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/D6A6: 10 C0                Set transition and sequence flags, x1 speed
   DE/D6A8: 51 04                Shift object down-right 64 pixels
   DE/D6AA: 53 01                Shift object down-left 16 pixels
   DE/D6AC: 73                   Object faces down-left
DE/D6AD: 60 47 AB 62          Run Dialogue $0B47 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Thank you for freeing us.<I>

 I've got to get back to work now,
 but stop by the inn!<I>
 See ya there!<I><END>


DE/D6B1: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/D6B3: 51 01                Shift object down-right 16 pixels
   DE/D6B5: 53 02                Shift object down-left 32 pixels
   DE/D6B7: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D6B8: F0 0E                Duration: 14 frames
DE/D6BA: 16 87                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/D6BC: 10 C0                Set transition and sequence flags, x1 speed
   DE/D6BE: 51 04                Shift object down-right 64 pixels
   DE/D6C0: 53 02                Shift object down-left 32 pixels
   DE/D6C2: 73                   Object faces down-left
DE/D6C3: 60 48 AB 62          Run Dialogue $0B48 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

ELDER: Ah, Mario.<I>

 Thank you for saving our little
 town of Seaside.<I><END>


DE/D6C7: B4 1C                Store value at 00:70BC to 00:7000
DE/D6C9: E2 00 00 DD D6       If value at 00:7000 = #$0000, jump to address $DE/D6DD
DE/D6CE: E2 01 00 ED D6       If value at 00:7000 = #$0001, jump to address $DE/D6ED
DE/D6D3: E2 02 00 FD D6       If value at 00:7000 = #$0002, jump to address $DE/D6FD
DE/D6D8: E2 03 00 0D D7       If value at 00:7000 = #$0003, jump to address $DE/D70D
DE/D6DD: 60 49 AB 62          Run Dialogue $0B49 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You exposed the fake townspeople,
 and gave up your star to save us!<I>

 Please take this with our thanks.<I><END>


DE/D6E1: A8 07 75             Store #$75 to 00:70A7
DE/D6E4: AC 4E 0B             Store #$0B4E to 00:7000
DE/D6E7: D1 F4 0E             Execute event id $0EF4
DE/D6EA: D2 1F D7             Jump to address $DE/D71F
DE/D6ED: 60 4A AB 62          Run Dialogue $0B4A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 They did torture me a little,
 but it's nothing to worry about.<I>

 Here, this is for you.<I><END>


DE/D6F1: A8 07 74             Store #$74 to 00:70A7
DE/D6F4: AC 4F 0B             Store #$0B4F to 00:7000
DE/D6F7: D1 F4 0E             Execute event id $0EF4
DE/D6FA: D2 1F D7             Jump to address $DE/D71F
DE/D6FD: 60 4B AB 62          Run Dialogue $0B4B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Although they tortured me, I'm
 sure it was nothing compared to
 your trials, Mario.<I>

 I'd hate to have to go through
 that tickle torture again, though!<I>

 I've gotta leave now, so please
 take this.<I><END>


DE/D701: A8 07 73             Store #$73 to 00:70A7
DE/D704: AC 50 0B             Store #$0B50 to 00:7000
DE/D707: D1 F4 0E             Execute event id $0EF4
DE/D70A: D2 1F D7             Jump to address $DE/D71F
DE/D70D: 60 4C AB 62          Run Dialogue $0B4C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Being the most important person
 in the village, it was inevitable
 that I would be tortured.<I>

 Are you immune to tickle tortures,
 Mario?<I>

 Oh yes...this is for you.
 Please take it.<I><END>


DE/D711: 9C 0D                Play sound effect #$0D
DE/D713: 60 51 AB 02          Run Dialogue $0B51 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Received 1 coin!<I><END>


DE/D717: AC 01 00             Store #$0001 to 00:7000
DE/D71A: FD 52                Add # at 00:7000 to total coins
DE/D71C: D2 1F D7             Jump to address $DE/D71F
DE/D71F: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/D721: 51 01                Shift object down-right 16 pixels
   DE/D723: 53 02                Shift object down-left 32 pixels
   DE/D725: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D726: A2 36                Set event flag memory address 00:7086 Bit 6
DE/D728: F0 4F                Duration: 79 frames
DE/D72A: FE                   Return


EVENT [49B] ------------------------------------------------------------>

EVENT [49C] ------------------------------------------------------------>

EVENT [49D] ------------------------------------------------------------>

EVENT [49E] ------------------------------------------------------------>

EVENT [49F] ------------------------------------------------------------>

EVENT [4A0] ------------------------------------------------------------>

EVENT [4A1] ------------------------------------------------------------>

EVENT [4A2] ------------------------------------------------------------>

EVENT [4A3] ------------------------------------------------------------>

EVENT [4A4] ------------------------------------------------------------>

EVENT [4A5] ------------------------------------------------------------>

EVENT [4A6] ------------------------------------------------------------>

EVENT [4A7] ------------------------------------------------------------>

EVENT [4A8] ------------------------------------------------------------>

EVENT [4A9] ------------------------------------------------------------>

EVENT [4AA] ------------------------------------------------------------>

EVENT [4AB] ------------------------------------------------------------>

EVENT [4AC] ------------------------------------------------------------>

EVENT [4AD] ------------------------------------------------------------>

EVENT [4AE] ------------------------------------------------------------>

EVENT [4AF] ------------------------------------------------------------>

EVENT [4B0] ------------------------------------------------------------>

EVENT [4B1] ------------------------------------------------------------>

EVENT [4B2] ------------------------------------------------------------>

EVENT [4B3] ------------------------------------------------------------>

EVENT [4B4] ------------------------------------------------------------>

EVENT [4B5] ------------------------------------------------------------>

EVENT [4B6] ------------------------------------------------------------>

EVENT [4B7] ------------------------------------------------------------>

EVENT [4B8] ------------------------------------------------------------>

EVENT [4B9] ------------------------------------------------------------>

EVENT [4BA] ------------------------------------------------------------>

EVENT [4BB] ------------------------------------------------------------>

EVENT [4BC] ------------------------------------------------------------>

EVENT [4BD] ------------------------------------------------------------>

EVENT [4BE] ------------------------------------------------------------>

EVENT [4BF] ------------------------------------------------------------>

EVENT [4C0] ------------------------------------------------------------>

EVENT [4C1] ------------------------------------------------------------>

EVENT [4C2] ------------------------------------------------------------>

EVENT [4C3] ------------------------------------------------------------>

EVENT [4C4] ------------------------------------------------------------>

EVENT [4C5] ------------------------------------------------------------>

EVENT [4C6] ------------------------------------------------------------>

EVENT [4C7] ------------------------------------------------------------>

EVENT [4C8] ------------------------------------------------------------>

EVENT [4C9] ------------------------------------------------------------>

EVENT [4CA] ------------------------------------------------------------>

EVENT [4CB] ------------------------------------------------------------>

EVENT [4CC] ------------------------------------------------------------>

EVENT [4CD] ------------------------------------------------------------>

EVENT [4CE] ------------------------------------------------------------>

EVENT [4CF] ------------------------------------------------------------>

EVENT [4D0] ------------------------------------------------------------>

EVENT [4D1] ------------------------------------------------------------>

EVENT [4D2] ------------------------------------------------------------>

EVENT [4D3] ------------------------------------------------------------>

EVENT [4D4] ------------------------------------------------------------>

EVENT [4D5] ------------------------------------------------------------>

EVENT [4D6] ------------------------------------------------------------>

EVENT [4D7] ------------------------------------------------------------>

EVENT [4D8] ------------------------------------------------------------>

EVENT [4D9] ------------------------------------------------------------>

EVENT [4DA] ------------------------------------------------------------>

EVENT [4DB] ------------------------------------------------------------>

EVENT [4DC] ------------------------------------------------------------>

EVENT [4DD] ------------------------------------------------------------>

EVENT [4DE] ------------------------------------------------------------>

EVENT [4DF] ------------------------------------------------------------>

EVENT [4E0] ------------------------------------------------------------>

EVENT [4E1] ------------------------------------------------------------>

EVENT [4E2] ------------------------------------------------------------>

EVENT [4E3] ------------------------------------------------------------>

EVENT [4E4] ------------------------------------------------------------>

EVENT [4E5] ------------------------------------------------------------>

EVENT [4E6] ------------------------------------------------------------>

EVENT [4E7] ------------------------------------------------------------>

EVENT [4E8] ------------------------------------------------------------>

EVENT [4E9] ------------------------------------------------------------>

EVENT [4EA] ------------------------------------------------------------>

EVENT [4EB] ------------------------------------------------------------>

EVENT [4EC] ------------------------------------------------------------>

EVENT [4ED] ------------------------------------------------------------>

EVENT [4EE] ------------------------------------------------------------>

EVENT [4EF] ------------------------------------------------------------>

EVENT [4F0] ------------------------------------------------------------>

EVENT [4F1] ------------------------------------------------------------>

EVENT [4F2] ------------------------------------------------------------>

EVENT [4F3] ------------------------------------------------------------>

EVENT [4F4] ------------------------------------------------------------>

EVENT [4F5] ------------------------------------------------------------>

EVENT [4F6] ------------------------------------------------------------>

EVENT [4F7] ------------------------------------------------------------>

EVENT [4F8] ------------------------------------------------------------>

EVENT [4F9] ------------------------------------------------------------>

EVENT [4FA] ------------------------------------------------------------>

EVENT [4FB] ------------------------------------------------------------>

EVENT [4FC] ------------------------------------------------------------>

EVENT [4FD] ------------------------------------------------------------>

EVENT [4FE] ------------------------------------------------------------>

EVENT [4FF] ------------------------------------------------------------>
DE/D72B: 6A D0 80             Modify BGL of area $80D0
DE/D72E: 6B D0 80             Modify physical field of area $80D0
DE/D731: FE                   Return


EVENT [500] ------------------------------------------------------------>
DE/D732: 68 02 01 04 13 E0    Enter area: $0102
                              MARIO will be at coords: (144,152) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/D738: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DE/D73A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D73B: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/D73D: FD 0F 03             Object overlaps BG1 & BG2
   DE/D740: 67 0A                Shift object up-right 10 pixels
   DE/D742: 66 02                Shift object up 2 pixels
   DE/D744: 64 02                Shift object left 2 pixels
   DE/D746: 73                   Object faces down-left
DE/D747: 17 89                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/D749: 73                   Object faces down-left
   DE/D74A: 92 04 14 00          Place object at on-screen coords: (128,160) Z=0
   DE/D74E: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DE/D751: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/D752: 73 50                Lighten screen from black before following commands; Duration: 80 frames
DE/D754: F0 63                Duration: 99 frames
DE/D756: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/D758: 08 08 16             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DE/D75B: F0 1D                Frame Duration: 29
   DE/D75D: 09                   Reset all object properties to default
   DE/D75E: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/D75F: 60 07 AB 60          Run Dialogue $0B07 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Oh?<I><END>


DE/D763: 17 8E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/D765: F0 1D                Frame Duration: 29
   DE/D767: 10 80                Set sequence flag, x1 speed
   DE/D769: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/D76C: F0 1D                Frame Duration: 29
   DE/D76E: 08 08 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DE/D771: F0 04                Frame Duration: 4
DE/D773: 60 08 2B 60          Run Dialogue $0B08
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Did I just hear some voices?<I>

 It couldn't be...!<I><END>


DE/D777: FD 61                <UNKNOWN COMMAND $FD 61>
DE/D779: 17 88                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/D77B: 7E 25 00             Object jumps #$0025 units
   DE/D77E: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/D781: F0 09                Frame Duration: 9
DE/D783: 65                   <UNKNOWN COMMAND $65>
DE/D784: 64                   <UNKNOWN COMMAND $64>
DE/D785: 17 95                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DE/D787: 09                   Reset all object properties to default
   DE/D788: 10 40                Set transition flag, x1 speed
   DE/D78A: 10 81                Set sequence flag, x2 speed
   DE/D78C: 53 02                Shift object down-left 32 pixels
   DE/D78E: 63 0C                Shift object down-left 12 pixels
   DE/D790: F0 1D                Frame Duration: 29
   DE/D792: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/D795: F0 1D                Frame Duration: 29
   DE/D797: 10 80                Set sequence flag, x1 speed
   DE/D799: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/D79C: 60 09 AB 60          Run Dialogue $0B09 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I can't believe it!<I>
 It's...Mario!<I><END>


DE/D7A0: 17 8D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/D7A2: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/D7A5: 7E 40 00             Object jumps #$0040 units
   DE/D7A8: F0 13                Frame Duration: 19
   DE/D7AA: 7E 40 00             Object jumps #$0040 units
   DE/D7AD: F0 3B                Frame Duration: 59
DE/D7AF: 60 0A AB 60          Run Dialogue $0B0A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


              Mario~!!!<I>


             I'm up here!<I><END>


DE/D7B3: F0 0E                Duration: 14 frames
DE/D7B5: 68 CA 00 02 78 E0    Enter area: $00CA
                              MARIO will be at coords: (64,960) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/D7BB: FD 31                Screen doesn't move with MARIO
DE/D7BD: 15 0B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/D7BF: 61 02                Shift object down-right 2 pixels
   DE/D7C1: 73                   Object faces down-left
   DE/D7C2: 06                   Set "moon-walk" Bits
   DE/D7C3: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/D7C5: FD 0F 00             Object overlaps <UNKNOWN>
   DE/D7C8: 13 00                Layering priority: MARIO overlaps object
DE/D7CA: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/D7CC: 10 44                Set transition flag, x8 speed
   DE/D7CE: 56 28                Shift object up 640 pixels
DE/D7D0: 15 F2 07 02          Set Object: NPC #1 ---> Command: Set object to movement: $0207
DE/D7D4: D2 DF DD             Jump to address $DE/DDDF
DE/D7D7: FE                   Return


EVENT [501] ------------------------------------------------------------>
DE/D7D8: 68 02 01 04 13 E0    Enter area: $0102
                              MARIO will be at coords: (144,152) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/D7DE: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/D7E0: 13 00                Layering priority: MARIO overlaps object
   DE/D7E2: 92 07 0D 00          Place object at on-screen coords: (240,104) Z=0
   DE/D7E6: 73                   Object faces down-left
DE/D7E7: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/D7E9: FD 0F 03             Object overlaps BG1 & BG2
   DE/D7EC: 67 0A                Shift object up-right 10 pixels
   DE/D7EE: 66 02                Shift object up 2 pixels
   DE/D7F0: 64 02                Shift object left 2 pixels
   DE/D7F2: 73                   Object faces down-left
DE/D7F3: 17 8A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/D7F5: 92 04 14 00          Place object at on-screen coords: (128,160) Z=0
   DE/D7F9: 57 03                Shift object up-right 48 pixels
   DE/D7FB: 77                   Object faces up-right
   DE/D7FC: FD 0F 03             Object overlaps BG1 & BG2
DE/D7FF: 71                   Lighten screen from black before following commands
DE/D800: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/D802: 63 0C                Shift object down-left 12 pixels
DE/D804: F0 1D                Duration: 29 frames
DE/D806: 17 8C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/D808: 08 11 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DE/D80B: F0 3B                Frame Duration: 59
   DE/D80D: 09                   Reset all object properties to default
   DE/D80E: 10 81                Set sequence flag, x2 speed
   DE/D810: 10 40                Set transition flag, x1 speed
   DE/D812: 57 02                Shift object up-right 32 pixels
DE/D814: F0 1D                Duration: 29 frames
DE/D816: 60 0B AB 62          Run Dialogue $0B0B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Mario!<I>
 You DID come to rescue me.
 I was so frightened and lonely.<I>

 But now that you're here...<I><END>


DE/D81A: 95 01 00             Fade out music to volume 0; Duration: 1 frames
DE/D81D: F0 2C                Duration: 44 frames
DE/D81F: FD 31                Screen doesn't move with MARIO
DE/D821: 00 98                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   DE/D823: 06                   Set "moon-walk" Bits
   DE/D824: 10 45                Set transition flag, 1/2 speed
   DE/D826: 67 02                Shift object up-right 2 pixels
   DE/D828: 63 02                Shift object down-left 2 pixels
   DE/D82A: FD 9E                <UNKNOWN COMMAND $9E>
   DE/D82C: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/D82D: 67 02                Shift object up-right 2 pixels
   DE/D82F: 63 02                Shift object down-left 2 pixels
   DE/D831: FD 9E                <UNKNOWN COMMAND $9E>
   DE/D833: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/D834: 67 02                Shift object up-right 2 pixels
   DE/D836: 63 02                Shift object down-left 2 pixels
   DE/D838: FD 9E                <UNKNOWN COMMAND $9E>
   DE/D83A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/D83B: F0 3B                Duration: 59 frames
DE/D83D: 60 0C AB 62          Run Dialogue $0B0C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: The door won't open?<I>

 I think we need Booster's spell
 to undo the lock on it.
 Oh, what should we do?<I><END>


DE/D841: F0 1D                Duration: 29 frames
DE/D843: 68 C0 00 03 1A E0    Enter area: $00C0
                              MARIO will be at coords: (96,208) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/D849: B0 13 00 00          Store #$0000 to 00:7026
DE/D84D: 18 09                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/D84F: 62 16                Shift object down 22 pixels
   DE/D851: 60 07                Shift object right 7 pixels
   DE/D853: FD 0F 02             Object overlaps BG1
   DE/D856: 13 00                Layering priority: MARIO overlaps object
DE/D858: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/D85A: 67 05                Shift object up-right 5 pixels
   DE/D85C: 65 04                Shift object up-left 4 pixels
   DE/D85E: 71                   Object faces down-right
   DE/D85F: FD 0F 03             Object overlaps BG1 & BG2
   DE/D862: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/D864: 0D 84                Set Object: BG1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/D866: 60 08                Shift object right 8 pixels
   DE/D868: 66 08                Shift object up 8 pixels
DE/D86A: 6B C0 84             Modify physical field of area $84C0
DE/D86D: D2 81 E7             Jump to address $DE/E781

EVENT [502] ------------------------------------------------------------>
DE/D870: 68 02 01 04 13 E0    Enter area: $0102
                              MARIO will be at coords: (144,152) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/D876: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/D878: 13 00                Layering priority: MARIO overlaps object
   DE/D87A: 92 07 0D 00          Place object at on-screen coords: (240,104) Z=0
   DE/D87E: 73                   Object faces down-left
DE/D87F: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/D881: FD 0F 03             Object overlaps BG1 & BG2
   DE/D884: 67 0A                Shift object up-right 10 pixels
   DE/D886: 66 02                Shift object up 2 pixels
   DE/D888: 64 02                Shift object left 2 pixels
   DE/D88A: 73                   Object faces down-left
DE/D88B: D8 FC E6 D8          If event flag memory address 00:705F Bit 4 set, jump to address $DE/D8E6
DE/D88F: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/D891: FD 0F 03             Object overlaps BG1 & BG2
   DE/D894: 92 05 10 00          Place object at on-screen coords: (160,128) Z=0
   DE/D898: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D899: 73                   Object faces down-left
   DE/D89A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/D89B: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/D89D: FD 0F 03             Object overlaps BG1 & BG2
   DE/D8A0: 92 06 12 00          Place object at on-screen coords: (192,144) Z=0
   DE/D8A4: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D8A5: 73                   Object faces down-left
   DE/D8A6: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/D8A7: 16 0A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/D8A9: FD 0F 03             Object overlaps BG1 & BG2
   DE/D8AC: 92 07 14 00          Place object at on-screen coords: (224,160) Z=0
   DE/D8B0: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D8B1: 73                   Object faces down-left
   DE/D8B2: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/D8B3: 18 8C                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/D8B5: FD 0F 03             Object overlaps BG1 & BG2
   DE/D8B8: 92 04 15 00          Place object at on-screen coords: (144,168) Z=0
   DE/D8BC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D8BD: 73                   Object faces down-left
   DE/D8BE: 08 08 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/D8C1: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/D8C3: 71                   Lighten screen from black before following commands
DE/D8C4: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/D8C6: 63 0C                Shift object down-left 12 pixels
DE/D8C8: F0 3B                Duration: 59 frames
DE/D8CA: 60 0B AA 60          Run Dialogue $0A0B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER:
 I wonder when my next bride will
 fall from the sky?<I><END>


DE/D8CE: F0 4F                Duration: 79 frames
DE/D8D0: 68 C0 80 03 1A 60    Enter area: $00C0
                              MARIO will be at coords: (96,208) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/D8D6: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/D8D8: F0 13                Frame Duration: 19
   DE/D8DA: 73                   Object faces down-left
   DE/D8DB: 06                   Set "moon-walk" Bits
   DE/D8DC: 10 81                Set sequence flag, x2 speed
   DE/D8DE: 10 40                Set transition flag, x1 speed
   DE/D8E0: 57 01                Shift object up-right 16 pixels
   DE/D8E2: 07                   Clear "moon-walk" Bits
   DE/D8E3: 10 C0                Set transition and sequence flags, x1 speed
DE/D8E5: FE                   Return

DE/D8E6: D0 E6 08             Execute event id $08E6 subsequently
DE/D8E9: FE                   Return


EVENT [503] ------------------------------------------------------------>
DE/D8EA: 68 02 01 04 13 E0    Enter area: $0102
                              MARIO will be at coords: (144,152) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DE/D8F0: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/D8F2: 13 00                Layering priority: MARIO overlaps object
   DE/D8F4: 92 07 0D 00          Place object at on-screen coords: (240,104) Z=0
   DE/D8F8: 73                   Object faces down-left
DE/D8F9: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/D8FB: FD 0F 03             Object overlaps BG1 & BG2
   DE/D8FE: 67 0A                Shift object up-right 10 pixels
   DE/D900: 66 02                Shift object up 2 pixels
   DE/D902: 64 02                Shift object left 2 pixels
   DE/D904: 73                   Object faces down-left
DE/D905: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/D907: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D908: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/D90A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D90B: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/D90D: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D90E: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/D910: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D911: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/D913: 71                   Lighten screen from black before following commands
DE/D914: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/D916: 63 0C                Shift object down-left 12 pixels
DE/D918: F0 4F                Duration: 79 frames
DE/D91A: 68 C0 80 03 1A 60    Enter area: $00C0
                              MARIO will be at coords: (96,208) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DE/D920: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/D922: 77                   Object faces up-right
   DE/D923: 10 C0                Set transition and sequence flags, x1 speed
   DE/D925: 57 01                Shift object up-right 16 pixels
DE/D927: FE                   Return


EVENT [504] ------------------------------------------------------------>

EVENT [505] ------------------------------------------------------------>

EVENT [506] ------------------------------------------------------------>

EVENT [507] ------------------------------------------------------------>

EVENT [508] ------------------------------------------------------------>

EVENT [509] ------------------------------------------------------------>

EVENT [50A] ------------------------------------------------------------>

EVENT [50B] ------------------------------------------------------------>

EVENT [50C] ------------------------------------------------------------>

EVENT [50D] ------------------------------------------------------------>
DE/D928: 52 01                Add 1 coins
DE/D92A: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DE/D92C: 10 0C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes)
   DE/D92E: 08 10 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/D931: 10 40                Set transition flag, x1 speed
   DE/D933: 9C 0D                Play sound effect #$0D
   DE/D935: 5A 02                Shift object up 32 pixels
   DE/D937: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/D938: FD F2                <UNKNOWN COMMAND $F2>
DE/D93A: FE                   Return


EVENT [50E] ------------------------------------------------------------>
DE/D93B: 53 01                Add 1 frog coins
DE/D93D: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DE/D93F: 10 0C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes)
   DE/D941: 08 10 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/D944: 10 40                Set transition flag, x1 speed
   DE/D946: 9C 5E                Play sound effect #$5E
   DE/D948: 5A 02                Shift object up 32 pixels
   DE/D94A: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/D94B: FD F2                <UNKNOWN COMMAND $F2>
DE/D94D: FE                   Return


EVENT [50F] ------------------------------------------------------------>
DE/D94E: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D950: 61 08                Shift object down-right 8 pixels
   DE/D952: 63 08                Shift object down-left 8 pixels
DE/D954: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D956: 61 08                Shift object down-right 8 pixels
   DE/D958: 63 08                Shift object down-left 8 pixels
DE/D95A: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D95C: 61 08                Shift object down-right 8 pixels
   DE/D95E: 63 08                Shift object down-left 8 pixels
DE/D960: 1E 04                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D962: 61 08                Shift object down-right 8 pixels
   DE/D964: 63 08                Shift object down-left 8 pixels
DE/D966: 1F 04                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D968: 61 08                Shift object down-right 8 pixels
   DE/D96A: 63 08                Shift object down-left 8 pixels
DE/D96C: 20 04                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D96E: 61 08                Shift object down-right 8 pixels
   DE/D970: 63 08                Shift object down-left 8 pixels
DE/D972: 21 04                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D974: 61 08                Shift object down-right 8 pixels
   DE/D976: 63 08                Shift object down-left 8 pixels
DE/D978: 22 04                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D97A: 61 08                Shift object down-right 8 pixels
   DE/D97C: 63 08                Shift object down-left 8 pixels
DE/D97E: 23 04                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D980: 61 08                Shift object down-right 8 pixels
   DE/D982: 63 08                Shift object down-left 8 pixels
DE/D984: 19 07                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/D986: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/D989: 61 08                Shift object down-right 8 pixels
   DE/D98B: 63 08                Shift object down-left 8 pixels
DE/D98D: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D98F: 61 08                Shift object down-right 8 pixels
   DE/D991: 63 08                Shift object down-left 8 pixels
DE/D993: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D995: 61 08                Shift object down-right 8 pixels
   DE/D997: 63 08                Shift object down-left 8 pixels
DE/D999: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/D99B: 61 08                Shift object down-right 8 pixels
   DE/D99D: 63 08                Shift object down-left 8 pixels
DE/D99F: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/D9A1: 61 08                Shift object down-right 8 pixels
   DE/D9A3: 63 08                Shift object down-left 8 pixels
DE/D9A5: 71                   Lighten screen from black before following commands
DE/D9A6: FE                   Return


EVENT [510] ------------------------------------------------------------>
DE/D9A7: D8 18 EC D9          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/D9EC
DE/D9AB: F0 00                Duration: 0 frames
DE/D9AD: 3E 22 00 A7 D9       <UNKNOWN COMMAND: pointer to address $D9A7>
DE/D9B2: 18 22                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x22 bytes)
   DE/D9B4: 92 14 17 00          Place object at on-screen coords: (656,184) Z=0
   DE/D9B8: 61 08                Shift object down-right 8 pixels
   DE/D9BA: 63 08                Shift object down-left 8 pixels
   DE/D9BC: 10 81                Set sequence flag, x2 speed
   DE/D9BE: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/D9C1: FD 0F 03             Object overlaps BG1 & BG2
   DE/D9C4: 00                   Set Bit 7 of current object (enable object visibility)
   DE/D9C5: F0 09                Frame Duration: 9
   DE/D9C7: FD 9E                <UNKNOWN COMMAND $9E>
   DE/D9C9: 21                   <UNKNOWN COMMAND $21>
   DE/D9CA: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/D9CD: 10 43                Set transition flag, x4 speed
   DE/D9CF: 56 03                Shift object up 48 pixels
   DE/D9D1: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/D9D4: F0 1D                Frame Duration: 29
DE/D9D6: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/D9D8: 7E 50 00             Object jumps #$0050 units
   DE/D9DB: F0 27                Frame Duration: 39
DE/D9DD: 4A 8F 00 0C          Engage in battle with formation pack #$008F in background #$0C
DE/D9E1: DC 00 E6 D9          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/D9E6
DE/D9E5: FB                   Reset game, choose game

DE/D9E6: A0 18                Set event flag memory address 00:7043 Bit 0
DE/D9E8: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/D9EA: 01                   Clear Bit 7 of current object (disable object visibility)
DE/D9EB: 71                   Lighten screen from black before following commands
DE/D9EC: FE                   Return


EVENT [511] ------------------------------------------------------------>

EVENT [512] ------------------------------------------------------------>
DE/D9ED: D8 1A 32 DA          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/DA32
DE/D9F1: F0 00                Duration: 0 frames
DE/D9F3: 3E 22 00 ED D9       <UNKNOWN COMMAND: pointer to address $D9ED>
DE/D9F8: 18 22                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x22 bytes)
   DE/D9FA: 92 16 17 00          Place object at on-screen coords: (720,184) Z=0
   DE/D9FE: 61 08                Shift object down-right 8 pixels
   DE/DA00: 63 08                Shift object down-left 8 pixels
   DE/DA02: 10 81                Set sequence flag, x2 speed
   DE/DA04: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/DA07: FD 0F 03             Object overlaps BG1 & BG2
   DE/DA0A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DA0B: F0 09                Frame Duration: 9
   DE/DA0D: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DA0F: 21                   <UNKNOWN COMMAND $21>
   DE/DA10: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/DA13: 10 43                Set transition flag, x4 speed
   DE/DA15: 56 03                Shift object up 48 pixels
   DE/DA17: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/DA1A: F0 1D                Frame Duration: 29
DE/DA1C: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DA1E: 7E 50 00             Object jumps #$0050 units
   DE/DA21: F0 27                Frame Duration: 39
DE/DA23: 4A 8F 00 0C          Engage in battle with formation pack #$008F in background #$0C
DE/DA27: DC 00 2C DA          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/DA2C
DE/DA2B: FB                   Reset game, choose game

DE/DA2C: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/DA2E: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/DA30: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DA31: 71                   Lighten screen from black before following commands
DE/DA32: FE                   Return


EVENT [513] ------------------------------------------------------------>
DE/DA33: D8 1B 78 DA          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/DA78
DE/DA37: F0 00                Duration: 0 frames
DE/DA39: 3E 22 00 33 DA       <UNKNOWN COMMAND: pointer to address $DA33>
DE/DA3E: 18 22                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x22 bytes)
   DE/DA40: 92 19 11 00          Place object at on-screen coords: (816,136) Z=0
   DE/DA44: 61 08                Shift object down-right 8 pixels
   DE/DA46: 63 08                Shift object down-left 8 pixels
   DE/DA48: 10 81                Set sequence flag, x2 speed
   DE/DA4A: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/DA4D: FD 0F 03             Object overlaps BG1 & BG2
   DE/DA50: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DA51: F0 09                Frame Duration: 9
   DE/DA53: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DA55: 21                   <UNKNOWN COMMAND $21>
   DE/DA56: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/DA59: 10 43                Set transition flag, x4 speed
   DE/DA5B: 56 03                Shift object up 48 pixels
   DE/DA5D: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/DA60: F0 1D                Frame Duration: 29
DE/DA62: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DA64: 7E 50 00             Object jumps #$0050 units
   DE/DA67: F0 27                Frame Duration: 39
DE/DA69: 4A 8F 00 0C          Engage in battle with formation pack #$008F in background #$0C
DE/DA6D: DC 00 72 DA          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/DA72
DE/DA71: FB                   Reset game, choose game

DE/DA72: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/DA74: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/DA76: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DA77: 71                   Lighten screen from black before following commands
DE/DA78: FE                   Return


EVENT [514] ------------------------------------------------------------>
DE/DA79: D8 1C BE DA          If event flag memory address 00:7043 Bit 4 set, jump to address $DE/DABE
DE/DA7D: F0 00                Duration: 0 frames
DE/DA7F: 3E 22 00 79 DA       <UNKNOWN COMMAND: pointer to address $DA79>
DE/DA84: 18 22                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x22 bytes)
   DE/DA86: 92 18 17 00          Place object at on-screen coords: (784,184) Z=0
   DE/DA8A: 61 08                Shift object down-right 8 pixels
   DE/DA8C: 63 08                Shift object down-left 8 pixels
   DE/DA8E: 10 81                Set sequence flag, x2 speed
   DE/DA90: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/DA93: FD 0F 03             Object overlaps BG1 & BG2
   DE/DA96: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DA97: F0 09                Frame Duration: 9
   DE/DA99: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DA9B: 21                   <UNKNOWN COMMAND $21>
   DE/DA9C: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/DA9F: 10 43                Set transition flag, x4 speed
   DE/DAA1: 56 03                Shift object up 48 pixels
   DE/DAA3: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/DAA6: F0 1D                Frame Duration: 29
DE/DAA8: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DAAA: 7E 50 00             Object jumps #$0050 units
   DE/DAAD: F0 27                Frame Duration: 39
DE/DAAF: 4A 8F 00 0C          Engage in battle with formation pack #$008F in background #$0C
DE/DAB3: DC 00 B8 DA          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/DAB8
DE/DAB7: FB                   Reset game, choose game

DE/DAB8: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/DABA: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/DABC: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DABD: 71                   Lighten screen from black before following commands
DE/DABE: FE                   Return


EVENT [515] ------------------------------------------------------------>

EVENT [516] ------------------------------------------------------------>
DE/DABF: D8 1E 04 DB          If event flag memory address 00:7043 Bit 6 set, jump to address $DE/DB04
DE/DAC3: F0 00                Duration: 0 frames
DE/DAC5: 3E 22 00 BF DA       <UNKNOWN COMMAND: pointer to address $DABF>
DE/DACA: 18 22                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x22 bytes)
   DE/DACC: 92 1B 11 00          Place object at on-screen coords: (880,136) Z=0
   DE/DAD0: 61 08                Shift object down-right 8 pixels
   DE/DAD2: 63 08                Shift object down-left 8 pixels
   DE/DAD4: 10 81                Set sequence flag, x2 speed
   DE/DAD6: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/DAD9: FD 0F 03             Object overlaps BG1 & BG2
   DE/DADC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DADD: F0 09                Frame Duration: 9
   DE/DADF: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DAE1: 21                   <UNKNOWN COMMAND $21>
   DE/DAE2: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/DAE5: 10 43                Set transition flag, x4 speed
   DE/DAE7: 56 03                Shift object up 48 pixels
   DE/DAE9: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/DAEC: F0 1D                Frame Duration: 29
DE/DAEE: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DAF0: 7E 50 00             Object jumps #$0050 units
   DE/DAF3: F0 27                Frame Duration: 39
DE/DAF5: 4A 8F 00 0C          Engage in battle with formation pack #$008F in background #$0C
DE/DAF9: DC 00 FE DA          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/DAFE
DE/DAFD: FB                   Reset game, choose game

DE/DAFE: A0 1E                Set event flag memory address 00:7043 Bit 6
DE/DB00: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/DB02: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DB03: 71                   Lighten screen from black before following commands
DE/DB04: FE                   Return


EVENT [517] ------------------------------------------------------------>
DE/DB05: D8 1F 4A DB          If event flag memory address 00:7043 Bit 7 set, jump to address $DE/DB4A
DE/DB09: F0 00                Duration: 0 frames
DE/DB0B: 3E 22 00 05 DB       <UNKNOWN COMMAND: pointer to address $DB05>
DE/DB10: 18 22                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x22 bytes)
   DE/DB12: 92 18 1B 00          Place object at on-screen coords: (784,216) Z=0
   DE/DB16: 61 08                Shift object down-right 8 pixels
   DE/DB18: 63 08                Shift object down-left 8 pixels
   DE/DB1A: 10 81                Set sequence flag, x2 speed
   DE/DB1C: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/DB1F: FD 0F 03             Object overlaps BG1 & BG2
   DE/DB22: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DB23: F0 09                Frame Duration: 9
   DE/DB25: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DB27: 21                   <UNKNOWN COMMAND $21>
   DE/DB28: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/DB2B: 10 43                Set transition flag, x4 speed
   DE/DB2D: 56 03                Shift object up 48 pixels
   DE/DB2F: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/DB32: F0 1D                Frame Duration: 29
DE/DB34: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DB36: 7E 50 00             Object jumps #$0050 units
   DE/DB39: F0 27                Frame Duration: 39
DE/DB3B: 4A 8F 00 0C          Engage in battle with formation pack #$008F in background #$0C
DE/DB3F: DC 00 44 DB          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/DB44
DE/DB43: FB                   Reset game, choose game

DE/DB44: A0 1F                Set event flag memory address 00:7043 Bit 7
DE/DB46: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/DB48: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DB49: 71                   Lighten screen from black before following commands
DE/DB4A: FE                   Return


EVENT [518] ------------------------------------------------------------>

EVENT [519] ------------------------------------------------------------>
DE/DB4B: D8 21 90 DB          If event flag memory address 00:7044 Bit 1 set, jump to address $DE/DB90
DE/DB4F: F0 00                Duration: 0 frames
DE/DB51: 3E 22 00 4B DB       <UNKNOWN COMMAND: pointer to address $DB4B>
DE/DB56: 18 22                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x22 bytes)
   DE/DB58: 92 1B 19 00          Place object at on-screen coords: (880,200) Z=0
   DE/DB5C: 61 08                Shift object down-right 8 pixels
   DE/DB5E: 63 08                Shift object down-left 8 pixels
   DE/DB60: 10 81                Set sequence flag, x2 speed
   DE/DB62: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/DB65: FD 0F 03             Object overlaps BG1 & BG2
   DE/DB68: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DB69: F0 09                Frame Duration: 9
   DE/DB6B: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DB6D: 21                   <UNKNOWN COMMAND $21>
   DE/DB6E: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/DB71: 10 43                Set transition flag, x4 speed
   DE/DB73: 56 03                Shift object up 48 pixels
   DE/DB75: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/DB78: F0 1D                Frame Duration: 29
DE/DB7A: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DB7C: 7E 50 00             Object jumps #$0050 units
   DE/DB7F: F0 27                Frame Duration: 39
DE/DB81: 4A 8F 00 0C          Engage in battle with formation pack #$008F in background #$0C
DE/DB85: DC 00 8A DB          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/DB8A
DE/DB89: FB                   Reset game, choose game

DE/DB8A: A0 21                Set event flag memory address 00:7044 Bit 1
DE/DB8C: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/DB8E: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DB8F: 71                   Lighten screen from black before following commands
DE/DB90: FE                   Return


EVENT [51A] ------------------------------------------------------------>
DE/DB91: D8 22 D6 DB          If event flag memory address 00:7044 Bit 2 set, jump to address $DE/DBD6
DE/DB95: F0 00                Duration: 0 frames
DE/DB97: 3E 22 00 91 DB       <UNKNOWN COMMAND: pointer to address $DB91>
DE/DB9C: 18 22                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x22 bytes)
   DE/DB9E: 92 1D 15 00          Place object at on-screen coords: (944,168) Z=0
   DE/DBA2: 61 08                Shift object down-right 8 pixels
   DE/DBA4: 63 08                Shift object down-left 8 pixels
   DE/DBA6: 10 81                Set sequence flag, x2 speed
   DE/DBA8: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/DBAB: FD 0F 03             Object overlaps BG1 & BG2
   DE/DBAE: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DBAF: F0 09                Frame Duration: 9
   DE/DBB1: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DBB3: 21                   <UNKNOWN COMMAND $21>
   DE/DBB4: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/DBB7: 10 43                Set transition flag, x4 speed
   DE/DBB9: 56 03                Shift object up 48 pixels
   DE/DBBB: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/DBBE: F0 1D                Frame Duration: 29
DE/DBC0: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DBC2: 7E 50 00             Object jumps #$0050 units
   DE/DBC5: F0 27                Frame Duration: 39
DE/DBC7: 4A 8F 00 0C          Engage in battle with formation pack #$008F in background #$0C
DE/DBCB: DC 00 D0 DB          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/DBD0
DE/DBCF: FB                   Reset game, choose game

DE/DBD0: A0 22                Set event flag memory address 00:7044 Bit 2
DE/DBD2: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/DBD4: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DBD5: 71                   Lighten screen from black before following commands
DE/DBD6: FE                   Return


EVENT [51B] ------------------------------------------------------------>
DE/DBD7: D8 23 1C DC          If event flag memory address 00:7044 Bit 3 set, jump to address $DE/DC1C
DE/DBDB: F0 00                Duration: 0 frames
DE/DBDD: 3E 22 00 D7 DB       <UNKNOWN COMMAND: pointer to address $DBD7>
DE/DBE2: 18 22                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x22 bytes)
   DE/DBE4: 92 19 21 00          Place object at on-screen coords: (816,264) Z=0
   DE/DBE8: 61 08                Shift object down-right 8 pixels
   DE/DBEA: 63 08                Shift object down-left 8 pixels
   DE/DBEC: 10 81                Set sequence flag, x2 speed
   DE/DBEE: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/DBF1: FD 0F 03             Object overlaps BG1 & BG2
   DE/DBF4: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DBF5: F0 09                Frame Duration: 9
   DE/DBF7: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DBF9: 21                   <UNKNOWN COMMAND $21>
   DE/DBFA: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/DBFD: 10 43                Set transition flag, x4 speed
   DE/DBFF: 56 03                Shift object up 48 pixels
   DE/DC01: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/DC04: F0 1D                Frame Duration: 29
DE/DC06: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DC08: 7E 50 00             Object jumps #$0050 units
   DE/DC0B: F0 27                Frame Duration: 39
DE/DC0D: 4A 8F 00 0C          Engage in battle with formation pack #$008F in background #$0C
DE/DC11: DC 00 16 DC          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/DC16
DE/DC15: FB                   Reset game, choose game

DE/DC16: A0 23                Set event flag memory address 00:7044 Bit 3
DE/DC18: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/DC1A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DC1B: 71                   Lighten screen from black before following commands
DE/DC1C: FE                   Return


EVENT [51C] ------------------------------------------------------------>
DE/DC1D: D8 24 62 DC          If event flag memory address 00:7044 Bit 4 set, jump to address $DE/DC62
DE/DC21: F0 00                Duration: 0 frames
DE/DC23: 3E 22 00 1D DC       <UNKNOWN COMMAND: pointer to address $DC1D>
DE/DC28: 18 22                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x22 bytes)
   DE/DC2A: 92 1B 1D 00          Place object at on-screen coords: (880,232) Z=0
   DE/DC2E: 61 08                Shift object down-right 8 pixels
   DE/DC30: 63 08                Shift object down-left 8 pixels
   DE/DC32: 10 81                Set sequence flag, x2 speed
   DE/DC34: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/DC37: FD 0F 03             Object overlaps BG1 & BG2
   DE/DC3A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DC3B: F0 09                Frame Duration: 9
   DE/DC3D: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DC3F: 21                   <UNKNOWN COMMAND $21>
   DE/DC40: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/DC43: 10 43                Set transition flag, x4 speed
   DE/DC45: 56 03                Shift object up 48 pixels
   DE/DC47: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/DC4A: F0 1D                Frame Duration: 29
DE/DC4C: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DC4E: 7E 50 00             Object jumps #$0050 units
   DE/DC51: F0 27                Frame Duration: 39
DE/DC53: 4A 8F 00 0C          Engage in battle with formation pack #$008F in background #$0C
DE/DC57: DC 00 5C DC          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/DC5C
DE/DC5B: FB                   Reset game, choose game

DE/DC5C: A0 24                Set event flag memory address 00:7044 Bit 4
DE/DC5E: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/DC60: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DC61: 71                   Lighten screen from black before following commands
DE/DC62: FE                   Return


EVENT [51D] ------------------------------------------------------------>

EVENT [51E] ------------------------------------------------------------>
DE/DC63: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DE/DC65: F0 00                Duration: 0 frames
DE/DC67: A8 07 8C             Store #$8C to 00:70A7
DE/DC6A: AC F2 0A             Store #$0AF2 to 00:7000
DE/DC6D: D1 F4 0E             Execute event id $0EF4
DE/DC70: F2 29 32             <UNKNOWN COMMAND $F2>
DE/DC73: A0 A2                Set event flag memory address 00:7054 Bit 2
DE/DC75: FE                   Return


EVENT [51F] ------------------------------------------------------------>
DE/DC76: D8 A2 7F DC          If event flag memory address 00:7054 Bit 2 set, jump to address $DE/DC7F
DE/DC7A: 60 F1 AA 02          Run Dialogue $0AF1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

         Need the key to get in<I><END>


DE/DC7E: FE                   Return

DE/DC7F: F0 04                Duration: 4 frames
DE/DC81: 9C 10                Play sound effect #$10
DE/DC83: 6A 29 C0             Modify BGL of area $C029
DE/DC86: 6B 29 80             Modify physical field of area $8029
DE/DC89: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DE/DC8B: F2 29 34             <UNKNOWN COMMAND $F2>
DE/DC8E: F0 04                Duration: 4 frames
DE/DC90: 51 8C                Remove item in inventory: #$8C (Room Key    )
DE/DC92: FE                   Return


EVENT [520] ------------------------------------------------------------>
DE/DC93: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
DE/DC95: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/DC97: 10 43                Set transition flag, x4 speed
   DE/DC99: 61 06                Shift object down-right 6 pixels
DE/DC9B: 18 07                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/DC9D: 10 43                Set transition flag, x4 speed
   DE/DC9F: 61 09                Shift object down-right 9 pixels
   DE/DCA1: 63 0C                Shift object down-left 12 pixels
   DE/DCA3: 73                   Object faces down-left
DE/DCA4: 17 8D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/DCA6: 10 41                Set transition flag, x2 speed
   DE/DCA8: 73                   Object faces down-left
   DE/DCA9: 06                   Set "moon-walk" Bits
   DE/DCAA: 67 04                Shift object up-right 4 pixels
   DE/DCAC: 61 05                Shift object down-right 5 pixels
   DE/DCAE: FD 0F 01             Object overlaps <UNKNOWN>
   DE/DCB1: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/DCB3: F8 2B 2A BF DC       <UNKNOWN COMMAND $F8>
DE/DCB8: F8 2B 2C BF DC       <UNKNOWN COMMAND $F8>
DE/DCBD: 71                   Lighten screen from black before following commands
DE/DCBE: FE                   Return

DE/DCBF: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/DCC1: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/DCC3: F2 2B 2A             <UNKNOWN COMMAND $F2>
DE/DCC6: F2 2B 2C             <UNKNOWN COMMAND $F2>
DE/DCC9: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/DCCB: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/DCCD: 71                   Lighten screen from black before following commands
DE/DCCE: FE                   Return


EVENT [521] ------------------------------------------------------------>
DE/DCCF: 60 00 AA 60          Run Dialogue $0A00 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1: Hello there.<I>
 Booster's busy right now, so he
 can't play.<I>

 Come back some other time, or you
 can try to force your way in...<I><END>


DE/DCD3: FE                   Return


EVENT [522] ------------------------------------------------------------>
DE/DCD4: D8 A1 E0 DC          If event flag memory address 00:7054 Bit 1 set, jump to address $DE/DCE0
DE/DCD8: D8 18 E0 DC          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/DCE0
DE/DCDC: 17 F2 05 02          Set Object: NPC #3 ---> Command: Set object to movement: $0205
DE/DCE0: FE                   Return


EVENT [523] ------------------------------------------------------------>
DE/DCE1: D8 A1 F3 DC          If event flag memory address 00:7054 Bit 1 set, jump to address $DE/DCF3
DE/DCE5: DC 18 F3 DC          If event flag memory address 00:7043 Bit 0 clear, jump to address $DE/DCF3
DE/DCE9: D8 19 F3 DC          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/DCF3
DE/DCED: 17 F2 06 02          Set Object: NPC #3 ---> Command: Set object to movement: $0206
DE/DCF1: A0 19                Set event flag memory address 00:7043 Bit 1
DE/DCF3: FE                   Return


EVENT [524] ------------------------------------------------------------>
DE/DCF4: FD 42                <UNKNOWN COMMAND $FD 42>
DE/DCF6: 60 01 AA 62          Run Dialogue $0A01 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


           Booster the First<I><END>


DE/DCFA: FD 40                <UNKNOWN COMMAND $FD 40>
DE/DCFC: FE                   Return


EVENT [525] ------------------------------------------------------------>
DE/DCFD: FD 42                <UNKNOWN COMMAND $FD 42>
DE/DCFF: 60 02 AA 62          Run Dialogue $0A02 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


          Booster the Second<I><END>


DE/DD03: FD 40                <UNKNOWN COMMAND $FD 40>
DE/DD05: FE                   Return


EVENT [526] ------------------------------------------------------------>
DE/DD06: FD 42                <UNKNOWN COMMAND $FD 42>
DE/DD08: 60 03 AA 62          Run Dialogue $0A03 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


           Booster the Third<I><END>


DE/DD0C: FD 40                <UNKNOWN COMMAND $FD 40>
DE/DD0E: FE                   Return


EVENT [527] ------------------------------------------------------------>
DE/DD0F: FD 42                <UNKNOWN COMMAND $FD 42>
DE/DD11: 60 04 AA 62          Run Dialogue $0A04 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


          Booster the Fourth<I><END>


DE/DD15: FD 40                <UNKNOWN COMMAND $FD 40>
DE/DD17: FE                   Return


EVENT [528] ------------------------------------------------------------>
DE/DD18: FD 42                <UNKNOWN COMMAND $FD 42>
DE/DD1A: 60 05 AA 62          Run Dialogue $0A05 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


           Booster the Fifth<I><END>


DE/DD1E: FD 40                <UNKNOWN COMMAND $FD 40>
DE/DD20: FE                   Return


EVENT [529] ------------------------------------------------------------>
DE/DD21: FD 42                <UNKNOWN COMMAND $FD 42>
DE/DD23: 60 06 AA 62          Run Dialogue $0A06 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


           Booster the Sixth<I><END>


DE/DD27: FD 40                <UNKNOWN COMMAND $FD 40>
DE/DD29: FE                   Return


EVENT [52A] ------------------------------------------------------------>

EVENT [52B] ------------------------------------------------------------>
DE/DD2A: 60 00 AA D0          Run Dialogue $0A00 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 1: Hello there.<I>
 Booster's busy right now, so he
 can't play.<I>

 Come back some other time, or you
 can try to force your way in...<I><END>


DE/DD2E: F0 04                Duration: 4 frames
DE/DD30: 4A 8E 00 0C          Engage in battle with formation pack #$008E in background #$0C
DE/DD34: DC 00 39 DD          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/DD39
DE/DD38: FB                   Reset game, choose game

DE/DD39: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DE/DD3B: F2 2B 30             <UNKNOWN COMMAND $F2>
DE/DD3E: 71                   Lighten screen from black before following commands
DE/DD3F: FE                   Return


EVENT [52C] ------------------------------------------------------------>

EVENT [52D] ------------------------------------------------------------>

EVENT [52E] ------------------------------------------------------------>

EVENT [52F] ------------------------------------------------------------>

EVENT [530] ------------------------------------------------------------>
DE/DD40: 91 0D                Play music: #$0D
DE/DD42: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/DD44: 61 02                Shift object down-right 2 pixels
   DE/DD46: 73                   Object faces down-left
   DE/DD47: 06                   Set "moon-walk" Bits
   DE/DD48: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/DD4A: FD 0F 00             Object overlaps <UNKNOWN>
   DE/DD4D: 13 00                Layering priority: MARIO overlaps object
DE/DD4F: DC 9F 57 DD          If event flag memory address 00:7053 Bit 7 clear, jump to address $DE/DD57
DE/DD53: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/DD55: 71                   Lighten screen from black before following commands
DE/DD56: FE                   Return


EVENT [531] ------------------------------------------------------------>
DE/DD57: 71                   Lighten screen from black before following commands
DE/DD58: FD 31                Screen doesn't move with MARIO
DE/DD5A: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/DD5C: 10 C0                Set transition and sequence flags, x1 speed
   DE/DD5E: 67 04                Shift object up-right 4 pixels
   DE/DD60: 10 C5                Set transition and sequence flags, 1/2 speed
   DE/DD62: 67 04                Shift object up-right 4 pixels
DE/DD64: F0 1D                Duration: 29 frames
DE/DD66: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/DD68: 10 40                Set transition flag, x1 speed
   DE/DD6A: 56 03                Shift object up 48 pixels
DE/DD6C: F0 13                Duration: 19 frames
DE/DD6E: 60 F6 2A 60          Run Dialogue $0AF6
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:
 Booster has such a nice place...
 I miss my fortress...<I>

 I miss the good old days...<I>
 Toadstool screaming in terror,
 Mario rushing in to save her...<I><END>


DE/DD72: FD 61                <UNKNOWN COMMAND $FD 61>
DE/DD74: FD 60                <UNKNOWN COMMAND $FD 60>
DE/DD76: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DD78: 10 80                Set sequence flag, x1 speed
   DE/DD7A: 08 40 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
DE/DD7D: 65                   <UNKNOWN COMMAND $65>
DE/DD7E: 64                   <UNKNOWN COMMAND $64>
DE/DD7F: F0 3B                Duration: 59 frames
DE/DD81: 14 94                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/DD83: 10 80                Set sequence flag, x1 speed
   DE/DD85: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DE/DD88: F0 36                Frame Duration: 54
   DE/DD8A: 08 08 15             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   DE/DD8D: F0 27                Frame Duration: 39
   DE/DD8F: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/DD92: 7E 30 00             Object jumps #$0030 units
   DE/DD95: F0 1D                Frame Duration: 29
DE/DD97: 60 F7 2A 60          Run Dialogue $0AF7
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh geez, it's Mario!<I>

 Oops..<I> Okay, okay..<I> Calm down!<I>
 Don't let him see you like this!<I>

 
     Hey, how have you been?<I>

 NO! Not like that, dummy!<I>
 Wrong tone!
 It needs more...confidence!<I><END>


DE/DD9B: FD 60                <UNKNOWN COMMAND $FD 60>
DE/DD9D: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/DD9F: 09                   Reset all object properties to default
   DE/DDA0: 77                   Object faces up-right
DE/DDA1: FD 61                <UNKNOWN COMMAND $FD 61>
DE/DDA3: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/DDA5: 73                   Object faces down-left
DE/DDA6: FD 61                <UNKNOWN COMMAND $FD 61>
DE/DDA8: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/DDAA: 77                   Object faces up-right
DE/DDAB: 65                   <UNKNOWN COMMAND $65>
DE/DDAC: 64                   <UNKNOWN COMMAND $64>
DE/DDAD: 14 91                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/DDAF: F0 09                Frame Duration: 9
   DE/DDB1: 10 83                Set sequence flag, x4 speed
   DE/DDB3: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DDB5: 38                   <UNKNOWN COMMAND $38>
   DE/DDB6: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/DDB9: F0 1D                Frame Duration: 29
   DE/DDBB: 9B                   Stop sound effect
   DE/DDBC: 09                   Reset all object properties to default
   DE/DDBD: F0 1D                Frame Duration: 29
   DE/DDBF: 73                   Object faces down-left
DE/DDC0: 60 F9 AA 60          Run Dialogue $0AF9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 YOU!!
 What're YOU doing HERE?!<I>

 If...<I> Toadstool were at my
 castle waiting to be rescued...<I>
 She'd be crying like a baby!<I><END>


DE/DDC4: F0 13                Duration: 19 frames
DE/DDC6: 0C 10                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x10 bytes)
   DE/DDC8: 10 40                Set transition flag, x1 speed
   DE/DDCA: 56 03                Shift object up 48 pixels
   DE/DDCC: 10 41                Set transition flag, x2 speed
   DE/DDCE: 56 03                Shift object up 48 pixels
   DE/DDD0: 10 42                Set transition flag, x3 speed
   DE/DDD2: 56 03                Shift object up 48 pixels
   DE/DDD4: 10 43                Set transition flag, x4 speed
   DE/DDD6: 56 1C                Shift object up 448 pixels
DE/DDD8: F0 90                Duration: 144 frames
DE/DDDA: 77 32                Darken screen from black before following commands; Duration: 50 frames
DE/DDDC: D2 32 D7             Jump to address $DE/D732
DE/DDDF: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/DDE1: 08 09 19             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: no
DE/DDE4: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/DDE6: 08 0A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
DE/DDE9: 0C 10                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x10 bytes)
   DE/DDEB: 10 44                Set transition flag, x8 speed
   DE/DDED: 52 1F                Shift object down 496 pixels
   DE/DDEF: 10 43                Set transition flag, x4 speed
   DE/DDF1: 52 03                Shift object down 48 pixels
   DE/DDF3: 10 41                Set transition flag, x2 speed
   DE/DDF5: 52 02                Shift object down 32 pixels
   DE/DDF7: 10 40                Set transition flag, x1 speed
   DE/DDF9: 52 01                Shift object down 16 pixels
DE/DDFB: 73 32                Lighten screen from black before following commands; Duration: 50 frames
DE/DDFD: F0 77                Duration: 119 frames
DE/DDFF: F0 18                Duration: 24 frames
DE/DE01: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/DE03: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DE/DE06: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/DE08: 09                   Reset all object properties to default
DE/DE09: 60 F8 2A 60          Run Dialogue $0AF8
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: ...<I>
 That voice! It's Toadstool!<I>

 I thought she got away, but
 she's been stuck HERE...
 Mwa, ha, ha!<I>

 Well...<I>
 I guess I'll be returning to my
 castle now.<I><END>


DE/DE0D: FD 61                <UNKNOWN COMMAND $FD 61>
DE/DE0F: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DE11: 10 81                Set sequence flag, x2 speed
   DE/DE13: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DE/DE16: FD 61                <UNKNOWN COMMAND $FD 61>
DE/DE18: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/DE1A: 09                   Reset all object properties to default
DE/DE1B: 65                   <UNKNOWN COMMAND $65>
DE/DE1C: 64                   <UNKNOWN COMMAND $64>
DE/DE1D: 14 8A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/DE1F: 10 40                Set transition flag, x1 speed
   DE/DE21: 10 80                Set sequence flag, x1 speed
   DE/DE23: 53 03                Shift object down-left 48 pixels
   DE/DE25: 51 03                Shift object down-right 48 pixels
   DE/DE27: 53 02                Shift object down-left 32 pixels
DE/DE29: 60 FA AA 60          Run Dialogue $0AFA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


        Outta my way, shortie!<I><END>


DE/DE2D: A0 9F                Set event flag memory address 00:7053 Bit 7
DE/DE2F: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/DE31: 7F 50 00             Object jumps (with sound effect) #$0050 units
DE/DE34: 0C 12                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x12 bytes)
   DE/DE36: F0 13                Frame Duration: 19
   DE/DE38: 10 41                Set transition flag, x2 speed
   DE/DE3A: 9C 16                Play sound effect #$16
   DE/DE3C: 62 0C                Shift object down 12 pixels
   DE/DE3E: 66 0C                Shift object up 12 pixels
   DE/DE40: 62 08                Shift object down 8 pixels
   DE/DE42: 66 08                Shift object up 8 pixels
   DE/DE44: 62 05                Shift object down 5 pixels
   DE/DE46: 66 05                Shift object up 5 pixels
DE/DE48: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/DE4A: F0 18                Frame Duration: 24
   DE/DE4C: 10 C0                Set transition and sequence flags, x1 speed
   DE/DE4E: 71                   Object faces down-right
   DE/DE4F: 06                   Set "moon-walk" Bits
   DE/DE50: 7E 60 00             Object jumps #$0060 units
   DE/DE53: 55 02                Shift object up-left 32 pixels
   DE/DE55: 07                   Clear "moon-walk" Bits
DE/DE56: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/DE58: 53 02                Shift object down-left 32 pixels
   DE/DE5A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DE5B: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/DE5D: FD 30                Screen moves with MARIO
DE/DE5F: A0 9F                Set event flag memory address 00:7053 Bit 7
DE/DE61: FE                   Return


EVENT [532] ------------------------------------------------------------>
DE/DE62: 60 FB AA 02          Run Dialogue $0AFB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

               It's locked<I><END>


DE/DE66: A0 18                Set event flag memory address 00:7043 Bit 0
DE/DE68: F2 CA 2C             <UNKNOWN COMMAND $F2>
DE/DE6B: FE                   Return


EVENT [533] ------------------------------------------------------------>
DE/DE6C: D8 18 71 DE          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/DE71
DE/DE70: FE                   Return

DE/DE71: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/DE73: 73                   Object faces down-left
DE/DE74: 9B                   Stop sound effect
DE/DE75: 14 91                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/DE77: 92 02 79 00          Place object at on-screen coords: (80,968) Z=0
   DE/DE7B: 77                   Object faces up-right
   DE/DE7C: 10 43                Set transition flag, x4 speed
   DE/DE7E: 10 83                Set sequence flag, x4 speed
   DE/DE80: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DE81: F0 04                Frame Duration: 4
   DE/DE83: FD 9E                <UNKNOWN COMMAND $9E>
   DE/DE85: 0B 57                Set Bits $57 of current object address 0A,x
   DE/DE87: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/DE88: 60 FC AA 60          Run Dialogue $0AFC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: What!?
 You're STILL here?<I>

 That look on your face...<I>
 Mwa, ha, ha!
 I get it now!<I><END>


DE/DE8C: F0 0E                Duration: 14 frames
DE/DE8E: 60 FA AA 60          Run Dialogue $0AFA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


        Outta my way, shortie!<I><END>


DE/DE92: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/DE94: 7F 50 00             Object jumps (with sound effect) #$0050 units
DE/DE97: 0C 12                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x12 bytes)
   DE/DE99: F0 13                Frame Duration: 19
   DE/DE9B: 10 41                Set transition flag, x2 speed
   DE/DE9D: 9C 16                Play sound effect #$16
   DE/DE9F: 62 0C                Shift object down 12 pixels
   DE/DEA1: 66 0C                Shift object up 12 pixels
   DE/DEA3: 62 08                Shift object down 8 pixels
   DE/DEA5: 66 08                Shift object up 8 pixels
   DE/DEA7: 62 05                Shift object down 5 pixels
   DE/DEA9: 66 05                Shift object up 5 pixels
DE/DEAB: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/DEAD: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/DEAF: F0 18                Frame Duration: 24
   DE/DEB1: 10 C1                Set transition and sequence flags, x2 speed
   DE/DEB3: 70                   Object faces right
   DE/DEB4: 06                   Set "moon-walk" Bits
   DE/DEB5: 7E 65 00             Object jumps #$0065 units
   DE/DEB8: 80 04 72             Move object to on-screen coords: (128,912)
   DE/DEBB: 10 C0                Set transition and sequence flags, x1 speed
   DE/DEBD: 07                   Clear "moon-walk" Bits
DE/DEBE: 14 A1                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x21 bytes) (Wait until complete)
   DE/DEC0: 10 40                Set transition flag, x1 speed
   DE/DEC2: 10 83                Set sequence flag, x4 speed
   DE/DEC4: 57 02                Shift object up-right 32 pixels
   DE/DEC6: F0 0E                Frame Duration: 14
   DE/DEC8: 73                   Object faces down-left
   DE/DEC9: F0 0E                Frame Duration: 14
   DE/DECB: 10 85                Set sequence flag, 1/2 speed
   DE/DECD: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/DECE: F0 0E                Frame Duration: 14
   DE/DED0: 10 80                Set sequence flag, x1 speed
   DE/DED2: F0 0E                Frame Duration: 14
   DE/DED4: 10 81                Set sequence flag, x2 speed
   DE/DED6: F0 0E                Frame Duration: 14
   DE/DED8: 10 83                Set sequence flag, x4 speed
   DE/DEDA: F0 2C                Frame Duration: 44
   DE/DEDC: 10 43                Set transition flag, x4 speed
   DE/DEDE: 06                   Set "moon-walk" Bits
   DE/DEDF: 57 02                Shift object up-right 32 pixels
DE/DEE1: 14 10                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/DEE3: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/DEE4: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/DEE5: 10 43                Set transition flag, x4 speed
   DE/DEE7: 67 12                Shift object up-right 18 pixels
   DE/DEE9: 63 0C                Shift object down-left 12 pixels
   DE/DEEB: 67 08                Shift object up-right 8 pixels
   DE/DEED: 63 06                Shift object down-left 6 pixels
   DE/DEEF: 67 04                Shift object up-right 4 pixels
   DE/DEF1: 63 04                Shift object down-left 4 pixels
DE/DEF3: F0 04                Duration: 4 frames
DE/DEF5: 6B CA 80             Modify physical field of area $80CA
DE/DEF8: 6A CA C0             Modify BGL of area $C0CA
DE/DEFB: 9C 15                Play sound effect #$15
DE/DEFD: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/DEFF: F2 CA 2C             <UNKNOWN COMMAND $F2>
DE/DF02: F0 3B                Duration: 59 frames
DE/DF04: 14 0F                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/DF06: 10 C0                Set transition and sequence flags, x1 speed
   DE/DF08: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/DF09: 07                   Clear "moon-walk" Bits
   DE/DF0A: 77                   Object faces up-right
   DE/DF0B: F0 1D                Frame Duration: 29
   DE/DF0D: 08 41 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DE/DF10: F0 1D                Frame Duration: 29
   DE/DF12: 09                   Reset all object properties to default
   DE/DF13: F0 1D                Frame Duration: 29
DE/DF15: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/DF17: 10 C0                Set transition and sequence flags, x1 speed
   DE/DF19: 80 05 73             Move object to on-screen coords: (176,920)
   DE/DF1C: 77                   Object faces up-right
   DE/DF1D: 0B 04                Set Bits $4 of current object address 0A,x
DE/DF1F: 60 FD 2A 60          Run Dialogue $0AFD
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Yeah...
 I'm a piece of work, ain't I?!<I>

 All this power, AND looks too!
 I know, I know! You're thinking,<I>

 A big strong guy like him would
 be great to have along! right?<I>
 I'm gonna do something I may
 regret later...!<I><END>


DE/DF23: FD 61                <UNKNOWN COMMAND $FD 61>
DE/DF25: FD 61                <UNKNOWN COMMAND $FD 61>
DE/DF27: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/DF29: 73                   Object faces down-left
DE/DF2A: 65                   <UNKNOWN COMMAND $65>
DE/DF2B: 64                   <UNKNOWN COMMAND $64>
DE/DF2C: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/DF2E: 10 C5                Set transition and sequence flags, 1/2 speed
   DE/DF30: 63 0A                Shift object down-left 10 pixels
DE/DF32: 60 FE AA 60          Run Dialogue $0AFE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I'll let you join the Koopa Troop.
 You can thank me later...<I><END>


DE/DF36: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/DF38: 10 40                Set transition flag, x1 speed
   DE/DF3A: 10 81                Set sequence flag, x2 speed
   DE/DF3C: 63 22                Shift object down-left 34 pixels
   DE/DF3E: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DF3F: F0 1D                Duration: 29 frames
DE/DF41: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/DF43: 72                   Object faces down
DE/DF44: 60 FF AA 42          Run Dialogue $0AFF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     Mario and his friends have
     joined the Koopa Troop!<I>
      (Or so they're pretending)<I>

 
      Bowser joins the group<I><END>


DE/DF48: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DE/DF4B: F0 3B                Duration: 59 frames
DE/DF4D: 91 28                Play music: #$28
DE/DF4F: F0 27                Duration: 39 frames
DE/DF51: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/DF53: D4 06                Start code block, repeat 6 times
   DE/DF55: 7B 01                <UNKNOWN COMMAND $7B>
   DE/DF57: F0 01                Frame Duration: 1
   DE/DF59: D7                   End of code block
DE/DF5A: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/DF5C: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/DF5F: F0 3B                Frame Duration: 59
DE/DF61: 15 90                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/DF63: F0 0E                Frame Duration: 14
   DE/DF65: FD 0F 02             Object overlaps BG1
   DE/DF68: 92 08 6F 00          Place object at on-screen coords: (272,888) Z=0
   DE/DF6C: 10 40                Set transition flag, x1 speed
   DE/DF6E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/DF6F: 73                   Object faces down-left
   DE/DF70: 06                   Set "moon-walk" Bits
   DE/DF71: 65 0F                Shift object up-left 15 pixels
DE/DF73: F0 3B                Duration: 59 frames
DE/DF75: 64                   <UNKNOWN COMMAND $64>
DE/DF76: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   DE/DF78: 09                   Reset all object properties to default
   DE/DF79: 72                   Object faces down
DE/DF7A: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/DF7C: 10 41                Set transition flag, x2 speed
   DE/DF7E: 61 07                Shift object down-right 7 pixels
   DE/DF80: 01                   Clear Bit 7 of current object (disable object visibility)
DE/DF81: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/DF83: F2 CA 2A             <UNKNOWN COMMAND $F2>
DE/DF86: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/DF88: A1 12                Set event flag memory address 00:7062 Bit 2
DE/DF8A: A0 9E                Set event flag memory address 00:7053 Bit 6
DE/DF8C: 36 82                Add BOWSER to party (also increase maximum number of party members by 1)
DE/DF8E: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/DF90: 91 0D                Play music: #$0D
DE/DF92: F0 2C                Duration: 44 frames
DE/DF94: 60 7C AB 42          Run Dialogue $0B7C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Would you like an explanation on
       how to Switch allies?<I>
  >>  (Yes)
  >>  (No)<I><END>


DE/DF98: 66 9F DF             If 2nd option chosen from dialogue prompt, jump to address $DE/DF9F
DE/DF9B: FD 4C 02             Run Toad's tutorial: Toad teaches how to switch allies
DE/DF9E: 71                   Lighten screen from black before following commands
DE/DF9F: FE                   Return


EVENT [534] ------------------------------------------------------------>
DE/DFA0: D8 1B CE DF          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/DFCE
DE/DFA4: E4 12 03 00 BE DF    If value at 00:7024 = #$0003, jump to address $DE/DFBE
DE/DFAA: 6A C3 C6             Modify BGL of area $C6C3
DE/DFAD: F0 04                Duration: 4 frames
DE/DFAF: 6A C3 CA             Modify BGL of area $CAC3
DE/DFB2: 9C 58                Play sound effect #$58
DE/DFB4: F0 1D                Duration: 29 frames
DE/DFB6: 4A 2E 00 0C          Engage in battle with formation pack #$002E in background #$0C
DE/DFBA: 71                   Lighten screen from black before following commands
DE/DFBB: D2 4C E1             Jump to address $DE/E14C
DE/DFBE: 6A C3 C6             Modify BGL of area $C6C3
DE/DFC1: F0 04                Duration: 4 frames
DE/DFC3: 6A C3 C8             Modify BGL of area $C8C3
DE/DFC6: 9C 57                Play sound effect #$57
DE/DFC8: F0 09                Duration: 9 frames
DE/DFCA: B2 12                Increment 00:7024
DE/DFCC: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/DFCE: FE                   Return


EVENT [535] ------------------------------------------------------------>
DE/DFCF: D8 1C FD DF          If event flag memory address 00:7043 Bit 4 set, jump to address $DE/DFFD
DE/DFD3: E4 12 04 00 ED DF    If value at 00:7024 = #$0004, jump to address $DE/DFED
DE/DFD9: 6A C3 CE             Modify BGL of area $CEC3
DE/DFDC: F0 04                Duration: 4 frames
DE/DFDE: 6A C3 D2             Modify BGL of area $D2C3
DE/DFE1: 9C 58                Play sound effect #$58
DE/DFE3: F0 1D                Duration: 29 frames
DE/DFE5: 4A 2E 00 0C          Engage in battle with formation pack #$002E in background #$0C
DE/DFE9: 71                   Lighten screen from black before following commands
DE/DFEA: D2 4C E1             Jump to address $DE/E14C
DE/DFED: 6A C3 CE             Modify BGL of area $CEC3
DE/DFF0: F0 04                Duration: 4 frames
DE/DFF2: 6A C3 D0             Modify BGL of area $D0C3
DE/DFF5: 9C 57                Play sound effect #$57
DE/DFF7: F0 09                Duration: 9 frames
DE/DFF9: B2 12                Increment 00:7024
DE/DFFB: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/DFFD: FE                   Return


EVENT [536] ------------------------------------------------------------>
DE/DFFE: D8 1A 2C E0          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/E02C
DE/E002: E4 12 02 00 1C E0    If value at 00:7024 = #$0002, jump to address $DE/E01C
DE/E008: 6A C3 D6             Modify BGL of area $D6C3
DE/E00B: F0 04                Duration: 4 frames
DE/E00D: 6A C3 DA             Modify BGL of area $DAC3
DE/E010: 9C 58                Play sound effect #$58
DE/E012: F0 1D                Duration: 29 frames
DE/E014: 4A 2E 00 0C          Engage in battle with formation pack #$002E in background #$0C
DE/E018: 71                   Lighten screen from black before following commands
DE/E019: D2 4C E1             Jump to address $DE/E14C
DE/E01C: 6A C3 D6             Modify BGL of area $D6C3
DE/E01F: F0 04                Duration: 4 frames
DE/E021: 6A C3 D8             Modify BGL of area $D8C3
DE/E024: 9C 57                Play sound effect #$57
DE/E026: F0 09                Duration: 9 frames
DE/E028: B2 12                Increment 00:7024
DE/E02A: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/E02C: FE                   Return


EVENT [537] ------------------------------------------------------------>
DE/E02D: D8 1D ED E0          If event flag memory address 00:7043 Bit 5 set, jump to address $DE/E0ED
DE/E031: E4 12 05 00 4B E0    If value at 00:7024 = #$0005, jump to address $DE/E04B
DE/E037: 6A C3 DE             Modify BGL of area $DEC3
DE/E03A: F0 04                Duration: 4 frames
DE/E03C: 6A C3 E2             Modify BGL of area $E2C3
DE/E03F: 9C 58                Play sound effect #$58
DE/E041: F0 1D                Duration: 29 frames
DE/E043: 4A 2E 00 0C          Engage in battle with formation pack #$002E in background #$0C
DE/E047: 71                   Lighten screen from black before following commands
DE/E048: D2 4C E1             Jump to address $DE/E14C
DE/E04B: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/E04D: 1A 8C                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/E04F: 82 12 19             Place object at on-screen coords: (592,200)
   DE/E052: 65 05                Shift object up-left 5 pixels
   DE/E054: 00                   Set Bit 7 of current object (enable object visibility)
   DE/E055: 71                   Object faces down-right
   DE/E056: FD 0F 00             Object overlaps <UNKNOWN>
   DE/E059: 13 00                Layering priority: MARIO overlaps object
DE/E05B: 6A C3 DE             Modify BGL of area $DEC3
DE/E05E: F0 04                Duration: 4 frames
DE/E060: 6A C3 E2             Modify BGL of area $E2C3
DE/E063: F0 09                Duration: 9 frames
DE/E065: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/E067: 77                   Object faces up-right
   DE/E068: 06                   Set "moon-walk" Bits
   DE/E069: 10 C1                Set transition and sequence flags, x2 speed
   DE/E06B: 80 11 1B             Move object to on-screen coords: (560,216)
   DE/E06E: 07                   Clear "moon-walk" Bits
DE/E06F: F0 1D                Duration: 29 frames
DE/E071: 1A 88                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/E073: 73                   Object faces down-left
   DE/E074: F0 1D                Frame Duration: 29
   DE/E076: 10 85                Set sequence flag, 1/2 speed
   DE/E078: 08 08 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/E07B: F0 09                Duration: 9 frames
DE/E07D: 1B 8F                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/E07F: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/E082: 00                   Set Bit 7 of current object (enable object visibility)
   DE/E083: 9C 4E                Play sound effect #$4E
   DE/E085: 10 40                Set transition flag, x1 speed
   DE/E087: 7F 15 00             Object jumps (with sound effect) #$0015 units
   DE/E08A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/E08C: 53 01                Shift object down-left 16 pixels
DE/E08E: 1A 81                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/E090: 09                   Reset all object properties to default
DE/E091: F0 1D                Duration: 29 frames
DE/E093: 9C 6A                Play sound effect #$6A
DE/E095: 6A C3 DE             Modify BGL of area $DEC3
DE/E098: F0 04                Duration: 4 frames
DE/E09A: 6A C3 E0             Modify BGL of area $E0C3
DE/E09D: F0 04                Duration: 4 frames
DE/E09F: 6A C3 DE             Modify BGL of area $DEC3
DE/E0A2: F0 04                Duration: 4 frames
DE/E0A4: 6A C3 E0             Modify BGL of area $E0C3
DE/E0A7: F0 04                Duration: 4 frames
DE/E0A9: 6A C3 DE             Modify BGL of area $DEC3
DE/E0AC: F0 04                Duration: 4 frames
DE/E0AE: 6A C3 E0             Modify BGL of area $E0C3
DE/E0B1: F0 04                Duration: 4 frames
DE/E0B3: 6A C3 DE             Modify BGL of area $DEC3
DE/E0B6: F0 04                Duration: 4 frames
DE/E0B8: 6A C3 E0             Modify BGL of area $E0C3
DE/E0BB: F0 04                Duration: 4 frames
DE/E0BD: 6A C3 DE             Modify BGL of area $DEC3
DE/E0C0: F0 04                Duration: 4 frames
DE/E0C2: 9C 10                Play sound effect #$10
DE/E0C4: 6A C3 E0             Modify BGL of area $E0C3
DE/E0C7: F0 1D                Duration: 29 frames
DE/E0C9: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   DE/E0CB: 10 C0                Set transition and sequence flags, x1 speed
   DE/E0CD: 67 08                Shift object up-right 8 pixels
   DE/E0CF: F0 0E                Frame Duration: 14
   DE/E0D1: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DE/E0D4: F0 2C                Frame Duration: 44
DE/E0D6: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/E0D8: F0 07                Frame Duration: 7
   DE/E0DA: 01                   Clear Bit 7 of current object (disable object visibility)
DE/E0DB: A8 07 8D             Store #$8D to 00:70A7
DE/E0DE: AC 07 0A             Store #$0A07 to 00:7000
DE/E0E1: D1 F4 0E             Execute event id $0EF4
DE/E0E4: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/E0E6: 09                   Reset all object properties to default
   DE/E0E7: 72                   Object faces down
DE/E0E8: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/E0EA: A0 A0                Set event flag memory address 00:7054 Bit 0
DE/E0EC: FE                   Return

DE/E0ED: FE                   Return


EVENT [538] ------------------------------------------------------------>
DE/E0EE: D8 19 1C E1          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/E11C
DE/E0F2: E4 12 01 00 0C E1    If value at 00:7024 = #$0001, jump to address $DE/E10C
DE/E0F8: 6A C3 E6             Modify BGL of area $E6C3
DE/E0FB: F0 04                Duration: 4 frames
DE/E0FD: 6A C3 EA             Modify BGL of area $EAC3
DE/E100: 9C 58                Play sound effect #$58
DE/E102: F0 1D                Duration: 29 frames
DE/E104: 4A 2E 00 0C          Engage in battle with formation pack #$002E in background #$0C
DE/E108: 71                   Lighten screen from black before following commands
DE/E109: D2 4C E1             Jump to address $DE/E14C
DE/E10C: 6A C3 E6             Modify BGL of area $E6C3
DE/E10F: F0 04                Duration: 4 frames
DE/E111: 6A C3 E8             Modify BGL of area $E8C3
DE/E114: 9C 57                Play sound effect #$57
DE/E116: F0 09                Duration: 9 frames
DE/E118: B2 12                Increment 00:7024
DE/E11A: A0 19                Set event flag memory address 00:7043 Bit 1
DE/E11C: FE                   Return


EVENT [539] ------------------------------------------------------------>
DE/E11D: D8 18 4B E1          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/E14B
DE/E121: E4 12 00 00 3B E1    If value at 00:7024 = #$0000, jump to address $DE/E13B
DE/E127: 6A C3 EE             Modify BGL of area $EEC3
DE/E12A: F0 04                Duration: 4 frames
DE/E12C: 6A C3 F2             Modify BGL of area $F2C3
DE/E12F: 9C 58                Play sound effect #$58
DE/E131: F0 1D                Duration: 29 frames
DE/E133: 4A 2E 00 0C          Engage in battle with formation pack #$002E in background #$0C
DE/E137: 71                   Lighten screen from black before following commands
DE/E138: D2 4C E1             Jump to address $DE/E14C
DE/E13B: 6A C3 EE             Modify BGL of area $EEC3
DE/E13E: F0 04                Duration: 4 frames
DE/E140: 6A C3 F0             Modify BGL of area $F0C3
DE/E143: 9C 57                Play sound effect #$57
DE/E145: F0 09                Duration: 9 frames
DE/E147: B2 12                Increment 00:7024
DE/E149: A0 18                Set event flag memory address 00:7043 Bit 0
DE/E14B: FE                   Return


EVENT [53A] ------------------------------------------------------------>
DE/E14C: F0 04                Duration: 4 frames
DE/E14E: 6A C3 C6             Modify BGL of area $C6C3
DE/E151: F0 04                Duration: 4 frames
DE/E153: 6A C3 C4             Modify BGL of area $C4C3
DE/E156: 9C 10                Play sound effect #$10
DE/E158: F0 04                Duration: 4 frames
DE/E15A: 6A C3 CE             Modify BGL of area $CEC3
DE/E15D: F0 04                Duration: 4 frames
DE/E15F: 6A C3 CC             Modify BGL of area $CCC3
DE/E162: 9C 10                Play sound effect #$10
DE/E164: F0 04                Duration: 4 frames
DE/E166: 6A C3 D6             Modify BGL of area $D6C3
DE/E169: F0 04                Duration: 4 frames
DE/E16B: 6A C3 D4             Modify BGL of area $D4C3
DE/E16E: 9C 10                Play sound effect #$10
DE/E170: F0 04                Duration: 4 frames
DE/E172: 6A C3 DE             Modify BGL of area $DEC3
DE/E175: F0 04                Duration: 4 frames
DE/E177: 6A C3 DC             Modify BGL of area $DCC3
DE/E17A: 9C 10                Play sound effect #$10
DE/E17C: F0 04                Duration: 4 frames
DE/E17E: 6A C3 E6             Modify BGL of area $E6C3
DE/E181: F0 04                Duration: 4 frames
DE/E183: 6A C3 E4             Modify BGL of area $E4C3
DE/E186: 9C 10                Play sound effect #$10
DE/E188: F0 04                Duration: 4 frames
DE/E18A: 6A C3 EE             Modify BGL of area $EEC3
DE/E18D: F0 04                Duration: 4 frames
DE/E18F: 6A C3 EC             Modify BGL of area $ECC3
DE/E192: 9C 10                Play sound effect #$10
DE/E194: B0 12 00 00          Store #$0000 to 00:7024
DE/E198: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/E19A: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/E19C: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/E19E: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/E1A0: A4 1C                Clear event flag memory address 00:7043 Bit 4
DE/E1A2: A4 1D                Clear event flag memory address 00:7043 Bit 5
DE/E1A4: FE                   Return


EVENT [53B] ------------------------------------------------------------>
DE/E1A5: 23 0C                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/E1A7: 61 08                Shift object down-right 8 pixels
   DE/E1A9: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/E1AC: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/E1AE: 13 01                Layering priority: Normal
   DE/E1B0: FD 0F 03             Object overlaps BG1 & BG2
DE/E1B3: 22 03                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/E1B5: 65 08                Shift object up-left 8 pixels
   DE/E1B7: 73                   Object faces down-left
DE/E1B8: 14 0C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/E1BA: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E1BC: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/E1BE: FD 0F 00             Object overlaps <UNKNOWN>
   DE/E1C1: 13 00                Layering priority: MARIO overlaps object
   DE/E1C3: 10 81                Set sequence flag, x2 speed
   DE/E1C5: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/E1C6: 15 0C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/E1C8: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E1CA: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/E1CC: FD 0F 00             Object overlaps <UNKNOWN>
   DE/E1CF: 13 00                Layering priority: MARIO overlaps object
   DE/E1D1: 10 81                Set sequence flag, x2 speed
   DE/E1D3: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/E1D4: 16 0C                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/E1D6: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E1D8: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/E1DA: FD 0F 00             Object overlaps <UNKNOWN>
   DE/E1DD: 13 00                Layering priority: MARIO overlaps object
   DE/E1DF: 10 81                Set sequence flag, x2 speed
   DE/E1E1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/E1E2: 17 0C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/E1E4: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E1E6: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/E1E8: FD 0F 00             Object overlaps <UNKNOWN>
   DE/E1EB: 13 00                Layering priority: MARIO overlaps object
   DE/E1ED: 10 81                Set sequence flag, x2 speed
   DE/E1EF: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/E1F0: 18 0C                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/E1F2: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E1F4: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/E1F6: FD 0F 00             Object overlaps <UNKNOWN>
   DE/E1F9: 13 00                Layering priority: MARIO overlaps object
   DE/E1FB: 10 81                Set sequence flag, x2 speed
   DE/E1FD: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/E1FE: 19 8C                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/E200: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E202: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/E204: FD 0F 00             Object overlaps <UNKNOWN>
   DE/E207: 13 00                Layering priority: MARIO overlaps object
   DE/E209: 10 81                Set sequence flag, x2 speed
   DE/E20B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/E20C: D8 A0 28 E2          If event flag memory address 00:7054 Bit 0 set, jump to address $DE/E228
DE/E210: B0 12 00 00          Store #$0000 to 00:7024
DE/E214: 6A C3 C4             Modify BGL of area $C4C3
DE/E217: 6A C3 CC             Modify BGL of area $CCC3
DE/E21A: 6A C3 D4             Modify BGL of area $D4C3
DE/E21D: 6A C3 DC             Modify BGL of area $DCC3
DE/E220: 6A C3 E4             Modify BGL of area $E4C3
DE/E223: 6A C3 EC             Modify BGL of area $ECC3
DE/E226: 71                   Lighten screen from black before following commands
DE/E227: FE                   Return

DE/E228: A0 18                Set event flag memory address 00:7043 Bit 0
DE/E22A: A0 19                Set event flag memory address 00:7043 Bit 1
DE/E22C: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/E22E: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/E230: A0 1C                Set event flag memory address 00:7043 Bit 4
DE/E232: A0 1D                Set event flag memory address 00:7043 Bit 5
DE/E234: 6A C3 C8             Modify BGL of area $C8C3
DE/E237: 6A C3 D0             Modify BGL of area $D0C3
DE/E23A: 6A C3 D8             Modify BGL of area $D8C3
DE/E23D: 6A C3 E0             Modify BGL of area $E0C3
DE/E240: 6A C3 E8             Modify BGL of area $E8C3
DE/E243: 6A C3 F0             Modify BGL of area $F0C3
DE/E246: 71                   Lighten screen from black before following commands
DE/E247: FE                   Return


EVENT [53C] ------------------------------------------------------------>
DE/E248: D8 A0 51 E2          If event flag memory address 00:7054 Bit 0 set, jump to address $DE/E251
DE/E24C: 60 F1 AA 02          Run Dialogue $0AF1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

         Need the key to get in<I><END>


DE/E250: FE                   Return

DE/E251: F0 04                Duration: 4 frames
DE/E253: 9C 10                Play sound effect #$10
DE/E255: 6A C3 C2             Modify BGL of area $C2C3
DE/E258: 6B C3 82             Modify physical field of area $82C3
DE/E25B: 22 F9                Set Object: NPC #14 ---> Command: Remove Object
DE/E25D: F2 C3 44             <UNKNOWN COMMAND $F2>
DE/E260: F0 04                Duration: 4 frames
DE/E262: 51 8D                Remove item in inventory: #$8D (Elder Key   )
DE/E264: FE                   Return


EVENT [53D] ------------------------------------------------------------>
DE/E265: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/E267: 10 43                Set transition flag, x4 speed
   DE/E269: 67 09                Shift object up-right 9 pixels
   DE/E26B: 65 05                Shift object up-left 5 pixels
   DE/E26D: 71                   Object faces down-right
   DE/E26E: FD 0B                Clear Bit 3,4 of object address 08,x
DE/E270: 71                   Lighten screen from black before following commands
DE/E271: FE                   Return


EVENT [53E] ------------------------------------------------------------>
DE/E272: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/E274: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/E276: 10 81                Set sequence flag, x2 speed
   DE/E278: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DE/E27B: 9C A0                Play sound effect #$A0
DE/E27D: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/E27F: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/E281: 75                   Object faces up-left
   DE/E282: 06                   Set "moon-walk" Bits
   DE/E283: 10 C2                Set transition and sequence flags, x3 speed
   DE/E285: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DE/E288: 90 19 7B 04          Objects bounces 4px high to on-screen coords: (816,984)
   DE/E28C: 07                   Clear "moon-walk" Bits
   DE/E28D: 10 40                Set transition flag, x1 speed
   DE/E28F: 0B F0                Set Bits $F0 of current object address 0A,x
DE/E291: F0 4F                Duration: 79 frames
DE/E293: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/E295: 92 1A 7C 04          Place object at on-screen coords: (832,992) Z=64
   DE/E299: 75                   Object faces up-left
   DE/E29A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/E29B: 06                   Set "moon-walk" Bits
   DE/E29C: 53 01                Shift object down-left 16 pixels
DE/E29E: F0 1D                Duration: 29 frames
DE/E2A0: 9B                   Stop sound effect
DE/E2A1: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/E2A3: 08 08 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/E2A6: F0 63                Duration: 99 frames
DE/E2A8: 60 D0 AA 02          Run Dialogue $0AD0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

  They gaze into each other's eyes.<I><END>


DE/E2AC: F0 0E                Duration: 14 frames
DE/E2AE: 15 8D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/E2B0: 07                   Clear "moon-walk" Bits
   DE/E2B1: 10 43                Set transition flag, x4 speed
   DE/E2B3: 55 01                Shift object up-left 16 pixels
   DE/E2B5: 7F 90 00             Object jumps (with sound effect) #$0090 units
   DE/E2B8: 90 17 77 08          Objects bounces 8px high to on-screen coords: (752,952)
   DE/E2BC: 73                   Object faces down-left
DE/E2BD: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/E2BF: 10 85                Set sequence flag, 1/2 speed
   DE/E2C1: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DE/E2C4: F0 77                Duration: 119 frames
DE/E2C6: FD 31                Screen doesn't move with MARIO
DE/E2C8: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/E2CA: 71                   Object faces down-right
DE/E2CB: 60 D1 AA 62          Run Dialogue $0AD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Mario, she's a bit shy.<I>
 Look the other way, will you?<I><END>


DE/E2CF: F0 0E                Duration: 14 frames
DE/E2D1: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/E2D3: 10 C1                Set transition and sequence flags, x2 speed
   DE/E2D5: 51 01                Shift object down-right 16 pixels
   DE/E2D7: 70                   Object faces right
DE/E2D8: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/E2DA: 10 41                Set transition flag, x2 speed
   DE/E2DC: 50 04                Shift object right 64 pixels
   DE/E2DE: F0 13                Frame Duration: 19
DE/E2E0: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/E2E2: F2 C8 28             <UNKNOWN COMMAND $F2>
DE/E2E5: 16 88                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/E2E7: 92 17 78 0A          Place object at on-screen coords: (736,960) Z=160
   DE/E2EB: 63 12                Shift object down-left 18 pixels
   DE/E2ED: 61 02                Shift object down-right 2 pixels
DE/E2EF: 60 00 AB 62          Run Dialogue $0B00 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: You can turn around now.<I><END>


DE/E2F3: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/E2F5: 61 08                Shift object down-right 8 pixels
   DE/E2F7: 63 08                Shift object down-left 8 pixels
   DE/E2F9: 71                   Object faces down-right
DE/E2FA: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/E2FC: 75                   Object faces up-left
   DE/E2FD: 10 C0                Set transition and sequence flags, x1 speed
DE/E2FF: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/E301: 54 04                Shift object left 64 pixels
DE/E303: 60 01 2B 62          Run Dialogue $0B01
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: She says she's been
 locked up ever since she took a
 bite out of Booster. So now...<I>

 She wants to help us stir up a
 little trouble!
 Mwa, ha, ha!!<I><END>


DE/E307: FD 61                <UNKNOWN COMMAND $FD 61>
DE/E309: 9C 68                Play sound effect #$68
DE/E30B: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/E30D: 08 4B 8C             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
DE/E310: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/E312: 00                   Set Bit 7 of current object (enable object visibility)
   DE/E313: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/E316: 65                   <UNKNOWN COMMAND $65>
DE/E317: 64                   <UNKNOWN COMMAND $64>
DE/E318: F0 1D                Duration: 29 frames
DE/E31A: 9B                   Stop sound effect
DE/E31B: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/E31D: 15 90                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/E31F: 09                   Reset all object properties to default
   DE/E320: F0 1D                Frame Duration: 29
   DE/E322: 10 41                Set transition flag, x2 speed
   DE/E324: 10 81                Set sequence flag, x2 speed
   DE/E326: 41                   <UNKNOWN COMMAND $41>
   DE/E327: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DE/E32A: 51 03                Shift object down-right 48 pixels
   DE/E32C: F0 0E                Frame Duration: 14
   DE/E32E: 01                   Clear Bit 7 of current object (disable object visibility)
DE/E32F: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/E331: A8 07 0B             Store #$0B to 00:70A7
DE/E334: AC C2 0A             Store #$0AC2 to 00:7000
DE/E337: D1 F5 0E             Execute event id $0EF5
DE/E33A: FD 30                Screen moves with MARIO
DE/E33C: FE                   Return


EVENT [53F] ------------------------------------------------------------>
DE/E33D: D8 A0 46 E3          If event flag memory address 00:7054 Bit 0 set, jump to address $DE/E346
DE/E341: 60 05 AB 62          Run Dialogue $0B05 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

      Take a look at Booster's
   family portraits in order from
     the oldest to the youngest.<I><END>


DE/E345: FE                   Return

DE/E346: 60 06 AB 62          Run Dialogue $0B06 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  Remember to respect your elders.<I><END>


DE/E34A: FE                   Return


EVENT [540] ------------------------------------------------------------>
DE/E34B: 6A C2 C0             Modify BGL of area $C0C2
DE/E34E: 6A C2 C2             Modify BGL of area $C2C2
DE/E351: DC A1 5D E3          If event flag memory address 00:7054 Bit 1 clear, jump to address $DE/E35D
DE/E355: DE D4 5D E3          If event flag memory address 00:709A Bit 4 clear, jump to address $DE/E35D
DE/E359: 91 20                Play music: #$20
DE/E35B: A6 D4                Clear event flag memory address 00:709A Bit 4
DE/E35D: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/E35F: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/E361: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/E363: 63 06                Shift object down-left 6 pixels
   DE/E365: 71                   Object faces down-right
DE/E366: 71                   Lighten screen from black before following commands
DE/E367: FE                   Return


EVENT [541] ------------------------------------------------------------>
DE/E368: D8 A1 19 E4          If event flag memory address 00:7054 Bit 1 set, jump to address $DE/E419
DE/E36C: 95 00 00             Fade out music to volume 0; Duration: 0 frames
DE/E36F: F0 1D                Duration: 29 frames
DE/E371: 9C 4C                Play sound effect #$4C
DE/E373: F0 3B                Duration: 59 frames
DE/E375: 60 08 AA 60          Run Dialogue $0A08 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 What's the big rush?<I><END>


DE/E379: F0 00                Duration: 0 frames
DE/E37B: FD 31                Screen doesn't move with MARIO
DE/E37D: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DE/E37F: 10 C0                Set transition and sequence flags, x1 speed
   DE/E381: 56 02                Shift object up 32 pixels
DE/E383: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/E385: 10 C1                Set transition and sequence flags, x2 speed
   DE/E387: 80 03 71             Move object to on-screen coords: (112,904)
   DE/E38A: 76                   Object faces up
DE/E38B: 9C 4A                Play sound effect #$4A
DE/E38D: 14 18                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x18 bytes)
   DE/E38F: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/E391: 10 41                Set transition flag, x2 speed
   DE/E393: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E395: 92 01 68 08          Place object at on-screen coords: (32,832) Z=128
   DE/E399: 55 02                Shift object up-left 32 pixels
   DE/E39B: 65 05                Shift object up-left 5 pixels
   DE/E39D: 63 03                Shift object down-left 3 pixels
   DE/E39F: 09                   Reset all object properties to default
   DE/E3A0: 73                   Object faces down-left
   DE/E3A1: 06                   Set "moon-walk" Bits
   DE/E3A2: 08 40 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DE/E3A5: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/E3A6: 00                   Set Bit 7 of current object (enable object visibility)
DE/E3A7: 15 98                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   DE/E3A9: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/E3AB: 10 41                Set transition flag, x2 speed
   DE/E3AD: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E3AF: 92 01 68 08          Place object at on-screen coords: (32,832) Z=128
   DE/E3B3: 13 00                Layering priority: MARIO overlaps object
   DE/E3B5: FD 0F 03             Object overlaps BG1 & BG2
   DE/E3B8: 55 01                Shift object up-left 16 pixels
   DE/E3BA: 63 06                Shift object down-left 6 pixels
   DE/E3BC: 71                   Object faces down-right
   DE/E3BD: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DE/E3C0: 00                   Set Bit 7 of current object (enable object visibility)
DE/E3C1: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/E3C3: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E3C5: 10 45                Set transition flag, 1/2 speed
   DE/E3C7: 51 07                Shift object down-right 112 pixels
   DE/E3C9: 13 02                Layering priority: Object overlaps MARIO
   DE/E3CB: 51 01                Shift object down-right 16 pixels
DE/E3CD: 15 8C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/E3CF: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E3D1: 10 45                Set transition flag, 1/2 speed
   DE/E3D3: 51 07                Shift object down-right 112 pixels
   DE/E3D5: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   DE/E3D7: 13 01                Layering priority: Normal
   DE/E3D9: 51 01                Shift object down-right 16 pixels
DE/E3DB: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/E3DD: 77                   Object faces up-right
   DE/E3DE: 10 C0                Set transition and sequence flags, x1 speed
DE/E3E0: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/E3E2: 51 01                Shift object down-right 16 pixels
   DE/E3E4: 10 46                Set transition flag, 1/4 speed
   DE/E3E6: 51 01                Shift object down-right 16 pixels
DE/E3E8: 15 8E                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/E3EA: 51 01                Shift object down-right 16 pixels
   DE/E3EC: 10 46                Set transition flag, 1/4 speed
   DE/E3EE: 10 85                Set sequence flag, 1/2 speed
   DE/E3F0: 61 08                Shift object down-right 8 pixels
   DE/E3F2: 10 86                Set sequence flag, 1/4 speed
   DE/E3F4: 61 08                Shift object down-right 8 pixels
   DE/E3F6: 09                   Reset all object properties to default
   DE/E3F7: 73                   Object faces down-left
DE/E3F8: 9C 00                Play sound effect #$00
DE/E3FA: F0 4F                Duration: 79 frames
DE/E3FC: 60 09 2A 60          Run Dialogue $0A09
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I'm Booster and this is my
 famous tower of amusement.<I>
 Normally I welcome visitors to
 play with me and my Snifits.<I>

 However, a girl fell out of the
 sky and into my lap, recently.<I>

 Since then, I've been busy keeping
 her happy and entertained.<I>

 I no longer have the time to play.
 So please enjoy yourself...
 at your own risk, that is!<I><END>


DE/E400: FD 61                <UNKNOWN COMMAND $FD 61>
DE/E402: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/E404: 09                   Reset all object properties to default
DE/E405: FD 61                <UNKNOWN COMMAND $FD 61>
DE/E407: FD 61                <UNKNOWN COMMAND $FD 61>
DE/E409: 65                   <UNKNOWN COMMAND $65>
DE/E40A: 64                   <UNKNOWN COMMAND $64>
DE/E40B: 91 20                Play music: #$20
DE/E40D: 14 F2 0D 02          Set Object: NPC #0 ---> Command: Set object to movement: $020D
DE/E411: 15 F2 0E 02          Set Object: NPC #1 ---> Command: Set object to movement: $020E
DE/E415: FD 30                Screen moves with MARIO
DE/E417: A0 A1                Set event flag memory address 00:7054 Bit 1
DE/E419: FE                   Return


EVENT [542] ------------------------------------------------------------>
DE/E41A: DC 23 60 E4          If event flag memory address 00:7044 Bit 3 clear, jump to address $DE/E460
DE/E41E: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/E420: 10 C1                Set transition and sequence flags, x2 speed
   DE/E422: 92 02 6A 00          Place object at on-screen coords: (64,848) Z=0
   DE/E426: 75                   Object faces up-left
DE/E427: 16 88                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/E429: 10 C1                Set transition and sequence flags, x2 speed
   DE/E42B: 92 01 69 00          Place object at on-screen coords: (48,840) Z=0
   DE/E42F: 00                   Set Bit 7 of current object (enable object visibility)
   DE/E430: 71                   Object faces down-right
DE/E431: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DE/E433: 06                   Set "moon-walk" Bits
   DE/E434: 10 81                Set sequence flag, x2 speed
   DE/E436: 10 40                Set transition flag, x1 speed
   DE/E438: 51 03                Shift object down-right 48 pixels
DE/E43A: 16 87                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/E43C: 06                   Set "moon-walk" Bits
   DE/E43D: 10 81                Set sequence flag, x2 speed
   DE/E43F: 10 40                Set transition flag, x1 speed
   DE/E441: 51 03                Shift object down-right 48 pixels
DE/E443: F0 1D                Duration: 29 frames
DE/E445: 60 0C AA D0          Run Dialogue $0A0C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 2: Please refrain
 from bothering Booster.<I><END>


DE/E449: F0 04                Duration: 4 frames
DE/E44B: 4A 8E 00 0C          Engage in battle with formation pack #$008E in background #$0C
DE/E44F: DC 00 54 E4          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/E454
DE/E453: FB                   Reset game, choose game

DE/E454: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/E456: F2 C2 2C             <UNKNOWN COMMAND $F2>
DE/E459: A4 23                Clear event flag memory address 00:7044 Bit 3
DE/E45B: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/E45F: 71                   Lighten screen from black before following commands
DE/E460: FE                   Return


EVENT [543] ------------------------------------------------------------>
DE/E461: 9C 55                Play sound effect #$55
DE/E463: 60 0D AA 02          Run Dialogue $0A0D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

         Found a Flower Tab<I><END>


DE/E467: 50 73                Put item in inventory: #$73 (Flower Tab  )
DE/E469: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/E46B: F2 C2 2E             <UNKNOWN COMMAND $F2>
DE/E46E: FE                   Return


EVENT [544] ------------------------------------------------------------>

EVENT [545] ------------------------------------------------------------>

EVENT [546] ------------------------------------------------------------>

EVENT [547] ------------------------------------------------------------>

EVENT [548] ------------------------------------------------------------>
DE/E46F: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/E471: A8 07 8C             Store #$8C to 00:70A7
DE/E474: AC F2 0A             Store #$0AF2 to 00:7000
DE/E477: D1 F4 0E             Execute event id $0EF4
DE/E47A: F2 29 2C             <UNKNOWN COMMAND $F2>
DE/E47D: A0 A2                Set event flag memory address 00:7054 Bit 2
DE/E47F: FE                   Return


EVENT [549] ------------------------------------------------------------>
DE/E480: D8 A2 89 E4          If event flag memory address 00:7054 Bit 2 set, jump to address $DE/E489
DE/E484: 60 F1 AA 02          Run Dialogue $0AF1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

         Need the key to get in<I><END>


DE/E488: FE                   Return

DE/E489: F0 04                Duration: 4 frames
DE/E48B: 9C 10                Play sound effect #$10
DE/E48D: 6A 29 C0             Modify BGL of area $C029
DE/E490: 6B 29 80             Modify physical field of area $8029
DE/E493: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DE/E495: F2 29 30             <UNKNOWN COMMAND $F2>
DE/E498: F0 04                Duration: 4 frames
DE/E49A: 51 8C                Remove item in inventory: #$8C (Room Key    )
DE/E49C: FE                   Return


EVENT [54A] ------------------------------------------------------------>
DE/E49D: D1 21 00             Execute event id $0021
DE/E4A0: F0 3B                Duration: 59 frames
DE/E4A2: A8 07 4A             Store #$4A to 00:70A7
DE/E4A5: AC B2 0A             Store #$0AB2 to 00:7000
DE/E4A8: D1 F5 0E             Execute event id $0EF5
DE/E4AB: FE                   Return


EVENT [54B] ------------------------------------------------------------>

EVENT [54C] ------------------------------------------------------------>

EVENT [54D] ------------------------------------------------------------>

EVENT [54E] ------------------------------------------------------------>
DE/E4AC: F2 CA 2A             <UNKNOWN COMMAND $F2>
DE/E4AF: F2 C3 34             <UNKNOWN COMMAND $F2>
DE/E4B2: F2 2B 2E             <UNKNOWN COMMAND $F2>
DE/E4B5: F2 25 38             <UNKNOWN COMMAND $F2>
DE/E4B8: F2 2B 30             <UNKNOWN COMMAND $F2>
DE/E4BB: FD 42                <UNKNOWN COMMAND $FD 42>
DE/E4BD: 34 EF                Change directional maneuverability: left right down up 
DE/E4BF: 60 DC AA 42          Run Dialogue $0ADC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

         You can move freely
         behind the curtains.<I>

   Good luck hiding from Booster
            and his Snifits.<I><END>


DE/E4C3: F0 77                Duration: 119 frames
DE/E4C5: 14 14                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x14 bytes)
   DE/E4C7: 92 09 12 00          Place object at on-screen coords: (288,144) Z=0
   DE/E4CB: FD 0F 03             Object overlaps BG1 & BG2
   DE/E4CE: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E4D0: 10 45                Set transition flag, 1/2 speed
   DE/E4D2: 10 80                Set sequence flag, x1 speed
   DE/E4D4: 73                   Object faces down-left
   DE/E4D5: 00                   Set Bit 7 of current object (enable object visibility)
   DE/E4D6: 53 03                Shift object down-left 48 pixels
   DE/E4D8: 55 02                Shift object up-left 32 pixels
   DE/E4DA: 77                   Object faces up-right
DE/E4DB: 15 19                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x19 bytes)
   DE/E4DD: F0 45                Frame Duration: 69
   DE/E4DF: 92 09 12 00          Place object at on-screen coords: (288,144) Z=0
   DE/E4E3: FD 0F 02             Object overlaps BG1
   DE/E4E6: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E4E8: 10 40                Set transition flag, x1 speed
   DE/E4EA: 10 81                Set sequence flag, x2 speed
   DE/E4EC: 73                   Object faces down-left
   DE/E4ED: 00                   Set Bit 7 of current object (enable object visibility)
   DE/E4EE: 53 07                Shift object down-left 112 pixels
   DE/E4F0: 55 05                Shift object up-left 80 pixels
   DE/E4F2: 77                   Object faces up-right
   DE/E4F3: FD 0F 03             Object overlaps BG1 & BG2
DE/E4F6: 16 1B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1B bytes)
   DE/E4F8: F0 45                Frame Duration: 69
   DE/E4FA: F0 27                Frame Duration: 39
   DE/E4FC: 92 09 12 00          Place object at on-screen coords: (288,144) Z=0
   DE/E500: FD 0F 02             Object overlaps BG1
   DE/E503: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E505: 10 40                Set transition flag, x1 speed
   DE/E507: 10 81                Set sequence flag, x2 speed
   DE/E509: 73                   Object faces down-left
   DE/E50A: 00                   Set Bit 7 of current object (enable object visibility)
   DE/E50B: 53 07                Shift object down-left 112 pixels
   DE/E50D: 55 03                Shift object up-left 48 pixels
   DE/E50F: 77                   Object faces up-right
   DE/E510: FD 0F 03             Object overlaps BG1 & BG2
DE/E513: 17 9D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   DE/E515: F0 45                Frame Duration: 69
   DE/E517: F0 27                Frame Duration: 39
   DE/E519: F0 77                Frame Duration: 119
   DE/E51B: 92 09 12 00          Place object at on-screen coords: (288,144) Z=0
   DE/E51F: FD 0F 02             Object overlaps BG1
   DE/E522: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E524: 10 41                Set transition flag, x2 speed
   DE/E526: 10 83                Set sequence flag, x4 speed
   DE/E528: 73                   Object faces down-left
   DE/E529: 00                   Set Bit 7 of current object (enable object visibility)
   DE/E52A: 53 07                Shift object down-left 112 pixels
   DE/E52C: 55 01                Shift object up-left 16 pixels
   DE/E52E: 77                   Object faces up-right
   DE/E52F: FD 0F 03             Object overlaps BG1 & BG2
DE/E532: F0 45                Duration: 69 frames
DE/E534: 15 F2 3D 02          Set Object: NPC #1 ---> Command: Set object to movement: $023D
DE/E538: 60 D8 AA 62          Run Dialogue $0AD8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1: Boss, shouldn't we be
 concentrating on the girl?<I><END>


DE/E53C: 15 F2 3E 02          Set Object: NPC #1 ---> Command: Set object to movement: $023E
DE/E540: 14 92                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/E542: 10 C1                Set transition and sequence flags, x2 speed
   DE/E544: 73                   Object faces down-left
   DE/E545: 06                   Set "moon-walk" Bits
   DE/E546: 53 01                Shift object down-left 16 pixels
   DE/E548: 55 01                Shift object up-left 16 pixels
   DE/E54A: 10 C0                Set transition and sequence flags, x1 speed
   DE/E54C: F0 1D                Frame Duration: 29
   DE/E54E: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/E551: F0 1D                Frame Duration: 29
   DE/E553: 09                   Reset all object properties to default
DE/E554: 60 D4 AA 60          Run Dialogue $0AD4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Right!<I>

 Now, about the girl in my life,
 who thinks I should marry her?<I>

 Well?<I>
 Speak up!<I><END>


DE/E558: 16 F2 3D 02          Set Object: NPC #2 ---> Command: Set object to movement: $023D
DE/E55C: 60 D5 AA 62          Run Dialogue $0AD5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 2: A wedding ceremony
 would make a great PARTY!<I><END>


DE/E560: 16 F2 3E 02          Set Object: NPC #2 ---> Command: Set object to movement: $023E
DE/E564: 60 D6 AA 60          Run Dialogue $0AD6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER:
 Ah, a party!<I>
 We haven't had one of those.<I>

 It could be fun!<I>
 So...what is a party?<I><END>


DE/E568: 17 F2 3D 02          Set Object: NPC #3 ---> Command: Set object to movement: $023D
DE/E56C: 60 D7 AA 62          Run Dialogue $0AD7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 3: Well, you drink punch
 and eat CAKE!
 ...I think.<I><END>


DE/E570: 17 F2 3E 02          Set Object: NPC #3 ---> Command: Set object to movement: $023E
DE/E574: 60 D9 AA 60          Run Dialogue $0AD9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Hmmm...<I>
 Drink punch...eat cake...?
 It sounds...complicated.<I>

 I don't know if I can muster the
 energy to do it...<I>
 Let's walk through it once!
 It's wedding rehearsal time!<I><END>


DE/E578: 14 0F                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/E57A: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/E57D: F0 13                Frame Duration: 19
   DE/E57F: 10 C3                Set transition and sequence flags, x4 speed
   DE/E581: 07                   Clear "moon-walk" Bits
   DE/E582: 53 03                Shift object down-left 48 pixels
   DE/E584: 51 02                Shift object down-right 32 pixels
   DE/E586: 57 01                Shift object up-right 16 pixels
   DE/E588: 75                   Object faces up-left
DE/E589: 15 0D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/E58B: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/E58E: F0 13                Frame Duration: 19
   DE/E590: 10 C3                Set transition and sequence flags, x4 speed
   DE/E592: 07                   Clear "moon-walk" Bits
   DE/E593: 57 05                Shift object up-right 80 pixels
   DE/E595: 51 01                Shift object down-right 16 pixels
   DE/E597: 73                   Object faces down-left
DE/E598: 16 15                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x15 bytes)
   DE/E59A: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/E59D: F0 13                Frame Duration: 19
   DE/E59F: 10 C3                Set transition and sequence flags, x4 speed
   DE/E5A1: 07                   Clear "moon-walk" Bits
   DE/E5A2: 57 01                Shift object up-right 16 pixels
   DE/E5A4: 55 01                Shift object up-left 16 pixels
   DE/E5A6: 57 02                Shift object up-right 32 pixels
   DE/E5A8: 55 01                Shift object up-left 16 pixels
   DE/E5AA: 53 01                Shift object down-left 16 pixels
   DE/E5AC: 63 08                Shift object down-left 8 pixels
   DE/E5AE: 71                   Object faces down-right
DE/E5AF: 17 0E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/E5B1: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/E5B4: F0 13                Frame Duration: 19
   DE/E5B6: 10 C3                Set transition and sequence flags, x4 speed
   DE/E5B8: 07                   Clear "moon-walk" Bits
   DE/E5B9: 51 03                Shift object down-right 48 pixels
   DE/E5BB: 57 02                Shift object up-right 32 pixels
   DE/E5BD: 55 03                Shift object up-left 48 pixels
DE/E5BF: 1A 91                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/E5C1: F0 1D                Frame Duration: 29
   DE/E5C3: 13 03                Layering priority: ...
   DE/E5C5: 92 07 1A 03          Place object at on-screen coords: (224,208) Z=48
   DE/E5C9: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/E5CC: 10 C3                Set transition and sequence flags, x4 speed
   DE/E5CE: 57 01                Shift object up-right 16 pixels
   DE/E5D0: 55 03                Shift object up-left 48 pixels
DE/E5D2: F0 2C                Duration: 44 frames
DE/E5D4: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/E5D6: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DE/E5D9: F0 1D                Frame Duration: 29
DE/E5DB: 60 DA AA 60          Run Dialogue $0ADA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1: 
 We will now begin the ceremony.<I>

 Walk down the aisle with the...
  (hey someone make her smile!)
 beautiful bride-to-be.<I><END>


DE/E5DF: F0 1D                Duration: 29 frames
DE/E5E1: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/E5E3: 10 46                Set transition flag, 1/4 speed
   DE/E5E5: 10 80                Set sequence flag, x1 speed
   DE/E5E7: 55 01                Shift object up-left 16 pixels
   DE/E5E9: 65 05                Shift object up-left 5 pixels
DE/E5EB: 17 08                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/E5ED: 10 46                Set transition flag, 1/4 speed
   DE/E5EF: 10 80                Set sequence flag, x1 speed
   DE/E5F1: 55 01                Shift object up-left 16 pixels
   DE/E5F3: 65 05                Shift object up-left 5 pixels
DE/E5F5: 1A 88                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/E5F7: 10 46                Set transition flag, 1/4 speed
   DE/E5F9: 10 80                Set sequence flag, x1 speed
   DE/E5FB: 55 01                Shift object up-left 16 pixels
   DE/E5FD: 65 05                Shift object up-left 5 pixels
DE/E5FF: 60 DB AA 62          Run Dialogue $0ADB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Wait!<I>
 Mario always shows up about now
 to ruin the fun.<I>

 We've got to take that into
 consideration, you know.<I>
 Someone go and get the Mario doll.<I><END>


DE/E603: 14 0D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/E605: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/E608: F0 13                Frame Duration: 19
   DE/E60A: 10 C0                Set transition and sequence flags, x1 speed
   DE/E60C: 07                   Clear "moon-walk" Bits
   DE/E60D: 65 08                Shift object up-left 8 pixels
   DE/E60F: 57 02                Shift object up-right 32 pixels
   DE/E611: 73                   Object faces down-left
DE/E612: 15 1E                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1E bytes)
   DE/E614: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/E617: F0 13                Frame Duration: 19
   DE/E619: 10 C3                Set transition and sequence flags, x4 speed
   DE/E61B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/E61C: 07                   Clear "moon-walk" Bits
   DE/E61D: 53 04                Shift object down-left 64 pixels
   DE/E61F: 51 02                Shift object down-right 32 pixels
   DE/E621: F0 18                Frame Duration: 24
   DE/E623: 51 02                Shift object down-right 32 pixels
   DE/E625: F0 0E                Frame Duration: 14
   DE/E627: 53 02                Shift object down-left 32 pixels
   DE/E629: 55 05                Shift object up-left 80 pixels
   DE/E62B: 53 01                Shift object down-left 16 pixels
   DE/E62D: F0 22                Frame Duration: 34
   DE/E62F: 57 02                Shift object up-right 32 pixels
   DE/E631: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/E632: 16 21                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x21 bytes)
   DE/E634: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/E637: F0 13                Frame Duration: 19
   DE/E639: 10 C3                Set transition and sequence flags, x4 speed
   DE/E63B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/E63C: 07                   Clear "moon-walk" Bits
   DE/E63D: 67 08                Shift object up-right 8 pixels
   DE/E63F: 57 03                Shift object up-right 48 pixels
   DE/E641: F0 0E                Frame Duration: 14
   DE/E643: 53 03                Shift object down-left 48 pixels
   DE/E645: F0 22                Frame Duration: 34
   DE/E647: 51 02                Shift object down-right 32 pixels
   DE/E649: 77                   Object faces up-right
   DE/E64A: F0 18                Frame Duration: 24
   DE/E64C: 7F 30 00             Object jumps (with sound effect) #$0030 units
   DE/E64F: F0 13                Frame Duration: 19
   DE/E651: 53 02                Shift object down-left 32 pixels
   DE/E653: 77                   Object faces up-right
   DE/E654: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/E655: 17 20                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x20 bytes)
   DE/E657: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/E65A: F0 13                Frame Duration: 19
   DE/E65C: 10 C3                Set transition and sequence flags, x4 speed
   DE/E65E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/E65F: 07                   Clear "moon-walk" Bits
   DE/E660: 61 08                Shift object down-right 8 pixels
   DE/E662: 51 03                Shift object down-right 48 pixels
   DE/E664: 57 02                Shift object up-right 32 pixels
   DE/E666: F0 22                Frame Duration: 34
   DE/E668: 55 03                Shift object up-left 48 pixels
   DE/E66A: 77                   Object faces up-right
   DE/E66B: F0 18                Frame Duration: 24
   DE/E66D: 53 06                Shift object down-left 96 pixels
   DE/E66F: F0 0E                Frame Duration: 14
   DE/E671: 57 02                Shift object up-right 32 pixels
   DE/E673: 51 01                Shift object down-right 16 pixels
   DE/E675: 77                   Object faces up-right
   DE/E676: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/E677: 1A 97                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/E679: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/E67C: F0 13                Frame Duration: 19
   DE/E67E: 10 C3                Set transition and sequence flags, x4 speed
   DE/E680: 07                   Clear "moon-walk" Bits
   DE/E681: 61 08                Shift object down-right 8 pixels
   DE/E683: 51 03                Shift object down-right 48 pixels
   DE/E685: 92 06 19 01          Place object at on-screen coords: (208,200) Z=16
   DE/E689: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/E68B: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/E68E: 13 01                Layering priority: Normal
DE/E690: F0 1D                Duration: 29 frames
DE/E692: 15 F2 3D 02          Set Object: NPC #1 ---> Command: Set object to movement: $023D
DE/E696: 16 F2 3D 02          Set Object: NPC #2 ---> Command: Set object to movement: $023D
DE/E69A: 17 F2 3D 02          Set Object: NPC #3 ---> Command: Set object to movement: $023D
DE/E69E: 60 DD AA 62          Run Dialogue $0ADD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFITS: 
              It isn't here.<I><END>


DE/E6A2: 15 F2 3E 02          Set Object: NPC #1 ---> Command: Set object to movement: $023E
DE/E6A6: 16 F2 3E 02          Set Object: NPC #2 ---> Command: Set object to movement: $023E
DE/E6AA: 17 F2 3E 02          Set Object: NPC #3 ---> Command: Set object to movement: $023E
DE/E6AE: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/E6B0: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DE/E6B3: F0 27                Frame Duration: 39
   DE/E6B5: 09                   Reset all object properties to default
DE/E6B6: 60 DE AA 60          Run Dialogue $0ADE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Of course it's here!
 You lazy slobs couldn't find water
 if you were fish!<I><END>


DE/E6BA: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/E6BC: 75                   Object faces up-left
DE/E6BD: 95 05 00             Fade out music to volume 0; Duration: 5 frames
DE/E6C0: F0 45                Duration: 69 frames
DE/E6C2: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/E6C4: 73                   Object faces down-left
DE/E6C5: 60 DF AA 60          Run Dialogue $0ADF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 It's behind those curtains!<I>
 Number one, you go and look.<I><END>


DE/E6C9: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/E6CB: 07                   Clear "moon-walk" Bits
   DE/E6CC: 75                   Object faces up-left
DE/E6CD: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/E6CF: 07                   Clear "moon-walk" Bits
   DE/E6D0: 75                   Object faces up-left
DE/E6D1: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/E6D3: 07                   Clear "moon-walk" Bits
   DE/E6D4: 75                   Object faces up-left
DE/E6D5: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/E6D7: 07                   Clear "moon-walk" Bits
   DE/E6D8: 75                   Object faces up-left
DE/E6D9: F0 3B                Duration: 59 frames
DE/E6DB: D2 9F E8             Jump to address $DE/E89F

EVENT [54F] ------------------------------------------------------------>
DE/E6DE: B0 13 00 00          Store #$0000 to 00:7026
DE/E6E2: 18 09                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/E6E4: 62 16                Shift object down 22 pixels
   DE/E6E6: 60 07                Shift object right 7 pixels
   DE/E6E8: FD 0F 02             Object overlaps BG1
   DE/E6EB: 13 00                Layering priority: MARIO overlaps object
DE/E6ED: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/E6EF: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/E6F1: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   DE/E6F3: 67 05                Shift object up-right 5 pixels
   DE/E6F5: 65 04                Shift object up-left 4 pixels
   DE/E6F7: 71                   Object faces down-right
   DE/E6F8: FD 0F 03             Object overlaps BG1 & BG2
   DE/E6FB: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/E6FD: 0D 84                Set Object: BG1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/E6FF: 60 08                Shift object right 8 pixels
   DE/E701: 66 08                Shift object up 8 pixels
DE/E703: 6B C0 84             Modify physical field of area $84C0
DE/E706: D8 9D 10 E7          If event flag memory address 00:7053 Bit 5 set, jump to address $DE/E710
DE/E70A: D8 9C 2E E7          If event flag memory address 00:7053 Bit 4 set, jump to address $DE/E72E
DE/E70E: 71                   Lighten screen from black before following commands
DE/E70F: FE                   Return

DE/E710: 6A C0 C6             Modify BGL of area $C6C0
DE/E713: 6A C0 CE             Modify BGL of area $CEC0
DE/E716: 6A C0 D6             Modify BGL of area $D6C0
DE/E719: 6A C0 DE             Modify BGL of area $DEC0
DE/E71C: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/E71E: 92 03 15 00          Place object at on-screen coords: (112,168) Z=0
DE/E722: 6B C0 82             Modify physical field of area $82C0
DE/E725: DC A4 2C E7          If event flag memory address 00:7054 Bit 4 clear, jump to address $DE/E72C
DE/E729: 6A C0 C2             Modify BGL of area $C2C0
DE/E72C: 71                   Lighten screen from black before following commands
DE/E72D: FE                   Return

DE/E72E: 6B C0 84             Modify physical field of area $84C0
DE/E731: 71                   Lighten screen from black before following commands
DE/E732: FE                   Return


EVENT [550] ------------------------------------------------------------>
DE/E733: FD 42                <UNKNOWN COMMAND $FD 42>
DE/E735: D8 18 41 E7          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/E741
DE/E739: A0 18                Set event flag memory address 00:7043 Bit 0
DE/E73B: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/E73D: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/E73F: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/E741: FE                   Return


EVENT [551] ------------------------------------------------------------>
DE/E742: FD 42                <UNKNOWN COMMAND $FD 42>
DE/E744: D8 19 50 E7          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/E750
DE/E748: A0 19                Set event flag memory address 00:7043 Bit 1
DE/E74A: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/E74C: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/E74E: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/E750: FE                   Return


EVENT [552] ------------------------------------------------------------>
DE/E751: FD 42                <UNKNOWN COMMAND $FD 42>
DE/E753: D8 1A 5F E7          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/E75F
DE/E757: A0 1A                Set event flag memory address 00:7043 Bit 2
DE/E759: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/E75B: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/E75D: A4 1B                Clear event flag memory address 00:7043 Bit 3
DE/E75F: FE                   Return


EVENT [553] ------------------------------------------------------------>
DE/E760: FD 42                <UNKNOWN COMMAND $FD 42>
DE/E762: D8 1B 6E E7          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/E76E
DE/E766: A0 1B                Set event flag memory address 00:7043 Bit 3
DE/E768: A4 18                Clear event flag memory address 00:7043 Bit 0
DE/E76A: A4 19                Clear event flag memory address 00:7043 Bit 1
DE/E76C: A4 1A                Clear event flag memory address 00:7043 Bit 2
DE/E76E: FE                   Return


EVENT [554] ------------------------------------------------------------>
DE/E76F: D8 6F 98 E8          If event flag memory address 00:704D Bit 7 set, jump to address $DE/E898
DE/E773: D8 9D 31 E8          If event flag memory address 00:7053 Bit 5 set, jump to address $DE/E831
DE/E777: D8 9C 31 E8          If event flag memory address 00:7053 Bit 4 set, jump to address $DE/E831
DE/E77B: 75                   Darken screen from normal before following commands
DE/E77C: F0 04                Duration: 4 frames
DE/E77E: D2 D8 D7             Jump to address $DE/D7D8
DE/E781: FD 31                Screen doesn't move with MARIO
DE/E783: 6B C0 86             Modify physical field of area $86C0
DE/E786: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/E788: 10 43                Set transition flag, x4 speed
   DE/E78A: 90 00 03 00          Objects bounces 0px high to on-screen coords: (16,24)
DE/E78E: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/E790: 82 03 1A             Place object at on-screen coords: (96,208)
   DE/E793: 10 44                Set transition flag, x8 speed
   DE/E795: 65 08                Shift object up-left 8 pixels
   DE/E797: 08 43 03             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DE/E79A: 71                   Lighten screen from black before following commands
DE/E79B: F0 4F                Duration: 79 frames
DE/E79D: 94                   Stop music
DE/E79E: 95 00 64             Fade out music to volume 100; Duration: 0 frames
DE/E7A1: F0 09                Duration: 9 frames
DE/E7A3: 60 D2 2A 60          Run Dialogue $0AD2
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: 
                A...ha!<I><END>


DE/E7A7: F0 18                Duration: 24 frames
DE/E7A9: 91 20                Play music: #$20
DE/E7AB: F0 09                Duration: 9 frames
DE/E7AD: 65                   <UNKNOWN COMMAND $65>
DE/E7AE: 64                   <UNKNOWN COMMAND $64>
DE/E7AF: F0 0E                Duration: 14 frames
DE/E7B1: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/E7B3: 09                   Reset all object properties to default
   DE/E7B4: 77                   Object faces up-right
   DE/E7B5: 7F 60 00             Object jumps (with sound effect) #$0060 units
DE/E7B8: F0 3B                Duration: 59 frames
DE/E7BA: 60 D3 0A 60          Run Dialogue $0AD3
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: What should we do?!<I>

 Booster is returning, isn't he?<I>
 I know! Hide somewhere and wait
 until he opens the door.<I><END>


DE/E7BE: FD 61                <UNKNOWN COMMAND $FD 61>
DE/E7C0: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/E7C2: 73                   Object faces down-left
DE/E7C3: 65                   <UNKNOWN COMMAND $65>
DE/E7C4: 64                   <UNKNOWN COMMAND $64>
DE/E7C5: 00 B0                Set Object: MARIO ---> Begin action queue for object (Length: 0x30 bytes) (Wait until complete)
   DE/E7C7: 10 41                Set transition flag, x2 speed
   DE/E7C9: 10 83                Set sequence flag, x4 speed
   DE/E7CB: F0 0E                Frame Duration: 14
   DE/E7CD: 77                   Object faces up-right
   DE/E7CE: F0 0E                Frame Duration: 14
   DE/E7D0: 57 03                Shift object up-right 48 pixels
   DE/E7D2: 67 08                Shift object up-right 8 pixels
   DE/E7D4: F0 06                Frame Duration: 6
   DE/E7D6: 08 08 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DE/E7D9: F0 06                Frame Duration: 6
   DE/E7DB: 08 08 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   DE/E7DE: F0 0E                Frame Duration: 14
   DE/E7E0: 08 08 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/E7E3: F0 06                Frame Duration: 6
   DE/E7E5: 08 08 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/E7E8: F0 1D                Frame Duration: 29
   DE/E7EA: 09                   Reset all object properties to default
   DE/E7EB: 75                   Object faces up-left
   DE/E7EC: F0 13                Frame Duration: 19
   DE/E7EE: FD 0F 03             Object overlaps BG1 & BG2
   DE/E7F1: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/E7F3: 55 03                Shift object up-left 48 pixels
   DE/E7F5: 65 07                Shift object up-left 7 pixels
DE/E7F7: F0 13                Duration: 19 frames
DE/E7F9: 9C 5A                Play sound effect #$5A
DE/E7FB: 6A C0 CA             Modify BGL of area $CAC0
DE/E7FE: F0 01                Duration: 1 frames
DE/E800: 6A C0 CC             Modify BGL of area $CCC0
DE/E803: F0 01                Duration: 1 frames
DE/E805: 6A C0 CE             Modify BGL of area $CEC0
DE/E808: F0 01                Duration: 1 frames
DE/E80A: F0 0E                Duration: 14 frames
DE/E80C: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/E80E: 65 14                Shift object up-left 20 pixels
   DE/E810: FD 0F 02             Object overlaps BG1
   DE/E813: F0 0E                Frame Duration: 14
   DE/E815: 71                   Object faces down-right
   DE/E816: F0 09                Frame Duration: 9
   DE/E818: 0B 04                Set Bits $4 of current object address 0A,x
   DE/E81A: 10 C0                Set transition and sequence flags, x1 speed
DE/E81C: 9C 5A                Play sound effect #$5A
DE/E81E: 6A C0 CC             Modify BGL of area $CCC0
DE/E821: F0 01                Duration: 1 frames
DE/E823: 6A C0 CA             Modify BGL of area $CAC0
DE/E826: F0 01                Duration: 1 frames
DE/E828: 6A C0 C8             Modify BGL of area $C8C0
DE/E82B: F0 01                Duration: 1 frames
DE/E82D: D2 AC E4             Jump to address $DE/E4AC
DE/E830: FE                   Return

DE/E831: 75                   Darken screen from normal before following commands
DE/E832: 95 00 00             Fade out music to volume 0; Duration: 0 frames
DE/E835: 4A B1 00 11          Engage in battle with formation pack #$00B1 in background #$11
DE/E839: DC 00 3E E8          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/E83E
DE/E83D: FB                   Reset game, choose game

DE/E83E: 95 00 00             Fade out music to volume 0; Duration: 0 frames
DE/E841: F2 27 30             <UNKNOWN COMMAND $F2>
DE/E844: A0 46                Set event flag memory address 00:7048 Bit 6
DE/E846: A0 9F                Set event flag memory address 00:7053 Bit 7
DE/E848: A2 4A                Set event flag memory address 00:7089 Bit 2
DE/E84A: 68 CA 00 05 72 77    Enter area: $00CA
                              MARIO will be at coords: (160,912) Z=368
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
DE/E850: 91 25                Play music: #$25
DE/E852: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/E854: 71                   Lighten screen from black before following commands
DE/E855: 9C 13                Play sound effect #$13
DE/E857: F0 31                Duration: 49 frames
DE/E859: FD 31                Screen doesn't move with MARIO
DE/E85B: 00 AE                Set Object: MARIO ---> Begin action queue for object (Length: 0x2E bytes) (Wait until complete)
   DE/E85D: 9C 3A                Play sound effect #$3A
   DE/E85F: F0 2C                Frame Duration: 44
   DE/E861: 08 48 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/E864: F0 09                Frame Duration: 9
   DE/E866: 08 48 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DE/E869: F0 09                Frame Duration: 9
   DE/E86B: 08 48 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DE/E86E: F0 18                Frame Duration: 24
   DE/E870: 09                   Reset all object properties to default
   DE/E871: F0 1D                Frame Duration: 29
   DE/E873: 10 83                Set sequence flag, x4 speed
   DE/E875: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/E876: 06                   Set "moon-walk" Bits
   DE/E877: 10 45                Set transition flag, 1/2 speed
   DE/E879: 9C 18                Play sound effect #$18
   DE/E87B: 67 18                Shift object up-right 24 pixels
   DE/E87D: 7E 45 00             Object jumps #$0045 units
   DE/E880: F0 0E                Frame Duration: 14
   DE/E882: 9C 0B                Play sound effect #$0B
   DE/E884: 10 44                Set transition flag, x8 speed
   DE/E886: 10 83                Set sequence flag, x4 speed
   DE/E888: 53 08                Shift object down-left 128 pixels
   DE/E88A: 01                   Clear Bit 7 of current object (disable object visibility)
DE/E88B: F0 0E                Duration: 14 frames
DE/E88D: FD 5B                Restore all HP
DE/E88F: FD 5C                Restore all FP
DE/E891: 68 36 80 07 39 A0    Enter area: $0036
                              MARIO will be at coords: (240,456) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DE/E897: FE                   Return

DE/E898: DC 66 EA D8          If event flag memory address 00:704C Bit 6 clear, jump to address $DE/D8EA
DE/E89C: D2 70 D8             Jump to address $DE/D870

EVENT [555] ------------------------------------------------------------>
DE/E89F: 91 2F                Play music: #$2F
DE/E8A1: F0 1D                Duration: 29 frames
DE/E8A3: FD 9C 6B             Play sound effect #$6B
DE/E8A6: 15 8F                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/E8A8: 07                   Clear "moon-walk" Bits
   DE/E8A9: 10 C5                Set transition and sequence flags, 1/2 speed
   DE/E8AB: 57 02                Shift object up-right 32 pixels
   DE/E8AD: 67 08                Shift object up-right 8 pixels
   DE/E8AF: 55 01                Shift object up-left 16 pixels
   DE/E8B1: 75                   Object faces up-left
   DE/E8B2: F0 1D                Frame Duration: 29
   DE/E8B4: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/E8B7: F0 13                Duration: 19 frames
DE/E8B9: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/E8BD: FD 9C 5A             Play sound effect #$5A
DE/E8C0: 6A C0 D2             Modify BGL of area $D2C0
DE/E8C3: F0 02                Duration: 2 frames
DE/E8C5: 6A C0 D4             Modify BGL of area $D4C0
DE/E8C8: F0 02                Duration: 2 frames
DE/E8CA: 6A C0 D6             Modify BGL of area $D6C0
DE/E8CD: D4 59                Start code block, repeat 89 times
DE/E8CF: D8 1A 20 EA          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/EA20
DE/E8D3: F0 00                Duration: 0 frames
DE/E8D5: D7                   End of code block
DE/E8D6: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/E8DA: 6A C0 D4             Modify BGL of area $D4C0
DE/E8DD: F0 02                Duration: 2 frames
DE/E8DF: 6A C0 D2             Modify BGL of area $D2C0
DE/E8E2: F0 02                Duration: 2 frames
DE/E8E4: 6A C0 D0             Modify BGL of area $D0C0
DE/E8E7: F0 02                Duration: 2 frames
DE/E8E9: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/E8EB: FD 9C 6B             Play sound effect #$6B
DE/E8EE: 15 92                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DE/E8F0: 09                   Reset all object properties to default
   DE/E8F1: F0 1D                Frame Duration: 29
   DE/E8F3: 10 C5                Set transition and sequence flags, 1/2 speed
   DE/E8F5: 77                   Object faces up-right
   DE/E8F6: F0 18                Frame Duration: 24
   DE/E8F8: 57 02                Shift object up-right 32 pixels
   DE/E8FA: F0 13                Frame Duration: 19
   DE/E8FC: 75                   Object faces up-left
   DE/E8FD: F0 1D                Frame Duration: 29
   DE/E8FF: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/E902: F0 13                Duration: 19 frames
DE/E904: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/E908: FD 9C 5A             Play sound effect #$5A
DE/E90B: 6A C0 DA             Modify BGL of area $DAC0
DE/E90E: F0 02                Duration: 2 frames
DE/E910: 6A C0 DC             Modify BGL of area $DCC0
DE/E913: F0 02                Duration: 2 frames
DE/E915: 6A C0 DE             Modify BGL of area $DEC0
DE/E918: D4 59                Start code block, repeat 89 times
DE/E91A: D8 1B 20 EA          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/EA20
DE/E91E: F0 00                Duration: 0 frames
DE/E920: D7                   End of code block
DE/E921: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/E925: 6A C0 DC             Modify BGL of area $DCC0
DE/E928: F0 02                Duration: 2 frames
DE/E92A: 6A C0 DA             Modify BGL of area $DAC0
DE/E92D: F0 02                Duration: 2 frames
DE/E92F: 6A C0 D8             Modify BGL of area $D8C0
DE/E932: F0 02                Duration: 2 frames
DE/E934: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/E936: FD 9C 6B             Play sound effect #$6B
DE/E939: 15 8F                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/E93B: 09                   Reset all object properties to default
   DE/E93C: F0 1D                Frame Duration: 29
   DE/E93E: 10 40                Set transition flag, x1 speed
   DE/E940: 10 81                Set sequence flag, x2 speed
   DE/E942: 53 04                Shift object down-left 64 pixels
   DE/E944: 75                   Object faces up-left
   DE/E945: F0 18                Frame Duration: 24
   DE/E947: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/E94A: F0 13                Duration: 19 frames
DE/E94C: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/E950: FD 9C 5A             Play sound effect #$5A
DE/E953: 6A C0 CA             Modify BGL of area $CAC0
DE/E956: F0 02                Duration: 2 frames
DE/E958: 6A C0 CC             Modify BGL of area $CCC0
DE/E95B: F0 02                Duration: 2 frames
DE/E95D: 6A C0 CE             Modify BGL of area $CEC0
DE/E960: D4 3B                Start code block, repeat 59 times
DE/E962: D8 19 20 EA          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/EA20
DE/E966: F0 00                Duration: 0 frames
DE/E968: D7                   End of code block
DE/E969: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/E96D: 6A C0 CC             Modify BGL of area $CCC0
DE/E970: F0 02                Duration: 2 frames
DE/E972: 6A C0 CA             Modify BGL of area $CAC0
DE/E975: F0 02                Duration: 2 frames
DE/E977: 6A C0 C8             Modify BGL of area $C8C0
DE/E97A: F0 02                Duration: 2 frames
DE/E97C: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/E97E: 15 91                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/E980: FD 9C                <UNKNOWN COMMAND $9C>
   DE/E982: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/E984: 06                   Set "moon-walk" Bits
   DE/E985: 10 40                Set transition flag, x1 speed
   DE/E987: 10 81                Set sequence flag, x2 speed
   DE/E989: 53 02                Shift object down-left 32 pixels
   DE/E98B: 75                   Object faces up-left
   DE/E98C: F0 1D                Frame Duration: 29
   DE/E98E: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/E991: F0 13                Duration: 19 frames
DE/E993: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/E997: FD 9C 5A             Play sound effect #$5A
DE/E99A: 6A C0 C2             Modify BGL of area $C2C0
DE/E99D: F0 02                Duration: 2 frames
DE/E99F: 6A C0 C4             Modify BGL of area $C4C0
DE/E9A2: F0 02                Duration: 2 frames
DE/E9A4: 6A C0 C6             Modify BGL of area $C6C0
DE/E9A7: D4 1D                Start code block, repeat 29 times
DE/E9A9: D8 18 20 EA          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/EA20
DE/E9AD: F0 00                Duration: 0 frames
DE/E9AF: D7                   End of code block
DE/E9B0: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/E9B4: 6A C0 C4             Modify BGL of area $C4C0
DE/E9B7: F0 02                Duration: 2 frames
DE/E9B9: 6A C0 C2             Modify BGL of area $C2C0
DE/E9BC: F0 02                Duration: 2 frames
DE/E9BE: 6A C0 C0             Modify BGL of area $C0C0
DE/E9C1: F0 02                Duration: 2 frames
DE/E9C3: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/E9C5: 15 93                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DE/E9C7: FD 9C                <UNKNOWN COMMAND $9C>
   DE/E9C9: 6B 07                <UNKNOWN COMMAND: frame duration=7?>
   DE/E9CB: 09                   Reset all object properties to default
   DE/E9CC: F0 09                Frame Duration: 9
   DE/E9CE: 10 41                Set transition flag, x2 speed
   DE/E9D0: 10 83                Set sequence flag, x4 speed
   DE/E9D2: 57 06                Shift object up-right 96 pixels
   DE/E9D4: 75                   Object faces up-left
   DE/E9D5: F0 13                Frame Duration: 19
   DE/E9D7: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/E9DA: F0 13                Duration: 19 frames
DE/E9DC: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/E9E0: FD 9C 5A             Play sound effect #$5A
DE/E9E3: 6A C0 DA             Modify BGL of area $DAC0
DE/E9E6: F0 02                Duration: 2 frames
DE/E9E8: 6A C0 DC             Modify BGL of area $DCC0
DE/E9EB: F0 02                Duration: 2 frames
DE/E9ED: 6A C0 DE             Modify BGL of area $DEC0
DE/E9F0: D4 27                Start code block, repeat 39 times
DE/E9F2: D8 1B 20 EA          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/EA20
DE/E9F6: F0 00                Duration: 0 frames
DE/E9F8: D7                   End of code block
DE/E9F9: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/E9FD: 6A C0 DC             Modify BGL of area $DCC0
DE/EA00: F0 02                Duration: 2 frames
DE/EA02: 6A C0 DA             Modify BGL of area $DAC0
DE/EA05: F0 02                Duration: 2 frames
DE/EA07: 6A C0 D8             Modify BGL of area $D8C0
DE/EA0A: F0 02                Duration: 2 frames
DE/EA0C: F0 2C                Duration: 44 frames
DE/EA0E: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/EA10: 07                   Clear "moon-walk" Bits
   DE/EA11: 09                   Reset all object properties to default
   DE/EA12: 71                   Object faces down-right
DE/EA13: 60 E1 AA 62          Run Dialogue $0AE1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1: 
          Nope, it isn't here.<I><END>


DE/EA17: F0 0E                Duration: 14 frames
DE/EA19: 60 E2 AA 60          Run Dialogue $0AE2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: I wouldn't go and lose
 my Mario doll, you idiots!<I>

 Argh!!<I>
 Number two, YOU look, too!<I><END>


DE/EA1D: D2 55 EA             Jump to address $DE/EA55
DE/EA20: FD 40                <UNKNOWN COMMAND $FD 40>
DE/EA22: 34 00                Change directional maneuverability: 
DE/EA24: FD A2                Stop music playback
DE/EA26: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/EA28: F0 00                Frame Duration: 0
   DE/EA2A: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/EA2D: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/EA2F: 06                   Set "moon-walk" Bits
   DE/EA30: 10 43                Set transition flag, x4 speed
   DE/EA32: 51 02                Shift object down-right 32 pixels
DE/EA34: F0 1D                Duration: 29 frames
DE/EA36: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/EA38: 07                   Clear "moon-walk" Bits
   DE/EA39: 75                   Object faces up-left
   DE/EA3A: F0 09                Frame Duration: 9
   DE/EA3C: 7F 32 00             Object jumps (with sound effect) #$0032 units
DE/EA3F: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/EA41: 07                   Clear "moon-walk" Bits
   DE/EA42: 75                   Object faces up-left
   DE/EA43: F0 09                Frame Duration: 9
   DE/EA45: 7F 32 00             Object jumps (with sound effect) #$0032 units
DE/EA48: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/EA4A: 07                   Clear "moon-walk" Bits
   DE/EA4B: 75                   Object faces up-left
   DE/EA4C: F0 09                Frame Duration: 9
   DE/EA4E: 7F 32 00             Object jumps (with sound effect) #$0032 units
DE/EA51: D2 97 F5             Jump to address $DE/F597
DE/EA54: FE                   Return


EVENT [556] ------------------------------------------------------------>
DE/EA55: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/EA57: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/EA59: F0 09                Duration: 9 frames
DE/EA5B: 15 0F                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/EA5D: FD 9C                <UNKNOWN COMMAND $9C>
   DE/EA5F: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/EA61: 10 40                Set transition flag, x1 speed
   DE/EA63: 10 81                Set sequence flag, x2 speed
   DE/EA65: 73                   Object faces down-left
   DE/EA66: F0 18                Frame Duration: 24
   DE/EA68: 75                   Object faces up-left
   DE/EA69: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EA6C: 16 8F                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/EA6E: 09                   Reset all object properties to default
   DE/EA6F: 07                   Clear "moon-walk" Bits
   DE/EA70: 10 40                Set transition flag, x1 speed
   DE/EA72: 10 81                Set sequence flag, x2 speed
   DE/EA74: 67 08                Shift object up-right 8 pixels
   DE/EA76: 55 03                Shift object up-left 48 pixels
   DE/EA78: F0 0E                Frame Duration: 14
   DE/EA7A: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EA7D: F0 13                Duration: 19 frames
DE/EA7F: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/EA83: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/EA87: FD 9C 5A             Play sound effect #$5A
DE/EA8A: 6A C0 CA             Modify BGL of area $CAC0
DE/EA8D: 6A C0 DA             Modify BGL of area $DAC0
DE/EA90: F0 02                Duration: 2 frames
DE/EA92: 6A C0 CC             Modify BGL of area $CCC0
DE/EA95: 6A C0 DC             Modify BGL of area $DCC0
DE/EA98: F0 02                Duration: 2 frames
DE/EA9A: 6A C0 CE             Modify BGL of area $CEC0
DE/EA9D: 6A C0 DE             Modify BGL of area $DEC0
DE/EAA0: D4 4F                Start code block, repeat 79 times
DE/EAA2: D8 19 1F EE          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/EE1F
DE/EAA6: D8 1B 1F EE          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/EE1F
DE/EAAA: F0 00                Duration: 0 frames
DE/EAAC: D7                   End of code block
DE/EAAD: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/EAB1: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/EAB5: 6A C0 CC             Modify BGL of area $CCC0
DE/EAB8: 6A C0 DC             Modify BGL of area $DCC0
DE/EABB: F0 02                Duration: 2 frames
DE/EABD: 6A C0 CA             Modify BGL of area $CAC0
DE/EAC0: 6A C0 DA             Modify BGL of area $DAC0
DE/EAC3: F0 02                Duration: 2 frames
DE/EAC5: 6A C0 C8             Modify BGL of area $C8C0
DE/EAC8: 6A C0 D8             Modify BGL of area $D8C0
DE/EACB: F0 02                Duration: 2 frames
DE/EACD: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/EACF: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/EAD1: 15 10                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/EAD3: FD 9C                <UNKNOWN COMMAND $9C>
   DE/EAD5: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/EAD7: 07                   Clear "moon-walk" Bits
   DE/EAD8: 10 40                Set transition flag, x1 speed
   DE/EADA: 10 81                Set sequence flag, x2 speed
   DE/EADC: 53 02                Shift object down-left 32 pixels
   DE/EADE: F0 0E                Frame Duration: 14
   DE/EAE0: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EAE3: 16 8D                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/EAE5: 09                   Reset all object properties to default
   DE/EAE6: 07                   Clear "moon-walk" Bits
   DE/EAE7: 10 40                Set transition flag, x1 speed
   DE/EAE9: 10 81                Set sequence flag, x2 speed
   DE/EAEB: 53 02                Shift object down-left 32 pixels
   DE/EAED: F0 0E                Frame Duration: 14
   DE/EAEF: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EAF2: F0 13                Duration: 19 frames
DE/EAF4: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/EAF8: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/EAFC: FD 9C 5A             Play sound effect #$5A
DE/EAFF: 6A C0 C2             Modify BGL of area $C2C0
DE/EB02: 6A C0 D2             Modify BGL of area $D2C0
DE/EB05: F0 02                Duration: 2 frames
DE/EB07: 6A C0 C4             Modify BGL of area $C4C0
DE/EB0A: 6A C0 D4             Modify BGL of area $D4C0
DE/EB0D: F0 02                Duration: 2 frames
DE/EB0F: 6A C0 C6             Modify BGL of area $C6C0
DE/EB12: 6A C0 D6             Modify BGL of area $D6C0
DE/EB15: D4 3B                Start code block, repeat 59 times
DE/EB17: D8 18 1F EE          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/EE1F
DE/EB1B: D8 1A 1F EE          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/EE1F
DE/EB1F: F0 00                Duration: 0 frames
DE/EB21: D7                   End of code block
DE/EB22: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/EB26: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/EB2A: 6A C0 C4             Modify BGL of area $C4C0
DE/EB2D: 6A C0 D4             Modify BGL of area $D4C0
DE/EB30: F0 02                Duration: 2 frames
DE/EB32: 6A C0 C2             Modify BGL of area $C2C0
DE/EB35: 6A C0 D2             Modify BGL of area $D2C0
DE/EB38: F0 02                Duration: 2 frames
DE/EB3A: 6A C0 C0             Modify BGL of area $C0C0
DE/EB3D: 6A C0 D0             Modify BGL of area $D0C0
DE/EB40: F0 02                Duration: 2 frames
DE/EB42: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/EB44: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/EB46: 15 16                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x16 bytes)
   DE/EB48: FD 9C                <UNKNOWN COMMAND $9C>
   DE/EB4A: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/EB4C: 07                   Clear "moon-walk" Bits
   DE/EB4D: 10 45                Set transition flag, 1/2 speed
   DE/EB4F: 10 80                Set sequence flag, x1 speed
   DE/EB51: 53 01                Shift object down-left 16 pixels
   DE/EB53: 7F 75 00             Object jumps (with sound effect) #$0075 units
   DE/EB56: 53 01                Shift object down-left 16 pixels
   DE/EB58: 75                   Object faces up-left
   DE/EB59: F0 13                Frame Duration: 19
   DE/EB5B: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EB5E: 16 8E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/EB60: 09                   Reset all object properties to default
   DE/EB61: 07                   Clear "moon-walk" Bits
   DE/EB62: 10 40                Set transition flag, x1 speed
   DE/EB64: 10 81                Set sequence flag, x2 speed
   DE/EB66: 57 04                Shift object up-right 64 pixels
   DE/EB68: 75                   Object faces up-left
   DE/EB69: F0 13                Frame Duration: 19
   DE/EB6B: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EB6E: F0 13                Duration: 19 frames
DE/EB70: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/EB74: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/EB78: FD 9C 5A             Play sound effect #$5A
DE/EB7B: 6A C0 CA             Modify BGL of area $CAC0
DE/EB7E: 6A C0 D2             Modify BGL of area $D2C0
DE/EB81: F0 02                Duration: 2 frames
DE/EB83: 6A C0 CC             Modify BGL of area $CCC0
DE/EB86: 6A C0 D4             Modify BGL of area $D4C0
DE/EB89: F0 02                Duration: 2 frames
DE/EB8B: 6A C0 CE             Modify BGL of area $CEC0
DE/EB8E: 6A C0 D6             Modify BGL of area $D6C0
DE/EB91: D4 27                Start code block, repeat 39 times
DE/EB93: D8 19 1F EE          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/EE1F
DE/EB97: D8 1A 1F EE          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/EE1F
DE/EB9B: F0 00                Duration: 0 frames
DE/EB9D: D7                   End of code block
DE/EB9E: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/EBA2: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/EBA6: 6A C0 CC             Modify BGL of area $CCC0
DE/EBA9: 6A C0 D4             Modify BGL of area $D4C0
DE/EBAC: F0 02                Duration: 2 frames
DE/EBAE: 6A C0 CA             Modify BGL of area $CAC0
DE/EBB1: 6A C0 D2             Modify BGL of area $D2C0
DE/EBB4: F0 02                Duration: 2 frames
DE/EBB6: 6A C0 C8             Modify BGL of area $C8C0
DE/EBB9: 6A C0 D0             Modify BGL of area $D0C0
DE/EBBC: F0 02                Duration: 2 frames
DE/EBBE: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/EBC0: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/EBC2: F0 0E                Duration: 14 frames
DE/EBC4: 16 20                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x20 bytes)
   DE/EBC6: FD 9C                <UNKNOWN COMMAND $9C>
   DE/EBC8: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/EBCA: 07                   Clear "moon-walk" Bits
   DE/EBCB: 10 40                Set transition flag, x1 speed
   DE/EBCD: 10 81                Set sequence flag, x2 speed
   DE/EBCF: 63 08                Shift object down-left 8 pixels
   DE/EBD1: F0 04                Frame Duration: 4
   DE/EBD3: 06                   Set "moon-walk" Bits
   DE/EBD4: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DE/EBD7: 57 01                Shift object up-right 16 pixels
   DE/EBD9: F0 13                Frame Duration: 19
   DE/EBDB: 07                   Clear "moon-walk" Bits
   DE/EBDC: 57 01                Shift object up-right 16 pixels
   DE/EBDE: 67 08                Shift object up-right 8 pixels
   DE/EBE0: 75                   Object faces up-left
   DE/EBE1: F0 0E                Frame Duration: 14
   DE/EBE3: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EBE6: 15 9D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   DE/EBE8: 09                   Reset all object properties to default
   DE/EBE9: 07                   Clear "moon-walk" Bits
   DE/EBEA: 10 40                Set transition flag, x1 speed
   DE/EBEC: 10 81                Set sequence flag, x2 speed
   DE/EBEE: 67 08                Shift object up-right 8 pixels
   DE/EBF0: F0 04                Frame Duration: 4
   DE/EBF2: 06                   Set "moon-walk" Bits
   DE/EBF3: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DE/EBF6: 53 01                Shift object down-left 16 pixels
   DE/EBF8: F0 13                Frame Duration: 19
   DE/EBFA: 07                   Clear "moon-walk" Bits
   DE/EBFB: 53 01                Shift object down-left 16 pixels
   DE/EBFD: 63 08                Shift object down-left 8 pixels
   DE/EBFF: 75                   Object faces up-left
   DE/EC00: F0 0E                Frame Duration: 14
   DE/EC02: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EC05: F0 13                Duration: 19 frames
DE/EC07: FD 9C 6B             Play sound effect #$6B
DE/EC0A: 15 8D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/EC0C: 09                   Reset all object properties to default
   DE/EC0D: 10 40                Set transition flag, x1 speed
   DE/EC0F: 10 81                Set sequence flag, x2 speed
   DE/EC11: 57 02                Shift object up-right 32 pixels
   DE/EC13: 75                   Object faces up-left
   DE/EC14: F0 0E                Frame Duration: 14
   DE/EC16: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EC19: F0 13                Duration: 19 frames
DE/EC1B: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/EC1F: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/EC23: FD 9C 5A             Play sound effect #$5A
DE/EC26: 6A C0 CA             Modify BGL of area $CAC0
DE/EC29: 6A C0 DA             Modify BGL of area $DAC0
DE/EC2C: F0 02                Duration: 2 frames
DE/EC2E: 6A C0 CC             Modify BGL of area $CCC0
DE/EC31: 6A C0 DC             Modify BGL of area $DCC0
DE/EC34: F0 02                Duration: 2 frames
DE/EC36: 6A C0 CE             Modify BGL of area $CEC0
DE/EC39: 6A C0 DE             Modify BGL of area $DEC0
DE/EC3C: D4 18                Start code block, repeat 24 times
DE/EC3E: D8 19 1F EE          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/EE1F
DE/EC42: D8 1B 1F EE          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/EE1F
DE/EC46: F0 00                Duration: 0 frames
DE/EC48: D7                   End of code block
DE/EC49: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/EC4D: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/EC51: 6A C0 CC             Modify BGL of area $CCC0
DE/EC54: 6A C0 DC             Modify BGL of area $DCC0
DE/EC57: F0 02                Duration: 2 frames
DE/EC59: 6A C0 CA             Modify BGL of area $CAC0
DE/EC5C: 6A C0 DA             Modify BGL of area $DAC0
DE/EC5F: F0 02                Duration: 2 frames
DE/EC61: 6A C0 C8             Modify BGL of area $C8C0
DE/EC64: 6A C0 D8             Modify BGL of area $D8C0
DE/EC67: F0 02                Duration: 2 frames
DE/EC69: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/EC6B: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/EC6D: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/EC6F: 09                   Reset all object properties to default
   DE/EC70: 07                   Clear "moon-walk" Bits
   DE/EC71: F0 04                Frame Duration: 4
   DE/EC73: 75                   Object faces up-left
DE/EC74: 16 95                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DE/EC76: 09                   Reset all object properties to default
   DE/EC77: F0 1D                Frame Duration: 29
   DE/EC79: 07                   Clear "moon-walk" Bits
   DE/EC7A: 10 40                Set transition flag, x1 speed
   DE/EC7C: 10 81                Set sequence flag, x2 speed
   DE/EC7E: 73                   Object faces down-left
   DE/EC7F: F0 0E                Frame Duration: 14
   DE/EC81: 7F 35 00             Object jumps (with sound effect) #$0035 units
   DE/EC84: F0 0E                Frame Duration: 14
   DE/EC86: 7F 35 00             Object jumps (with sound effect) #$0035 units
   DE/EC89: F0 0E                Frame Duration: 14
DE/EC8B: FD 9C 6B             Play sound effect #$6B
DE/EC8E: 15 90                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/EC90: F0 09                Frame Duration: 9
   DE/EC92: 09                   Reset all object properties to default
   DE/EC93: 07                   Clear "moon-walk" Bits
   DE/EC94: 77                   Object faces up-right
   DE/EC95: F0 13                Frame Duration: 19
   DE/EC97: 10 40                Set transition flag, x1 speed
   DE/EC99: 10 81                Set sequence flag, x2 speed
   DE/EC9B: 57 02                Shift object up-right 32 pixels
   DE/EC9D: F0 1D                Frame Duration: 29
   DE/EC9F: 75                   Object faces up-left
DE/ECA0: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/ECA2: 75                   Object faces up-left
   DE/ECA3: F0 09                Frame Duration: 9
   DE/ECA5: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/ECA8: 16 86                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/ECAA: 75                   Object faces up-left
   DE/ECAB: F0 09                Frame Duration: 9
   DE/ECAD: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/ECB0: F0 13                Duration: 19 frames
DE/ECB2: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/ECB6: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/ECBA: FD 9C 5A             Play sound effect #$5A
DE/ECBD: 6A C0 D2             Modify BGL of area $D2C0
DE/ECC0: 6A C0 DA             Modify BGL of area $DAC0
DE/ECC3: F0 02                Duration: 2 frames
DE/ECC5: 6A C0 D4             Modify BGL of area $D4C0
DE/ECC8: 6A C0 DC             Modify BGL of area $DCC0
DE/ECCB: F0 02                Duration: 2 frames
DE/ECCD: 6A C0 D6             Modify BGL of area $D6C0
DE/ECD0: 6A C0 DE             Modify BGL of area $DEC0
DE/ECD3: D4 0E                Start code block, repeat 14 times
DE/ECD5: D8 1A 1F EE          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/EE1F
DE/ECD9: D8 1B 1F EE          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/EE1F
DE/ECDD: F0 00                Duration: 0 frames
DE/ECDF: D7                   End of code block
DE/ECE0: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/ECE4: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/ECE8: 6A C0 D4             Modify BGL of area $D4C0
DE/ECEB: 6A C0 DC             Modify BGL of area $DCC0
DE/ECEE: F0 02                Duration: 2 frames
DE/ECF0: 6A C0 D2             Modify BGL of area $D2C0
DE/ECF3: 6A C0 DA             Modify BGL of area $DAC0
DE/ECF6: F0 02                Duration: 2 frames
DE/ECF8: 6A C0 D0             Modify BGL of area $D0C0
DE/ECFB: 6A C0 D8             Modify BGL of area $D8C0
DE/ECFE: F0 02                Duration: 2 frames
DE/ED00: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/ED02: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/ED04: 15 13                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/ED06: FD 9C                <UNKNOWN COMMAND $9C>
   DE/ED08: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/ED0A: 07                   Clear "moon-walk" Bits
   DE/ED0B: 10 40                Set transition flag, x1 speed
   DE/ED0D: 10 81                Set sequence flag, x2 speed
   DE/ED0F: 53 02                Shift object down-left 32 pixels
   DE/ED11: F0 09                Frame Duration: 9
   DE/ED13: 75                   Object faces up-left
   DE/ED14: F0 09                Frame Duration: 9
   DE/ED16: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/ED19: 16 90                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/ED1B: 09                   Reset all object properties to default
   DE/ED1C: 07                   Clear "moon-walk" Bits
   DE/ED1D: 10 40                Set transition flag, x1 speed
   DE/ED1F: 10 81                Set sequence flag, x2 speed
   DE/ED21: 53 02                Shift object down-left 32 pixels
   DE/ED23: F0 09                Frame Duration: 9
   DE/ED25: 75                   Object faces up-left
   DE/ED26: F0 09                Frame Duration: 9
   DE/ED28: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/ED2B: F0 13                Duration: 19 frames
DE/ED2D: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/ED31: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/ED35: FD 9C 5A             Play sound effect #$5A
DE/ED38: 6A C0 CA             Modify BGL of area $CAC0
DE/ED3B: 6A C0 D2             Modify BGL of area $D2C0
DE/ED3E: F0 02                Duration: 2 frames
DE/ED40: 6A C0 CC             Modify BGL of area $CCC0
DE/ED43: 6A C0 D4             Modify BGL of area $D4C0
DE/ED46: F0 02                Duration: 2 frames
DE/ED48: 6A C0 CE             Modify BGL of area $CEC0
DE/ED4B: 6A C0 D6             Modify BGL of area $D6C0
DE/ED4E: D4 0E                Start code block, repeat 14 times
DE/ED50: D8 19 1F EE          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/EE1F
DE/ED54: D8 1A 1F EE          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/EE1F
DE/ED58: F0 00                Duration: 0 frames
DE/ED5A: D7                   End of code block
DE/ED5B: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/ED5F: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/ED63: 6A C0 CC             Modify BGL of area $CCC0
DE/ED66: 6A C0 D4             Modify BGL of area $D4C0
DE/ED69: F0 02                Duration: 2 frames
DE/ED6B: 6A C0 CA             Modify BGL of area $CAC0
DE/ED6E: 6A C0 D2             Modify BGL of area $D2C0
DE/ED71: F0 02                Duration: 2 frames
DE/ED73: 6A C0 C8             Modify BGL of area $C8C0
DE/ED76: 6A C0 D0             Modify BGL of area $D0C0
DE/ED79: F0 02                Duration: 2 frames
DE/ED7B: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/ED7D: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/ED7F: 15 13                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes)
   DE/ED81: FD 9C                <UNKNOWN COMMAND $9C>
   DE/ED83: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/ED85: 07                   Clear "moon-walk" Bits
   DE/ED86: 10 40                Set transition flag, x1 speed
   DE/ED88: 10 81                Set sequence flag, x2 speed
   DE/ED8A: 53 02                Shift object down-left 32 pixels
   DE/ED8C: F0 09                Frame Duration: 9
   DE/ED8E: 75                   Object faces up-left
   DE/ED8F: F0 09                Frame Duration: 9
   DE/ED91: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/ED94: 16 90                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/ED96: 09                   Reset all object properties to default
   DE/ED97: 07                   Clear "moon-walk" Bits
   DE/ED98: 10 40                Set transition flag, x1 speed
   DE/ED9A: 10 81                Set sequence flag, x2 speed
   DE/ED9C: 53 02                Shift object down-left 32 pixels
   DE/ED9E: F0 09                Frame Duration: 9
   DE/EDA0: 75                   Object faces up-left
   DE/EDA1: F0 09                Frame Duration: 9
   DE/EDA3: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EDA6: F0 13                Duration: 19 frames
DE/EDA8: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/EDAC: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/EDB0: FD 9C 5A             Play sound effect #$5A
DE/EDB3: 6A C0 C2             Modify BGL of area $C2C0
DE/EDB6: 6A C0 CA             Modify BGL of area $CAC0
DE/EDB9: F0 02                Duration: 2 frames
DE/EDBB: 6A C0 C4             Modify BGL of area $C4C0
DE/EDBE: 6A C0 CC             Modify BGL of area $CCC0
DE/EDC1: F0 02                Duration: 2 frames
DE/EDC3: 6A C0 C6             Modify BGL of area $C6C0
DE/EDC6: 6A C0 CE             Modify BGL of area $CEC0
DE/EDC9: D4 1D                Start code block, repeat 29 times
DE/EDCB: D8 18 1F EE          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/EE1F
DE/EDCF: D8 19 1F EE          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/EE1F
DE/EDD3: F0 00                Duration: 0 frames
DE/EDD5: D7                   End of code block
DE/EDD6: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/EDDA: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/EDDE: 6A C0 C4             Modify BGL of area $C4C0
DE/EDE1: 6A C0 CC             Modify BGL of area $CCC0
DE/EDE4: F0 02                Duration: 2 frames
DE/EDE6: 6A C0 C2             Modify BGL of area $C2C0
DE/EDE9: 6A C0 CA             Modify BGL of area $CAC0
DE/EDEC: F0 02                Duration: 2 frames
DE/EDEE: 6A C0 C0             Modify BGL of area $C0C0
DE/EDF1: 6A C0 C8             Modify BGL of area $C8C0
DE/EDF4: F0 02                Duration: 2 frames
DE/EDF6: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/EDF8: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/EDFA: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/EDFC: F0 0E                Frame Duration: 14
   DE/EDFE: 09                   Reset all object properties to default
   DE/EDFF: 07                   Clear "moon-walk" Bits
   DE/EE00: 10 40                Set transition flag, x1 speed
   DE/EE02: 10 81                Set sequence flag, x2 speed
   DE/EE04: 71                   Object faces down-right
DE/EE05: 16 89                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/EE07: F0 0E                Frame Duration: 14
   DE/EE09: 09                   Reset all object properties to default
   DE/EE0A: 07                   Clear "moon-walk" Bits
   DE/EE0B: 10 40                Set transition flag, x1 speed
   DE/EE0D: 10 81                Set sequence flag, x2 speed
   DE/EE0F: 71                   Object faces down-right
DE/EE10: F0 1D                Duration: 29 frames
DE/EE12: 60 E4 AA 62          Run Dialogue $0AE4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFITS 1 & 2: 
          Nope, it isn't here.<I><END>


DE/EE16: F0 0E                Duration: 14 frames
DE/EE18: 60 E3 AA 60          Run Dialogue $0AE3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: We can't give up!
 It's gotta be here somewhere.<I>

 Number 3!
 It's your turn!<I><END>


DE/EE1C: D2 51 EE             Jump to address $DE/EE51
DE/EE1F: FD 40                <UNKNOWN COMMAND $FD 40>
DE/EE21: 34 00                Change directional maneuverability: 
DE/EE23: FD A2                Stop music playback
DE/EE25: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/EE27: F0 00                Frame Duration: 0
   DE/EE29: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/EE2C: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/EE2E: 06                   Set "moon-walk" Bits
   DE/EE2F: 10 43                Set transition flag, x4 speed
   DE/EE31: 51 02                Shift object down-right 32 pixels
DE/EE33: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/EE35: 06                   Set "moon-walk" Bits
   DE/EE36: 10 43                Set transition flag, x4 speed
   DE/EE38: 51 02                Shift object down-right 32 pixels
DE/EE3A: F0 1D                Duration: 29 frames
DE/EE3C: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/EE3E: 07                   Clear "moon-walk" Bits
   DE/EE3F: 75                   Object faces up-left
   DE/EE40: F0 09                Frame Duration: 9
   DE/EE42: 7F 32 00             Object jumps (with sound effect) #$0032 units
DE/EE45: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/EE47: 07                   Clear "moon-walk" Bits
   DE/EE48: 75                   Object faces up-left
   DE/EE49: F0 09                Frame Duration: 9
   DE/EE4B: 7F 32 00             Object jumps (with sound effect) #$0032 units
DE/EE4E: D2 97 F5             Jump to address $DE/F597

EVENT [557] ------------------------------------------------------------>
DE/EE51: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/EE53: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/EE55: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/EE57: F0 09                Duration: 9 frames
DE/EE59: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/EE5B: FD 9C                <UNKNOWN COMMAND $9C>
   DE/EE5D: 6B 75                <UNKNOWN COMMAND: frame duration=117?>
DE/EE5F: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/EE61: 75                   Object faces up-left
DE/EE62: 17 90                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/EE64: 09                   Reset all object properties to default
   DE/EE65: 07                   Clear "moon-walk" Bits
   DE/EE66: 10 40                Set transition flag, x1 speed
   DE/EE68: 10 81                Set sequence flag, x2 speed
   DE/EE6A: 55 04                Shift object up-left 64 pixels
   DE/EE6C: 57 02                Shift object up-right 32 pixels
   DE/EE6E: 67 08                Shift object up-right 8 pixels
   DE/EE70: 55 01                Shift object up-left 16 pixels
   DE/EE72: F0 0E                Frame Duration: 14
DE/EE74: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/EE76: F0 13                Frame Duration: 19
   DE/EE78: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EE7B: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/EE7D: F0 13                Frame Duration: 19
   DE/EE7F: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EE82: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/EE84: F0 13                Frame Duration: 19
   DE/EE86: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EE89: F0 13                Duration: 19 frames
DE/EE8B: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/EE8F: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/EE93: 17 F2 40 02          Set Object: NPC #3 ---> Command: Set object to movement: $0240
DE/EE97: FD 9C 5A             Play sound effect #$5A
DE/EE9A: 6A C0 C2             Modify BGL of area $C2C0
DE/EE9D: 6A C0 CA             Modify BGL of area $CAC0
DE/EEA0: 6A C0 D2             Modify BGL of area $D2C0
DE/EEA3: F0 02                Duration: 2 frames
DE/EEA5: 6A C0 C4             Modify BGL of area $C4C0
DE/EEA8: 6A C0 CC             Modify BGL of area $CCC0
DE/EEAB: 6A C0 D4             Modify BGL of area $D4C0
DE/EEAE: F0 02                Duration: 2 frames
DE/EEB0: 6A C0 C6             Modify BGL of area $C6C0
DE/EEB3: 6A C0 CE             Modify BGL of area $CEC0
DE/EEB6: 6A C0 D6             Modify BGL of area $D6C0
DE/EEB9: D4 31                Start code block, repeat 49 times
DE/EEBB: D8 18 60 F2          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/F260
DE/EEBF: D8 19 60 F2          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/F260
DE/EEC3: D8 1A 60 F2          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/F260
DE/EEC7: F0 00                Duration: 0 frames
DE/EEC9: D7                   End of code block
DE/EECA: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/EECE: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/EED2: 17 F2 41 02          Set Object: NPC #3 ---> Command: Set object to movement: $0241
DE/EED6: 6A C0 C4             Modify BGL of area $C4C0
DE/EED9: 6A C0 CC             Modify BGL of area $CCC0
DE/EEDC: 6A C0 D4             Modify BGL of area $D4C0
DE/EEDF: F0 02                Duration: 2 frames
DE/EEE1: 6A C0 C2             Modify BGL of area $C2C0
DE/EEE4: 6A C0 CA             Modify BGL of area $CAC0
DE/EEE7: 6A C0 D2             Modify BGL of area $D2C0
DE/EEEA: F0 02                Duration: 2 frames
DE/EEEC: 6A C0 C0             Modify BGL of area $C0C0
DE/EEEF: 6A C0 C8             Modify BGL of area $C8C0
DE/EEF2: 6A C0 D0             Modify BGL of area $D0C0
DE/EEF5: F0 02                Duration: 2 frames
DE/EEF7: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/EEF9: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/EEFB: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/EEFD: 15 11                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x11 bytes)
   DE/EEFF: FD 9C                <UNKNOWN COMMAND $9C>
   DE/EF01: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/EF03: 07                   Clear "moon-walk" Bits
   DE/EF04: 10 40                Set transition flag, x1 speed
   DE/EF06: 10 81                Set sequence flag, x2 speed
   DE/EF08: 57 02                Shift object up-right 32 pixels
   DE/EF0A: 75                   Object faces up-left
   DE/EF0B: F0 13                Frame Duration: 19
   DE/EF0D: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EF10: 16 0E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/EF12: 09                   Reset all object properties to default
   DE/EF13: 07                   Clear "moon-walk" Bits
   DE/EF14: 10 40                Set transition flag, x1 speed
   DE/EF16: 10 81                Set sequence flag, x2 speed
   DE/EF18: 57 02                Shift object up-right 32 pixels
   DE/EF1A: 75                   Object faces up-left
   DE/EF1B: F0 13                Frame Duration: 19
   DE/EF1D: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EF20: 17 8E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/EF22: 09                   Reset all object properties to default
   DE/EF23: 07                   Clear "moon-walk" Bits
   DE/EF24: 10 40                Set transition flag, x1 speed
   DE/EF26: 10 81                Set sequence flag, x2 speed
   DE/EF28: 57 02                Shift object up-right 32 pixels
   DE/EF2A: 75                   Object faces up-left
   DE/EF2B: F0 13                Frame Duration: 19
   DE/EF2D: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EF30: F0 13                Duration: 19 frames
DE/EF32: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/EF36: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/EF3A: 17 F2 40 02          Set Object: NPC #3 ---> Command: Set object to movement: $0240
DE/EF3E: FD 9C 5A             Play sound effect #$5A
DE/EF41: 6A C0 DA             Modify BGL of area $DAC0
DE/EF44: 6A C0 CA             Modify BGL of area $CAC0
DE/EF47: 6A C0 D2             Modify BGL of area $D2C0
DE/EF4A: F0 02                Duration: 2 frames
DE/EF4C: 6A C0 DC             Modify BGL of area $DCC0
DE/EF4F: 6A C0 CC             Modify BGL of area $CCC0
DE/EF52: 6A C0 D4             Modify BGL of area $D4C0
DE/EF55: F0 02                Duration: 2 frames
DE/EF57: 6A C0 DE             Modify BGL of area $DEC0
DE/EF5A: 6A C0 CE             Modify BGL of area $CEC0
DE/EF5D: 6A C0 D6             Modify BGL of area $D6C0
DE/EF60: D4 27                Start code block, repeat 39 times
DE/EF62: D8 1B 60 F2          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/F260
DE/EF66: D8 19 60 F2          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/F260
DE/EF6A: D8 1A 60 F2          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/F260
DE/EF6E: F0 00                Duration: 0 frames
DE/EF70: D7                   End of code block
DE/EF71: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/EF75: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/EF79: 17 F2 41 02          Set Object: NPC #3 ---> Command: Set object to movement: $0241
DE/EF7D: 6A C0 DC             Modify BGL of area $DCC0
DE/EF80: 6A C0 CC             Modify BGL of area $CCC0
DE/EF83: 6A C0 D4             Modify BGL of area $D4C0
DE/EF86: F0 02                Duration: 2 frames
DE/EF88: 6A C0 DA             Modify BGL of area $DAC0
DE/EF8B: 6A C0 CA             Modify BGL of area $CAC0
DE/EF8E: 6A C0 D2             Modify BGL of area $D2C0
DE/EF91: F0 02                Duration: 2 frames
DE/EF93: 6A C0 D8             Modify BGL of area $D8C0
DE/EF96: 6A C0 C8             Modify BGL of area $C8C0
DE/EF99: 6A C0 D0             Modify BGL of area $D0C0
DE/EF9C: F0 02                Duration: 2 frames
DE/EF9E: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/EFA0: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/EFA2: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/EFA4: 15 0E                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/EFA6: FD 9C                <UNKNOWN COMMAND $9C>
   DE/EFA8: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/EFAA: 07                   Clear "moon-walk" Bits
   DE/EFAB: 10 40                Set transition flag, x1 speed
   DE/EFAD: 10 81                Set sequence flag, x2 speed
   DE/EFAF: 53 02                Shift object down-left 32 pixels
   DE/EFB1: 75                   Object faces up-left
   DE/EFB2: F0 13                Frame Duration: 19
DE/EFB4: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/EFB6: 09                   Reset all object properties to default
   DE/EFB7: 07                   Clear "moon-walk" Bits
   DE/EFB8: 75                   Object faces up-left
DE/EFB9: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/EFBB: 09                   Reset all object properties to default
   DE/EFBC: 07                   Clear "moon-walk" Bits
   DE/EFBD: 75                   Object faces up-left
DE/EFBE: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/EFC0: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EFC3: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/EFC5: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EFC8: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/EFCA: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/EFCD: F0 13                Duration: 19 frames
DE/EFCF: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/EFD3: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/EFD7: 17 F2 40 02          Set Object: NPC #3 ---> Command: Set object to movement: $0240
DE/EFDB: FD 9C 5A             Play sound effect #$5A
DE/EFDE: 6A C0 DA             Modify BGL of area $DAC0
DE/EFE1: 6A C0 C2             Modify BGL of area $C2C0
DE/EFE4: 6A C0 D2             Modify BGL of area $D2C0
DE/EFE7: F0 02                Duration: 2 frames
DE/EFE9: 6A C0 DC             Modify BGL of area $DCC0
DE/EFEC: 6A C0 C4             Modify BGL of area $C4C0
DE/EFEF: 6A C0 D4             Modify BGL of area $D4C0
DE/EFF2: F0 02                Duration: 2 frames
DE/EFF4: 6A C0 DE             Modify BGL of area $DEC0
DE/EFF7: 6A C0 C6             Modify BGL of area $C6C0
DE/EFFA: 6A C0 D6             Modify BGL of area $D6C0
DE/EFFD: D4 1D                Start code block, repeat 29 times
DE/EFFF: D8 1B 60 F2          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/F260
DE/F003: D8 18 60 F2          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/F260
DE/F007: D8 1A 60 F2          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/F260
DE/F00B: F0 00                Duration: 0 frames
DE/F00D: D7                   End of code block
DE/F00E: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/F012: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/F016: 17 F2 41 02          Set Object: NPC #3 ---> Command: Set object to movement: $0241
DE/F01A: 6A C0 DC             Modify BGL of area $DCC0
DE/F01D: 6A C0 C4             Modify BGL of area $C4C0
DE/F020: 6A C0 D4             Modify BGL of area $D4C0
DE/F023: F0 02                Duration: 2 frames
DE/F025: 6A C0 DA             Modify BGL of area $DAC0
DE/F028: 6A C0 C2             Modify BGL of area $C2C0
DE/F02B: 6A C0 D2             Modify BGL of area $D2C0
DE/F02E: F0 02                Duration: 2 frames
DE/F030: 6A C0 D8             Modify BGL of area $D8C0
DE/F033: 6A C0 C0             Modify BGL of area $C0C0
DE/F036: 6A C0 D0             Modify BGL of area $D0C0
DE/F039: F0 02                Duration: 2 frames
DE/F03B: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/F03D: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/F03F: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/F041: 16 0E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/F043: FD 9C                <UNKNOWN COMMAND $9C>
   DE/F045: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/F047: 07                   Clear "moon-walk" Bits
   DE/F048: 10 40                Set transition flag, x1 speed
   DE/F04A: 10 81                Set sequence flag, x2 speed
   DE/F04C: 53 02                Shift object down-left 32 pixels
   DE/F04E: 75                   Object faces up-left
   DE/F04F: F0 13                Frame Duration: 19
DE/F051: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F053: 09                   Reset all object properties to default
   DE/F054: 07                   Clear "moon-walk" Bits
   DE/F055: 75                   Object faces up-left
DE/F056: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/F058: 09                   Reset all object properties to default
   DE/F059: 07                   Clear "moon-walk" Bits
   DE/F05A: 75                   Object faces up-left
DE/F05B: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F05D: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/F060: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F062: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/F065: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/F067: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/F06A: F0 13                Duration: 19 frames
DE/F06C: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/F070: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/F074: 17 F2 40 02          Set Object: NPC #3 ---> Command: Set object to movement: $0240
DE/F078: FD 9C 5A             Play sound effect #$5A
DE/F07B: 6A C0 DA             Modify BGL of area $DAC0
DE/F07E: 6A C0 C2             Modify BGL of area $C2C0
DE/F081: 6A C0 CA             Modify BGL of area $CAC0
DE/F084: F0 02                Duration: 2 frames
DE/F086: 6A C0 DC             Modify BGL of area $DCC0
DE/F089: 6A C0 C4             Modify BGL of area $C4C0
DE/F08C: 6A C0 CC             Modify BGL of area $CCC0
DE/F08F: F0 02                Duration: 2 frames
DE/F091: 6A C0 DE             Modify BGL of area $DEC0
DE/F094: 6A C0 C6             Modify BGL of area $C6C0
DE/F097: 6A C0 CE             Modify BGL of area $CEC0
DE/F09A: D4 1D                Start code block, repeat 29 times
DE/F09C: D8 1B 60 F2          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/F260
DE/F0A0: D8 18 60 F2          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/F260
DE/F0A4: D8 19 60 F2          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/F260
DE/F0A8: F0 00                Duration: 0 frames
DE/F0AA: D7                   End of code block
DE/F0AB: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/F0AF: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/F0B3: 17 F2 41 02          Set Object: NPC #3 ---> Command: Set object to movement: $0241
DE/F0B7: 6A C0 DC             Modify BGL of area $DCC0
DE/F0BA: 6A C0 C4             Modify BGL of area $C4C0
DE/F0BD: 6A C0 CC             Modify BGL of area $CCC0
DE/F0C0: F0 02                Duration: 2 frames
DE/F0C2: 6A C0 DA             Modify BGL of area $DAC0
DE/F0C5: 6A C0 C2             Modify BGL of area $C2C0
DE/F0C8: 6A C0 CA             Modify BGL of area $CAC0
DE/F0CB: F0 02                Duration: 2 frames
DE/F0CD: 6A C0 D8             Modify BGL of area $D8C0
DE/F0D0: 6A C0 C0             Modify BGL of area $C0C0
DE/F0D3: 6A C0 C8             Modify BGL of area $C8C0
DE/F0D6: F0 02                Duration: 2 frames
DE/F0D8: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/F0DA: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/F0DC: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/F0DE: 17 0E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes)
   DE/F0E0: FD 9C                <UNKNOWN COMMAND $9C>
   DE/F0E2: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/F0E4: 07                   Clear "moon-walk" Bits
   DE/F0E5: 10 40                Set transition flag, x1 speed
   DE/F0E7: 10 81                Set sequence flag, x2 speed
   DE/F0E9: 53 02                Shift object down-left 32 pixels
   DE/F0EB: 75                   Object faces up-left
   DE/F0EC: F0 13                Frame Duration: 19
DE/F0EE: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F0F0: 09                   Reset all object properties to default
   DE/F0F1: 07                   Clear "moon-walk" Bits
   DE/F0F2: 75                   Object faces up-left
DE/F0F3: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/F0F5: 09                   Reset all object properties to default
   DE/F0F6: 07                   Clear "moon-walk" Bits
   DE/F0F7: 75                   Object faces up-left
DE/F0F8: 15 12                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x12 bytes)
   DE/F0FA: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/F0FD: F0 1D                Frame Duration: 29
   DE/F0FF: 09                   Reset all object properties to default
   DE/F100: 75                   Object faces up-left
   DE/F101: 06                   Set "moon-walk" Bits
   DE/F102: FD 9C                <UNKNOWN COMMAND $9C>
   DE/F104: 6B 57                <UNKNOWN COMMAND: frame duration=87?>
   DE/F106: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/F107: F0 04                Frame Duration: 4
   DE/F109: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/F10C: 16 0F                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/F10E: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/F111: F0 1D                Frame Duration: 29
   DE/F113: 09                   Reset all object properties to default
   DE/F114: 75                   Object faces up-left
   DE/F115: 06                   Set "moon-walk" Bits
   DE/F116: 57 02                Shift object up-right 32 pixels
   DE/F118: F0 04                Frame Duration: 4
   DE/F11A: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/F11D: 17 8F                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/F11F: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DE/F122: F0 1D                Frame Duration: 29
   DE/F124: 09                   Reset all object properties to default
   DE/F125: 75                   Object faces up-left
   DE/F126: 06                   Set "moon-walk" Bits
   DE/F127: 57 02                Shift object up-right 32 pixels
   DE/F129: F0 04                Frame Duration: 4
   DE/F12B: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/F12E: F0 13                Duration: 19 frames
DE/F130: 17 F2 40 02          Set Object: NPC #3 ---> Command: Set object to movement: $0240
DE/F134: FD 9C 5A             Play sound effect #$5A
DE/F137: 6A C0 DA             Modify BGL of area $DAC0
DE/F13A: F0 02                Duration: 2 frames
DE/F13C: 6A C0 DC             Modify BGL of area $DCC0
DE/F13F: F0 02                Duration: 2 frames
DE/F141: 6A C0 DE             Modify BGL of area $DEC0
DE/F144: D4 09                Start code block, repeat 9 times
DE/F146: D8 1B 60 F2          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/F260
DE/F14A: F0 00                Duration: 0 frames
DE/F14C: D7                   End of code block
DE/F14D: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/F151: FD 9C 5A             Play sound effect #$5A
DE/F154: 6A C0 D2             Modify BGL of area $D2C0
DE/F157: F0 02                Duration: 2 frames
DE/F159: 6A C0 D4             Modify BGL of area $D4C0
DE/F15C: F0 02                Duration: 2 frames
DE/F15E: 6A C0 D6             Modify BGL of area $D6C0
DE/F161: D4 09                Start code block, repeat 9 times
DE/F163: D8 1B 60 F2          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/F260
DE/F167: D8 1A 60 F2          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/F260
DE/F16B: F0 00                Duration: 0 frames
DE/F16D: D7                   End of code block
DE/F16E: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/F172: FD 9C 5A             Play sound effect #$5A
DE/F175: 6A C0 CA             Modify BGL of area $CAC0
DE/F178: F0 02                Duration: 2 frames
DE/F17A: 6A C0 CC             Modify BGL of area $CCC0
DE/F17D: F0 02                Duration: 2 frames
DE/F17F: 6A C0 CE             Modify BGL of area $CEC0
DE/F182: D4 1D                Start code block, repeat 29 times
DE/F184: D8 1B 60 F2          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/F260
DE/F188: D8 19 60 F2          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/F260
DE/F18C: D8 1A 60 F2          If event flag memory address 00:7043 Bit 2 set, jump to address $DE/F260
DE/F190: F0 00                Duration: 0 frames
DE/F192: D7                   End of code block
DE/F193: 15 F2 41 02          Set Object: NPC #1 ---> Command: Set object to movement: $0241
DE/F197: 16 F2 41 02          Set Object: NPC #2 ---> Command: Set object to movement: $0241
DE/F19B: 17 F2 41 02          Set Object: NPC #3 ---> Command: Set object to movement: $0241
DE/F19F: 6A C0 DC             Modify BGL of area $DCC0
DE/F1A2: 6A C0 CC             Modify BGL of area $CCC0
DE/F1A5: 6A C0 D4             Modify BGL of area $D4C0
DE/F1A8: F0 02                Duration: 2 frames
DE/F1AA: 6A C0 DA             Modify BGL of area $DAC0
DE/F1AD: 6A C0 CA             Modify BGL of area $CAC0
DE/F1B0: 6A C0 D2             Modify BGL of area $D2C0
DE/F1B3: F0 02                Duration: 2 frames
DE/F1B5: 6A C0 D8             Modify BGL of area $D8C0
DE/F1B8: 6A C0 C8             Modify BGL of area $C8C0
DE/F1BB: 6A C0 D0             Modify BGL of area $D0C0
DE/F1BE: F0 02                Duration: 2 frames
DE/F1C0: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/F1C2: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/F1C4: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/F1C6: 15 1B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1B bytes)
   DE/F1C8: FD 9C                <UNKNOWN COMMAND $9C>
   DE/F1CA: 6B 09                <UNKNOWN COMMAND: frame duration=9?>
   DE/F1CC: F0 27                Frame Duration: 39
   DE/F1CE: 07                   Clear "moon-walk" Bits
   DE/F1CF: 10 41                Set transition flag, x2 speed
   DE/F1D1: 10 83                Set sequence flag, x4 speed
   DE/F1D3: 51 02                Shift object down-right 32 pixels
   DE/F1D5: 57 04                Shift object up-right 64 pixels
   DE/F1D7: 55 01                Shift object up-left 16 pixels
   DE/F1D9: 53 04                Shift object down-left 64 pixels
   DE/F1DB: 55 01                Shift object up-left 16 pixels
   DE/F1DD: 75                   Object faces up-left
   DE/F1DE: F0 1D                Frame Duration: 29
   DE/F1E0: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/F1E3: 16 1C                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1C bytes)
   DE/F1E5: 09                   Reset all object properties to default
   DE/F1E6: F0 27                Frame Duration: 39
   DE/F1E8: 07                   Clear "moon-walk" Bits
   DE/F1E9: 10 41                Set transition flag, x2 speed
   DE/F1EB: 10 83                Set sequence flag, x4 speed
   DE/F1ED: 53 04                Shift object down-left 64 pixels
   DE/F1EF: 57 04                Shift object up-right 64 pixels
   DE/F1F1: 51 01                Shift object down-right 16 pixels
   DE/F1F3: 57 01                Shift object up-right 16 pixels
   DE/F1F5: 55 01                Shift object up-left 16 pixels
   DE/F1F7: 06                   Set "moon-walk" Bits
   DE/F1F8: 57 01                Shift object up-right 16 pixels
   DE/F1FA: 75                   Object faces up-left
   DE/F1FB: 07                   Clear "moon-walk" Bits
   DE/F1FC: F0 1D                Frame Duration: 29
   DE/F1FE: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/F201: 17 97                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DE/F203: 09                   Reset all object properties to default
   DE/F204: F0 27                Frame Duration: 39
   DE/F206: 07                   Clear "moon-walk" Bits
   DE/F207: 10 41                Set transition flag, x2 speed
   DE/F209: 10 83                Set sequence flag, x4 speed
   DE/F20B: 51 03                Shift object down-right 48 pixels
   DE/F20D: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DE/F210: 53 06                Shift object down-left 96 pixels
   DE/F212: 55 03                Shift object up-left 48 pixels
   DE/F214: 75                   Object faces up-left
   DE/F215: F0 1D                Frame Duration: 29
   DE/F217: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DE/F21A: F0 13                Duration: 19 frames
DE/F21C: 15 F2 40 02          Set Object: NPC #1 ---> Command: Set object to movement: $0240
DE/F220: 16 F2 40 02          Set Object: NPC #2 ---> Command: Set object to movement: $0240
DE/F224: 17 F2 40 02          Set Object: NPC #3 ---> Command: Set object to movement: $0240
DE/F228: FD 9C 5A             Play sound effect #$5A
DE/F22B: 6A C0 DA             Modify BGL of area $DAC0
DE/F22E: 6A C0 CA             Modify BGL of area $CAC0
DE/F231: 6A C0 C2             Modify BGL of area $C2C0
DE/F234: F0 02                Duration: 2 frames
DE/F236: 6A C0 DC             Modify BGL of area $DCC0
DE/F239: 6A C0 CC             Modify BGL of area $CCC0
DE/F23C: 6A C0 C4             Modify BGL of area $C4C0
DE/F23F: F0 02                Duration: 2 frames
DE/F241: 6A C0 DE             Modify BGL of area $DEC0
DE/F244: 6A C0 CE             Modify BGL of area $CEC0
DE/F247: 6A C0 C6             Modify BGL of area $C6C0
DE/F24A: D4 27                Start code block, repeat 39 times
DE/F24C: D8 1B 60 F2          If event flag memory address 00:7043 Bit 3 set, jump to address $DE/F260
DE/F250: D8 18 60 F2          If event flag memory address 00:7043 Bit 0 set, jump to address $DE/F260
DE/F254: D8 19 60 F2          If event flag memory address 00:7043 Bit 1 set, jump to address $DE/F260
DE/F258: F0 00                Duration: 0 frames
DE/F25A: D7                   End of code block
DE/F25B: 34 00                Change directional maneuverability: 
DE/F25D: D2 90 F2             Jump to address $DE/F290
DE/F260: FD A2                Stop music playback
DE/F262: FD 40                <UNKNOWN COMMAND $FD 40>
DE/F264: 34 00                Change directional maneuverability: 
DE/F266: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DE/F268: F0 00                Frame Duration: 0
   DE/F26A: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DE/F26D: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/F26F: 06                   Set "moon-walk" Bits
   DE/F270: 10 43                Set transition flag, x4 speed
   DE/F272: 51 02                Shift object down-right 32 pixels
DE/F274: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/F276: 06                   Set "moon-walk" Bits
   DE/F277: 10 43                Set transition flag, x4 speed
   DE/F279: 51 02                Shift object down-right 32 pixels
DE/F27B: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/F27D: 06                   Set "moon-walk" Bits
   DE/F27E: 10 43                Set transition flag, x4 speed
   DE/F280: 51 02                Shift object down-right 32 pixels
DE/F282: F0 1D                Duration: 29 frames
DE/F284: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/F286: 07                   Clear "moon-walk" Bits
   DE/F287: 75                   Object faces up-left
   DE/F288: F0 09                Frame Duration: 9
   DE/F28A: 7F 32 00             Object jumps (with sound effect) #$0032 units
DE/F28D: D2 97 F5             Jump to address $DE/F597

EVENT [558] ------------------------------------------------------------>
DE/F290: FD A2                Stop music playback
DE/F292: 34 00                Change directional maneuverability: 
DE/F294: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/F296: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/F298: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/F29A: 60 E5 AA 62          Run Dialogue $0AE5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Wait a minute!<I><END>


DE/F29E: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/F2A0: 09                   Reset all object properties to default
   DE/F2A1: 07                   Clear "moon-walk" Bits
   DE/F2A2: 09                   Reset all object properties to default
   DE/F2A3: 71                   Object faces down-right
DE/F2A4: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F2A6: 09                   Reset all object properties to default
   DE/F2A7: 07                   Clear "moon-walk" Bits
   DE/F2A8: 71                   Object faces down-right
DE/F2A9: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/F2AB: 09                   Reset all object properties to default
   DE/F2AC: 07                   Clear "moon-walk" Bits
   DE/F2AD: 71                   Object faces down-right
DE/F2AE: 60 E6 AA 62          Run Dialogue $0AE6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: 
 This is better than a party!<I>
 Look out, 'cause here I come!<I><END>


DE/F2B2: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F2B4: F0 09                Frame Duration: 9
   DE/F2B6: 77                   Object faces up-right
DE/F2B7: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F2B9: F0 09                Frame Duration: 9
   DE/F2BB: 73                   Object faces down-left
DE/F2BC: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F2BE: F0 09                Frame Duration: 9
   DE/F2C0: 77                   Object faces up-right
DE/F2C1: 14 96                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DE/F2C3: 09                   Reset all object properties to default
   DE/F2C4: 75                   Object faces up-left
   DE/F2C5: 10 40                Set transition flag, x1 speed
   DE/F2C7: 10 81                Set sequence flag, x2 speed
   DE/F2C9: 63 08                Shift object down-left 8 pixels
   DE/F2CB: 55 02                Shift object up-left 32 pixels
   DE/F2CD: 65 0D                Shift object up-left 13 pixels
   DE/F2CF: F0 0E                Frame Duration: 14
   DE/F2D1: 08 40 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DE/F2D4: F0 06                Frame Duration: 6
   DE/F2D6: 08 40 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
DE/F2D9: 91 20                Play music: #$20
DE/F2DB: 6A C0 D2             Modify BGL of area $D2C0
DE/F2DE: F0 02                Duration: 2 frames
DE/F2E0: 9C 5A                Play sound effect #$5A
DE/F2E2: 6A C0 D4             Modify BGL of area $D4C0
DE/F2E5: F0 02                Duration: 2 frames
DE/F2E7: 6A C0 D6             Modify BGL of area $D6C0
DE/F2EA: F0 04                Duration: 4 frames
DE/F2EC: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F2EE: 08 4A 90             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
DE/F2F1: 14 90                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/F2F3: F0 18                Frame Duration: 24
   DE/F2F5: 10 41                Set transition flag, x2 speed
   DE/F2F7: 10 83                Set sequence flag, x4 speed
   DE/F2F9: 09                   Reset all object properties to default
   DE/F2FA: 75                   Object faces up-left
   DE/F2FB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/F2FC: 06                   Set "moon-walk" Bits
   DE/F2FD: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DE/F300: 51 03                Shift object down-right 48 pixels
   DE/F302: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/F303: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/F305: 71                   Object faces down-right
DE/F306: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DE/F308: 71                   Object faces down-right
DE/F309: 17 81                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/F30B: 71                   Object faces down-right
DE/F30C: 60 E7 AA 62          Run Dialogue $0AE7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Wait <I>a <I>second!<I>
 It's right up there.
 I found the Mario doll!<I><END>


DE/F310: 17 0B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/F312: 10 43                Set transition flag, x4 speed
   DE/F314: 10 83                Set sequence flag, x4 speed
   DE/F316: 51 05                Shift object down-right 80 pixels
   DE/F318: 57 02                Shift object up-right 32 pixels
   DE/F31A: 67 08                Shift object up-right 8 pixels
   DE/F31C: 75                   Object faces up-left
DE/F31D: 16 0B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/F31F: 10 43                Set transition flag, x4 speed
   DE/F321: 10 83                Set sequence flag, x4 speed
   DE/F323: 51 03                Shift object down-right 48 pixels
   DE/F325: 63 08                Shift object down-left 8 pixels
   DE/F327: 51 02                Shift object down-right 32 pixels
   DE/F329: 75                   Object faces up-left
DE/F32A: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/F32C: 10 43                Set transition flag, x4 speed
   DE/F32E: 10 83                Set sequence flag, x4 speed
   DE/F330: 51 05                Shift object down-right 80 pixels
   DE/F332: 57 02                Shift object up-right 32 pixels
   DE/F334: 75                   Object faces up-left
DE/F335: F0 09                Duration: 9 frames
DE/F337: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/F339: 09                   Reset all object properties to default
   DE/F33A: 71                   Object faces down-right
DE/F33B: F0 13                Duration: 19 frames
DE/F33D: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/F33F: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/F342: F0 13                Frame Duration: 19
DE/F344: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/F346: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/F349: F0 13                Frame Duration: 19
DE/F34B: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/F34D: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/F350: F0 13                Frame Duration: 19
DE/F352: F0 1D                Duration: 29 frames
DE/F354: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/F356: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/F358: 10 41                Set transition flag, x2 speed
   DE/F35A: 10 81                Set sequence flag, x2 speed
   DE/F35C: 90 03 14 00          Objects bounces 0px high to on-screen coords: (96,160)
   DE/F360: 76                   Object faces up
   DE/F361: F0 4F                Frame Duration: 79
   DE/F363: 70                   Object faces right
DE/F364: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/F366: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/F367: 09                   Reset all object properties to default
   DE/F368: 75                   Object faces up-left
DE/F369: 60 E8 AA 60          Run Dialogue $0AE8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: But we'll NEVER be
 able to reach it up there.<I>
 Oh! The sorrow!<I><END>


DE/F36D: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/F36F: 07                   Clear "moon-walk" Bits
   DE/F370: 71                   Object faces down-right
DE/F371: 60 E9 AA 60          Run Dialogue $0AE9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 What AM I gonna do...?<I><END>


DE/F375: 16 90                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/F377: 55 02                Shift object up-left 32 pixels
   DE/F379: 63 06                Shift object down-left 6 pixels
   DE/F37B: F0 1D                Frame Duration: 29
   DE/F37D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/F37E: 10 85                Set sequence flag, 1/2 speed
   DE/F380: F0 18                Frame Duration: 24
   DE/F382: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/F383: F0 09                Frame Duration: 9
   DE/F385: 10 81                Set sequence flag, x2 speed
DE/F387: 14 8A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/F389: 10 C0                Set transition and sequence flags, x1 speed
   DE/F38B: F0 1D                Frame Duration: 29
   DE/F38D: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DE/F390: F0 1D                Frame Duration: 29
   DE/F392: 09                   Reset all object properties to default
DE/F393: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/F395: 67 06                Shift object up-right 6 pixels
   DE/F397: 51 02                Shift object down-right 32 pixels
   DE/F399: 75                   Object faces up-left
DE/F39A: F0 27                Duration: 39 frames
DE/F39C: 60 EA AA 60          Run Dialogue $0AEA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I'm about to lose it...sniffle...<I><END>


DE/F3A0: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/F3A2: F0 3B                Frame Duration: 59
   DE/F3A4: 10 83                Set sequence flag, x4 speed
   DE/F3A6: 08 40 8D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
DE/F3A9: 15 F2 43 02          Set Object: NPC #1 ---> Command: Set object to movement: $0243
DE/F3AD: 16 F2 44 02          Set Object: NPC #2 ---> Command: Set object to movement: $0244
DE/F3B1: 17 F2 42 02          Set Object: NPC #3 ---> Command: Set object to movement: $0242
DE/F3B5: F0 3B                Duration: 59 frames
DE/F3B7: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/F3B9: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/F3BB: 10 40                Set transition flag, x1 speed
   DE/F3BD: 10 81                Set sequence flag, x2 speed
   DE/F3BF: 90 03 10 00          Objects bounces 0px high to on-screen coords: (96,128)
   DE/F3C3: 67 08                Shift object up-right 8 pixels
   DE/F3C5: 71                   Object faces down-right
DE/F3C6: F0 00                Duration: 0 frames
DE/F3C8: CB                   Store joypad register to 00:7000,00:7001
DE/F3C9: F0 00                Duration: 0 frames
DE/F3CB: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/F3CF: E2 80 00 D7 F3       If value at 00:7000 = #$0080, jump to address $DE/F3D7
DE/F3D4: D2 C8 F3             Jump to address $DE/F3C8
DE/F3D7: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DE/F3D9: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DE/F3DC: F0 3B                Frame Duration: 59
   DE/F3DE: 10 80                Set sequence flag, x1 speed
   DE/F3E0: 0B 04                Set Bits $4 of current object address 0A,x
   DE/F3E2: FD 0F 02             Object overlaps BG1
DE/F3E5: 19 0F                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0F bytes)
   DE/F3E7: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/F3E9: F0 07                Frame Duration: 7
   DE/F3EB: 10 41                Set transition flag, x2 speed
   DE/F3ED: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/F3EF: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/F3F1: 7E 40 00             Object jumps #$0040 units
   DE/F3F4: 51 03                Shift object down-right 48 pixels
DE/F3F6: 0C 8E                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/F3F8: F0 07                Frame Duration: 7
   DE/F3FA: 10 41                Set transition flag, x2 speed
   DE/F3FC: 9C 22                Play sound effect #$22
   DE/F3FE: 66 07                Shift object up 7 pixels
   DE/F400: 62 07                Shift object down 7 pixels
   DE/F402: 66 04                Shift object up 4 pixels
   DE/F404: 62 04                Shift object down 4 pixels
DE/F406: F0 3B                Duration: 59 frames
DE/F408: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/F40A: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DE/F40C: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DE/F40E: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/F410: 09                   Reset all object properties to default
   DE/F411: 75                   Object faces up-left
   DE/F412: F0 3B                Frame Duration: 59
   DE/F414: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DE/F417: F0 1D                Frame Duration: 29
DE/F419: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/F41B: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/F41C: F0 1D                Frame Duration: 29
   DE/F41E: 75                   Object faces up-left
DE/F41F: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/F421: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/F422: F0 1D                Frame Duration: 29
   DE/F424: 75                   Object faces up-left
DE/F425: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/F427: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/F428: F0 1D                Frame Duration: 29
   DE/F42A: 75                   Object faces up-left
DE/F42B: 60 EB AA 60          Run Dialogue $0AEB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Goodness!<I>
 You're so kind!
 Thank you for getting my doll.<I><END>


DE/F42F: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/F431: 10 83                Set sequence flag, x4 speed
   DE/F433: 10 41                Set transition flag, x2 speed
   DE/F435: 9C 18                Play sound effect #$18
   DE/F437: 55 03                Shift object up-left 48 pixels
DE/F439: 19 8C                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/F43B: 06                   Set "moon-walk" Bits
   DE/F43C: F0 0B                Frame Duration: 11
   DE/F43E: 10 43                Set transition flag, x4 speed
   DE/F440: 7F 20 00             Object jumps (with sound effect) #$0020 units
   DE/F443: 9C 19                Play sound effect #$19
   DE/F445: 53 02                Shift object down-left 32 pixels
DE/F447: F0 13                Duration: 19 frames
DE/F449: 60 EC AA 60          Run Dialogue $0AEC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I'd like to reward you.<I>
 Here, take this.<I><END>


DE/F44D: 9C 55                Play sound effect #$55
DE/F44F: 60 ED AA 42          Run Dialogue $0AED (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

           Got an Amulet<I><END>


DE/F453: F0 2C                Duration: 44 frames
DE/F455: 60 EE AA 60          Run Dialogue $0AEE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: May happiness follow
 you, wherever you go.<I><END>


DE/F459: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/F45B: 71                   Object faces down-right
DE/F45C: 60 EF AA 60          Run Dialogue $0AEF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 All right! Enough is enough...<I>
 Cancel the rehearsal, we're going
 on with the show!<I><END>


DE/F460: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/F462: 10 C3                Set transition and sequence flags, x4 speed
   DE/F464: 51 03                Shift object down-right 48 pixels
   DE/F466: 61 08                Shift object down-right 8 pixels
   DE/F468: 53 06                Shift object down-left 96 pixels
DE/F46A: F0 13                Duration: 19 frames
DE/F46C: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/F46E: 10 C3                Set transition and sequence flags, x4 speed
   DE/F470: 55 01                Shift object up-left 16 pixels
   DE/F472: 65 08                Shift object up-left 8 pixels
   DE/F474: 53 03                Shift object down-left 48 pixels
DE/F476: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/F478: 10 C3                Set transition and sequence flags, x4 speed
   DE/F47A: 55 01                Shift object up-left 16 pixels
   DE/F47C: 65 08                Shift object up-left 8 pixels
   DE/F47E: 53 03                Shift object down-left 48 pixels
DE/F480: 17 88                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DE/F482: 10 C3                Set transition and sequence flags, x4 speed
   DE/F484: 55 01                Shift object up-left 16 pixels
   DE/F486: 65 08                Shift object up-left 8 pixels
   DE/F488: 53 03                Shift object down-left 48 pixels
DE/F48A: F0 2C                Duration: 44 frames
DE/F48C: 60 F0 AA 60          Run Dialogue $0AF0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Here's the password!<I>


               <$03>
<I><END>


DE/F490: 9C 10                Play sound effect #$10
DE/F492: F0 13                Duration: 19 frames
DE/F494: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/F496: 10 83                Set sequence flag, x4 speed
   DE/F498: 10 40                Set transition flag, x1 speed
   DE/F49A: 63 0A                Shift object down-left 10 pixels
   DE/F49C: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F49D: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/F49F: 10 83                Set sequence flag, x4 speed
   DE/F4A1: 10 41                Set transition flag, x2 speed
   DE/F4A3: 53 02                Shift object down-left 32 pixels
   DE/F4A5: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F4A6: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/F4A8: 10 83                Set sequence flag, x4 speed
   DE/F4AA: 10 41                Set transition flag, x2 speed
   DE/F4AC: 53 03                Shift object down-left 48 pixels
   DE/F4AE: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F4AF: 16 9D                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   DE/F4B1: 10 83                Set sequence flag, x4 speed
   DE/F4B3: 10 41                Set transition flag, x2 speed
   DE/F4B5: 53 03                Shift object down-left 48 pixels
   DE/F4B7: F0 2C                Frame Duration: 44
   DE/F4B9: 57 04                Shift object up-right 64 pixels
   DE/F4BB: 67 08                Shift object up-right 8 pixels
   DE/F4BD: 55 02                Shift object up-left 32 pixels
   DE/F4BF: F0 27                Frame Duration: 39
   DE/F4C1: 73                   Object faces down-left
   DE/F4C2: F0 13                Frame Duration: 19
   DE/F4C4: 75                   Object faces up-left
   DE/F4C5: F0 27                Frame Duration: 39
   DE/F4C7: 51 02                Shift object down-right 32 pixels
   DE/F4C9: 53 06                Shift object down-left 96 pixels
   DE/F4CB: 63 08                Shift object down-left 8 pixels
   DE/F4CD: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F4CE: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/F4D0: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/F4D2: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/F4D4: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/F4D6: 6B C0 82             Modify physical field of area $82C0
DE/F4D9: A0 9D                Set event flag memory address 00:7053 Bit 5
DE/F4DB: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/F4DF: 50 4E                Put item in inventory: #$4E (@Amulet      )
DE/F4E1: FD 30                Screen moves with MARIO
DE/F4E3: FE                   Return


EVENT [559] ------------------------------------------------------------>
DE/F4E4: F0 1D                Duration: 29 frames
DE/F4E6: 60 F3 AA 60          Run Dialogue $0AF3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: G'na!!!<I>
               It's Mario!<I>

 That's impossible!
 He made it past all my traps...<I>
 But we're gonna trip him up!<I><END>


DE/F4EA: 34 00                Change directional maneuverability: 
DE/F4EC: 4A A1 00 0C          Engage in battle with formation pack #$00A1 in background #$0C
DE/F4F0: DC 00 F5 F4          If event flag memory address 00:7040 Bit 0 clear, jump to address $DE/F4F5
DE/F4F4: FB                   Reset game, choose game

DE/F4F5: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DE/F4F7: 0B 04                Set Bits $4 of current object address 0A,x
   DE/F4F9: 09                   Reset all object properties to default
   DE/F4FA: 10 C0                Set transition and sequence flags, x1 speed
   DE/F4FC: 92 03 17 00          Place object at on-screen coords: (112,184) Z=0
   DE/F500: 61 08                Shift object down-right 8 pixels
   DE/F502: 77                   Object faces up-right
DE/F503: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/F505: 10 C1                Set transition and sequence flags, x2 speed
   DE/F507: 92 04 15 00          Place object at on-screen coords: (144,168) Z=0
   DE/F50B: 61 08                Shift object down-right 8 pixels
   DE/F50D: 73                   Object faces down-left
DE/F50E: 15 0B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/F510: 07                   Clear "moon-walk" Bits
   DE/F511: 09                   Reset all object properties to default
   DE/F512: 10 C1                Set transition and sequence flags, x2 speed
   DE/F514: 92 05 14 00          Place object at on-screen coords: (160,160) Z=0
   DE/F518: 61 08                Shift object down-right 8 pixels
   DE/F51A: 73                   Object faces down-left
DE/F51B: 16 0B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes)
   DE/F51D: 07                   Clear "moon-walk" Bits
   DE/F51E: 09                   Reset all object properties to default
   DE/F51F: 10 C1                Set transition and sequence flags, x2 speed
   DE/F521: 92 05 13 00          Place object at on-screen coords: (176,152) Z=0
   DE/F525: 61 08                Shift object down-right 8 pixels
   DE/F527: 73                   Object faces down-left
DE/F528: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DE/F52A: 07                   Clear "moon-walk" Bits
   DE/F52B: 09                   Reset all object properties to default
   DE/F52C: 10 C1                Set transition and sequence flags, x2 speed
   DE/F52E: 92 06 12 00          Place object at on-screen coords: (192,144) Z=0
   DE/F532: 61 08                Shift object down-right 8 pixels
   DE/F534: 73                   Object faces down-left
DE/F535: FD 30                Screen moves with MARIO
DE/F537: 6B C0 84             Modify physical field of area $84C0
DE/F53A: A0 9C                Set event flag memory address 00:7053 Bit 4
DE/F53C: 71                   Lighten screen from black before following commands
DE/F53D: F0 3B                Duration: 59 frames
DE/F53F: 60 F4 AA 60          Run Dialogue $0AF4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: I'd love to stay and
 chat, but I've a schedule to keep.<I>
 Move aside so I can open that
 door.<I><END>


DE/F543: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/F545: 53 04                Shift object down-left 64 pixels
DE/F547: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/F549: 53 04                Shift object down-left 64 pixels
DE/F54B: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/F54D: 53 04                Shift object down-left 64 pixels
DE/F54F: 17 02                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/F551: 53 04                Shift object down-left 64 pixels
DE/F553: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DE/F555: 71                   Object faces down-right
   DE/F556: 06                   Set "moon-walk" Bits
   DE/F557: 10 41                Set transition flag, x2 speed
   DE/F559: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/F55C: 55 02                Shift object up-left 32 pixels
   DE/F55E: FD 0F 02             Object overlaps BG1
   DE/F561: 13 01                Layering priority: Normal
   DE/F563: 10 40                Set transition flag, x1 speed
   DE/F565: 07                   Clear "moon-walk" Bits
DE/F566: F0 3B                Duration: 59 frames
DE/F568: 60 F0 AA 60          Run Dialogue $0AF0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Here's the password!<I>


               <$03>
<I><END>


DE/F56C: F0 3B                Duration: 59 frames
DE/F56E: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F570: 53 01                Shift object down-left 16 pixels
   DE/F572: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F573: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F575: 53 02                Shift object down-left 32 pixels
   DE/F577: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F578: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DE/F57A: 53 03                Shift object down-left 48 pixels
   DE/F57C: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F57D: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/F57F: 53 04                Shift object down-left 64 pixels
   DE/F581: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F582: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/F584: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/F586: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/F588: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/F58A: F0 1D                Duration: 29 frames
DE/F58C: 34 FF                Change directional maneuverability: left right down up 
DE/F58E: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DE/F592: FD 5B                Restore all HP
DE/F594: FD 5C                Restore all FP
DE/F596: FE                   Return


EVENT [55A] ------------------------------------------------------------>
DE/F597: E4 13 02 00 E4 F4    If value at 00:7026 = #$0002, jump to address $DE/F4E4
DE/F59D: F0 1D                Duration: 29 frames
DE/F59F: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/F5A1: 09                   Reset all object properties to default
DE/F5A2: 9C 5A                Play sound effect #$5A
DE/F5A4: 6A C0 C0             Modify BGL of area $C0C0
DE/F5A7: 6A C0 C8             Modify BGL of area $C8C0
DE/F5AA: 6A C0 D0             Modify BGL of area $D0C0
DE/F5AD: 6A C0 D8             Modify BGL of area $D8C0
DE/F5B0: FD 42                <UNKNOWN COMMAND $FD 42>
DE/F5B2: 34 EF                Change directional maneuverability: left right down up 
DE/F5B4: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/F5B6: 07                   Clear "moon-walk" Bits
   DE/F5B7: 09                   Reset all object properties to default
   DE/F5B8: 10 C3                Set transition and sequence flags, x4 speed
   DE/F5BA: 90 05 13 00          Objects bounces 0px high to on-screen coords: (176,152)
   DE/F5BE: 73                   Object faces down-left
DE/F5BF: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/F5C1: 07                   Clear "moon-walk" Bits
   DE/F5C2: 09                   Reset all object properties to default
   DE/F5C3: 10 C3                Set transition and sequence flags, x4 speed
   DE/F5C5: 90 03 14 00          Objects bounces 0px high to on-screen coords: (96,160)
   DE/F5C9: 77                   Object faces up-right
DE/F5CA: 16 09                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/F5CC: 07                   Clear "moon-walk" Bits
   DE/F5CD: 09                   Reset all object properties to default
   DE/F5CE: 10 C3                Set transition and sequence flags, x4 speed
   DE/F5D0: 90 04 16 00          Objects bounces 0px high to on-screen coords: (128,176)
   DE/F5D4: 77                   Object faces up-right
DE/F5D5: 17 89                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/F5D7: 07                   Clear "moon-walk" Bits
   DE/F5D8: 09                   Reset all object properties to default
   DE/F5D9: 10 C3                Set transition and sequence flags, x4 speed
   DE/F5DB: 90 05 18 00          Objects bounces 0px high to on-screen coords: (160,192)
   DE/F5DF: 77                   Object faces up-right
DE/F5E0: F0 13                Duration: 19 frames
DE/F5E2: E4 13 01 00 F1 F5    If value at 00:7026 = #$0001, jump to address $DE/F5F1
DE/F5E8: 60 02 AB 60          Run Dialogue $0B02 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Hey everybody!<I>
 Did you see someone behind the
 curtains, or was it just me?<I>

 How creepy!
 It's a pain, but I think we should
 check one more time.<I><END>


DE/F5EC: B2 13                Increment 00:7026
DE/F5EE: D2 C9 E6             Jump to address $DE/E6C9
DE/F5F1: 60 03 AB 60          Run Dialogue $0B03 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Well?<I>
 I really think someone's behind
 those curtains!<I>

 I think one more peek is necessary.<I><END>


DE/F5F5: B2 13                Increment 00:7026
DE/F5F7: D2 C9 E6             Jump to address $DE/E6C9

EVENT [55B] ------------------------------------------------------------>

EVENT [55C] ------------------------------------------------------------>

EVENT [55D] ------------------------------------------------------------>

EVENT [55E] ------------------------------------------------------------>

EVENT [55F] ------------------------------------------------------------>

EVENT [560] ------------------------------------------------------------>

EVENT [561] ------------------------------------------------------------>

EVENT [562] ------------------------------------------------------------>

EVENT [563] ------------------------------------------------------------>

EVENT [564] ------------------------------------------------------------>

EVENT [565] ------------------------------------------------------------>

EVENT [566] ------------------------------------------------------------>

EVENT [567] ------------------------------------------------------------>

EVENT [568] ------------------------------------------------------------>

EVENT [569] ------------------------------------------------------------>
DE/F5FA: FD 46 6A 05          <UNKNOWN COMMAND $46>
DE/F5FE: FE                   Return


EVENT [56A] ------------------------------------------------------------>
DE/F5FF: FD 31                Screen doesn't move with MARIO
DE/F601: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DE/F603: 10 43                Set transition flag, x4 speed
   DE/F605: 90 00 02 00          Objects bounces 0px high to on-screen coords: (0,16)
DE/F609: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/F60B: FD 0F 03             Object overlaps BG1 & BG2
   DE/F60E: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/F610: 92 04 1A 00          Place object at on-screen coords: (128,208) Z=0
   DE/F614: 67 01                Shift object up-right 1 pixels
   DE/F616: 75                   Object faces up-left
   DE/F617: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
DE/F618: 72 82                Simultaneously lighten screen from black with following commands; Duration: 130 frames
DE/F61A: 0D 04                Set Object: BG1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/F61C: 10 46                Set transition flag, 1/4 speed
   DE/F61E: 50 01                Shift object right 16 pixels
DE/F620: 0E 04                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DE/F622: 10 46                Set transition flag, 1/4 speed
   DE/F624: 54 01                Shift object left 16 pixels
DE/F626: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/F628: 06                   Set "moon-walk" Bits
   DE/F629: 10 46                Set transition flag, 1/4 speed
   DE/F62B: 50 01                Shift object right 16 pixels
DE/F62D: F0 31                Duration: 49 frames
DE/F62F: 00 94                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/F631: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/F632: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DE/F635: F0 27                Frame Duration: 39
   DE/F637: 07                   Clear "moon-walk" Bits
   DE/F638: 10 81                Set sequence flag, x2 speed
   DE/F63A: 10 40                Set transition flag, x1 speed
   DE/F63C: 51 01                Shift object down-right 16 pixels
   DE/F63E: 10 41                Set transition flag, x2 speed
   DE/F640: 51 06                Shift object down-right 96 pixels
   DE/F642: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/F643: F0 13                Frame Duration: 19
DE/F645: 77 46                Darken screen from black before following commands; Duration: 70 frames
DE/F647: 4B 03 C0             Lead to World Map Point $C003
DE/F64A: FE                   Return


EVENT [56B] ------------------------------------------------------------>

EVENT [56C] ------------------------------------------------------------>

EVENT [56D] ------------------------------------------------------------>

EVENT [56E] ------------------------------------------------------------>
DE/F64B: 6A B7 C1             Modify BGL of area $C1B7
DE/F64E: 14 0D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes)
   DE/F650: 10 80                Set sequence flag, x1 speed
   DE/F652: 52 01                Shift object down 16 pixels
   DE/F654: 62 02                Shift object down 2 pixels
   DE/F656: 60 07                Shift object right 7 pixels
   DE/F658: 61 06                Shift object down-right 6 pixels
   DE/F65A: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/F65D: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DE/F65F: 62 0C                Shift object down 12 pixels
   DE/F661: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/F664: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/F666: 62 02                Shift object down 2 pixels
   DE/F668: 67 01                Shift object up-right 1 pixels
   DE/F66A: 60 09                Shift object right 9 pixels
   DE/F66C: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DE/F66F: 18 09                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/F671: 67 12                Shift object up-right 18 pixels
   DE/F673: 66 02                Shift object up 2 pixels
   DE/F675: 60 01                Shift object right 1 pixels
   DE/F677: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DE/F67A: 19 09                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x09 bytes)
   DE/F67C: 67 0E                Shift object up-right 14 pixels
   DE/F67E: 60 01                Shift object right 1 pixels
   DE/F680: 65 02                Shift object up-left 2 pixels
   DE/F682: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DE/F685: 15 8C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/F687: 92 01 2E 00          Place object at on-screen coords: (32,368) Z=0
   DE/F68B: 63 07                Shift object down-left 7 pixels
   DE/F68D: 65 08                Shift object up-left 8 pixels
   DE/F68F: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/F692: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F693: 00 F9                Set Object: MARIO ---> Command: Remove Object
DE/F695: 70                   Simultaneously lighten screen from black with following commands
DE/F696: 15 B9                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x39 bytes) (Wait until complete)
   DE/F698: 13 03                Layering priority: ...
   DE/F69A: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DE/F69D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/F69E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/F69F: 10 45                Set transition flag, 1/2 speed
   DE/F6A1: 10 81                Set sequence flag, x2 speed
   DE/F6A3: 67 53                Shift object up-right 83 pixels
   DE/F6A5: 10 80                Set sequence flag, x1 speed
   DE/F6A7: 67 01                Shift object up-right 1 pixels
   DE/F6A9: F0 00                Frame Duration: 0
   DE/F6AB: 67 01                Shift object up-right 1 pixels
   DE/F6AD: F0 01                Frame Duration: 1
   DE/F6AF: 67 01                Shift object up-right 1 pixels
   DE/F6B1: F0 02                Frame Duration: 2
   DE/F6B3: 67 01                Shift object up-right 1 pixels
   DE/F6B5: F0 03                Frame Duration: 3
   DE/F6B7: 10 85                Set sequence flag, 1/2 speed
   DE/F6B9: 67 01                Shift object up-right 1 pixels
   DE/F6BB: F0 05                Frame Duration: 5
   DE/F6BD: 67 01                Shift object up-right 1 pixels
   DE/F6BF: F0 09                Frame Duration: 9
   DE/F6C1: 67 01                Shift object up-right 1 pixels
   DE/F6C3: 08 48 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DE/F6C6: F0 3B                Frame Duration: 59
   DE/F6C8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/F6C9: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/F6CA: 10 81                Set sequence flag, x2 speed
   DE/F6CC: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DE/F6CF: F0 36                Frame Duration: 54
DE/F6D1: 0C A8                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x28 bytes) (Wait until complete)
   DE/F6D3: 10 46                Set transition flag, 1/4 speed
   DE/F6D5: 66 01                Shift object up 1 pixels
   DE/F6D7: 10 45                Set transition flag, 1/2 speed
   DE/F6D9: 66 02                Shift object up 2 pixels
   DE/F6DB: 10 40                Set transition flag, x1 speed
   DE/F6DD: 66 03                Shift object up 3 pixels
   DE/F6DF: 10 41                Set transition flag, x2 speed
   DE/F6E1: 66 04                Shift object up 4 pixels
   DE/F6E3: 10 42                Set transition flag, x3 speed
   DE/F6E5: 56 0B                Shift object up 176 pixels
   DE/F6E7: F0 01                Frame Duration: 1
   DE/F6E9: 10 41                Set transition flag, x2 speed
   DE/F6EB: 62 0C                Shift object down 12 pixels
   DE/F6ED: 66 0C                Shift object up 12 pixels
   DE/F6EF: 62 0A                Shift object down 10 pixels
   DE/F6F1: 66 0A                Shift object up 10 pixels
   DE/F6F3: 62 09                Shift object down 9 pixels
   DE/F6F5: 66 09                Shift object up 9 pixels
   DE/F6F7: 62 08                Shift object down 8 pixels
   DE/F6F9: 66 08                Shift object up 8 pixels
DE/F6FB: F0 59                Duration: 89 frames
DE/F6FD: 14 F2 45 02          Set Object: NPC #0 ---> Command: Set object to movement: $0245
DE/F701: 60 0A 2A 62          Run Dialogue $0A0A
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Halt! Who goes there?<I>
 A trespasser!<I>

 This castle now belongs to us,
 the Smithy Gang.<I>

 It's our first step towards taking
 over this world!<I>

 And if it weren't for nosey
 characters like YOU...<I>
 We'd practically OWN this world!<I>


   So let's see you deal with THIS!<I><END>


DE/F705: FD 60                <UNKNOWN COMMAND $FD 60>
DE/F707: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/F709: F0 00                Duration: 0 frames
DE/F70B: 14 FF 14             Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FF>
DE/F70E: F2 45 02             <UNKNOWN COMMAND $F2>
DE/F711: FD 61                <UNKNOWN COMMAND $FD 61>
DE/F713: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/F715: F0 00                Duration: 0 frames
DE/F717: 14 FF 14             Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FF>
DE/F71A: F2 46 02             <UNKNOWN COMMAND $F2>
DE/F71D: FD 61                <UNKNOWN COMMAND $FD 61>
DE/F71F: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/F721: F0 00                Duration: 0 frames
DE/F723: 14 FF 14             Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FF>
DE/F726: F2 46 02             <UNKNOWN COMMAND $F2>
DE/F729: FD 60                <UNKNOWN COMMAND $FD 60>
DE/F72B: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/F72D: F0 00                Duration: 0 frames
DE/F72F: 14 FF 14             Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FF>
DE/F732: F2 46 02             <UNKNOWN COMMAND $F2>
DE/F735: FD 61                <UNKNOWN COMMAND $FD 61>
DE/F737: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/F739: F0 00                Duration: 0 frames
DE/F73B: 14 FF 14             Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FF>
DE/F73E: F2 46 02             <UNKNOWN COMMAND $F2>
DE/F741: FD 61                <UNKNOWN COMMAND $FD 61>
DE/F743: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DE/F745: F0 00                Duration: 0 frames
DE/F747: 14 FF 14             Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FF>
DE/F74A: 85                   <UNKNOWN COMMAND $85>
DE/F74B: 08 48                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x48 bytes)
   DE/F74D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/F74E: F0 22                Frame Duration: 34
   DE/F750: 14 F2                Isolate top Bits of current object address 0E,x and set Bit(s) $242
   DE/F752: 45                   <UNKNOWN COMMAND $45>
   DE/F753: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/F754: 65 64                Shift object up-left 100 pixels
   DE/F756: 14 FA                Isolate top Bits of current object address 0E,x and set Bit(s) $250
   DE/F758: F0 00                Frame Duration: 0
   DE/F75A: 14 FF                Isolate top Bits of current object address 0E,x and set Bit(s) $255
   DE/F75C: F0 1D                Frame Duration: 29
   DE/F75E: 14 F2                Isolate top Bits of current object address 0E,x and set Bit(s) $242
   DE/F760: 47                   <UNKNOWN COMMAND $47>
   DE/F761: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/F762: F0 3B                Frame Duration: 59
   DE/F764: 9E 00 00             <UNKNOWN COMMAND $9E>
   DE/F767: 9C 5B                Play sound effect #$5B
   DE/F769: 9E 07 64             <UNKNOWN COMMAND $9E>
   DE/F76C: 0C B2                XOR Bits $B2 of current object address 0A,x
   DE/F76E: 10 43                Set transition flag, x4 speed
   DE/F770: D4 22                Start code block, repeat 34 times
   DE/F772: 62 01                Shift object down 1 pixels
   DE/F774: 66 01                Shift object up 1 pixels
   DE/F776: D7                   End of code block
   DE/F777: D4 0E                Start code block, repeat 14 times
   DE/F779: 62 02                Shift object down 2 pixels
   DE/F77B: 66 02                Shift object up 2 pixels
   DE/F77D: D7                   End of code block
   DE/F77E: D4 09                Start code block, repeat 9 times
   DE/F780: 62 03                Shift object down 3 pixels
   DE/F782: 66 03                Shift object up 3 pixels
   DE/F784: D7                   End of code block
   DE/F785: D4 07                Start code block, repeat 7 times
   DE/F787: 62 04                Shift object down 4 pixels
   DE/F789: 66 04                Shift object up 4 pixels
   DE/F78B: D7                   End of code block
   DE/F78C: 10 44                Set transition flag, x8 speed
   DE/F78E: 52 0B                Shift object down 176 pixels
   DE/F790: 10 43                Set transition flag, x4 speed
   DE/F792: D4 07                Start code block, repeat 7 times
   DE/F794: 62 05                Shift object down 5 pixels
DE/F796: 66 05 D7             If 2nd option chosen from dialogue prompt, jump to address $DE/D705
DE/F799: D4 07                Start code block, repeat 7 times
DE/F79B: 62 06 66             Run Dialogue $0606
                              Duration: forever

 >>  Next Page
 >>  Princess joins party
 >>  Bowser joins party<I><END>


DE/F79E: 06 D7                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x57 bytes) (Wait until complete)
   DE/F7A0: 0C 07                XOR Bits $7 of current object address 0A,x
   DE/F7A2: D4 59                Start code block, repeat 89 times
   DE/F7A4: 62 07                Shift object down 7 pixels
   DE/F7A6: 66 07                Shift object up 7 pixels
   DE/F7A8: D7                   End of code block
   DE/F7A9: 17                   <UNKNOWN COMMAND $17>
   DE/F7AA: 0D 10                <UNKNOWN COMMAND $0D>
   DE/F7AC: 46                   <UNKNOWN COMMAND $46>
   DE/F7AD: 62 06                Shift object down 6 pixels
   DE/F7AF: 10 45                Set transition flag, 1/2 speed
   DE/F7B1: 62 0C                Shift object down 12 pixels
   DE/F7B3: 10 40                Set transition flag, x1 speed
   DE/F7B5: 62 50                Shift object down 80 pixels
   DE/F7B7: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/F7B8: 19                   <UNKNOWN COMMAND $19>
   DE/F7B9: 0F                   <UNKNOWN COMMAND $0F>
   DE/F7BA: F0 0E                Frame Duration: 14
   DE/F7BC: 10 46                Set transition flag, 1/4 speed
   DE/F7BE: 62 06                Shift object down 6 pixels
   DE/F7C0: 10 45                Set transition flag, 1/2 speed
   DE/F7C2: 62 0C                Shift object down 12 pixels
   DE/F7C4: 10 40                Set transition flag, x1 speed
   DE/F7C6: 62 50                Shift object down 80 pixels
   DE/F7C8: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/F7C9: 18                   <UNKNOWN COMMAND $18>
   DE/F7CA: 0F                   <UNKNOWN COMMAND $0F>
   DE/F7CB: F0 1D                Frame Duration: 29
   DE/F7CD: 10 46                Set transition flag, 1/4 speed
   DE/F7CF: 62 06                Shift object down 6 pixels
   DE/F7D1: 10 45                Set transition flag, 1/2 speed
   DE/F7D3: 62 0C                Shift object down 12 pixels
   DE/F7D5: 10 40                Set transition flag, x1 speed
   DE/F7D7: 62 50                Shift object down 80 pixels
   DE/F7D9: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/F7DA: 15 26                Clear Bits $7 of current object address 0C,x and set Bit(s) $38
   DE/F7DC: F0 04                Frame Duration: 4
   DE/F7DE: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DE/F7E1: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/F7E3: D4 08                Start code block, repeat 8 times
   DE/F7E5: 7E 50 00             Object jumps #$0050 units
   DE/F7E8: 10 42                Set transition flag, x3 speed
   DE/F7EA: 53 03                Shift object down-left 48 pixels
   DE/F7EC: F0 00                Frame Duration: 0
   DE/F7EE: FD 3D 14 EC F7       <UNKNOWN COMMAND $DE: pointer to address 
   DE/F7F3: 7E 30 00             Object jumps #$0030 units
   DE/F7F6: 10 41                Set transition flag, x2 speed
DE/F7F8: 51 01                Remove item in inventory: #$01 (Armor       )
DE/F7FA: F0 00                Duration: 0 frames
DE/F7FC: FD 3D 14 FA F7       If Bit 6 of 00:6786 set, jump to address $DE/F7FA
DE/F801: D7                   End of code block
DE/F802: 77 C8                Darken screen from black before following commands; Duration: 200 frames
DE/F804: 9E 05 00             <UNKNOWN>
DE/F807: F0 3B                Duration: 59 frames
DE/F809: A5 28                Clear event flag memory address 00:7065 Bit 0
DE/F80B: A1 43                Set event flag memory address 00:7068 Bit 3
DE/F80D: A1 83                Set event flag memory address 00:7070 Bit 3
DE/F80F: A0 99                Set event flag memory address 00:7053 Bit 1
DE/F811: 68 0F 80 04 10 A0    Enter area: $000F
                              MARIO will be at coords: (128,128) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DE/F817: FE                   Return


EVENT [56F] ------------------------------------------------------------>
DE/F818: FD 46 6E 05          <UNKNOWN COMMAND $46>
DE/F81C: FE                   Return


EVENT [570] ------------------------------------------------------------>
DE/F81D: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/F81F: 10 43                Set transition flag, x4 speed
   DE/F821: 63 02                Shift object down-left 2 pixels
DE/F823: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/F825: 10 43                Set transition flag, x4 speed
   DE/F827: 66 04                Shift object up 4 pixels
DE/F829: 8A 61 21             Set 6 palettes from $37A420
DE/F82C: 91 0E                Play music: #$0E
DE/F82E: D8 9A 48 F8          If event flag memory address 00:7053 Bit 2 set, jump to address $DE/F848
DE/F832: D8 99 38 F8          If event flag memory address 00:7053 Bit 1 set, jump to address $DE/F838
DE/F836: 71                   Lighten screen from black before following commands
DE/F837: FE                   Return

DE/F838: 14 8E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DE/F83A: 82 02 0B             Place object at on-screen coords: (80,88)
   DE/F83D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/F83E: 10 43                Set transition flag, x4 speed
   DE/F840: 63 05                Shift object down-left 5 pixels
   DE/F842: 75                   Object faces up-left
   DE/F843: 10 85                Set sequence flag, 1/2 speed
   DE/F845: 10 40                Set transition flag, x1 speed
   DE/F847: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/F848: 71                   Lighten screen from black before following commands
DE/F849: FE                   Return


EVENT [571] ------------------------------------------------------------>
DE/F84A: FD A2                Stop music playback
DE/F84C: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/F84E: A0 92                Set event flag memory address 00:7052 Bit 2
DE/F850: A1 28                Set event flag memory address 00:7065 Bit 0
DE/F852: A1 29                Set event flag memory address 00:7065 Bit 1
DE/F854: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DE/F856: 92 0D 0D 00          Place object at on-screen coords: (432,104) Z=0
   DE/F85A: 64 0B                Shift object left 11 pixels
   DE/F85C: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/F85E: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/F85F: FE                   Return Queue

DE/F860: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DE/F862: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/F863: FE                   Return Queue

DE/F864: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/F866: 92 0B 26 00          Place object at on-screen coords: (352,304) Z=0
   DE/F86A: FE                   Return Queue

DE/F86B: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/F86D: 10 43                Set transition flag, x4 speed
   DE/F86F: 52 03                Shift object down 48 pixels
   DE/F871: FE                   Return Queue

DE/F872: 72 95                Simultaneously lighten screen from black with following commands; Duration: 149 frames
DE/F874: 15 A3                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x23 bytes) (Wait until complete)
   DE/F876: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/F877: 10 80                Set sequence flag, x1 speed
   DE/F879: 10 46                Set transition flag, 1/4 speed
   DE/F87B: 9C 0F                Play sound effect #$0F
   DE/F87D: 55 02                Shift object up-left 32 pixels
   DE/F87F: F0 13                Frame Duration: 19
   DE/F881: 9C 0F                Play sound effect #$0F
   DE/F883: F0 09                Frame Duration: 9
   DE/F885: 9C 0F                Play sound effect #$0F
   DE/F887: F0 0E                Frame Duration: 14
   DE/F889: 51 02                Shift object down-right 32 pixels
   DE/F88B: F0 2C                Frame Duration: 44
   DE/F88D: 9C 0F                Play sound effect #$0F
   DE/F88F: 55 01                Shift object up-left 16 pixels
   DE/F891: F0 13                Frame Duration: 19
   DE/F893: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/F896: F0 1D                Frame Duration: 29
   DE/F898: FE                   Return Queue

DE/F899: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/F89B: 10 40                Set transition flag, x1 speed
   DE/F89D: 56 02                Shift object up 32 pixels
   DE/F89F: FE                   Return Queue

DE/F8A0: 9C 13                Play sound effect #$13
DE/F8A2: 16 AB                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x2B bytes) (Wait until complete)
   DE/F8A4: FD 0F 00             Object overlaps <UNKNOWN>
   DE/F8A7: 10 45                Set transition flag, 1/2 speed
   DE/F8A9: 0C 04                XOR Bits $4 of current object address 0A,x
   DE/F8AB: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/F8AE: 10 81                Set sequence flag, x2 speed
   DE/F8B0: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/F8B1: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DE/F8B3: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/F8B4: 00                   Set Bit 7 of current object (enable object visibility)
   DE/F8B5: 10 40                Set transition flag, x1 speed
   DE/F8B7: 66 0F                Shift object up 15 pixels
   DE/F8B9: D4 0D                Start code block, repeat 13 times
   DE/F8BB: 66 03                Shift object up 3 pixels
   DE/F8BD: 60 01                Shift object right 1 pixels
   DE/F8BF: D7                   End of code block
   DE/F8C0: D4 10                Start code block, repeat 16 times
   DE/F8C2: 66 02                Shift object up 2 pixels
   DE/F8C4: 60 01                Shift object right 1 pixels
   DE/F8C6: D7                   End of code block
   DE/F8C7: D4 0F                Start code block, repeat 15 times
   DE/F8C9: 66 01                Shift object up 1 pixels
   DE/F8CB: 60 01                Shift object right 1 pixels
   DE/F8CD: D7                   End of code block
   DE/F8CE: FE                   Return Queue

DE/F8CF: F0 1D                Duration: 29 frames
DE/F8D1: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/F8D3: 77                   Object faces up-right
   DE/F8D4: FE                   Return Queue

DE/F8D5: F0 4F                Duration: 79 frames
DE/F8D7: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DE/F8D9: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/F8DC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/F8DD: 10 42                Set transition flag, x3 speed
   DE/F8DF: 52 03                Shift object down 48 pixels
   DE/F8E1: FD 9E                <UNKNOWN COMMAND $9E>
   DE/F8E3: 1C                   <UNKNOWN COMMAND $1C>
   DE/F8E4: 52 02                Shift object down 32 pixels
   DE/F8E6: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/F8E7: FE                   Return Queue

DE/F8E8: F0 27                Duration: 39 frames
DE/F8EA: 9C 11                Play sound effect #$11
DE/F8EC: 0C 0F                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0F bytes)
   DE/F8EE: 10 40                Set transition flag, x1 speed
   DE/F8F0: 62 05                Shift object down 5 pixels
   DE/F8F2: 66 05                Shift object up 5 pixels
   DE/F8F4: 62 05                Shift object down 5 pixels
   DE/F8F6: 66 05                Shift object up 5 pixels
   DE/F8F8: 62 05                Shift object down 5 pixels
   DE/F8FA: 66 05                Shift object up 5 pixels
   DE/F8FC: FE                   Return Queue

DE/F8FD: 15 99                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DE/F8FF: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DE/F900: 10 C1                Set transition and sequence flags, x2 speed
   DE/F902: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DE/F905: F0 27                Frame Duration: 39
   DE/F907: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/F908: F0 27                Frame Duration: 39
   DE/F90A: 10 83                Set sequence flag, x4 speed
   DE/F90C: 10 46                Set transition flag, 1/4 speed
   DE/F90E: 06                   Set "moon-walk" Bits
   DE/F90F: 53 01                Shift object down-left 16 pixels
   DE/F911: 10 42                Set transition flag, x3 speed
   DE/F913: 9C 0B                Play sound effect #$0B
   DE/F915: 57 04                Shift object up-right 64 pixels
   DE/F917: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F918: 6A 10 C2             Modify BGL of area $C210
DE/F91B: 9C 10                Play sound effect #$10
DE/F91D: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/F91F: 57 02                Shift object up-right 32 pixels
   DE/F921: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F922: A0 10                Set event flag memory address 00:7042 Bit 0
DE/F924: F0 31                Duration: 49 frames
DE/F926: FD A2                Stop music playback
DE/F928: 68 BD 00 03 0D 20    Enter area: $00BD
                              MARIO will be at coords: (112,104) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$00>
DE/F92E: 8A 61 21             Set 6 palettes from $37A420
DE/F931: FD A2                Stop music playback
DE/F933: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/F935: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/F937: 92 03 09 03          Place object at on-screen coords: (112,72) Z=48
   DE/F93B: 63 06                Shift object down-left 6 pixels
   DE/F93D: 6A 02                Shift object up 2 pixels
   DE/F93F: 71                   Object faces down-right
   DE/F940: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DE/F943: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DE/F945: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/F947: 07                   Clear "moon-walk" Bits
   DE/F948: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/F949: 77                   Object faces up-right
DE/F94A: 00 F2 5F 00          Set Object: MARIO ---> Command: Set object to movement: $005F
DE/F94E: FD 31                Screen doesn't move with MARIO
DE/F950: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/F952: 63 02                Shift object down-left 2 pixels
DE/F954: 71                   Lighten screen from black before following commands
DE/F955: F0 4F                Duration: 79 frames
DE/F957: 14 A2                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x22 bytes) (Wait until complete)
   DE/F959: 77                   Object faces up-right
   DE/F95A: 92 01 11 00          Place object at on-screen coords: (48,136) Z=0
   DE/F95E: 00                   Set Bit 7 of current object (enable object visibility)
   DE/F95F: 77                   Object faces up-right
   DE/F960: FD 9E                <UNKNOWN COMMAND $9E>
   DE/F962: 10 F0                Set transition and sequence flags, x1 speed
   DE/F964: 01                   Clear Bit 7 of current object (disable object visibility)
   DE/F965: 07                   Clear "moon-walk" Bits
   DE/F966: 09                   Reset all object properties to default
   DE/F967: 10 C1                Set transition and sequence flags, x2 speed
   DE/F969: 57 04                Shift object up-right 64 pixels
   DE/F96B: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/F96C: 10 45                Set transition flag, 1/2 speed
   DE/F96E: 9C 12                Play sound effect #$12
   DE/F970: 67 09                Shift object up-right 9 pixels
   DE/F972: 10 46                Set transition flag, 1/4 speed
   DE/F974: 67 08                Shift object up-right 8 pixels
   DE/F976: F0 3B                Frame Duration: 59
   DE/F978: 10 80                Set sequence flag, x1 speed
   DE/F97A: 75                   Object faces up-left
DE/F97B: F0 13                Duration: 19 frames
DE/F97D: 60 C7 AA 62          Run Dialogue $0AC7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Hey Mario!<I>
 Lots of people use something
 called a door to go in and out
 of their houses...<I>

 Anyway, I came by to pick up
 Toadstool, since she's a bit late.<I><END>


DE/F981: F0 13                Duration: 19 frames
DE/F983: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/F985: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/F986: 09                   Reset all object properties to default
   DE/F987: 10 81                Set sequence flag, x2 speed
   DE/F989: 10 40                Set transition flag, x1 speed
   DE/F98B: 53 05                Shift object down-left 80 pixels
   DE/F98D: 01                   Clear Bit 7 of current object (disable object visibility)
DE/F98E: 91 0E                Play music: #$0E
DE/F990: F0 00                Duration: 0 frames
DE/F992: 9C 10                Play sound effect #$10
DE/F994: F0 09                Duration: 9 frames
DE/F996: CB                   Store joypad register to 00:7000,00:7001
DE/F997: F0 00                Duration: 0 frames
DE/F999: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/F99D: E2 80 00 A5 F9       If value at 00:7000 = #$0080, jump to address $DE/F9A5
DE/F9A2: D2 96 F9             Jump to address $DE/F996
DE/F9A5: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DE/F9A7: 00 A0                Set Object: MARIO ---> Begin action queue for object (Length: 0x20 bytes) (Wait until complete)
   DE/F9A9: 09                   Reset all object properties to default
   DE/F9AA: 07                   Clear "moon-walk" Bits
   DE/F9AB: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/F9AC: 71                   Object faces down-right
   DE/F9AD: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DE/F9AF: 10 41                Set transition flag, x2 speed
   DE/F9B1: 7F 45 00             Object jumps (with sound effect) #$0045 units
   DE/F9B4: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/F9B6: 51 02                Shift object down-right 32 pixels
   DE/F9B8: F0 22                Frame Duration: 34
   DE/F9BA: 9C 38                Play sound effect #$38
   DE/F9BC: 10 83                Set sequence flag, x4 speed
   DE/F9BE: F0 00                Frame Duration: 0
   DE/F9C0: 08 40 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DE/F9C3: F0 1D                Frame Duration: 29
   DE/F9C5: 9B                   Stop sound effect
   DE/F9C6: 09                   Reset all object properties to default
   DE/F9C7: 10 C0                Set transition and sequence flags, x1 speed
DE/F9C9: F0 1D                Duration: 29 frames
DE/F9CB: FE                   Return


EVENT [572] ------------------------------------------------------------>
DE/F9CC: D8 98 11 FA          If event flag memory address 00:7053 Bit 0 set, jump to address $DE/FA11
DE/F9D0: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/F9D2: 60 C8 AA D5          Run Dialogue $0AC8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Hey I thought the princess
 was here with you, Mario!
 So where is she?<I><END>


DE/F9D6: F0 1D                Duration: 29 frames
DE/F9D8: 15 94                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DE/F9DA: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/F9DB: 7D                   Object faces down-left
   DE/F9DC: 00                   Set Bit 7 of current object (enable object visibility)
   DE/F9DD: 7B 04                <UNKNOWN COMMAND $7B>
   DE/F9DF: F0 45                Frame Duration: 69
   DE/F9E1: 7B 04                <UNKNOWN COMMAND $7B>
   DE/F9E3: 06                   Set "moon-walk" Bits
   DE/F9E4: 7B 04                <UNKNOWN COMMAND $7B>
   DE/F9E6: F0 04                Frame Duration: 4
   DE/F9E8: 10 45                Set transition flag, 1/2 speed
   DE/F9EA: 10 81                Set sequence flag, x2 speed
   DE/F9EC: 68 0A                Shift object right 10 pixels
DE/F9EE: F0 22                Duration: 34 frames
DE/F9F0: 60 C9 2A D5          Run Dialogue $0AC9
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Mario, what's with the silent
 treatment?!<I>
 You're not telling me something.<I>

 It's Bowser again, isn't it?<I>
 Oh no, here we go again!<I>

 Mario, would you please bring her
 back, like you always do?<I><END>


DE/F9F4: FD 61                <UNKNOWN COMMAND $FD 61>
DE/F9F6: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/F9F8: 07                   Clear "moon-walk" Bits
   DE/F9F9: 7D                   Object faces down-left
   DE/F9FA: 00                   Set Bit 7 of current object (enable object visibility)
   DE/F9FB: 7F 30 00             Object jumps (with sound effect) #$0030 units
DE/F9FE: FD 61                <UNKNOWN COMMAND $FD 61>
DE/FA00: 65                   <UNKNOWN COMMAND $65>
DE/FA01: 64                   <UNKNOWN COMMAND $64>
DE/FA02: 15 FF F0             Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FF>
DE/FA05: 00 15                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes)
   DE/FA07: F2 92 00             <UNKNOWN COMMAND $F2>
   DE/FA0A: A0 98                Set event flag memory address 00:7053 Bit 0
   DE/FA0C: A1 28                Set event flag memory address 00:7065 Bit 0
   DE/FA0E: A1 69                Set event flag memory address 00:706D Bit 1
   DE/FA10: FE                   Return Queue

DE/FA11: 60 CA AA D5          Run Dialogue $0ACA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: If you're tired, just turn off
 the Fungi Light for a snooze.<I><END>


DE/FA15: FE                   Return


EVENT [573] ------------------------------------------------------------>
DE/FA16: DC 99 1F FA          If event flag memory address 00:7053 Bit 1 clear, jump to address $DE/FA1F
DE/FA1A: D8 9A 1F FA          If event flag memory address 00:7053 Bit 2 set, jump to address $DE/FA1F
DE/FA1E: FE                   Return

DE/FA1F: FD 40                <UNKNOWN COMMAND $FD 40>
DE/FA21: A0 4D                Set event flag memory address 00:7049 Bit 5
DE/FA23: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DE/FA25: 92 05 0F 00          Place object at on-screen coords: (176,120) Z=0
   DE/FA29: 77                   Object faces up-right
   DE/FA2A: F0 04                Frame Duration: 4
   DE/FA2C: 76                   Object faces up
   DE/FA2D: 7E 23 00             Object jumps #$0023 units
   DE/FA30: F0 09                Frame Duration: 9
   DE/FA32: FD 9E                <UNKNOWN COMMAND $9E>
   DE/FA34: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/FA35: 80                   <UNKNOWN COMMAND $80>
DE/FA36: AE                   Increment 00:7000
DE/FA37: 09 93                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DE/FA39: 00                   Set Bit 7 of current object (enable object visibility)
   DE/FA3A: 81 13 00             Move object: right=608px down=0px
   DE/FA3D: 93 95 04 00          Place object: right=672px down=32px up=0px
   DE/FA41: 15 F9                Clear Bits $7 of current object address 0C,x and set Bit(s) $249
   DE/FA43: 00                   Set Bit 7 of current object (enable object visibility)
   DE/FA44: 90 F0 0E 10          Objects bounces 16px high to on-screen coords: (3584,112)
   DE/FA48: 40                   <UNKNOWN COMMAND $40>
   DE/FA49: 10 81                Set sequence flag, x2 speed
   DE/FA4B: 65 20                Shift object up-left 32 pixels
DE/FA4D: 08 42                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x42 bytes)
   DE/FA4F: 88                   Object runs away?
   DE/FA50: 7F 78 00             Object jumps (with sound effect) #$0078 units
   DE/FA53: 65 20                Shift object up-left 32 pixels
   DE/FA55: 15 F8                Clear Bits $7 of current object address 0C,x and set Bit(s) $248
   DE/FA57: F0 04                Frame Duration: 4
   DE/FA59: 8F                   <UNKNOWN COMMAND $8F>
   DE/FA5A: 16                   <UNKNOWN COMMAND $16>
   DE/FA5B: 00                   Set Bit 7 of current object (enable object visibility)
   DE/FA5C: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DE/FA5D: 9C 36                Play sound effect #$36
   DE/FA5F: FD 5B                <UNKNOWN COMMAND $5B>
   DE/FA61: FD 5C                <UNKNOWN COMMAND $5C>
   DE/FA63: F0 6D                Frame Duration: 109
   DE/FA65: 80 00 00             Move object to on-screen coords: (0,0)
   DE/FA68: 93 00 82 6A          Place object: right=0px down=16px up=160px
   DE/FA6C: BD C0 9C             Exchange values at memory addresses 00:7180 and 00:7138
   DE/FA6F: 0F                   <UNKNOWN COMMAND $0F>
   DE/FA70: F0 1D                Frame Duration: 29
   DE/FA72: 9C 0F                Play sound effect #$0F
   DE/FA74: F0 0E                Frame Duration: 14
   DE/FA76: 00                   Set Bit 7 of current object (enable object visibility)
   DE/FA77: 87 67                Transfer object to coords of <UNKNOWN>
   DE/FA79: 10 10                Set , x1 speed
   DE/FA7B: 80 08 40             Move object to on-screen coords: (256,512)
   DE/FA7E: 0D 8F                <UNKNOWN COMMAND $0D>
   DE/FA80: 16                   <UNKNOWN COMMAND $16>
   DE/FA81: 23 03                <UNKNOWN COMMAND $23>
   DE/FA83: F0 1D                Frame Duration: 29
   DE/FA85: 9C 0F                Play sound effect #$0F
   DE/FA87: F0 09                Frame Duration: 9
   DE/FA89: 9C 0F                Play sound effect #$0F
   DE/FA8B: F0 3B                Frame Duration: 59
   DE/FA8D: 00                   Set Bit 7 of current object (enable object visibility)
   DE/FA8E: 8B                   <UNKNOWN COMMAND $8B>
   DE/FA8F: 9C 1E                Play sound effect #$1E
DE/FA91: 10 83                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/FA93: 08 40 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DE/FA96: F0 0E                Duration: 14 frames
DE/FA98: 10 80                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
DE/FA9A: 95 06 64             Fade out music to volume 100; Duration: 6 frames
DE/FA9D: CB                   Store joypad register to 00:7000,00:7001
DE/FA9E: F0 00                Duration: 0 frames
DE/FAA0: FD B0 80 00          Isolate Bits $0080 of 00:7000
DE/FAA4: E2 80 00 AC FA       If value at 00:7000 = #$0080, jump to address $DE/FAAC
DE/FAA9: D2 9D FA             Jump to address $DE/FA9D
DE/FAAC: 6A BD 40             Modify BGL of area $40BD
DE/FAAF: 8F                   <UNKNOWN COMMAND $8F>
DE/FAB0: 00 99                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DE/FAB2: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/FAB3: 00                   Set Bit 7 of current object (enable object visibility)
   DE/FAB4: 8A                   Object disappears?
   DE/FAB5: 09                   Reset all object properties to default
   DE/FAB6: 10 80                Set sequence flag, x1 speed
   DE/FAB8: 7F 78 00             Object jumps (with sound effect) #$0078 units
   DE/FABB: 62 20                Shift object down 32 pixels
   DE/FABD: 10 C0                Set transition and sequence flags, x1 speed
   DE/FABF: F0 00                Frame Duration: 0
   DE/FAC1: 9C 3A                Play sound effect #$3A
   DE/FAC3: A4 4D                Clear event flag memory address 00:7049 Bit 5
   DE/FAC5: FE                   Return Queue


EVENT [574] ------------------------------------------------------------>
DE/FAC6: D8 9B 09 FB          If event flag memory address 00:7053 Bit 3 set, jump to address $DE/FB09
DE/FACA: D8 9A 0D FB          If event flag memory address 00:7053 Bit 2 set, jump to address $DE/FB0D
DE/FACE: DC 98 09 FB          If event flag memory address 00:7053 Bit 0 clear, jump to address $DE/FB09
DE/FAD2: D8 97 09 FB          If event flag memory address 00:7052 Bit 7 set, jump to address $DE/FB09
DE/FAD6: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DE/FAD8: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/FADA: 7F 60 00             Object jumps (with sound effect) #$0060 units
DE/FADD: 60 C5 AA D5          Run Dialogue $0AC5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Mario!
 You're forgetting something.
 Come with me and I'll show you.<I><END>


DE/FAE1: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DE/FAE3: 10 C3                Set transition and sequence flags, x4 speed
   DE/FAE5: 80 06 20             Move object to on-screen coords: (192,256)
   DE/FAE8: 10 80                Set sequence flag, x1 speed
   DE/FAEA: 73                   Object faces down-left
DE/FAEB: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/FAED: 10 C3                Set transition and sequence flags, x4 speed
   DE/FAEF: 80 07 26             Move object to on-screen coords: (224,304)
   DE/FAF2: 10 C1                Set transition and sequence flags, x2 speed
   DE/FAF4: 55 01                Shift object up-left 16 pixels
   DE/FAF6: 10 C0                Set transition and sequence flags, x1 speed
   DE/FAF8: 55 01                Shift object up-left 16 pixels
DE/FAFA: 60 C6 AA D5          Run Dialogue $0AC6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Before you start off, it's
 best to jump up on these boxes
 and Save as often as possible.<I>

 In case of an emergency, you can
 always start over from the last
 place you saved.<I><END>


DE/FAFE: 15 FF F0             Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FF>
DE/FB01: 00 15                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes)
   DE/FB03: F2 92 00             <UNKNOWN COMMAND $F2>
   DE/FB06: A0 97                Set event flag memory address 00:7052 Bit 7
   DE/FB08: FE                   Return Queue

DE/FB09: 4B 08 C0             Lead to World Map Point $C008
DE/FB0C: FE                   Return

DE/FB0D: 00 27                Set Object: MARIO ---> Begin action queue for object (Length: 0x27 bytes)
   DE/FB0F: F0 04                Frame Duration: 4
   DE/FB11: 10 41                Set transition flag, x2 speed
   DE/FB13: 10 81                Set sequence flag, x2 speed
   DE/FB15: 71                   Object faces down-right
   DE/FB16: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DE/FB19: 9C 0A                Play sound effect #$0A
   DE/FB1B: 7E 60 00             Object jumps #$0060 units
   DE/FB1E: 55 04                Shift object up-left 64 pixels
   DE/FB20: 07                   Clear "moon-walk" Bits
   DE/FB21: F0 13                Frame Duration: 19
   DE/FB23: 09                   Reset all object properties to default
   DE/FB24: 10 C0                Set transition and sequence flags, x1 speed
   DE/FB26: 71                   Object faces down-right
   DE/FB27: F0 1D                Frame Duration: 29
   DE/FB29: 10 83                Set sequence flag, x4 speed
   DE/FB2B: 9C 38                Play sound effect #$38
   DE/FB2D: 08 40 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DE/FB30: F0 1D                Frame Duration: 29
   DE/FB32: 9B                   Stop sound effect
   DE/FB33: 09                   Reset all object properties to default
   DE/FB34: 10 C0                Set transition and sequence flags, x1 speed
DE/FB36: 15 19                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x19 bytes)
   DE/FB38: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DE/FB39: 13 03                Layering priority: ...
   DE/FB3B: 10 41                Set transition flag, x2 speed
   DE/FB3D: 10 81                Set sequence flag, x2 speed
   DE/FB3F: F0 0E                Frame Duration: 14
   DE/FB41: 82 0B 32             Place object at on-screen coords: (352,400)
   DE/FB44: 63 08                Shift object down-left 8 pixels
   DE/FB46: 75                   Object faces up-left
   DE/FB47: 00                   Set Bit 7 of current object (enable object visibility)
   DE/FB48: 55 03                Shift object up-left 48 pixels
   DE/FB4A: F0 3B                Frame Duration: 59
   DE/FB4C: 7E 40 00             Object jumps #$0040 units
   DE/FB4F: F0 09                Frame Duration: 9
DE/FB51: 0C 8C                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DE/FB53: F0 09                Frame Duration: 9
   DE/FB55: 10 41                Set transition flag, x2 speed
   DE/FB57: 64 05                Shift object left 5 pixels
   DE/FB59: 60 05                Shift object right 5 pixels
   DE/FB5B: 64 05                Shift object left 5 pixels
   DE/FB5D: 60 05                Shift object right 5 pixels
DE/FB5F: F0 0E                Duration: 14 frames
DE/FB61: AC 01 00             Store #$0001 to 00:7000
DE/FB64: 56 00                Reduce MARIO's HP by amount stored in 00:7000
DE/FB66: 60 CD AA D0          Run Dialogue $0ACD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: Oops, excuse me!<I>

 ..Oh?<I>
 That bump on your head reduced
 your HP level.<I>

 One of Mushroom Kingdom's
 famous items ought to perk you
 right up!<I><END>


DE/FB6A: A8 07 60             Store #$60 to 00:70A7
DE/FB6D: AC C0 0A             Store #$0AC0 to 00:7000
DE/FB70: D1 F3 0E             Execute event id $0EF3
DE/FB73: F0 0E                Duration: 14 frames
DE/FB75: 60 CE AA D0          Run Dialogue $0ACE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Do you know how to use items?
  >>  (I have no idea)
  >>  (Of course I do!)<I><END>


DE/FB79: 66 9E FB             If 2nd option chosen from dialogue prompt, jump to address $DE/FB9E
DE/FB7C: 60 BE 0A D5          Run Dialogue $0ABE
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Ahem, then please allow me.<I>
 In order to use items, open up
 the Menu screen.<I>
 With it, you can check your status
 and coin count.<I>

 Push X to open it.

DE/FB80: 65                   <UNKNOWN COMMAND $65>
DE/FB81: CB                   Store joypad register to 00:7000,00:7001
DE/FB82: F0 00                Duration: 0 frames
DE/FB84: FD B0 10 00          Isolate Bits $0010 of 00:7000
DE/FB88: E2 10 00 90 FB       If value at 00:7000 = #$0010, jump to address $DE/FB90
DE/FB8D: D2 81 FB             Jump to address $DE/FB81
DE/FB90: 64                   <UNKNOWN COMMAND $64>
DE/FB91: FD 4C 01             Run Toad's tutorial: Toad teaches how to use items
DE/FB94: 71                   Lighten screen from black before following commands
DE/FB95: F0 1D                Duration: 29 frames
DE/FB97: 60 7E AB D0          Run Dialogue $0B7E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: ... and that's how it's done.<I>
 Now you can get a boost whenever
 you're feeling tired.<I><END>


DE/FB9B: D2 A2 FB             Jump to address $DE/FBA2
DE/FB9E: 60 7D AB D0          Run Dialogue $0B7D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh, I see.<I>
 You're just so well-traveled and
 experienced, Mario!<I><END>


DE/FBA2: F0 27                Duration: 39 frames
DE/FBA4: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/FBA6: 07                   Clear "moon-walk" Bits
   DE/FBA7: 73                   Object faces down-left
DE/FBA8: F0 31                Duration: 49 frames
DE/FBAA: 60 7F AB D0          Run Dialogue $0B7F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Uh, now why did I rush back?
 I had...something to tell you.<I><END>


DE/FBAE: F0 1D                Duration: 29 frames
DE/FBB0: 17 9F                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   DE/FBB2: 82 0B 32             Place object at on-screen coords: (352,400)
   DE/FBB5: 63 08                Shift object down-left 8 pixels
   DE/FBB7: 75                   Object faces up-left
   DE/FBB8: 00                   Set Bit 7 of current object (enable object visibility)
   DE/FBB9: 10 45                Set transition flag, 1/2 speed
   DE/FBBB: 10 81                Set sequence flag, x2 speed
   DE/FBBD: 65 1B                Shift object up-left 27 pixels
   DE/FBBF: F0 1D                Frame Duration: 29
   DE/FBC1: FD 9E                <UNKNOWN COMMAND $9E>
   DE/FBC3: 1E                   <UNKNOWN COMMAND $1E>
   DE/FBC4: 7F 30 00             Object jumps (with sound effect) #$0030 units
   DE/FBC7: F0 0E                Frame Duration: 14
   DE/FBC9: FD 9E                <UNKNOWN COMMAND $9E>
   DE/FBCB: 1E                   <UNKNOWN COMMAND $1E>
   DE/FBCC: 7F 30 00             Object jumps (with sound effect) #$0030 units
   DE/FBCF: F0 0E                Frame Duration: 14
DE/FBD1: 15 0C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes)
   DE/FBD3: 07                   Clear "moon-walk" Bits
   DE/FBD4: 71                   Object faces down-right
   DE/FBD5: F0 18                Frame Duration: 24
   DE/FBD7: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/FBDA: F0 13                Frame Duration: 19
   DE/FBDC: 75                   Object faces up-left
   DE/FBDD: F0 09                Frame Duration: 9
DE/FBDF: 17 89                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/FBE1: F0 27                Frame Duration: 39
   DE/FBE3: 06                   Set "moon-walk" Bits
   DE/FBE4: 10 42                Set transition flag, x3 speed
   DE/FBE6: 10 83                Set sequence flag, x4 speed
   DE/FBE8: 61 12                Shift object down-right 18 pixels
DE/FBEA: 60 80 AB D0          Run Dialogue $0B80 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Ack, I remember!<I>
 I came to warn you that Mushroom
 Way is swarming with monsters!<I>

 I just barely made it back here
 in one piece!
 Mario, please do something.<I>

 Perhaps I can help.
 Do you know about Timed Hits?<I>
  >>  (No)
  >>  (Yes)<I><END>


DE/FBEE: 66 09 FC             If 2nd option chosen from dialogue prompt, jump to address $DE/FC09
DE/FBF1: 60 81 AB D0          Run Dialogue $0B81 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Okay, allow me to explain.<I>
 First we'll enter a battle.<I><END>


DE/FBF5: F0 0E                Duration: 14 frames
DE/FBF7: 4A CD 00 09          Engage in battle with formation pack #$00CD in background #$09
DE/FBFB: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DE/FBFD: 71                   Lighten screen from black before following commands
DE/FBFE: F0 13                Duration: 19 frames
DE/FC00: 60 83 AB D0          Run Dialogue $0B83 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: ...and there you are!<I>
 Now, at least you have a fighting
 chance against those monsters!<I><END>


DE/FC04: F0 09                Duration: 9 frames
DE/FC06: D2 31 FC             Jump to address $DE/FC31
DE/FC09: F0 13                Duration: 19 frames
DE/FC0B: 15 87                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DE/FC0D: 07                   Clear "moon-walk" Bits
   DE/FC0E: 71                   Object faces down-right
   DE/FC0F: F0 13                Frame Duration: 19
   DE/FC11: 7F 50 00             Object jumps (with sound effect) #$0050 units
DE/FC14: 60 82 AB D0          Run Dialogue $0B82 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey, you better watch out!
 He knows about Timed Hits.<I>

 He's gonna punch your lights out!<I><END>


DE/FC18: F0 1D                Duration: 29 frames
DE/FC1A: 17 89                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/FC1C: 07                   Clear "moon-walk" Bits
   DE/FC1D: 10 45                Set transition flag, 1/2 speed
   DE/FC1F: 10 80                Set sequence flag, x1 speed
   DE/FC21: 07                   Clear "moon-walk" Bits
   DE/FC22: 61 0A                Shift object down-right 10 pixels
   DE/FC24: 01                   Clear Bit 7 of current object (disable object visibility)
DE/FC25: F0 1D                Duration: 29 frames
DE/FC27: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DE/FC29: 07                   Clear "moon-walk" Bits
   DE/FC2A: 75                   Object faces up-left
DE/FC2B: F0 1D                Duration: 29 frames
DE/FC2D: 60 85 AB D0          Run Dialogue $0B85 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 He's got more bark than bite, huh?<I><END>


DE/FC31: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/FC33: F0 2C                Frame Duration: 44
   DE/FC35: 73                   Object faces down-left
DE/FC36: F0 31                Duration: 49 frames
DE/FC38: 60 7F AB D0          Run Dialogue $0B7F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Uh, now why did I rush back?
 I had...something to tell you.<I><END>


DE/FC3C: F0 0E                Duration: 14 frames
DE/FC3E: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/FC40: 75                   Object faces up-left
   DE/FC41: 7F 50 00             Object jumps (with sound effect) #$0050 units
DE/FC44: 60 84 AB D0          Run Dialogue $0B84 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That's right!<I>
 We need to tell the Chancellor
 about Toadstool!<I>

 I'll see you over at Mushroom
 Kingdom.<I>

 Just in case, take these with you.<I><END>


DE/FC48: A8 07 60             Store #$60 to 00:70A7
DE/FC4B: AC C1 0A             Store #$0AC1 to 00:7000
DE/FC4E: D1 F3 0E             Execute event id $0EF3
DE/FC51: 50 60                Put item in inventory: #$60 (-Mushroom    )
DE/FC53: 50 60                Put item in inventory: #$60 (-Mushroom    )
DE/FC55: F0 0E                Duration: 14 frames
DE/FC57: 15 8A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/FC59: 71                   Object faces down-right
   DE/FC5A: F0 13                Frame Duration: 19
   DE/FC5C: 10 41                Set transition flag, x2 speed
   DE/FC5E: 10 81                Set sequence flag, x2 speed
   DE/FC60: 51 03                Shift object down-right 48 pixels
   DE/FC62: 01                   Clear Bit 7 of current object (disable object visibility)
DE/FC63: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/FC65: A0 9B                Set event flag memory address 00:7053 Bit 3
DE/FC67: A1 2B                Set event flag memory address 00:7065 Bit 3
DE/FC69: A1 2A                Set event flag memory address 00:7065 Bit 2
DE/FC6B: A1 6A                Set event flag memory address 00:706D Bit 2
DE/FC6D: FE                   Return


EVENT [575] ------------------------------------------------------------>
DE/FC6E: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DE/FC70: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/FC71: F0 1D                Duration: 29 frames
DE/FC73: 60 CB AA D5          Run Dialogue $0ACB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: You're back so soon!
 Did you forget something?<I>

 No? What happened then?<I><END>


DE/FC77: F0 1D                Duration: 29 frames
DE/FC79: 14 F2 92 00          Set Object: NPC #0 ---> Command: Set object to movement: $0092
DE/FC7D: 00 D6                Set Object: MARIO ---> Begin action queue for object (Length: 0x56 bytes) (Wait until complete)
   DE/FC7F: 0C F0                XOR Bits $F0 of current object address 0A,x
   DE/FC81: 10 43                Set transition flag, x4 speed
   DE/FC83: 10 83                Set sequence flag, x4 speed
   DE/FC85: 90 03 12 00          Objects bounces 0px high to on-screen coords: (96,144)
   DE/FC89: 71                   Object faces down-right
   DE/FC8A: F0 09                Frame Duration: 9
   DE/FC8C: 10 40                Set transition flag, x1 speed
   DE/FC8E: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/FC91: 51 01                Shift object down-right 16 pixels
   DE/FC93: 61 04                Shift object down-right 4 pixels
   DE/FC95: F0 09                Frame Duration: 9
   DE/FC97: 77                   Object faces up-right
   DE/FC98: F0 0E                Frame Duration: 14
   DE/FC9A: 10 40                Set transition flag, x1 speed
   DE/FC9C: 10 83                Set sequence flag, x4 speed
   DE/FC9E: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DE/FCA0: 57 02                Shift object up-right 32 pixels
   DE/FCA2: 67 05                Shift object up-right 5 pixels
   DE/FCA4: F0 09                Frame Duration: 9
   DE/FCA6: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DE/FCA9: F0 04                Frame Duration: 4
   DE/FCAB: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   DE/FCAE: F0 13                Frame Duration: 19
   DE/FCB0: 08 43 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DE/FCB3: F0 13                Frame Duration: 19
   DE/FCB5: 09                   Reset all object properties to default
   DE/FCB6: 77                   Object faces up-right
   DE/FCB7: 06                   Set "moon-walk" Bits
   DE/FCB8: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DE/FCBB: 10 41                Set transition flag, x2 speed
   DE/FCBD: 53 02                Shift object down-left 32 pixels
   DE/FCBF: 0B F0                Set Bits $F0 of current object address 0A,x
   DE/FCC1: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/FCC3: 07                   Clear "moon-walk" Bits
   DE/FCC4: 10 C0                Set transition and sequence flags, x1 speed
   DE/FCC6: F0 1D                Frame Duration: 29
   DE/FCC8: 75                   Object faces up-left
   DE/FCC9: F0 1D                Frame Duration: 29
   DE/FCCB: 10 80                Set sequence flag, x1 speed
   DE/FCCD: 08 43 04             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DE/FCD0: F0 45                Frame Duration: 69
   DE/FCD2: 09                   Reset all object properties to default
   DE/FCD3: 10 80                Set sequence flag, x1 speed
DE/FCD5: F0 1D                Duration: 29 frames
DE/FCD7: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/FCD9: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DE/FCDC: F0 0E                Frame Duration: 14
   DE/FCDE: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DE/FCDF: 60 CC AA D5          Run Dialogue $0ACC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOAD: The bridge to Bowser's Keep
 is out now?<I>
 Just wonderful...<I>

 We must inform the Chancellor of
 Mushroom Kingdom at once!
 Let's go, Mario.<I><END>


DE/FCE3: 14 8D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DE/FCE5: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DE/FCE6: 10 41                Set transition flag, x2 speed
   DE/FCE8: 10 83                Set sequence flag, x4 speed
   DE/FCEA: 51 02                Shift object down-right 32 pixels
   DE/FCEC: 53 03                Shift object down-left 48 pixels
   DE/FCEE: FD 9E                <UNKNOWN COMMAND $9E>
   DE/FCF0: 10 01                Set , x2 speed
DE/FCF2: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DE/FCF4: A0 9A                Set event flag memory address 00:7053 Bit 2
DE/FCF6: FE                   Return


EVENT [576] ------------------------------------------------------------>

EVENT [577] ------------------------------------------------------------>

EVENT [578] ------------------------------------------------------------>

EVENT [579] ------------------------------------------------------------>

EVENT [57A] ------------------------------------------------------------>

EVENT [57B] ------------------------------------------------------------>

EVENT [57C] ------------------------------------------------------------>

EVENT [57D] ------------------------------------------------------------>

EVENT [57E] ------------------------------------------------------------>
DE/FCF7: D8 10 02 FD          If event flag memory address 00:7042 Bit 0 set, jump to address $DE/FD02
DE/FCFB: 9C 10                Play sound effect #$10
DE/FCFD: 6A 10 C2             Modify BGL of area $C210
DE/FD00: A0 10                Set event flag memory address 00:7042 Bit 0
DE/FD02: FE                   Return


EVENT [57F] ------------------------------------------------------------>
DE/FD03: DC 10 0E FD          If event flag memory address 00:7042 Bit 0 clear, jump to address $DE/FD0E
DE/FD07: 9C 10                Play sound effect #$10
DE/FD09: 6A 10 C0             Modify BGL of area $C010
DE/FD0C: A4 10                Clear event flag memory address 00:7042 Bit 0
DE/FD0E: FE                   Return


EVENT [580] ------------------------------------------------------------>
DE/FD0F: A1 29                Set event flag memory address 00:7065 Bit 1
DE/FD11: DC 10 18 FD          If event flag memory address 00:7042 Bit 0 clear, jump to address $DE/FD18
DE/FD15: 6A 10 C2             Modify BGL of area $C210
DE/FD18: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/FD1A: FD 0F 03             Object overlaps BG1 & BG2
   DE/FD1D: FE                   Return Queue

DE/FD1E: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DE/FD20: 13 01                Layering priority: Normal
   DE/FD22: FE                   Return Queue

DE/FD23: DC 92 38 FD          If event flag memory address 00:7052 Bit 2 clear, jump to address $DE/FD38
DE/FD27: D8 99 39 FD          If event flag memory address 00:7053 Bit 1 set, jump to address $DE/FD39
DE/FD2B: 91 0E                Play music: #$0E
DE/FD2D: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/FD2F: D8 27 53 FD          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/FD53
DE/FD33: D8 98 45 FD          If event flag memory address 00:7053 Bit 0 set, jump to address $DE/FD45
DE/FD37: 71                   Lighten screen from black before following commands
DE/FD38: FE                   Return

DE/FD39: 91 0E                Play music: #$0E
DE/FD3B: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DE/FD3D: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DE/FD3F: D8 27 53 FD          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/FD53
DE/FD43: 71                   Lighten screen from black before following commands
DE/FD44: FE                   Return

DE/FD45: 15 FF F0             Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FF>
DE/FD48: 00 15                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes)
   DE/FD4A: F2 92 00             <UNKNOWN COMMAND $F2>
   DE/FD4D: D8 27 53 FD          If event flag memory address 00:7044 Bit 7 set, jump to address $DE/FD53
   DE/FD51: 71                   Object faces down-right
   DE/FD52: FE                   Return Queue

DE/FD53: D1 51 00             Execute event id $0051
DE/FD56: FE                   Return


EVENT [581] ------------------------------------------------------------>
DE/FD57: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/FD59: 92 0C 22 02          Place object at on-screen coords: (384,272) Z=32
   DE/FD5D: FE                   Return Queue

DE/FD5E: D0 01 06             Execute event id $0601 subsequently
DE/FD61: FE                   Return


EVENT [582] ------------------------------------------------------------>

EVENT [583] ------------------------------------------------------------>

EVENT [584] ------------------------------------------------------------>

EVENT [585] ------------------------------------------------------------>

EVENT [586] ------------------------------------------------------------>

EVENT [587] ------------------------------------------------------------>

EVENT [588] ------------------------------------------------------------>

EVENT [589] ------------------------------------------------------------>

EVENT [58A] ------------------------------------------------------------>

EVENT [58B] ------------------------------------------------------------>
DE/FD62: F3 CC AA             <UNKNOWN COMMAND $F2>
DE/FD65: F2 CB AC             <UNKNOWN COMMAND $F2>
DE/FD68: F2 CB AE             <UNKNOWN COMMAND $F2>
DE/FD6B: F2 CB B0             <UNKNOWN COMMAND $F2>
DE/FD6E: F2 CB B2             <UNKNOWN COMMAND $F2>
DE/FD71: F2 CB B4             <UNKNOWN COMMAND $F2>
DE/FD74: F2 CB B6             <UNKNOWN COMMAND $F2>
DE/FD77: F2 CC AC             <UNKNOWN COMMAND $F2>
DE/FD7A: F2 CC AE             <UNKNOWN COMMAND $F2>
DE/FD7D: F2 CC B0             <UNKNOWN COMMAND $F2>
DE/FD80: F2 CC B2             <UNKNOWN COMMAND $F2>
DE/FD83: F2 CC B4             <UNKNOWN COMMAND $F2>
DE/FD86: F2 CC BA             <UNKNOWN COMMAND $F2>
DE/FD89: 4B 09 C0             Lead to World Map Point $C009
DE/FD8C: FE                   Return


EVENT [58C] ------------------------------------------------------------>

EVENT [58D] ------------------------------------------------------------>
DE/FD8D: DC 96 51 FF          If event flag memory address 00:7052 Bit 6 clear, jump to address $DE/FF51
DE/FD91: A1 6B                Set event flag memory address 00:706D Bit 3
DE/FD93: F3 CC AA             <UNKNOWN COMMAND $F2>
DE/FD96: F2 CB AC             <UNKNOWN COMMAND $F2>
DE/FD99: F2 CB AE             <UNKNOWN COMMAND $F2>
DE/FD9C: F2 CB B0             <UNKNOWN COMMAND $F2>
DE/FD9F: F2 CB B2             <UNKNOWN COMMAND $F2>
DE/FDA2: F2 CB B4             <UNKNOWN COMMAND $F2>
DE/FDA5: F2 CB B6             <UNKNOWN COMMAND $F2>
DE/FDA8: F2 CC AC             <UNKNOWN COMMAND $F2>
DE/FDAB: F2 CC AE             <UNKNOWN COMMAND $F2>
DE/FDAE: F2 CC B0             <UNKNOWN COMMAND $F2>
DE/FDB1: F2 CC B2             <UNKNOWN COMMAND $F2>
DE/FDB4: F2 CC B4             <UNKNOWN COMMAND $F2>
DE/FDB7: F2 CC BA             <UNKNOWN COMMAND $F2>
DE/FDBA: 4B 09 C0             Lead to World Map Point $C009
DE/FDBD: FE                   Return


EVENT [58E] ------------------------------------------------------------>
DE/FDBE: 1B FD                Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $FD>
DE/FDC0: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DE/FDC2: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DE/FDC4: 4A 04 00 09          Engage in battle with formation pack #$0004 in background #$09
DE/FDC8: D8 01 D3 FD          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/FDD3
DE/FDCC: D8 00 43 FE          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/FE43
DE/FDD0: D2 FA FD             Jump to address $DE/FDFA
DE/FDD3: 1B F3 0F 00          Set Object: NPC #7 ---> Command: Set object to movement: $000F
DE/FDD7: 1C F3 0F 00          Set Object: NPC #8 ---> Command: Set object to movement: $000F
DE/FDDB: 1B 07                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/FDDD: 21                   <UNKNOWN COMMAND $21>
   DE/FDDE: 92 0D 1C 0C          Place object at on-screen coords: (416,224) Z=192
   DE/FDE2: 71                   Object faces down-right
   DE/FDE3: FE                   Return Queue

DE/FDE4: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   DE/FDE6: 21                   <UNKNOWN COMMAND $21>
   DE/FDE7: 92 0D 1C 0E          Place object at on-screen coords: (416,224) Z=224
   DE/FDEB: 71                   Object faces down-right
   DE/FDEC: FE                   Return Queue

DE/FDED: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/FDEF: 92 0E 1C 06          Place object at on-screen coords: (448,224) Z=96
   DE/FDF3: 72                   Object faces down
   DE/FDF4: FE                   Return Queue

DE/FDF5: 40 98 25             Execute event id $2598 simultaneously with the following commands
DE/FDF8: 71                   Lighten screen from black before following commands
DE/FDF9: FE                   Return

DE/FDFA: 30                   <UNKNOWN COMMAND $30>
DE/FDFB: 1B 10                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x10 bytes)
   DE/FDFD: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DE/FDFF: 21                   <UNKNOWN COMMAND $21>
   DE/FE00: FD 0F 03             Object overlaps BG1 & BG2
   DE/FE03: 13 01                Layering priority: Normal
   DE/FE05: 92 0E 1C 06          Place object at on-screen coords: (448,224) Z=96
   DE/FE09: 73                   Object faces down-left
   DE/FE0A: 10 80                Set sequence flag, x1 speed
   DE/FE0C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/FE0D: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/FE0F: 92 0D 1D 06          Place object at on-screen coords: (432,232) Z=96
   DE/FE13: 77                   Object faces up-right
DE/FE14: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DE/FE16: F2 CC 38             <UNKNOWN COMMAND $F2>
DE/FE19: 71                   Lighten screen from black before following commands
DE/FE1A: F0 0E                Duration: 14 frames
DE/FE1C: 60 BB AA 62          Run Dialogue $0ABB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Boy that was a close call.<I>
 Here's a token of my appreciation.<I><END>


DE/FE20: A8 07 73             Store #$73 to 00:70A7
DE/FE23: AC B1 0A             Store #$0AB1 to 00:7000
DE/FE26: D1 F4 0E             Execute event id $0EF4
DE/FE29: F0 0E                Duration: 14 frames
DE/FE2B: 1B 8A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DE/FE2D: 10 C2                Set transition and sequence flags, x3 speed
   DE/FE2F: 51 03                Shift object down-right 48 pixels
   DE/FE31: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DE/FE34: 51 0B                Shift object down-right 176 pixels
   DE/FE36: 01                   Clear Bit 7 of current object (disable object visibility)
DE/FE37: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DE/FE39: F2 CC 36             <UNKNOWN COMMAND $F2>
DE/FE3C: F2 CD B2             <UNKNOWN COMMAND $F2>
DE/FE3F: A0 95                Set event flag memory address 00:7052 Bit 5
DE/FE41: 31                   <UNKNOWN COMMAND $31>
DE/FE42: FE                   Return

DE/FE43: FB                   Reset game, choose game

DE/FE44: FE                   Return


EVENT [58F] ------------------------------------------------------------>
DE/FE45: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   DE/FE47: FD 0F 03             Object overlaps BG1 & BG2
   DE/FE4A: FE                   Return Queue

DE/FE4B: 1C 86                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DE/FE4D: FD 0F 03             Object overlaps BG1 & BG2
   DE/FE50: 13 02                Layering priority: Object overlaps MARIO
   DE/FE52: FE                   Return Queue

DE/FE53: DC 94 61 FE          If event flag memory address 00:7052 Bit 4 clear, jump to address $DE/FE61
DE/FE57: D8 95 61 FE          If event flag memory address 00:7052 Bit 5 set, jump to address $DE/FE61
DE/FE5B: D8 96 61 FE          If event flag memory address 00:7052 Bit 6 set, jump to address $DE/FE61
DE/FE5F: 71                   Lighten screen from black before following commands
DE/FE60: FE                   Return

DE/FE61: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DE/FE63: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DE/FE65: 71                   Lighten screen from black before following commands
DE/FE66: FE                   Return


EVENT [590] ------------------------------------------------------------>
DE/FE67: 4A 04 00 21          Engage in battle with formation pack #$0004 in background #$21
DE/FE6B: A1 E5                Set event flag memory address 00:707C Bit 5
DE/FE6D: A1 E6                Set event flag memory address 00:707C Bit 6
DE/FE6F: A1 E7                Set event flag memory address 00:707C Bit 7
DE/FE71: D1 18 00             Execute event id $0018
DE/FE74: 71                   Lighten screen from black before following commands
DE/FE75: FE                   Return


EVENT [591] ------------------------------------------------------------>
DE/FE76: F8 CC 2C 84 FE       <UNKNOWN COMMAND $F8>
DE/FE7B: D8 26 84 FE          If event flag memory address 00:7044 Bit 6 set, jump to address $DE/FE84
DE/FE7F: 16 F2 19 02          Set Object: NPC #2 ---> Command: Set object to movement: $0219
DE/FE83: FE                   Return

DE/FE84: FE                   Return


EVENT [592] ------------------------------------------------------------>
DE/FE85: F8 CC 2E 93 FE       <UNKNOWN COMMAND $F8>
DE/FE8A: D8 25 93 FE          If event flag memory address 00:7044 Bit 5 set, jump to address $DE/FE93
DE/FE8E: 17 F2 1A 02          Set Object: NPC #3 ---> Command: Set object to movement: $021A
DE/FE92: FE                   Return

DE/FE93: FE                   Return


EVENT [593] ------------------------------------------------------------>
DE/FE94: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DE/FE96: FD 0F 03             Object overlaps BG1 & BG2
   DE/FE99: FE                   Return Queue

DE/FE9A: D8 94 A9 FE          If event flag memory address 00:7052 Bit 4 set, jump to address $DE/FEA9
DE/FE9E: D8 95 A9 FE          If event flag memory address 00:7052 Bit 5 set, jump to address $DE/FEA9
DE/FEA2: D8 96 A9 FE          If event flag memory address 00:7052 Bit 6 set, jump to address $DE/FEA9
DE/FEA6: D0 0F 00             Execute event id $000F subsequently
DE/FEA9: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DE/FEAB: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DE/FEAD: D0 0F 00             Execute event id $000F subsequently

EVENT [594] ------------------------------------------------------------>
DE/FEB0: D8 94 00 FF          If event flag memory address 00:7052 Bit 4 set, jump to address $DE/FF00
DE/FEB4: 1C FD                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FD>
DE/FEB6: 1D FD                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $FD>
DE/FEB8: 30                   <UNKNOWN COMMAND $30>
DE/FEB9: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
DE/FEBB: 4A 06 00 09          Engage in battle with formation pack #$0006 in background #$09
DE/FEBF: D8 01 01 FF          If event flag memory address 00:7040 Bit 1 set, jump to address $DE/FF01
DE/FEC3: D8 00 0F FF          If event flag memory address 00:7040 Bit 0 set, jump to address $DE/FF0F
DE/FEC7: F2 CB 3A             <UNKNOWN COMMAND $F2>
DE/FECA: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DE/FECC: 1C 06                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes)
   DE/FECE: 92 0A 16 00          Place object at on-screen coords: (320,176) Z=0
   DE/FED2: 71                   Object faces down-right
   DE/FED3: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DE/FED4: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DE/FED6: 92 0A 17 00          Place object at on-screen coords: (336,184) Z=0
   DE/FEDA: 75                   Object faces up-left
DE/FEDB: A0 94                Set event flag memory address 00:7052 Bit 4
DE/FEDD: 71                   Lighten screen from black before following commands
DE/FEDE: F0 0E                Duration: 14 frames
DE/FEE0: 60 BA AA 62          Run Dialogue $0ABA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Phew, my life was flashing
 before my eyes for a second there.<I>
 Here's a little something in return.<I><END>


DE/FEE4: A8 07 63             Store #$63 to 00:70A7
DE/FEE7: AC B0 0A             Store #$0AB0 to 00:7000
DE/FEEA: D1 F3 0E             Execute event id $0EF3
DE/FEED: F0 0E                Duration: 14 frames
DE/FEEF: 1C 89                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DE/FEF1: 10 C2                Set transition and sequence flags, x3 speed
   DE/FEF3: 57 04                Shift object up-right 64 pixels
   DE/FEF5: 55 03                Shift object up-left 48 pixels
   DE/FEF7: 57 04                Shift object up-right 64 pixels
   DE/FEF9: 01                   Clear Bit 7 of current object (disable object visibility)
DE/FEFA: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DE/FEFC: F2 CB 38             <UNKNOWN COMMAND $F2>
DE/FEFF: 31                   <UNKNOWN COMMAND $31>
DE/FF00: FE                   Return

DE/FF01: 1C FC                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FC>
DE/FF03: 1D FC                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $FC>
DE/FF05: 1C F4 02 00          Set Object: NPC #8 ---> Command: UNKNOWN COMMAND $F4: movement $0002
DE/FF09: 1D F4 02 00          Set Object: NPC #9 ---> Command: UNKNOWN COMMAND $F4: movement $0002
DE/FF0D: 71                   Lighten screen from black before following commands
DE/FF0E: FE                   Return

DE/FF0F: FB                   Reset game, choose game

DE/FF10: FE                   Return


EVENT [595] ------------------------------------------------------------>
DE/FF11: F8 CC 32 1F FF       <UNKNOWN COMMAND $F8>
DE/FF16: D8 24 1F FF          If event flag memory address 00:7044 Bit 4 set, jump to address $DE/FF1F
DE/FF1A: 19 F2 1C 02          Set Object: NPC #5 ---> Command: Set object to movement: $021C
DE/FF1E: FE                   Return

DE/FF1F: FE                   Return


EVENT [596] ------------------------------------------------------------>
DE/FF20: F8 CC B0 2E FF       <UNKNOWN COMMAND $F8>
DE/FF25: B0 0B 1B 09          Store #$091B to 00:7016
DE/FF29: FD 40                <UNKNOWN COMMAND $FD 40>
DE/FF2B: D1 01 06             Execute event id $0601
DE/FF2E: FE                   Return


EVENT [597] ------------------------------------------------------------>
DE/FF2F: F8 CC 34 3D FF       <UNKNOWN COMMAND $F8>
DE/FF34: D8 23 3D FF          If event flag memory address 00:7044 Bit 3 set, jump to address $DE/FF3D
DE/FF38: 1A F2 1D 02          Set Object: NPC #6 ---> Command: Set object to movement: $021D
DE/FF3C: FE                   Return

DE/FF3D: FE                   Return


EVENT [598] ------------------------------------------------------------>
DE/FF3E: 1B F2 33 02          Set Object: NPC #7 ---> Command: Set object to movement: $0233
DE/FF42: 1C F3 33 02          Set Object: NPC #8 ---> Command: Set object to movement: $0233
DE/FF46: 1B F2 17 02          Set Object: NPC #7 ---> Command: Set object to movement: $0217
DE/FF4A: 1C F2 17 02          Set Object: NPC #8 ---> Command: Set object to movement: $0217
DE/FF4E: 1B FC                Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $FC>
DE/FF50: FE                   Return


EVENT [599] ------------------------------------------------------------>

EVENT [59A] ------------------------------------------------------------>

EVENT [59B] ------------------------------------------------------------>

EVENT [59C] ------------------------------------------------------------>

EVENT [59D] ------------------------------------------------------------>

EVENT [59E] ------------------------------------------------------------>

EVENT [59F] ------------------------------------------------------------>

EVENT [5A0] ------------------------------------------------------------>

EVENT [5A1] ------------------------------------------------------------>

EVENT [5A2] ------------------------------------------------------------>

EVENT [5A3] ------------------------------------------------------------>

EVENT [5A4] ------------------------------------------------------------>

EVENT [5A5] ------------------------------------------------------------>

EVENT [5A6] ------------------------------------------------------------>

EVENT [5A7] ------------------------------------------------------------>

EVENT [5A8] ------------------------------------------------------------>

EVENT [5A9] ------------------------------------------------------------>

EVENT [5AA] ------------------------------------------------------------>

EVENT [5AB] ------------------------------------------------------------>

EVENT [5AC] ------------------------------------------------------------>

EVENT [5AD] ------------------------------------------------------------>

EVENT [5AE] ------------------------------------------------------------>

EVENT [5AF] ------------------------------------------------------------>

EVENT [5B0] ------------------------------------------------------------>

EVENT [5B1] ------------------------------------------------------------>

EVENT [5B2] ------------------------------------------------------------>

EVENT [5B3] ------------------------------------------------------------>

EVENT [5B4] ------------------------------------------------------------>

EVENT [5B5] ------------------------------------------------------------>

EVENT [5B6] ------------------------------------------------------------>

EVENT [5B7] ------------------------------------------------------------>

EVENT [5B8] ------------------------------------------------------------>

EVENT [5B9] ------------------------------------------------------------>

EVENT [5BA] ------------------------------------------------------------>

EVENT [5BB] ------------------------------------------------------------>

EVENT [5BC] ------------------------------------------------------------>

EVENT [5BD] ------------------------------------------------------------>

EVENT [5BE] ------------------------------------------------------------>

EVENT [5BF] ------------------------------------------------------------>

EVENT [5C0] ------------------------------------------------------------>

EVENT [5C1] ------------------------------------------------------------>

EVENT [5C2] ------------------------------------------------------------>

EVENT [5C3] ------------------------------------------------------------>

EVENT [5C4] ------------------------------------------------------------>

EVENT [5C5] ------------------------------------------------------------>

EVENT [5C6] ------------------------------------------------------------>

EVENT [5C7] ------------------------------------------------------------>

EVENT [5C8] ------------------------------------------------------------>

EVENT [5C9] ------------------------------------------------------------>

EVENT [5CA] ------------------------------------------------------------>

EVENT [5CB] ------------------------------------------------------------>

EVENT [5CC] ------------------------------------------------------------>

EVENT [5CD] ------------------------------------------------------------>

EVENT [5CE] ------------------------------------------------------------>

EVENT [5CF] ------------------------------------------------------------>

EVENT [5D0] ------------------------------------------------------------>

EVENT [5D1] ------------------------------------------------------------>

EVENT [5D2] ------------------------------------------------------------>

EVENT [5D3] ------------------------------------------------------------>

EVENT [5D4] ------------------------------------------------------------>

EVENT [5D5] ------------------------------------------------------------>

EVENT [5D6] ------------------------------------------------------------>

EVENT [5D7] ------------------------------------------------------------>

EVENT [5D8] ------------------------------------------------------------>

EVENT [5D9] ------------------------------------------------------------>

EVENT [5DA] ------------------------------------------------------------>

EVENT [5DB] ------------------------------------------------------------>

EVENT [5DC] ------------------------------------------------------------>

EVENT [5DD] ------------------------------------------------------------>

EVENT [5DE] ------------------------------------------------------------>

EVENT [5DF] ------------------------------------------------------------>

EVENT [5E0] ------------------------------------------------------------>

EVENT [5E1] ------------------------------------------------------------>

EVENT [5E2] ------------------------------------------------------------>

EVENT [5E3] ------------------------------------------------------------>

EVENT [5E4] ------------------------------------------------------------>

EVENT [5E5] ------------------------------------------------------------>

EVENT [5E6] ------------------------------------------------------------>

EVENT [5E7] ------------------------------------------------------------>

EVENT [5E8] ------------------------------------------------------------>

EVENT [5E9] ------------------------------------------------------------>

EVENT [5EA] ------------------------------------------------------------>

EVENT [5EB] ------------------------------------------------------------>

EVENT [5EC] ------------------------------------------------------------>

EVENT [5ED] ------------------------------------------------------------>

EVENT [5EE] ------------------------------------------------------------>

EVENT [5EF] ------------------------------------------------------------>

EVENT [5F0] ------------------------------------------------------------>

EVENT [5F1] ------------------------------------------------------------>

EVENT [5F2] ------------------------------------------------------------>

EVENT [5F3] ------------------------------------------------------------>

EVENT [5F4] ------------------------------------------------------------>

EVENT [5F5] ------------------------------------------------------------>

EVENT [5F6] ------------------------------------------------------------>

EVENT [5F7] ------------------------------------------------------------>

EVENT [5F8] ------------------------------------------------------------>

EVENT [5F9] ------------------------------------------------------------>

EVENT [5FA] ------------------------------------------------------------>

EVENT [5FB] ------------------------------------------------------------>

EVENT [5FC] ------------------------------------------------------------>

EVENT [5FD] ------------------------------------------------------------>

EVENT [5FE] ------------------------------------------------------------>

EVENT [5FF] ------------------------------------------------------------>

EVENT [600] ------------------------------------------------------------>
DF/0C00: FE                   Return

DF/0C01: 5B                   <UNKNOWN COMMAND $5B>
DF/0C02: 5B                   <UNKNOWN COMMAND $5B>
DF/0C03: 5B                   <UNKNOWN COMMAND $5B>
DF/0C04: 5B                   <UNKNOWN COMMAND $5B>
DF/0C05: 5B                   <UNKNOWN COMMAND $5B>
DF/0C06: 5B                   <UNKNOWN COMMAND $5B>
DF/0C07: 5B                   <UNKNOWN COMMAND $5B>
DF/0C08: 5B                   <UNKNOWN COMMAND $5B>
DF/0C09: 5B                   <UNKNOWN COMMAND $5B>
DF/0C0A: 5B                   <UNKNOWN COMMAND $5B>
DF/0C0B: 5B                   <UNKNOWN COMMAND $5B>
DF/0C0C: 5B                   <UNKNOWN COMMAND $5B>
DF/0C0D: 5B                   <UNKNOWN COMMAND $5B>
DF/0C0E: 5B                   <UNKNOWN COMMAND $5B>
DF/0C0F: 5B                   <UNKNOWN COMMAND $5B>
DF/0C10: 60 03 A4 62          Run Dialogue $0403 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >> 
 >> Option<I><END>


DF/0C14: 67 5D 0C 41 0C       If 2nd option chosen from dialogue prompt, jump to address $DF/0C5D
                              If 3rd option chosen from dialogue prompt, jump to address $DF/0C41
DF/0C19: 60 00 A4 62          Run Dialogue $0400 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >>
 >> <I><END>


DF/0C1D: 67 20 0D 29 0D       If 2nd option chosen from dialogue prompt, jump to address $DF/0D20
                              If 3rd option chosen from dialogue prompt, jump to address $DF/0D29
DF/0C22: 60 02 A4 62          Run Dialogue $0402 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >>
 >> <I><END>


DF/0C26: 67 A3 0C 9A 0C       If 2nd option chosen from dialogue prompt, jump to address $DF/0CA3
                              If 3rd option chosen from dialogue prompt, jump to address $DF/0C9A
DF/0C2B: 60 01 A4 62          Run Dialogue $0401 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >>
 >> <I><END>


DF/0C2F: 67 91 0C 35 0C       If 2nd option chosen from dialogue prompt, jump to address $DF/0C91
                              If 3rd option chosen from dialogue prompt, jump to address $DF/0C35
DF/0C34: FE                   Return

DF/0C35: 60 05 A4 62          Run Dialogue $0405 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >>
 >> <I><END>


DF/0C39: 67 BD 0C C4 0C       If 2nd option chosen from dialogue prompt, jump to address $DF/0CBD
                              If 3rd option chosen from dialogue prompt, jump to address $DF/0CC4
DF/0C3E: D2 7D 0C             Jump to address $DF/0C7D
DF/0C41: 60 04 A4 62          Run Dialogue $0404 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >> 500 coins
 >> 1 level up<I><END>


DF/0C45: 67 B6 0C CB 0C       If 2nd option chosen from dialogue prompt, jump to address $DF/0CB6
                              If 3rd option chosen from dialogue prompt, jump to address $DF/0CCB
DF/0C4A: 60 0A A4 62          Run Dialogue $040A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >> 99 flowers
 >> Max level up<I><END>


DF/0C4E: 67 16 0D EE 0C       If 2nd option chosen from dialogue prompt, jump to address $DF/0D16
                              If 3rd option chosen from dialogue prompt, jump to address $DF/0CEE
DF/0C53: 60 06 A4 62          Run Dialogue $0406 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >>
 >> <I><END>


DF/0C57: 67 09 0D 10 0C       If 2nd option chosen from dialogue prompt, jump to address $DF/0D09
                              If 3rd option chosen from dialogue prompt, jump to address $DF/0C10
DF/0C5C: FE                   Return

DF/0C5D: A0 73                Set event flag memory address 00:704E Bit 3
DF/0C5F: 60 08 A4 62          Run Dialogue $0408 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >>
 >> <I><END>


DF/0C63: 67 AB 3D 52 44       If 2nd option chosen from dialogue prompt, jump to address $DF/3DAB
                              If 3rd option chosen from dialogue prompt, jump to address $DF/4452
DF/0C68: 60 09 A4 62          Run Dialogue $0409 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >>
 >> <I><END>


DF/0C6C: 67 CD 3E 4E 41       If 2nd option chosen from dialogue prompt, jump to address $DF/3ECD
                              If 3rd option chosen from dialogue prompt, jump to address $DF/414E
DF/0C71: 60 07 A4 62          Run Dialogue $0407 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 >> Next
 >>
 >> <I><END>


DF/0C75: 67 92 3D 29 40       If 2nd option chosen from dialogue prompt, jump to address $DF/3D92
                              If 3rd option chosen from dialogue prompt, jump to address $DF/4029
DF/0C7A: A4 73                Clear event flag memory address 00:704E Bit 3
DF/0C7C: FE                   Return

DF/0C7D: A2 34                Set event flag memory address 00:7086 Bit 4
DF/0C7F: A2 33                Set event flag memory address 00:7086 Bit 3
DF/0C81: A4 71                Clear event flag memory address 00:704E Bit 1
DF/0C83: 9C 0D                Play sound effect #$0D
DF/0C85: A0 6F                Set event flag memory address 00:704D Bit 7
DF/0C87: A8 12 00             Store #$00 to 00:70B2
DF/0C8A: 68 0E 80 07 39 A0    Enter area: $000E
                              MARIO will be at coords: (240,456) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/0C90: FE                   Return

DF/0C91: 9C 0D                Play sound effect #$0D
DF/0C93: 68 36 80 07 39 A0    Enter area: $0036
                              MARIO will be at coords: (240,456) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/0C99: FE                   Return

DF/0C9A: 9C 0D                Play sound effect #$0D
DF/0C9C: 68 45 80 09 6C 40    Enter area: $0045
                              MARIO will be at coords: (288,864) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/0CA2: FE                   Return

DF/0CA3: 9C 0D                Play sound effect #$0D
DF/0CA5: A0 BC                Set event flag memory address 00:7057 Bit 4
DF/0CA7: A0 26                Set event flag memory address 00:7044 Bit 6
DF/0CA9: B0 18 10 27          Store #$2710 to 00:7030
DF/0CAD: B0 17 30 2A          Store #$2A30 to 00:702E
DF/0CB1: A1 D8                Set event flag memory address 00:707B Bit 0
DF/0CB3: D0 70 06             Execute event id $0670 subsequently
DF/0CB6: 9C 0D                Play sound effect #$0D
DF/0CB8: 52 FA                Add 250 coins
DF/0CBA: 52 FA                Add 250 coins
DF/0CBC: FE                   Return

DF/0CBD: A6 34                Clear event flag memory address 00:7086 Bit 4
DF/0CBF: A6 33                Clear event flag memory address 00:7086 Bit 3
DF/0CC1: D2 81 0C             Jump to address $DF/0C81
DF/0CC4: A2 34                Set event flag memory address 00:7086 Bit 4
DF/0CC6: A6 33                Clear event flag memory address 00:7086 Bit 3
DF/0CC8: D2 81 0C             Jump to address $DF/0C81
DF/0CCB: 60 0B 04 21          Run Dialogue $040B
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

 Use A to level up, B to cancel.

DF/0CCF: D1 05 06             Execute event id $0605
DF/0CD2: D9 DD D7 0C          If event flag memory address 00:707B Bit 5 set, jump to address $DF/0CD7
DF/0CD6: FE                   Return

DF/0CD7: AC 04 00             Store #$0004 to 00:7000
DF/0CDA: FD 64                Add XP received from battle to current XP
DF/0CDC: 9C 01                Play sound effect #$01
DF/0CDE: FD 4B                <UNKNOWN COMMAND $FD 4B>
DF/0CE0: F0 00                Duration: 0 frames
DF/0CE2: E2 00 00 DC 0C       If value at 00:7000 = #$0000, jump to address $DF/0CDC
DF/0CE7: 64                   <UNKNOWN COMMAND $64>
DF/0CE8: FD 65                Open Level Up Bonus menu
DF/0CEA: 71                   Lighten screen from black before following commands
DF/0CEB: D2 CB 0C             Jump to address $DF/0CCB
DF/0CEE: B0 1F 9A 01          Store #$019A to 00:703E
DF/0CF2: AC 04 00             Store #$0004 to 00:7000
DF/0CF5: FD 64                Add XP received from battle to current XP
DF/0CF7: 9C 01                Play sound effect #$01
DF/0CF9: FD 4B                <UNKNOWN COMMAND $FD 4B>
DF/0CFB: F0 00                Duration: 0 frames
DF/0CFD: B3 1F                Decrement 00:703E
DF/0CFF: E5 1F 00 00 F7 0C    If value at 00:703E = #$0000, jump to address $DF/0CF7
DF/0D05: FD 65                Open Level Up Bonus menu
DF/0D07: 71                   Lighten screen from black before following commands
DF/0D08: FE                   Return

DF/0D09: 9C 0D                Play sound effect #$0D
DF/0D0B: A0 B3                Set event flag memory address 00:7056 Bit 3
DF/0D0D: A0 BC                Set event flag memory address 00:7057 Bit 4
DF/0D0F: 68 54 81 14 11 E0    Enter area: $0154
                              MARIO will be at coords: (656,136) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/0D15: FE                   Return

DF/0D16: 9C 0D                Play sound effect #$0D
DF/0D18: AC 63 00             Store #$0063 to 00:7000
DF/0D1B: FD 57                Add # at 00:7000 to max FP
DF/0D1D: FD 56                Add # at 00:7000 to current FP
DF/0D1F: FE                   Return

DF/0D20: 9C 0D                Play sound effect #$0D
DF/0D22: 68 8E 80 12 63 AA    Enter area: $008E
                              MARIO will be at coords: (592,792) Z=160
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/0D28: FE                   Return

DF/0D29: 9C 0D                Play sound effect #$0D
DF/0D2B: A2 50                Set event flag memory address 00:708A Bit 0
DF/0D2D: A1 3E                Set event flag memory address 00:7067 Bit 6
DF/0D2F: A1 3F                Set event flag memory address 00:7067 Bit 7
DF/0D31: A1 40                Set event flag memory address 00:7068 Bit 0
DF/0D33: A1 7E                Set event flag memory address 00:706F Bit 6
DF/0D35: 68 3F 81 06 65 E0    Enter area: $013F
                              MARIO will be at coords: (208,808) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/0D3B: FE                   Return

DF/0D3C: FF                   Return all

DF/0D3D: FF                   Return all

DF/0D3E: FF                   Return all

DF/0D3F: FF                   Return all

DF/0D40: FF                   Return all

DF/0D41: FF                   Return all

DF/0D42: FF                   Return all

DF/0D43: FF                   Return all

DF/0D44: FF                   Return all

DF/0D45: FF                   Return all

DF/0D46: FF                   Return all

DF/0D47: FF                   Return all

DF/0D48: FF                   Return all

DF/0D49: FF                   Return all

DF/0D4A: FF                   Return all

DF/0D4B: FF                   Return all

DF/0D4C: FF                   Return all

DF/0D4D: FF                   Return all

DF/0D4E: FF                   Return all

DF/0D4F: FF                   Return all

DF/0D50: FF                   Return all

DF/0D51: FF                   Return all

DF/0D52: FF                   Return all

DF/0D53: FF                   Return all

DF/0D54: FF                   Return all

DF/0D55: FF                   Return all

DF/0D56: FF                   Return all

DF/0D57: FF                   Return all

DF/0D58: FF                   Return all

DF/0D59: FF                   Return all

DF/0D5A: FF                   Return all

DF/0D5B: FF                   Return all

DF/0D5C: FF                   Return all

DF/0D5D: FF                   Return all

DF/0D5E: FF                   Return all

DF/0D5F: FF                   Return all

DF/0D60: FF                   Return all

DF/0D61: FF                   Return all

DF/0D62: FF                   Return all

DF/0D63: FF                   Return all

DF/0D64: FF                   Return all

DF/0D65: FF                   Return all

DF/0D66: FF                   Return all

DF/0D67: FF                   Return all

DF/0D68: FF                   Return all

DF/0D69: FF                   Return all

DF/0D6A: FF                   Return all

DF/0D6B: FF                   Return all

DF/0D6C: FF                   Return all

DF/0D6D: FF                   Return all

DF/0D6E: FF                   Return all

DF/0D6F: FF                   Return all

DF/0D70: FF                   Return all

DF/0D71: FF                   Return all

DF/0D72: FF                   Return all

DF/0D73: FF                   Return all

DF/0D74: FF                   Return all

DF/0D75: FF                   Return all

DF/0D76: FF                   Return all

DF/0D77: FF                   Return all

DF/0D78: FF                   Return all

DF/0D79: FF                   Return all

DF/0D7A: FF                   Return all

DF/0D7B: FF                   Return all

DF/0D7C: FF                   Return all

DF/0D7D: FF                   Return all

DF/0D7E: FF                   Return all

DF/0D7F: FF                   Return all

DF/0D80: FF                   Return all

DF/0D81: FF                   Return all

DF/0D82: FF                   Return all

DF/0D83: FF                   Return all

DF/0D84: FF                   Return all

DF/0D85: FF                   Return all

DF/0D86: FF                   Return all

DF/0D87: FF                   Return all

DF/0D88: FF                   Return all

DF/0D89: FF                   Return all

DF/0D8A: FF                   Return all

DF/0D8B: FF                   Return all

DF/0D8C: FF                   Return all

DF/0D8D: FF                   Return all

DF/0D8E: FF                   Return all

DF/0D8F: FF                   Return all

DF/0D90: FF                   Return all

DF/0D91: FF                   Return all

DF/0D92: FF                   Return all

DF/0D93: FF                   Return all

DF/0D94: FF                   Return all

DF/0D95: FF                   Return all

DF/0D96: FF                   Return all

DF/0D97: FF                   Return all

DF/0D98: FF                   Return all

DF/0D99: FF                   Return all

DF/0D9A: FF                   Return all

DF/0D9B: FF                   Return all

DF/0D9C: FF                   Return all

DF/0D9D: FF                   Return all

DF/0D9E: FF                   Return all

DF/0D9F: FF                   Return all

DF/0DA0: FF                   Return all

DF/0DA1: FF                   Return all

DF/0DA2: FF                   Return all

DF/0DA3: FF                   Return all

DF/0DA4: FF                   Return all

DF/0DA5: FF                   Return all

DF/0DA6: FF                   Return all

DF/0DA7: FF                   Return all

DF/0DA8: FF                   Return all

DF/0DA9: FF                   Return all

DF/0DAA: FF                   Return all

DF/0DAB: FF                   Return all

DF/0DAC: FF                   Return all

DF/0DAD: FF                   Return all

DF/0DAE: FF                   Return all

DF/0DAF: FF                   Return all

DF/0DB0: FF                   Return all

DF/0DB1: FF                   Return all

DF/0DB2: FF                   Return all

DF/0DB3: FF                   Return all

DF/0DB4: FF                   Return all

DF/0DB5: FF                   Return all

DF/0DB6: FF                   Return all

DF/0DB7: FF                   Return all

DF/0DB8: FF                   Return all

DF/0DB9: FF                   Return all

DF/0DBA: FF                   Return all

DF/0DBB: FF                   Return all

DF/0DBC: FF                   Return all

DF/0DBD: FF                   Return all

DF/0DBE: FF                   Return all

DF/0DBF: FF                   Return all

DF/0DC0: FF                   Return all

DF/0DC1: FF                   Return all

DF/0DC2: FF                   Return all

DF/0DC3: FF                   Return all

DF/0DC4: FF                   Return all

DF/0DC5: FF                   Return all

DF/0DC6: FF                   Return all

DF/0DC7: FF                   Return all

DF/0DC8: FF                   Return all

DF/0DC9: FF                   Return all

DF/0DCA: FF                   Return all

DF/0DCB: FF                   Return all

DF/0DCC: FF                   Return all

DF/0DCD: FF                   Return all

DF/0DCE: FF                   Return all

DF/0DCF: FF                   Return all

DF/0DD0: FF                   Return all

DF/0DD1: FF                   Return all

DF/0DD2: FF                   Return all

DF/0DD3: FF                   Return all

DF/0DD4: FF                   Return all

DF/0DD5: FF                   Return all

DF/0DD6: FF                   Return all

DF/0DD7: FF                   Return all

DF/0DD8: FF                   Return all

DF/0DD9: FF                   Return all

DF/0DDA: FF                   Return all

DF/0DDB: FF                   Return all

DF/0DDC: FF                   Return all

DF/0DDD: FF                   Return all

DF/0DDE: FF                   Return all

DF/0DDF: FF                   Return all

DF/0DE0: FF                   Return all

DF/0DE1: FF                   Return all

DF/0DE2: FF                   Return all

DF/0DE3: FF                   Return all

DF/0DE4: FF                   Return all

DF/0DE5: FF                   Return all

DF/0DE6: FF                   Return all

DF/0DE7: FF                   Return all

DF/0DE8: FF                   Return all

DF/0DE9: FF                   Return all

DF/0DEA: FF                   Return all

DF/0DEB: FF                   Return all

DF/0DEC: FF                   Return all

DF/0DED: FF                   Return all

DF/0DEE: FF                   Return all

DF/0DEF: FF                   Return all

DF/0DF0: FF                   Return all

DF/0DF1: FF                   Return all

DF/0DF2: FF                   Return all

DF/0DF3: FF                   Return all

DF/0DF4: FF                   Return all

DF/0DF5: FF                   Return all

DF/0DF6: FF                   Return all

DF/0DF7: FF                   Return all

DF/0DF8: FF                   Return all

DF/0DF9: FF                   Return all

DF/0DFA: FF                   Return all

DF/0DFB: FF                   Return all

DF/0DFC: FF                   Return all

DF/0DFD: FF                   Return all

DF/0DFE: FF                   Return all

DF/0DFF: FF                   Return all

DF/0E00: FF                   Return all

DF/0E01: FF                   Return all

DF/0E02: FF                   Return all

DF/0E03: FF                   Return all

DF/0E04: FF                   Return all

DF/0E05: FF                   Return all

DF/0E06: FF                   Return all

DF/0E07: FF                   Return all

DF/0E08: FF                   Return all

DF/0E09: FF                   Return all

DF/0E0A: FF                   Return all

DF/0E0B: FF                   Return all

DF/0E0C: FF                   Return all

DF/0E0D: FF                   Return all

DF/0E0E: FF                   Return all

DF/0E0F: FF                   Return all

DF/0E10: FF                   Return all

DF/0E11: FF                   Return all

DF/0E12: FF                   Return all

DF/0E13: FF                   Return all

DF/0E14: FF                   Return all

DF/0E15: FF                   Return all

DF/0E16: FF                   Return all

DF/0E17: FF                   Return all

DF/0E18: FF                   Return all

DF/0E19: FF                   Return all

DF/0E1A: FF                   Return all

DF/0E1B: FF                   Return all

DF/0E1C: FF                   Return all

DF/0E1D: FF                   Return all

DF/0E1E: FF                   Return all

DF/0E1F: FF                   Return all

DF/0E20: FF                   Return all

DF/0E21: FF                   Return all

DF/0E22: FF                   Return all

DF/0E23: FF                   Return all

DF/0E24: FF                   Return all

DF/0E25: FF                   Return all

DF/0E26: FF                   Return all

DF/0E27: FF                   Return all

DF/0E28: FF                   Return all

DF/0E29: FF                   Return all

DF/0E2A: FF                   Return all

DF/0E2B: FF                   Return all

DF/0E2C: FF                   Return all

DF/0E2D: FF                   Return all

DF/0E2E: FF                   Return all

DF/0E2F: FF                   Return all

DF/0E30: FF                   Return all

DF/0E31: FF                   Return all

DF/0E32: FF                   Return all

DF/0E33: FF                   Return all

DF/0E34: FF                   Return all

DF/0E35: FF                   Return all

DF/0E36: FF                   Return all

DF/0E37: FF                   Return all

DF/0E38: FF                   Return all

DF/0E39: FF                   Return all

DF/0E3A: FF                   Return all

DF/0E3B: FF                   Return all


EVENT [601] ------------------------------------------------------------>
DF/0E3C: DE A8 41 0E          If event flag memory address 00:7095 Bit 0 clear, jump to address $DF/0E41
DF/0E40: FE                   Return

DF/0E41: A2 A8                Set event flag memory address 00:7095 Bit 0
DF/0E43: FD 42                <UNKNOWN COMMAND $FD 42>
DF/0E45: BC 0B 0C             Store value at 00:7016 to 00:7018
DF/0E48: FD B6 0B F8          Divide value at 00:7016 by 2^8 and store back
DF/0E4C: 00 F3 0D 03          Set Object: MARIO ---> Command: Set object to movement: $030D
DF/0E50: A8 0E 00             Store #$00 to 00:70AE
DF/0E53: 9C 1F                Play sound effect #$1F
DF/0E55: D4 0F                Start code block, repeat 15 times
DF/0E57: F0 00                Duration: 0 frames
DF/0E59: CB                   Store joypad register to 00:7000,00:7001
DF/0E5A: E7 80 00 6E 0E       If memory address 00:7000 Bit $0080 set, jump to address $DF/0E6E
DF/0E5F: D7                   End of code block
DF/0E60: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   DF/0E62: 7B 01                <UNKNOWN COMMAND $7B>
DF/0E64: AA 0E                Increment 00:70AE
DF/0E66: E0 0E 28 79 0E       If value at 00:70AE = #$28, jump to address $DF/0E79
DF/0E6B: D2 53 0E             Jump to address $DF/0E53
DF/0E6E: 00 F3 34 03          Set Object: MARIO ---> Command: Set object to movement: $0334
DF/0E72: A6 A8                Clear event flag memory address 00:7095 Bit 0
DF/0E74: A6 B6                Clear event flag memory address 00:7096 Bit 6
DF/0E76: FD 40                <UNKNOWN COMMAND $FD 40>
DF/0E78: FE                   Return

DF/0E79: 00 F2 A5 00          Set Object: MARIO ---> Command: Set object to movement: $00A5
DF/0E7D: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/0E7F: 07                   Clear "moon-walk" Bits
   DF/0E80: 7B 01                <UNKNOWN COMMAND $7B>
   DF/0E82: 06                   Set "moon-walk" Bits
DF/0E83: F0 05                Duration: 5 frames
DF/0E85: FD 33 00 7D 0E       If Bit 5 of 00:6006 set, jump to address $DF/0E7D
DF/0E8A: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/0E8C: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/0E8D: 07                   Clear "moon-walk" Bits
   DF/0E8E: 10 40                Set transition flag, x1 speed
   DF/0E90: 08 42 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/0E93: F0 27                Frame Duration: 39
   DF/0E95: FD 9E                <UNKNOWN COMMAND $9E>
   DF/0E97: 16                   <UNKNOWN COMMAND $16>
   DF/0E98: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DF/0E9B: F0 00                Duration: 0 frames
DF/0E9D: CB                   Store joypad register to 00:7000,00:7001
DF/0E9E: E7 80 00 A6 0E       If memory address 00:7000 Bit $0080 set, jump to address $DF/0EA6
DF/0EA3: D2 9B 0E             Jump to address $DF/0E9B
DF/0EA6: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/0EA8: 09                   Reset all object properties to default
   DF/0EA9: 72                   Object faces down
   DF/0EAA: 7F 6C 00             Object jumps (with sound effect) #$006C units
DF/0EAD: A6 A8                Clear event flag memory address 00:7095 Bit 0
DF/0EAF: A6 B6                Clear event flag memory address 00:7096 Bit 6
DF/0EB1: FD 40                <UNKNOWN COMMAND $FD 40>
DF/0EB3: FE                   Return


EVENT [602] ------------------------------------------------------------>
DF/0EB4: A0 19                Set event flag memory address 00:7043 Bit 1
DF/0EB6: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/0EB8: 40 AA 66             Execute event id $66AA simultaneously with the following commands
DF/0EBB: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/0EBD: 10 43                Set transition flag, x4 speed
   DF/0EBF: 56 02                Shift object up 32 pixels
   DF/0EC1: 10 40                Set transition flag, x1 speed
DF/0EC3: D0 20 00             Execute event id $0020 subsequently
DF/0EC6: FE                   Return


EVENT [603] ------------------------------------------------------------>
DF/0EC7: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/0EC9: B4 08                Store value at 00:70A8 to 00:7000
DF/0ECB: B5 0E                Store value at 00:7000 to 00:70AE
DF/0ECD: 30                   <UNKNOWN COMMAND $30>
DF/0ECE: 1A FB                Set Object: NPC #6 ---> Command: <UNKNOWN COMMAND $FB>
DF/0ED0: 1B FB                Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $FB>
DF/0ED2: 34 FF                Change directional maneuverability: left right down up 
DF/0ED4: 10 F2 D6 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01D6
DF/0ED8: F0 06                Duration: 6 frames
DF/0EDA: FD 42                <UNKNOWN COMMAND $FD 42>
DF/0EDC: AC 01 00             Store #$0001 to 00:7000
DF/0EDF: FD 52                Add # at 00:7000 to total coins
DF/0EE1: F0 0B                Duration: 11 frames
DF/0EE3: 31                   <UNKNOWN COMMAND $31>
DF/0EE4: FD 40                <UNKNOWN COMMAND $FD 40>
DF/0EE6: B4 0E                Store value at 00:70AE to 00:7000
DF/0EE8: E3 17 00 F3 0E       If value at 00:7000 != #$0017, jump to address $DF/0EF3
DF/0EED: 18 F2 D4 01          Set Object: NPC #4 ---> Command: Set object to movement: $01D4
DF/0EF1: A1 BD                Set event flag memory address 00:7077 Bit 5
DF/0EF3: E3 18 00 FE 0E       If value at 00:7000 != #$0018, jump to address $DF/0EFE
DF/0EF8: 19 F2 D4 01          Set Object: NPC #5 ---> Command: Set object to movement: $01D4
DF/0EFC: A1 BE                Set event flag memory address 00:7077 Bit 6
DF/0EFE: FE                   Return


EVENT [604] ------------------------------------------------------------>
DF/0EFF: DC 27 06 0F          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/0F06
DF/0F03: D0 51 00             Execute event id $0051 subsequently
DF/0F06: 70                   Simultaneously lighten screen from black with following commands
DF/0F07: FE                   Return


EVENT [605] ------------------------------------------------------------>
DF/0F08: A5 DC                Clear event flag memory address 00:707B Bit 4
DF/0F0A: A5 DD                Clear event flag memory address 00:707B Bit 5
DF/0F0C: F0 00                Duration: 0 frames
DF/0F0E: CB                   Store joypad register to 00:7000,00:7001
DF/0F0F: E6 F0 00 0C 0F       If memory address 00:7000 Bit $00F0 set, do NOT jump to address $DF/0F0C
DF/0F14: E7 80 00 1F 0F       If memory address 00:7000 Bit $0080 set, jump to address $DF/0F1F
DF/0F19: E7 20 00 22 0F       If memory address 00:7000 Bit $0020 set, jump to address $DF/0F22
DF/0F1E: FE                   Return

DF/0F1F: A1 DC                Set event flag memory address 00:707B Bit 4
DF/0F21: FE                   Return

DF/0F22: A1 DD                Set event flag memory address 00:707B Bit 5
DF/0F24: FE                   Return


EVENT [606] ------------------------------------------------------------>
DF/0F25: 30                   <UNKNOWN COMMAND $30>
DF/0F26: CB                   Store joypad register to 00:7000,00:7001
DF/0F27: E3 04 00 33 0F       If value at 00:7000 != #$0004, jump to address $DF/0F33
DF/0F2C: CA                   Store held joypad register to 00:7000,00:7001
DF/0F2D: E3 04 00 33 0F       If value at 00:7000 != #$0004, jump to address $DF/0F33
DF/0F32: FE                   Return

DF/0F33: FF                   Return all


EVENT [607] ------------------------------------------------------------>
DF/0F34: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/0F36: 10 41                Set transition flag, x2 speed
   DF/0F38: 52 02                Shift object down 32 pixels
   DF/0F3A: 10 40                Set transition flag, x1 speed
DF/0F3C: FD 30                Screen moves with MARIO
DF/0F3E: FE                   Return


EVENT [608] ------------------------------------------------------------>
DF/0F3F: 30                   <UNKNOWN COMMAND $30>
DF/0F40: B4 08                Store value at 00:70A8 to 00:7000
DF/0F42: B5 09                Store value at 00:7000 to 00:70A9
DF/0F44: C9 00                <UNKNOWN COMMAND $C9>
DF/0F46: BB 06                Store value at 00:7000 to 00:700C
DF/0F48: 00 F2 0D 03          Set Object: MARIO ---> Command: Set object to movement: $030D
DF/0F4C: F0 00                Duration: 0 frames
DF/0F4E: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/0F50: AE                   Increment 00:700C
   DF/0F51: 07                   Clear "moon-walk" Bits
   DF/0F52: 7C                   Object faces right
   DF/0F53: 06                   Set "moon-walk" Bits
DF/0F54: F0 01                Duration: 1 frames
DF/0F56: D8 18 4E 0F          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/0F4E
DF/0F5A: C9 00                <UNKNOWN COMMAND $C9>
DF/0F5C: E3 02 00 4E 0F       If value at 00:7000 != #$0002, jump to address $DF/0F4E
DF/0F61: 84                   <UNKNOWN COMMAND $84>
DF/0F62: 97 46 00             <UNKNOWN>
DF/0F65: 92 FD                Fade in music: #$FD
DF/0F67: 9E 70 07             <UNKNOWN>
DF/0F6A: AC 02 00             Store #$0002 to 00:7000
DF/0F6D: D4 0F                Start code block, repeat 15 times
DF/0F6F: AE                   Increment 00:7000
DF/0F70: 7C                   <UNKNOWN COMMAND $7C>
DF/0F71: 00 68                Set Object: MARIO ---> Begin action queue for object (Length: 0x68 bytes)
   DF/0F73: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/0F74: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/0F75: F0 00                Frame Duration: 0
   DF/0F77: D7                   End of code block
   DF/0F78: 77                   Object faces up-right
   DF/0F79: 1E                   <UNKNOWN COMMAND $1E>
   DF/0F7A: FE                   Return Queue


EVENT [609] ------------------------------------------------------------>
DF/0F7B: C8 90                <UNKNOWN COMMAND $C8>
DF/0F7D: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/0F7F: 10 C4                Set transition and sequence flags, x8 speed
   DF/0F81: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/0F83: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/0F85: 07                   Clear "moon-walk" Bits
   DF/0F86: 98                   <UNKNOWN COMMAND $98>
   DF/0F87: 0B 04                Set Bits $4 of current object address 0A,x
   DF/0F89: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/0F8B: 10 C0                Set transition and sequence flags, x1 speed
DF/0F8D: 84                   <UNKNOWN COMMAND $84>
DF/0F8E: 97 00 72             <UNKNOWN>
DF/0F91: 28 84                Set Object: NPC #20 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/0F93: 07                   Clear "moon-walk" Bits
   DF/0F94: 46                   <UNKNOWN COMMAND $46>
   DF/0F95: 00                   Set Bit 7 of current object (enable object visibility)
   DF/0F96: 8C                   <UNKNOWN COMMAND $8C>
DF/0F97: 01 F0 1D                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DF/0F9A: 09                   Reset all object properties to default
   DF/0F9B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/0F9C: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/0F9F: FD 9E                <UNKNOWN COMMAND $9E>
   DF/0FA1: 21                   <UNKNOWN COMMAND $21>
   DF/0FA2: 48                   <UNKNOWN COMMAND $48>
   DF/0FA3: A0 26                Set event flag memory address 00:7044 Bit 6
   DF/0FA5: FE                   Return Queue


EVENT [60A] ------------------------------------------------------------>
DF/0FA6: 10 F8                Set Object: <UNKNOWN> ---> Command: Show Object
DF/0FA8: D1 21 00             Execute event id $0021
DF/0FAB: 9C 0E                Play sound effect #$0E
DF/0FAD: 60 99 44 00          Run Dialogue $0499
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

   Found a <ITEM>!

DF/0FB1: FD 50                Store item to item inventory from 00:70A7
DF/0FB3: FD 31                Screen doesn't move with MARIO
DF/0FB5: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/0FB7: 10 41                Set transition flag, x2 speed
   DF/0FB9: 56 02                Shift object up 32 pixels
   DF/0FBB: 10 40                Set transition flag, x1 speed
DF/0FBD: AA 28                Increment 00:70C8
DF/0FBF: B0 0E 28 00          Store #$0028 to 00:701C
DF/0FC3: 45 07 36             <UNKNOWN COMMAND $45>
DF/0FC6: FE                   Return


EVENT [60B] ------------------------------------------------------------>
DF/0FC7: 10 F8                Set Object: <UNKNOWN> ---> Command: Show Object
DF/0FC9: D1 20 00             Execute event id $0020
DF/0FCC: D2 B3 0F             Jump to address $DF/0FB3

EVENT [60C] ------------------------------------------------------------>
DF/0FCF: 10 88                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/0FD1: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/0FD3: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/0FD4: FD F2                <UNKNOWN COMMAND $F2>
   DF/0FD6: FD 9E                <UNKNOWN COMMAND $9E>
   DF/0FD8: 55 AC                Shift object up-left 2752 pixels
DF/0FDA: 01 00                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x00 bytes)
DF/0FDC: FD 57                Add # at 00:7000 to max FP
DF/0FDE: F0 00                Duration: 0 frames
DF/0FE0: FE                   Return


EVENT [60D] ------------------------------------------------------------>
DF/0FE1: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/0FE3: D9 DF EB 0F          If event flag memory address 00:707B Bit 7 set, jump to address $DF/0FEB
DF/0FE7: 10 F2 AC 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $00AC
DF/0FEB: DA A3 9F 5A          If event flag memory address 00:7094 Bit 3 set, jump to address $DF/5A9F
DF/0FEF: D1 30 07             Execute event id $0730
DF/0FF2: FE                   Return


EVENT [60E] ------------------------------------------------------------>
DF/0FF3: A6 B5                Clear event flag memory address 00:7096 Bit 5
DF/0FF5: FE                   Return


EVENT [60F] ------------------------------------------------------------>
DF/0FF6: FE                   Return


EVENT [610] ------------------------------------------------------------>
DF/0FF7: DC 38 10 10          If event flag memory address 00:7047 Bit 0 clear, jump to address $DF/1010
DF/0FFB: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/0FFD: 01                   Clear Bit 7 of current object (disable object visibility)
DF/0FFE: 30                   <UNKNOWN COMMAND $30>
DF/0FFF: 71                   Lighten screen from black before following commands
DF/1000: FD 31                Screen doesn't move with MARIO
DF/1002: 00 F3 E2 01          Set Object: MARIO ---> Command: Set object to movement: $01E2
DF/1006: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/100A: FD 30                Screen moves with MARIO
DF/100C: 31                   <UNKNOWN COMMAND $31>
DF/100D: D2 11 10             Jump to address $DF/1011
DF/1010: 70                   Simultaneously lighten screen from black with following commands
DF/1011: A8 09 14             Store #$14 to 00:70A9
DF/1014: D4 07                Start code block, repeat 7 times
DF/1016: 11 02                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes)
   DF/1018: 0C 50                XOR Bits $50 of current object address 0A,x
DF/101A: AA 09                Increment 00:70A9
DF/101C: D7                   End of code block
DF/101D: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/101F: FD 17                Set Bit 3 of object address 0B,x
DF/1021: A8 0B 1C             Store #$1C to 00:70AB
DF/1024: 40 11 26             Execute event id $2611 simultaneously with the following commands
DF/1027: FE                   Return


EVENT [611] ------------------------------------------------------------>
DF/1028: B0 13 23 00          Store #$0023 to 00:7026
DF/102C: B0 14 24 00          Store #$0024 to 00:7028
DF/1030: A4 22                Clear event flag memory address 00:7044 Bit 2
DF/1032: A0 23                Set event flag memory address 00:7044 Bit 3
DF/1034: A0 24                Set event flag memory address 00:7044 Bit 4
DF/1036: F0 02                Duration: 2 frames
DF/1038: D8 1D 59 10          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/1059
DF/103C: FD 33 17 59 10       If Bit 5 of 00:68A6 set, jump to address $DF/1059
DF/1041: E5 17 14 00 4A 10    If value at 00:702E = #$0014, jump to address $DF/104A
DF/1047: A8 0F 00             Store #$00 to 00:70AF
DF/104A: B0 15 14 00          Store #$0014 to 00:702A
DF/104E: BC 13 16             Store value at 00:7026 to 00:702C
DF/1051: A0 27                Set event flag memory address 00:7044 Bit 7
DF/1053: D3 7F 10             Jump to address $DF/107F
DF/1056: BC 16 13             Store value at 00:702C to 00:7026
DF/1059: F0 02                Duration: 2 frames
DF/105B: D8 1E 36 10          If event flag memory address 00:7043 Bit 6 set, jump to address $DF/1036
DF/105F: FD 33 1B 36 10       If Bit 5 of 00:6A26 set, jump to address $DF/1036
DF/1064: E5 17 18 00 6D 10    If value at 00:702E = #$0018, jump to address $DF/106D
DF/106A: A8 0F 00             Store #$00 to 00:70AF
DF/106D: B0 15 18 00          Store #$0018 to 00:702A
DF/1071: BC 14 16             Store value at 00:7028 to 00:702C
DF/1074: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/1076: D3 7F 10             Jump to address $DF/107F
DF/1079: BC 16 14             Store value at 00:702C to 00:7028
DF/107C: D2 36 10             Jump to address $DF/1036
DF/107F: A4 21                Clear event flag memory address 00:7044 Bit 1
DF/1081: A4 25                Clear event flag memory address 00:7044 Bit 5
DF/1083: A4 26                Clear event flag memory address 00:7044 Bit 6
DF/1085: B6 00 10              Store a random number from 0 to #$1000 to 00:7000
DF/1088: C0 00 08             Compare value at 00:7000 to #$0800
DF/108B: ED 90 10             If Bit 0 of 00:70A0,x clear, jump to address $DF/1090
DF/108E: A0 25                Set event flag memory address 00:7044 Bit 5
DF/1090: FD B0 FF 07          Isolate Bits $07FF of 00:7000
DF/1094: C0 00 04             Compare value at 00:7000 to #$0400
DF/1097: ED 9C 10             If Bit 0 of 00:70A0,x clear, jump to address $DF/109C
DF/109A: A0 26                Set event flag memory address 00:7044 Bit 6
DF/109C: E6 01 00 A3 10       If memory address 00:7000 Bit $0001 set, do NOT jump to address $DF/10A3
DF/10A1: A0 21                Set event flag memory address 00:7044 Bit 1
DF/10A3: DC 24 CD 10          If event flag memory address 00:7044 Bit 4 clear, jump to address $DF/10CD
DF/10A7: DC 23 BC 10          If event flag memory address 00:7044 Bit 3 clear, jump to address $DF/10BC
DF/10AB: BA 16                Store value at 00:702C to 00:7000
DF/10AD: B0 16 22 00          Store #$0022 to 00:702C
DF/10B1: B0 0B 00 20          Store #$2000 to 00:7016
DF/10B5: B0 0C 00 2E          Store #$2E00 to 00:7018
DF/10B9: D2 DB 10             Jump to address $DF/10DB
DF/10BC: BA 16                Store value at 00:702C to 00:7000
DF/10BE: B0 16 23 00          Store #$0023 to 00:702C
DF/10C2: B0 0B 00 18          Store #$1800 to 00:7016
DF/10C6: B0 0C 00 2B          Store #$2B00 to 00:7018
DF/10CA: D2 DB 10             Jump to address $DF/10DB
DF/10CD: BA 16                Store value at 00:702C to 00:7000
DF/10CF: B0 16 24 00          Store #$0024 to 00:702C
DF/10D3: B0 0B 00 12          Store #$1200 to 00:7016
DF/10D7: B0 0C 00 27          Store #$2700 to 00:7018
DF/10DB: A7                   Clear memory address Bit using 00:7000
DF/10DC: BA 16                Store value at 00:702C to 00:7000
DF/10DE: A3                   Set memory address Bit using 00:7000
DF/10DF: BA 15                Store value at 00:702A to 00:7000
DF/10E1: B5 09                Store value at 00:7000 to 00:70A9
DF/10E3: D4 03                Start code block, repeat 3 times
DF/10E5: B0 0D 00 01          Store #$0100 to 00:701A
DF/10E9: 11 8C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/10EB: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/10ED: 99                   <UNKNOWN COMMAND $99>
   DF/10EE: 10 40                Set transition flag, x1 speed
   DF/10F0: D8 21 F7 10          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/10F7
   DF/10F4: 84 A0 30             Place object: right=160px down=48px
DF/10F7: AA 09                Increment 00:70A9
DF/10F9: D7                   End of code block
DF/10FA: DC 27 14 11          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/1114
DF/10FE: E8 14 11             If random number between 0 and 255 > 128, jump to address $DF/1114
DF/1101: A4 1F                Clear event flag memory address 00:7043 Bit 7
DF/1103: A4 20                Clear event flag memory address 00:7044 Bit 0
DF/1105: DC 25 0B 11          If event flag memory address 00:7044 Bit 5 clear, jump to address $DF/110B
DF/1109: A0 1F                Set event flag memory address 00:7043 Bit 7
DF/110B: DC 26 11 11          If event flag memory address 00:7044 Bit 6 clear, jump to address $DF/1111
DF/110F: A0 20                Set event flag memory address 00:7044 Bit 0
DF/1111: D2 CF 11             Jump to address $DF/11CF
DF/1114: BA 15                Store value at 00:702A to 00:7000
DF/1116: B5 09                Store value at 00:7000 to 00:70A9
DF/1118: D4 03                Start code block, repeat 3 times
DF/111A: D8 21 25 11          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/1125
DF/111E: 11 F2 23 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0023
DF/1122: D2 29 11             Jump to address $DF/1129
DF/1125: 11 F2 22 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0022
DF/1129: AA 09                Increment 00:70A9
DF/112B: D7                   End of code block
DF/112C: FE                   Return


EVENT [612] ------------------------------------------------------------>
DF/112D: DC 38 46 11          If event flag memory address 00:7047 Bit 0 clear, jump to address $DF/1146
DF/1131: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/1133: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1134: 30                   <UNKNOWN COMMAND $30>
DF/1135: 71                   Lighten screen from black before following commands
DF/1136: FD 31                Screen doesn't move with MARIO
DF/1138: 00 F3 E2 01          Set Object: MARIO ---> Command: Set object to movement: $01E2
DF/113C: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/1140: FD 30                Screen moves with MARIO
DF/1142: 31                   <UNKNOWN COMMAND $31>
DF/1143: D2 47 11             Jump to address $DF/1147
DF/1146: 70                   Simultaneously lighten screen from black with following commands
DF/1147: A8 09 14             Store #$14 to 00:70A9
DF/114A: D4 03                Start code block, repeat 3 times
DF/114C: 11 02                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes)
   DF/114E: 0C 50                XOR Bits $50 of current object address 0A,x
DF/1150: AA 09                Increment 00:70A9
DF/1152: D7                   End of code block
DF/1153: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/1155: FD 17                Set Bit 3 of object address 0B,x
DF/1157: A8 0B 18             Store #$18 to 00:70AB
DF/115A: 40 13 26             Execute event id $2613 simultaneously with the following commands
DF/115D: FE                   Return


EVENT [613] ------------------------------------------------------------>
DF/115E: C8 14                <UNKNOWN COMMAND $C8>
DF/1160: BC 0B 13             Store value at 00:7016 to 00:7026
DF/1163: BC 0C 14             Store value at 00:7018 to 00:7028
DF/1166: F0 02                Duration: 2 frames
DF/1168: D8 1D 66 11          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/1166
DF/116C: FD 33 17 66 11       If Bit 5 of 00:68A6 set, jump to address $DF/1166
DF/1171: E5 17 14 00 7A 11    If value at 00:702E = #$0014, jump to address $DF/117A
DF/1177: A8 0F 00             Store #$00 to 00:70AF
DF/117A: A4 1F                Clear event flag memory address 00:7043 Bit 7
DF/117C: A4 20                Clear event flag memory address 00:7044 Bit 0
DF/117E: A4 21                Clear event flag memory address 00:7044 Bit 1
DF/1180: B6 00 10              Store a random number from 0 to #$1000 to 00:7000
DF/1183: C0 00 08             Compare value at 00:7000 to #$0800
DF/1186: ED 8B 11             If Bit 0 of 00:70A0,x clear, jump to address $DF/118B
DF/1189: A0 1F                Set event flag memory address 00:7043 Bit 7
DF/118B: FD B0 FF 07          Isolate Bits $07FF of 00:7000
DF/118F: C0 00 04             Compare value at 00:7000 to #$0400
DF/1192: ED 97 11             If Bit 0 of 00:70A0,x clear, jump to address $DF/1197
DF/1195: A0 20                Set event flag memory address 00:7044 Bit 0
DF/1197: FD B0 FF 03          Isolate Bits $03FF of 00:7000
DF/119B: C0 00 02             Compare value at 00:7000 to #$0200
DF/119E: ED A3 11             If Bit 0 of 00:70A0,x clear, jump to address $DF/11A3
DF/11A1: A0 21                Set event flag memory address 00:7044 Bit 1
DF/11A3: FD B0 07 00          Isolate Bits $0007 of 00:7000
DF/11A7: AE                   Increment 00:7000
DF/11A8: D6 03                Store value at 00:7006 to object memory
DF/11AA: F0 03                Duration: 3 frames
DF/11AC: D7                   End of code block
DF/11AD: BC 13 08             Store value at 00:7026 to 00:7010
DF/11B0: BC 14 09             Store value at 00:7028 to 00:7012
DF/11B3: B0 0A 00 01          Store #$0100 to 00:7014
DF/11B7: AC 14 00             Store #$0014 to 00:7000
DF/11BA: B5 09                Store value at 00:7000 to 00:70A9
DF/11BC: D4 03                Start code block, repeat 3 times
DF/11BE: 11 86                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/11C0: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/11C2: BE                   Store values at addresses 00:7010,00:7012,00:7014 to 00:7016,00:7018,00:701A
   DF/11C3: 99                   <UNKNOWN COMMAND $99>
   DF/11C4: 10 40                Set transition flag, x1 speed
DF/11C6: AA 09                Increment 00:70A9
DF/11C8: D7                   End of code block
DF/11C9: D3 CF 11             Jump to address $DF/11CF
DF/11CC: D2 66 11             Jump to address $DF/1166
DF/11CF: D8 21 E6 11          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/11E6
DF/11D3: 14 F2 20 00          Set Object: NPC #0 ---> Command: Set object to movement: $0020
DF/11D7: 15 F2 20 00          Set Object: NPC #1 ---> Command: Set object to movement: $0020
DF/11DB: 16 F2 20 00          Set Object: NPC #2 ---> Command: Set object to movement: $0020
DF/11DF: 17 F2 20 00          Set Object: NPC #3 ---> Command: Set object to movement: $0020
DF/11E3: D2 F6 11             Jump to address $DF/11F6
DF/11E6: 14 F2 21 00          Set Object: NPC #0 ---> Command: Set object to movement: $0021
DF/11EA: 15 F2 21 00          Set Object: NPC #1 ---> Command: Set object to movement: $0021
DF/11EE: 16 F2 21 00          Set Object: NPC #2 ---> Command: Set object to movement: $0021
DF/11F2: 17 F2 21 00          Set Object: NPC #3 ---> Command: Set object to movement: $0021
DF/11F6: FE                   Return


EVENT [614] ------------------------------------------------------------>
DF/11F7: B0 07 18 00          Store #$0018 to 00:700E
DF/11FB: E8 02 12             If random number between 0 and 255 > 128, jump to address $DF/1202
DF/11FE: B0 07 19 00          Store #$0019 to 00:700E
DF/1202: D8 1D 0F 13          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/130F
DF/1206: D8 1E 0F 13          If event flag memory address 00:7043 Bit 6 set, jump to address $DF/130F
DF/120A: 34 FF                Change directional maneuverability: left right down up 
DF/120C: B0 12 14 00          Store #$0014 to 00:7024
DF/1210: B4 08                Store value at 00:70A8 to 00:7000
DF/1212: B9 12                Subtract value at 00:7024 to 00:7000
DF/1214: E7 04 00 20 12       If memory address 00:7000 Bit $0004 set, jump to address $DF/1220
DF/1219: A0 1D                Set event flag memory address 00:7043 Bit 5
DF/121B: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/121D: D2 24 12             Jump to address $DF/1224
DF/1220: A0 1E                Set event flag memory address 00:7043 Bit 6
DF/1222: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/1224: FD B0 04 00          Isolate Bits $0004 of 00:7000
DF/1228: B8 12                Add value at 00:7024 to 00:7000
DF/122A: BB 17                Store value at 00:7000 to 00:702E
DF/122C: B5 0A                Store value at 00:7000 to 00:70AA
DF/122E: C9 12                <UNKNOWN COMMAND $C9>
DF/1230: B5 0E                Store value at 00:7000 to 00:70AE
DF/1232: D4 03                Start code block, repeat 3 times
DF/1234: 12 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/1236: AA 0A                Increment 00:70AA
DF/1238: D7                   End of code block
DF/1239: 42 69 12 3E 12       <UNKNOWN COMMAND $42>
DF/123E: 49                   Engage in battle with formation pack from 00:700E
DF/123F: D8 00 67 12          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/1267
DF/1243: A8 0F 00             Store #$00 to 00:70AF
DF/1246: BA 17                Store value at 00:702E to 00:7000
DF/1248: B5 0A                Store value at 00:7000 to 00:70AA
DF/124A: D4 03                Start code block, repeat 3 times
DF/124C: 12 FF 12             Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FF>
DF/124F: F2 8C 02             <UNKNOWN COMMAND $F2>
DF/1252: AA 0A                Increment 00:70AA
DF/1254: D7                   End of code block
DF/1255: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/1257: F0 00                Frame Duration: 0
   DF/1259: 7E 00 00             Object jumps #$0000 units
DF/125C: 71                   Lighten screen from black before following commands
DF/125D: D8 1C 64 12          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/1264
DF/1261: A4 1D                Clear event flag memory address 00:7043 Bit 5
DF/1263: FE                   Return

DF/1264: A4 1E                Clear event flag memory address 00:7043 Bit 6
DF/1266: FE                   Return

DF/1267: FB                   Reset game, choose game

DF/1268: FE                   Return

DF/1269: B4 0E                Store value at 00:70AE to 00:7000
DF/126B: BB 06                Store value at 00:7000 to 00:700C
DF/126D: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DF/126F: 7C                   Object faces right
   DF/1270: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/1272: 7F 90 00             Object jumps (with sound effect) #$0090 units
   DF/1275: 48                   <UNKNOWN COMMAND $48>
   DF/1276: 0B F0                Set Bits $F0 of current object address 0A,x
DF/1278: AA 0F                Increment 00:70AF
DF/127A: E1 0F 0A B4 12       If value at 00:70AF != #$0A, jump to address $DF/12B4
DF/127F: AA 0B                Increment 00:70AB
DF/1281: 13 F7                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $F7>
DF/1283: 13 F1 23                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/1286: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1288: 5E                   <UNKNOWN COMMAND $5E>
   DF/1289: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/128B: 13 03                Layering priority: ...
   DF/128D: FD 0F 03             Object overlaps BG1 & BG2
   DF/1290: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/1293: C9 00                <UNKNOWN COMMAND $C9>
   DF/1295: AD 02 00             Store #$0002 to 00:700C
   DF/1298: FD B0 04 00          Isolate Bits $0004 of 00:700C
   DF/129C: FD B2 04 00          XOR Bits $0004 of 00:700C
   DF/12A0: 7C                   Object faces right
   DF/12A1: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/12A3: 7F A0 00             Object jumps (with sound effect) #$00A0 units
   DF/12A6: 58 02                Shift object right 32 pixels
   DF/12A8: 01                   Clear Bit 7 of current object (disable object visibility)
DF/12A9: AB 0B                Decrement 00:70AB
DF/12AB: 60 19 44 01          Run Dialogue $0419
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text


         Found a Frog Coin!

DF/12AF: 53 01                Add 1 frog coins
DF/12B1: D2 E2 12             Jump to address $DF/12E2
DF/12B4: 52 01                Add 1 coins
DF/12B6: 13 F7                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $F7>
DF/12B8: 13 F1 27                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/12BB: FD 9E                <UNKNOWN COMMAND $9E>
   DF/12BD: 0D FD                <UNKNOWN COMMAND $0D>
   DF/12BF: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/12C0: 13 03                Layering priority: ...
   DF/12C2: FD 0F 03             Object overlaps BG1 & BG2
   DF/12C5: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/12C8: C9 00                <UNKNOWN COMMAND $C9>
   DF/12CA: AD 02 00             Store #$0002 to 00:700C
   DF/12CD: FD B0 04 00          Isolate Bits $0004 of 00:700C
   DF/12D1: FD B2 04 00          XOR Bits $0004 of 00:700C
   DF/12D5: 7C                   Object faces right
   DF/12D6: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/12D8: 20 04                <UNKNOWN COMMAND $20>
   DF/12DA: 25 00 08 B0 FF       <UNKNOWN COMMAND $25>
   DF/12DF: 48                   <UNKNOWN COMMAND $48>
   DF/12E0: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/12E1: 21                   <UNKNOWN COMMAND $21>
DF/12E2: F0 00                Duration: 0 frames
DF/12E4: BA 17                Store value at 00:702E to 00:7000
DF/12E6: B5 0A                Store value at 00:7000 to 00:70AA
DF/12E8: D4 03                Start code block, repeat 3 times
DF/12EA: 12 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   DF/12EC: 10 41                Set transition flag, x2 speed
   DF/12EE: 6A 10                Shift object up 16 pixels
   DF/12F0: 6B 10                <UNKNOWN COMMAND: frame duration=16?>
DF/12F2: AA 0A                Increment 00:70AA
DF/12F4: F0 02                Duration: 2 frames
DF/12F6: D7                   End of code block
DF/12F7: AB 0A                Decrement 00:70AA
DF/12F9: 12 FE                Set Object: <UNKNOWN> ---> Command: End object queue
DF/12FB: BA 17                Store value at 00:702E to 00:7000
DF/12FD: B5 0A                Store value at 00:7000 to 00:70AA
DF/12FF: D4 03                Start code block, repeat 3 times
DF/1301: 12 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/1303: AA 0A                Increment 00:70AA
DF/1305: D7                   End of code block
DF/1306: D8 1C 0D 13          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/130D
DF/130A: A4 1D                Clear event flag memory address 00:7043 Bit 5
DF/130C: FE                   Return

DF/130D: A4 1E                Clear event flag memory address 00:7043 Bit 6
DF/130F: FE                   Return


EVENT [615] ------------------------------------------------------------>
DF/1310: DC 38 27 13          If event flag memory address 00:7047 Bit 0 clear, jump to address $DF/1327
DF/1314: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/1316: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1317: 30                   <UNKNOWN COMMAND $30>
DF/1318: 71                   Lighten screen from black before following commands
DF/1319: FD 31                Screen doesn't move with MARIO
DF/131B: 00 F3 E2 01          Set Object: MARIO ---> Command: Set object to movement: $01E2
DF/131F: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/1323: FD 30                Screen moves with MARIO
DF/1325: 31                   <UNKNOWN COMMAND $31>
DF/1326: FE                   Return

DF/1327: DD D2 2D 13          If event flag memory address 00:707A Bit 2 clear, jump to address $DF/132D
DF/132B: 71                   Lighten screen from black before following commands
DF/132C: FE                   Return

DF/132D: 14 F2 24 00          Set Object: NPC #0 ---> Command: Set object to movement: $0024
DF/1331: 15 F2 24 00          Set Object: NPC #1 ---> Command: Set object to movement: $0024
DF/1335: 16 F2 24 00          Set Object: NPC #2 ---> Command: Set object to movement: $0024
DF/1339: 17 F2 24 00          Set Object: NPC #3 ---> Command: Set object to movement: $0024
DF/133D: F0 17                Duration: 23 frames
DF/133F: 70                   Simultaneously lighten screen from black with following commands
DF/1340: 0C 81                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/1342: 44                   <UNKNOWN COMMAND $44>
DF/1343: A1 D2                Set event flag memory address 00:707A Bit 2
DF/1345: FE                   Return


EVENT [616] ------------------------------------------------------------>
DF/1346: B0 0B 29 02          Store #$0229 to 00:7016
DF/134A: D0 01 06             Execute event id $0601 subsequently

EVENT [617] ------------------------------------------------------------>
DF/134D: B0 0B 26 06          Store #$0626 to 00:7016
DF/1351: D0 01 06             Execute event id $0601 subsequently

EVENT [618] ------------------------------------------------------------>
DF/1354: B0 0B 22 09          Store #$0922 to 00:7016
DF/1358: D0 01 06             Execute event id $0601 subsequently

EVENT [619] ------------------------------------------------------------>
DF/135B: F2 8D A8             <UNKNOWN COMMAND $F2>
DF/135E: F2 8D AA             <UNKNOWN COMMAND $F2>
DF/1361: F2 8D AC             <UNKNOWN COMMAND $F2>
DF/1364: F2 8D AE             <UNKNOWN COMMAND $F2>
DF/1367: F2 8D B0             <UNKNOWN COMMAND $F2>
DF/136A: F2 8D B2             <UNKNOWN COMMAND $F2>
DF/136D: A0 22                Set event flag memory address 00:7044 Bit 2
DF/136F: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/1371: 64 04                Shift object left 4 pixels
   DF/1373: 71                   Object faces down-right
DF/1374: 71                   Lighten screen from black before following commands
DF/1375: 40 4C 26             Execute event id $264C simultaneously with the following commands
DF/1378: FE                   Return


EVENT [61A] ------------------------------------------------------------>
DF/1379: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/137B: D0 1C 06             Execute event id $061C subsequently

EVENT [61B] ------------------------------------------------------------>
DF/137E: C8 94                <UNKNOWN COMMAND $C8>
DF/1380: 00 C8                Set Object: MARIO ---> Begin action queue for object (Length: 0x48 bytes) (Wait until complete)
   DF/1382: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1384: 3A F0 1D 10 85 08    <UNKNOWN COMMAND $3A>
   DF/138A: 40                   <UNKNOWN COMMAND $40>
   DF/138B: 88                   Object runs away?
   DF/138C: FD 9E                <UNKNOWN COMMAND $9E>
   DF/138E: 22                   <UNKNOWN COMMAND $22>
   DF/138F: F0 1D                Frame Duration: 29
   DF/1391: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1393: 22                   <UNKNOWN COMMAND $22>
   DF/1394: F0 1D                Frame Duration: 29
   DF/1396: 10 80                Set sequence flag, x1 speed
   DF/1398: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DF/139B: FD 9E                <UNKNOWN COMMAND $9E>
   DF/139D: 22                   <UNKNOWN COMMAND $22>
   DF/139E: F0 27                Frame Duration: 39
   DF/13A0: 09                   Reset all object properties to default
   DF/13A1: F0 13                Frame Duration: 19
   DF/13A3: FD 9E                <UNKNOWN COMMAND $9E>
   DF/13A5: 22                   <UNKNOWN COMMAND $22>
   DF/13A6: D4 03                Start code block, repeat 3 times
   DF/13A8: 7B 07                <UNKNOWN COMMAND $7B>
   DF/13AA: F0 02                Frame Duration: 2
   DF/13AC: D7                   End of code block
   DF/13AD: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/13B0: D4 04                Start code block, repeat 4 times
   DF/13B2: 9C 2B                Play sound effect #$2B
   DF/13B4: F0 09                Frame Duration: 9
   DF/13B6: D7                   End of code block
   DF/13B7: 10 83                Set sequence flag, x4 speed
   DF/13B9: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/13BC: FD 9E                <UNKNOWN COMMAND $9E>
   DF/13BE: 18                   <UNKNOWN COMMAND $18>
   DF/13BF: F0 31                Frame Duration: 49
   DF/13C1: 10 80                Set sequence flag, x1 speed
   DF/13C3: 09                   Reset all object properties to default
   DF/13C4: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DF/13C7: 88                   Object runs away?
   DF/13C8: 10 C0                Set transition and sequence flags, x1 speed
DF/13CA: FE                   Return


EVENT [61C] ------------------------------------------------------------>
DF/13CB: A0 24                Set event flag memory address 00:7044 Bit 4
DF/13CD: C8 90                <UNKNOWN COMMAND $C8>
DF/13CF: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/13D1: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/13D3: 88                   Object runs away?
   DF/13D4: 72                   Object faces down
   DF/13D5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/13D7: F0 05                Frame Duration: 5
DF/13D9: 0C 0E                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0E bytes)
   DF/13DB: 10 43                Set transition flag, x4 speed
   DF/13DD: 62 02                Shift object down 2 pixels
   DF/13DF: 66 04                Shift object up 4 pixels
   DF/13E1: 62 04                Shift object down 4 pixels
   DF/13E3: 66 02                Shift object up 2 pixels
   DF/13E5: 10 40                Set transition flag, x1 speed
   DF/13E7: 66 0C                Shift object up 12 pixels
DF/13E9: 10 02                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes)
   DF/13EB: 0C F0                XOR Bits $F0 of current object address 0A,x
DF/13ED: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/13EF: FD 9E                <UNKNOWN COMMAND $9E>
   DF/13F1: 09                   Reset all object properties to default
   DF/13F2: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DF/13F4: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/13F5: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
DF/13F7: C9 10                <UNKNOWN COMMAND $C9>
DF/13F9: E2 01 00 05 14       If value at 00:7000 = #$0001, jump to address $DF/1405
DF/13FE: 10 F2 0E 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $030E
DF/1402: D2 09 14             Jump to address $DF/1409
DF/1405: 10 F2 0F 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $030F
DF/1409: F0 00                Duration: 0 frames
DF/140B: F0 00                Duration: 0 frames
DF/140D: CB                   Store joypad register to 00:7000,00:7001
DF/140E: E6 80 00 0B 14       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/140B
DF/1413: BA 12                Store value at 00:7024 to 00:7000
DF/1415: BB 13                Store value at 00:7000 to 00:7026
DF/1417: FD B6 00 F8          Divide value at 00:7000 by 2^8 and store back
DF/141B: BB 06                Store value at 00:7000 to 00:700C
DF/141D: BA 13                Store value at 00:7026 to 00:7000
DF/141F: FD B0 FF 00          Isolate Bits $00FF of 00:7000
DF/1423: E2 01 00 55 14       If value at 00:7000 = #$0001, jump to address $DF/1455
DF/1428: E2 02 00 66 14       If value at 00:7000 = #$0002, jump to address $DF/1466
DF/142D: E2 03 00 77 14       If value at 00:7000 = #$0003, jump to address $DF/1477
DF/1432: A4 24                Clear event flag memory address 00:7044 Bit 4
DF/1434: 9B                   Stop sound effect
DF/1435: 00 99                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DF/1437: 7C                   Object faces right
   DF/1438: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/143A: 7E C0 00             Object jumps #$00C0 units
   DF/143D: B0 1A EE EE          Store #$EEEE to 00:7034
   DF/1441: 3E 20 00 46 14       <UNKNOWN COMMAND $3E: pointer to address $DF/1446>
   DF/1446: 10 40                Set transition flag, x1 speed
   DF/1448: F0 01                Frame Duration: 1
   DF/144A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/144C: 21                   <UNKNOWN COMMAND $21>
   DF/144D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/144F: 00                   Set Bit 7 of current object (enable object visibility)
DF/1450: FD 42                <UNKNOWN COMMAND $FD 42>
DF/1452: D2 A8 14             Jump to address $DF/14A8
DF/1455: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/1457: 7C                   Object faces right
   DF/1458: 10 40                Set transition flag, x1 speed
   DF/145A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/145C: 7E C0 00             Object jumps #$00C0 units
DF/145F: B0 18 01 00          Store #$0001 to 00:7030
DF/1463: D2 85 14             Jump to address $DF/1485
DF/1466: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/1468: 7C                   Object faces right
   DF/1469: 10 41                Set transition flag, x2 speed
   DF/146B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/146D: 7E C0 00             Object jumps #$00C0 units
DF/1470: B0 18 02 00          Store #$0002 to 00:7030
DF/1474: D2 85 14             Jump to address $DF/1485
DF/1477: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/1479: 7C                   Object faces right
   DF/147A: 10 43                Set transition flag, x4 speed
   DF/147C: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/147E: 7E C0 00             Object jumps #$00C0 units
DF/1481: B0 18 04 00          Store #$0004 to 00:7030
DF/1485: A4 24                Clear event flag memory address 00:7044 Bit 4
DF/1487: 9B                   Stop sound effect
DF/1488: B0 1A EE EE          Store #$EEEE to 00:7034
DF/148C: 3E 20 00 91 14       <UNKNOWN COMMAND: pointer to address $1491>
DF/1491: F0 01                Duration: 1 frames
DF/1493: FD 42                <UNKNOWN COMMAND $FD 42>
DF/1495: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/1497: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1499: 21                   <UNKNOWN COMMAND $21>
   DF/149A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/149C: BA 18                Store value at 00:7030 to 00:700C
   DF/149E: 69 00                Shift object right 0 pixels
   DF/14A0: 3D 9C 14             <UNKNOWN COMMAND $3D: pointer to address $DF/149C>
   DF/14A3: FD 9E                <UNKNOWN COMMAND $9E>
   DF/14A5: 3A 10 C0 10 02 0B    <UNKNOWN COMMAND $3A>
DF/14AB: F0 A4                Duration: 164 frames
DF/14AD: 18 FD                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $FD>
DF/14AF: 40 FE D8             Execute event id $D8FE simultaneously with the following commands

EVENT [61D] ------------------------------------------------------------>
DF/14B2: 13 DF                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x5F bytes) (Wait until complete)
   DF/14B4: 14 A6                Isolate top Bits of current object address 0E,x and set Bit(s) $166
   DF/14B6: A2 A5                Set event flag memory address 00:7094 Bit 5
   DF/14B8: DE A6 A1 F2          If event flag memory address 00:7094 Bit 6 clear, jump to address $DF/F2A1
   DF/14BC: 8B                   <UNKNOWN COMMAND $8B>
   DF/14BD: B2 F2                Increment 00:71E4
   DF/14BF: 8B                   <UNKNOWN COMMAND $8B>
   DF/14C0: B4 F2                Store value at 00:7192 to 00:700C
   DF/14C2: 8B                   <UNKNOWN COMMAND $8B>
   DF/14C3: B6 F2 8B             Store a random number from 0 to #$8BF2 to 00:700C
   DF/14C6: B8 F2                Add value at 00:71E4 to 00:700C
   DF/14C8: 8B                   <UNKNOWN COMMAND $8B>
   DF/14C9: BA F2                Store value at 00:71E4 to 00:700C
   DF/14CB: 8B                   <UNKNOWN COMMAND $8B>
   DF/14CC: BC F2 8B             Store value at 00:71E4 to 00:7116
   DF/14CF: BE                   Store values at addresses 00:7010,00:7012,00:7014 to 00:7016,00:7018,00:701A
   DF/14D0: F2 8B C0             <UNKNOWN COMMAND $F2>
   DF/14D3: B4 3E                Store value at 00:70DE to 00:700C
   DF/14D5: E2                   <UNKNOWN COMMAND $E2>
   DF/14D6: 27 00 12 15 E2 2D 00 12 15 15 02 67 08 14 02 64 <UNKNOWN COMMAND $27>
   DF/14E6: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/14E7: 18                   <UNKNOWN COMMAND $18>
   DF/14E8: 84 67 08             Place object: right=103px down=8px
   DF/14EB: 6A 04                Shift object up 4 pixels
   DF/14ED: FD F0                <UNKNOWN COMMAND $F0>
   DF/14EF: 89                   Object disappears?
   DF/14F0: 30 F6 14             <UNKNOWN COMMAND $30>
   DF/14F3: 18                   <UNKNOWN COMMAND $18>
   DF/14F4: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/14F5: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/14F6: D8 27 FD 14          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/14FD
   DF/14FA: D1                   <UNKNOWN COMMAND $D1>
   DF/14FB: 34 07                <UNKNOWN COMMAND $34>
   DF/14FD: D1                   <UNKNOWN COMMAND $D1>
   DF/14FE: 0F                   <UNKNOWN COMMAND $0F>
   DF/14FF: 00                   Set Bit 7 of current object (enable object visibility)
   DF/1500: D1                   <UNKNOWN COMMAND $D1>
   DF/1501: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/1502: 0E DE                <UNKNOWN COMMAND $0E>
   DF/1504: CF                   <UNKNOWN COMMAND $CF>
   DF/1505: 0F                   <UNKNOWN COMMAND $0F>
   DF/1506: 15 FD                Clear Bits $7 of current object address 0C,x and set Bit(s) $253
   DF/1508: F0 89                Frame Duration: 137
   DF/150A: 30 0F 15             <UNKNOWN COMMAND $30>
   DF/150D: 9C 95                Play sound effect #$95
   DF/150F: A6 CF                Clear event flag memory address 00:7099 Bit 7
   DF/1511: FE                   Return Queue

DF/1512: 68 97 01 1A 67 76    Enter area: $0197
                              MARIO will be at coords: (848,824) Z=352
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
DF/1518: F2 3F AD             <UNKNOWN COMMAND $F2>
DF/151B: F2 92 B5             <UNKNOWN COMMAND $F2>
DF/151E: F2 93 AD             <UNKNOWN COMMAND $F2>
DF/1521: F2 94 AF             <UNKNOWN COMMAND $F2>
DF/1524: F2 3E B5             <UNKNOWN COMMAND $F2>
DF/1527: A0 27                Set event flag memory address 00:7044 Bit 7
DF/1529: 71                   Lighten screen from black before following commands
DF/152A: FE                   Return


EVENT [61E] ------------------------------------------------------------>
DF/152B: D8 1B 49 15          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/1549
DF/152F: 14 F2 32 03          Set Object: NPC #0 ---> Command: Set object to movement: $0332
DF/1533: F0 08                Duration: 8 frames
DF/1535: 15 F2 32 03          Set Object: NPC #1 ---> Command: Set object to movement: $0332
DF/1539: F0 08                Duration: 8 frames
DF/153B: 16 F2 32 03          Set Object: NPC #2 ---> Command: Set object to movement: $0332
DF/153F: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/1541: F0 00                Duration: 0 frames
DF/1543: DC 27 41 15          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/1541
DF/1547: F0 01                Duration: 1 frames
DF/1549: FE                   Return


EVENT [61F] ------------------------------------------------------------>
DF/154A: A0 13                Set event flag memory address 00:7042 Bit 3
DF/154C: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/154E: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/154F: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/1551: 6A 04                Shift object up 4 pixels
DF/1553: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/1555: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/1556: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/1558: 6A 04                Shift object up 4 pixels
DF/155A: FD F0 8A 34 63 15    <UNKNOWN COMMAND $F0: pointer to address $DF/1563
DF/1560: 1A 01                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/1562: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1563: 71                   Lighten screen from black before following commands
DF/1564: D1 04 0E             Execute event id $0E04
DF/1567: DE CF 73 15          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/1573
DF/156B: FD F0 8A 34 73 15    <UNKNOWN COMMAND $F0: pointer to address $DF/1573
DF/1571: 9C 95                Play sound effect #$95
DF/1573: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/1575: FE                   Return


EVENT [620] ------------------------------------------------------------>
DF/1576: 95 00 7F             Fade out music to volume 127; Duration: 0 frames
DF/1579: 9C 13                Play sound effect #$13
DF/157B: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/157D: FD 17                Set Bit 3 of object address 0B,x
DF/157F: FD 46 23 06          <UNKNOWN COMMAND $46>
DF/1583: FE                   Return


EVENT [621] ------------------------------------------------------------>
DF/1584: D9 C8 91 15          If event flag memory address 00:7079 Bit 0 set, jump to address $DF/1591
DF/1588: BA 15                Store value at 00:702A to 00:7000
DF/158A: C0 1E 00             Compare value at 00:7000 to #$001E
DF/158D: EC 91 15             If Bit 0 of 00:70A0,x set, jump to address $DF/1591
DF/1590: FE                   Return

DF/1591: B0 16 A0 00          Store #$00A0 to 00:702C
DF/1595: F0 00                Duration: 0 frames
DF/1597: B3 16                Decrement 00:702C
DF/1599: E5 16 00 00 95 15    If value at 00:702C = #$0000, jump to address $DF/1595
DF/159F: D8 22 B1 15          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/15B1
DF/15A3: 14 F2 55 02          Set Object: NPC #0 ---> Command: Set object to movement: $0255
DF/15A7: 1F F2 A7 00          Set Object: NPC #11 ---> Command: Set object to movement: $00A7
DF/15AB: E4 12 01 00 CB 15    If value at 00:7024 = #$0001, jump to address $DF/15CB
DF/15B1: B0 16 50 00          Store #$0050 to 00:702C
DF/15B5: F0 00                Duration: 0 frames
DF/15B7: B3 16                Decrement 00:702C
DF/15B9: E5 16 00 00 B5 15    If value at 00:702C = #$0000, jump to address $DF/15B5
DF/15BF: D8 22 CB 15          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/15CB
DF/15C3: 14 F2 55 02          Set Object: NPC #0 ---> Command: Set object to movement: $0255
DF/15C7: 1F F2 A7 00          Set Object: NPC #11 ---> Command: Set object to movement: $00A7
DF/15CB: FE                   Return


EVENT [622] ------------------------------------------------------------>
DF/15CC: BA 15                Store value at 00:702A to 00:7000
DF/15CE: BB 1A                Store value at 00:7000 to 00:7034
DF/15D0: A0 22                Set event flag memory address 00:7044 Bit 2
DF/15D2: 14 FD                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FD>
DF/15D4: 14 F1 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/15D7: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/15DA: 7F 30 00             Object jumps (with sound effect) #$0030 units
   DF/15DD: 10 41                Set transition flag, x2 speed
   DF/15DF: 44                   <UNKNOWN COMMAND $44>
   DF/15E0: 01                   Clear Bit 7 of current object (disable object visibility)
DF/15E1: BA 14                Store value at 00:7028 to 00:7000
DF/15E3: B5 08                Store value at 00:7000 to 00:70A8
DF/15E5: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/15E7: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DF/15E9: 0C FA                Set Object: BG1,2,3 + MARIO + NPC ---> Command: Remove movement effects
DF/15EB: 00 1C                Set Object: MARIO ---> Begin action queue for object (Length: 0x1C bytes)
   DF/15ED: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/15F0: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/15F2: 7E 48 00             Object jumps #$0048 units
   DF/15F5: BA 1A                Store value at 00:7034 to 00:700C
   DF/15F7: E2                   <UNKNOWN COMMAND $E2>
   DF/15F8: 00                   Set Bit 7 of current object (enable object visibility)
   DF/15F9: 00                   Set Bit 7 of current object (enable object visibility)
   DF/15FA: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/15FB: 16                   <UNKNOWN COMMAND $16>
   DF/15FC: FD 9E                <UNKNOWN COMMAND $9E>
   DF/15FE: 37                   <UNKNOWN COMMAND $37>
   DF/15FF: F0 07                Frame Duration: 7
   DF/1601: D2 09 16             Jump to address $DF/1609
   DF/1604: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1606: 16                   <UNKNOWN COMMAND $16>
   DF/1607: F0 07                Frame Duration: 7
DF/1609: 0C 0E                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0E bytes)
   DF/160B: 10 43                Set transition flag, x4 speed
   DF/160D: 62 04                Shift object down 4 pixels
   DF/160F: 66 08                Shift object up 8 pixels
   DF/1611: 62 08                Shift object down 8 pixels
   DF/1613: 66 08                Shift object up 8 pixels
   DF/1615: 62 04                Shift object down 4 pixels
   DF/1617: 10 41                Set transition flag, x2 speed
DF/1619: B0 06 05 00          Store #$0005 to 00:700C
DF/161D: D4 04                Start code block, repeat 4 times
DF/161F: BA 15                Store value at 00:702A to 00:7000
DF/1621: E2 00 00 2D 16       If value at 00:7000 = #$0000, jump to address $DF/162D
DF/1626: 3E 11 00 2D 16       <UNKNOWN COMMAND: pointer to address $162D>
DF/162B: B3 15                Decrement 00:702A
DF/162D: F0 00                Duration: 0 frames
DF/162F: B2 06                Increment 00:700C
DF/1631: D7                   End of code block
DF/1632: F0 02                Duration: 2 frames
DF/1634: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/1636: 09                   Reset all object properties to default
DF/1637: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/1639: 00 FB                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $FB>
DF/163B: 0C FB                Set Object: BG1,2,3 + MARIO + NPC ---> Command: <UNKNOWN COMMAND $FB>
DF/163D: A4 22                Clear event flag memory address 00:7044 Bit 2
DF/163F: FE                   Return


EVENT [623] ------------------------------------------------------------>
DF/1640: A5 C2                Clear event flag memory address 00:7078 Bit 2
DF/1642: B0 12 00 00          Store #$0000 to 00:7024
DF/1646: B0 13 16 00          Store #$0016 to 00:7026
DF/164A: B0 14 15 00          Store #$0015 to 00:7028
DF/164E: 40 31 26             Execute event id $2631 simultaneously with the following commands
DF/1651: 35 FF                Enable Overworld Menu
DF/1653: 34 00                Change directional maneuverability: 
DF/1655: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/1657: 10 44                Set transition flag, x8 speed
   DF/1659: 52 04                Shift object down 64 pixels
DF/165B: FD 31                Screen doesn't move with MARIO
DF/165D: C8 95                <UNKNOWN COMMAND $C8>
DF/165F: 1D F3 AA 00          Set Object: NPC #9 ---> Command: Set object to movement: $00AA
DF/1663: 15 0B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/1665: 10 44                Set transition flag, x8 speed
   DF/1667: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/1669: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/166C: 63 04                Shift object down-left 4 pixels
   DF/166E: 57 02                Shift object up-right 32 pixels
DF/1670: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/1672: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/1674: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/1677: 70                   Simultaneously lighten screen from black with following commands
DF/1678: 00 13                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes)
   DF/167A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/167C: 92 0D 10 11          Place object at on-screen coords: (416,128) Z=272
   DF/1680: 73                   Object faces down-left
   DF/1681: F0 08                Frame Duration: 8
   DF/1683: 13 02                Layering priority: Object overlaps MARIO
   DF/1685: 08 43 08             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/1688: 7E 00 00             Object jumps #$0000 units
   DF/168B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DF/168D: 15 87                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/168F: 10 40                Set transition flag, x1 speed
   DF/1691: 53 02                Shift object down-left 32 pixels
   DF/1693: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1695: 16                   <UNKNOWN COMMAND $16>
DF/1696: 0C 0E                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0E bytes)
   DF/1698: 10 43                Set transition flag, x4 speed
   DF/169A: 62 04                Shift object down 4 pixels
   DF/169C: 66 08                Shift object up 8 pixels
   DF/169E: 62 08                Shift object down 8 pixels
   DF/16A0: 66 08                Shift object up 8 pixels
   DF/16A2: 62 04                Shift object down 4 pixels
   DF/16A4: 10 41                Set transition flag, x2 speed
DF/16A6: 00 94                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DF/16A8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/16AA: 7E 40 00             Object jumps #$0040 units
   DF/16AD: 10 80                Set sequence flag, x1 speed
   DF/16AF: 08 43 06             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/16B2: F0 13                Frame Duration: 19
   DF/16B4: 09                   Reset all object properties to default
   DF/16B5: 10 81                Set sequence flag, x2 speed
   DF/16B7: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/16B8: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/16BA: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/16BC: 89                   <UNKNOWN COMMAND $89>
DF/16BD: EA 01 1A             If Bit 1 of 00:70A0,x set, jump to address $DF/1A01
DF/16C0: 89                   <UNKNOWN COMMAND $89>
DF/16C1: EA 02 1A             If Bit 1 of 00:70A0,x set, jump to address $DF/1A02
DF/16C4: 89                   <UNKNOWN COMMAND $89>
DF/16C5: EA 03 1A             If Bit 1 of 00:70A0,x set, jump to address $DF/1A03
DF/16C8: 89                   <UNKNOWN COMMAND $89>
DF/16C9: EA 04 1A             If Bit 1 of 00:70A0,x set, jump to address $DF/1A04
DF/16CC: 89                   <UNKNOWN COMMAND $89>
DF/16CD: EA 05 1A             If Bit 1 of 00:70A0,x set, jump to address $DF/1A05
DF/16D0: 89                   <UNKNOWN COMMAND $89>
DF/16D1: EA 06 1A             If Bit 1 of 00:70A0,x set, jump to address $DF/1A06
DF/16D4: 89                   <UNKNOWN COMMAND $89>
DF/16D5: EA 07 1A             If Bit 1 of 00:70A0,x set, jump to address $DF/1A07
DF/16D8: F0 0F                Duration: 15 frames
DF/16DA: 20 92                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/16DC: FD 0F 03             Object overlaps BG1 & BG2
   DF/16DF: 92 08 04 00          Place object at on-screen coords: (256,32) Z=0
   DF/16E3: 00                   Set Bit 7 of current object (enable object visibility)
   DF/16E4: 10 C1                Set transition and sequence flags, x2 speed
   DF/16E6: 51 08                Shift object down-right 128 pixels
   DF/16E8: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/16EB: 7F 40 00             Object jumps (with sound effect) #$0040 units
DF/16EE: 9C 57                Play sound effect #$57
DF/16F0: 60 1A 84 62          Run Dialogue $041A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


  Now for the barrel jumping event.<I>

 Need some pointers?
  >>   (Sure, why not?)
  >>   (No thanks)<I><END>


DF/16F4: 66 85 17             If 2nd option chosen from dialogue prompt, jump to address $DF/1785
DF/16F7: A0 20                Set event flag memory address 00:7044 Bit 0
DF/16F9: 60 1B 84 62          Run Dialogue $041B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Time your jumps and grab coins
 along the way.<I>

DF/16FD: FD 42                <UNKNOWN COMMAND $FD 42>
DF/16FF: 17 0C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0C bytes)
   DF/1701: 92 0B 13 0A          Place object at on-screen coords: (368,152) Z=160
   DF/1705: 13 03                Layering priority: ...
   DF/1707: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/1708: 00                   Set Bit 7 of current object (enable object visibility)
   DF/1709: 10 C0                Set transition and sequence flags, x1 speed
   DF/170B: 57 03                Shift object up-right 48 pixels
DF/170D: 18 0C                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0C bytes)
   DF/170F: 92 0A 15 0A          Place object at on-screen coords: (336,168) Z=160
   DF/1713: 13 03                Layering priority: ...
   DF/1715: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/1716: 00                   Set Bit 7 of current object (enable object visibility)
   DF/1717: 10 C0                Set transition and sequence flags, x1 speed
   DF/1719: 57 05                Shift object up-right 80 pixels
DF/171B: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/171D: F0 27                Frame Duration: 39
   DF/171F: D4 01                Start code block, repeat 1 times
   DF/1721: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/1724: F0 1F                Frame Duration: 31
   DF/1726: D7                   End of code block
DF/1727: FD 40                <UNKNOWN COMMAND $FD 40>
DF/1729: B3 15                Decrement 00:702A
DF/172B: B3 15                Decrement 00:702A
DF/172D: 62 1C 84             Run Dialogue $041C (Wait until complete)
                              Duration: forever



 Jump onto the next barrel before
 they collide.<I>

DF/1730: 16 13                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x13 bytes)
   DF/1732: B0 0B 09 00          Store #$0009 to 00:7016
   DF/1736: B0 0C 17 00          Store #$0017 to 00:7018
   DF/173A: B0 0D 00 00          Store #$0000 to 00:701A
   DF/173E: 9A                   <UNKNOWN COMMAND $9A>
   DF/173F: 10 40                Set transition flag, x1 speed
   DF/1741: 57 05                Shift object up-right 80 pixels
   DF/1743: 67 04                Shift object up-right 4 pixels
DF/1745: 1E F2 AA 00          Set Object: NPC #10 ---> Command: Set object to movement: $00AA
DF/1749: F0 56                Duration: 86 frames
DF/174B: 0C 0A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes)
   DF/174D: 10 43                Set transition flag, x4 speed
   DF/174F: 62 04                Shift object down 4 pixels
   DF/1751: 66 08                Shift object up 8 pixels
   DF/1753: 62 04                Shift object down 4 pixels
   DF/1755: 10 41                Set transition flag, x2 speed
DF/1757: 00 11                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes)
   DF/1759: FD 9E                <UNKNOWN COMMAND $9E>
   DF/175B: 31 7E 40             <UNKNOWN COMMAND $31>
   DF/175E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/175F: 10 80                Set sequence flag, x1 speed
   DF/1761: 08 43 06             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/1764: 10 41                Set transition flag, x2 speed
   DF/1766: 51 02                Shift object down-right 32 pixels
   DF/1768: 73                   Object faces down-left
   DF/1769: 09                   Reset all object properties to default
DF/176A: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/176C: 10 41                Set transition flag, x2 speed
   DF/176E: 51 02                Shift object down-right 32 pixels
DF/1770: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/1772: 57 04                Shift object up-right 64 pixels
   DF/1774: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1775: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/1777: 62 1D 84             Run Dialogue $041D (Wait until complete)
                              Duration: forever



 Miss it and you'll change course.<I>

DF/177A: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/177C: 06                   Set "moon-walk" Bits
   DF/177D: 55 02                Shift object up-left 32 pixels
   DF/177F: 73                   Object faces down-left
   DF/1780: 07                   Clear "moon-walk" Bits
DF/1781: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/1783: 55 02                Shift object up-left 32 pixels
DF/1785: 62 1E A4             Run Dialogue $041E (Wait until complete)
                              Duration: forever



 Well it looks like you're ready,
 so I'll send you on your way!<I><END>


DF/1788: 9C 57                Play sound effect #$57
DF/178A: DC 20 A6 17          If event flag memory address 00:7044 Bit 0 clear, jump to address $DF/17A6
DF/178E: 20 92                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/1790: 09                   Reset all object properties to default
   DF/1791: 73                   Object faces down-left
   DF/1792: F0 04                Frame Duration: 4
   DF/1794: 55 03                Shift object up-left 48 pixels
   DF/1796: F0 13                Frame Duration: 19
   DF/1798: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/179B: F0 13                Frame Duration: 19
   DF/179D: 51 03                Shift object down-right 48 pixels
   DF/179F: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DF/17A2: 60 1F A4 62          Run Dialogue $041F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Almost forgot to tell you!
 Leap over the fish that pop up or
 you'll lose coins!<I><END>


DF/17A6: 20 84                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/17A8: 09                   Reset all object properties to default
   DF/17A9: 55 05                Shift object up-left 80 pixels
   DF/17AB: 01                   Clear Bit 7 of current object (disable object visibility)
DF/17AC: 89                   <UNKNOWN COMMAND $89>
DF/17AD: EA 01 31             If Bit 1 of 00:70A0,x set, jump to address $DF/3101
DF/17B0: 89                   <UNKNOWN COMMAND $89>
DF/17B1: EA 02 32             If Bit 1 of 00:70A0,x set, jump to address $DF/3202
DF/17B4: 89                   <UNKNOWN COMMAND $89>
DF/17B5: EA 03 33             If Bit 1 of 00:70A0,x set, jump to address $DF/3303
DF/17B8: 89                   <UNKNOWN COMMAND $89>
DF/17B9: EA 04 34             If Bit 1 of 00:70A0,x set, jump to address $DF/3404
DF/17BC: 89                   <UNKNOWN COMMAND $89>
DF/17BD: EA 05 35             If Bit 1 of 00:70A0,x set, jump to address $DF/3505
DF/17C0: 89                   <UNKNOWN COMMAND $89>
DF/17C1: EA 06 36             If Bit 1 of 00:70A0,x set, jump to address $DF/3606
DF/17C4: 89                   <UNKNOWN COMMAND $89>
DF/17C5: EA 07 37             If Bit 1 of 00:70A0,x set, jump to address $DF/3707
DF/17C8: F0 0F                Duration: 15 frames
DF/17CA: 15 F2 51 02          Set Object: NPC #1 ---> Command: Set object to movement: $0251
DF/17CE: 00 F2 51 02          Set Object: MARIO ---> Command: Set object to movement: $0251
DF/17D2: 0C F2 50 02          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0250
DF/17D6: FD 42                <UNKNOWN COMMAND $FD 42>
DF/17D8: 34 A0                Change directional maneuverability: 
DF/17DA: F0 00                Duration: 0 frames
DF/17DC: D8 27 FB 17          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/17FB
DF/17E0: D9 C2 9A 18          If event flag memory address 00:7078 Bit 2 set, jump to address $DF/189A
DF/17E4: CB                   Store joypad register to 00:7000,00:7001
DF/17E5: E7 80 00 ED 17       If memory address 00:7000 Bit $0080 set, jump to address $DF/17ED
DF/17EA: D2 DA 17             Jump to address $DF/17DA
DF/17ED: 3D DA 17             <UNKNOWN COMMAND: pointer to address $17DA>
DF/17F0: A4 24                Clear event flag memory address 00:7044 Bit 4
DF/17F2: DC 25 DA 17          If event flag memory address 00:7044 Bit 5 clear, jump to address $DF/17DA
DF/17F6: A0 24                Set event flag memory address 00:7044 Bit 4
DF/17F8: D2 DA 17             Jump to address $DF/17DA
DF/17FB: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/17FD: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DF/17FF: 0C FA                Set Object: BG1,2,3 + MARIO + NPC ---> Command: Remove movement effects
DF/1801: BA 13                Store value at 00:7026 to 00:7000
DF/1803: B5 09                Store value at 00:7000 to 00:70A9
DF/1805: 3D 3C 18             <UNKNOWN COMMAND: pointer to address $183C>
DF/1808: 34 00                Change directional maneuverability: 
DF/180A: 0C 0A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes)
   DF/180C: 10 43                Set transition flag, x4 speed
   DF/180E: 62 04                Shift object down 4 pixels
   DF/1810: 66 08                Shift object up 8 pixels
   DF/1812: 62 04                Shift object down 4 pixels
   DF/1814: 10 41                Set transition flag, x2 speed
DF/1816: 11 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/1818: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   DF/181A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/181C: 31 7E 40             <UNKNOWN COMMAND $31>
   DF/181F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/1820: 10 80                Set sequence flag, x1 speed
   DF/1822: 08 43 06             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/1825: 00 FB                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $FB>
DF/1827: FD A8 26             Set event flag memory address 00:7044 Bit(s) $6
DF/182A: F0 12                Duration: 18 frames
DF/182C: 0C FB                Set Object: BG1,2,3 + MARIO + NPC ---> Command: <UNKNOWN COMMAND $FB>
DF/182E: F0 00                Duration: 0 frames
DF/1830: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/1832: 10 81                Set sequence flag, x2 speed
   DF/1834: 09                   Reset all object properties to default
DF/1835: B1 16 F6 FF          Add #$FFF6 to 00:702C
DF/1839: D2 D8 17             Jump to address $DF/17D8
DF/183C: BA 14                Store value at 00:7028 to 00:7000
DF/183E: B5 08                Store value at 00:7000 to 00:70A8
DF/1840: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/1842: D8 24 7A 18          If event flag memory address 00:7044 Bit 4 set, jump to address $DF/187A
DF/1846: 34 00                Change directional maneuverability: 
DF/1848: 11 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/184A: F0 00                Duration: 0 frames
DF/184C: 3D 4A 18             <UNKNOWN COMMAND: pointer to address $184A>
DF/184F: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/1851: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1853: 2B 08 40 84 63       <UNKNOWN COMMAND $2B>
   DF/1858: 08 FD A8             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $28
                                 ---> Mirrored: yes
DF/185B: 26 10                Set Object: NPC #18 ---> Begin action queue for object (Length: 0x10 bytes)
   DF/185D: FB                   <UNKNOWN COMMAND $FB>
   DF/185E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/185F: FB                   <UNKNOWN COMMAND $FB>
   DF/1860: F0 08                Frame Duration: 8
   DF/1862: 9C 2B                Play sound effect #$2B
   DF/1864: F0 09                Frame Duration: 9
   DF/1866: 0C FB                XOR Bits $FB of current object address 0A,x
   DF/1868: D4 02                Start code block, repeat 2 times
   DF/186A: 9C 2B                Play sound effect #$2B
   DF/186C: F0 09                Frame Duration: 9
DF/186E: D7                   End of code block
DF/186F: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/1871: 7F 30 00             Object jumps (with sound effect) #$0030 units
   DF/1874: 67 04                Shift object up-right 4 pixels
   DF/1876: 09                   Reset all object properties to default
DF/1877: D2 D8 17             Jump to address $DF/17D8
DF/187A: 0C 02                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes)
   DF/187C: F0 02                Frame Duration: 2
DF/187E: 0C FB                Set Object: BG1,2,3 + MARIO + NPC ---> Command: <UNKNOWN COMMAND $FB>
DF/1880: 00 FF 00             Set Object: MARIO ---> Command: <UNKNOWN COMMAND $FF>
DF/1883: 82                   <UNKNOWN COMMAND $82>
DF/1884: 43                   <UNKNOWN COMMAND $43>
DF/1885: 43                   <UNKNOWN COMMAND $43>
DF/1886: 00 F2 50 02          Set Object: MARIO ---> Command: Set object to movement: $0250
DF/188A: 11 02                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes)
   DF/188C: 10 C1                Set transition and sequence flags, x2 speed
DF/188E: BD 00 14             Exchange values at memory addresses 00:7000 and 00:7028
DF/1891: BD 00 13             Exchange values at memory addresses 00:7000 and 00:7026
DF/1894: BD 00 14             Exchange values at memory addresses 00:7000 and 00:7028
DF/1897: D2 DA 17             Jump to address $DF/17DA
DF/189A: 97 1E 00             <UNKNOWN>
DF/189D: BA 14                Store value at 00:7028 to 00:7000
DF/189F: B5 09                Store value at 00:7000 to 00:70A9
DF/18A1: 11 F2 50 02          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0250
DF/18A5: 00 F2 50 02          Set Object: MARIO ---> Command: Set object to movement: $0250
DF/18A9: 0C FA                Set Object: BG1,2,3 + MARIO + NPC ---> Command: Remove movement effects
DF/18AB: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/18AD: 53 0E                Shift object down-left 224 pixels
DF/18AF: 77 20                Darken screen from black before following commands; Duration: 32 frames
DF/18B1: 68 43 00 14 15 40    Enter area: $0043
                              MARIO will be at coords: (656,168) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/18B7: A5 C9                Clear event flag memory address 00:7079 Bit 1
DF/18B9: A0 19                Set event flag memory address 00:7043 Bit 1
DF/18BB: D0 9E 0D             Execute event id $0D9E subsequently
DF/18BE: FE                   Return


EVENT [624] ------------------------------------------------------------>
DF/18BF: A0 22                Set event flag memory address 00:7044 Bit 2
DF/18C1: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/18C3: 10 F2 D6 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01D6
DF/18C7: B2 15                Increment 00:702A
DF/18C9: A4 22                Clear event flag memory address 00:7044 Bit 2
DF/18CB: FE                   Return


EVENT [625] ------------------------------------------------------------>
DF/18CC: B0 0D 00 00          Store #$0000 to 00:701A
DF/18D0: DC 26 DC 18          If event flag memory address 00:7044 Bit 6 clear, jump to address $DF/18DC
DF/18D4: B1 0B 01 00          Add #$0001 to 00:7016
DF/18D8: B1 0C 02 00          Add #$0002 to 00:7018
DF/18DC: BA 13                Store value at 00:7026 to 00:7000
DF/18DE: B5 08                Store value at 00:7000 to 00:70A8
DF/18E0: 10 FF 10             Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FF>
DF/18E3: F2 53 02             <UNKNOWN COMMAND $F2>
DF/18E6: AD 08 00             Store #$0008 to 00:7000
DF/18E9: B5 08                Store value at 00:7000 to 00:70A8
DF/18EB: 10 F2 AA 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $00AA
DF/18EF: BA 14                Store value at 00:7028 to 00:7000
DF/18F1: B5 08                Store value at 00:7000 to 00:70A8
DF/18F3: 10 FF 00             Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FF>
DF/18F6: FF                   Return all

DF/18F7: D8 26 06 19          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/1906
DF/18FB: 10 F2 54 02          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0254
DF/18FF: 00 F2 54 02          Set Object: MARIO ---> Command: Set object to movement: $0254
DF/1903: D2 0E 19             Jump to address $DF/190E
DF/1906: 10 F2 52 02          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0252
DF/190A: 00 F2 52 02          Set Object: MARIO ---> Command: Set object to movement: $0252
DF/190E: F0 04                Duration: 4 frames
DF/1910: A0 23                Set event flag memory address 00:7044 Bit 3
DF/1912: FE                   Return


EVENT [626] ------------------------------------------------------------>
DF/1913: D8 18 3A 19          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/193A
DF/1917: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/1919: A0 18                Set event flag memory address 00:7043 Bit 0
DF/191B: B2 12                Increment 00:7024
DF/191D: E4 12 01 00 26 19    If value at 00:7024 = #$0001, jump to address $DF/1926
DF/1923: 40 32 66             Execute event id $6632 simultaneously with the following commands
DF/1926: E5 12 02 00 2F 19    If value at 00:7024 = #$0002, jump to address $DF/192F
DF/192C: 97 FF E8             <UNKNOWN>
DF/192F: B0 0B 06 00          Store #$0006 to 00:7016
DF/1933: B0 0C 1D 00          Store #$001D to 00:7018
DF/1937: D0 25 06             Execute event id $0625 subsequently
DF/193A: FE                   Return


EVENT [627] ------------------------------------------------------------>
DF/193B: D8 19 49 19          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/1949
DF/193F: A4 1F                Clear event flag memory address 00:7043 Bit 7
DF/1941: A0 19                Set event flag memory address 00:7043 Bit 1
DF/1943: E4 12 04 00 4A 19    If value at 00:7024 = #$0004, jump to address $DF/194A
DF/1949: FE                   Return

DF/194A: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/194C: 6A 44 84             Modify BGL of area $8444
DF/194F: FE                   Return


EVENT [628] ------------------------------------------------------------>
DF/1950: D8 1A 5E 19          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/195E
DF/1954: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/1956: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/1958: E4 12 04 00 5F 19    If value at 00:7024 = #$0004, jump to address $DF/195F
DF/195E: FE                   Return

DF/195F: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/1961: 6A 44 82             Modify BGL of area $8244
DF/1964: FE                   Return


EVENT [629] ------------------------------------------------------------>
DF/1965: D8 1B 73 19          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/1973
DF/1969: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/196B: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/196D: E4 12 04 00 74 19    If value at 00:7024 = #$0004, jump to address $DF/1974
DF/1973: FE                   Return

DF/1974: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/1976: 6A 44 80             Modify BGL of area $8044
DF/1979: A1 C2                Set event flag memory address 00:7078 Bit 2
DF/197B: FE                   Return


EVENT [62A] ------------------------------------------------------------>
DF/197C: D8 1C 98 19          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/1998
DF/1980: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/1982: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/1984: E4 12 01 00 8D 19    If value at 00:7024 = #$0001, jump to address $DF/198D
DF/198A: 40 32 66             Execute event id $6632 simultaneously with the following commands
DF/198D: B0 0B 18 00          Store #$0018 to 00:7016
DF/1991: B0 0C 39 00          Store #$0039 to 00:7018
DF/1995: D0 25 06             Execute event id $0625 subsequently
DF/1998: FE                   Return


EVENT [62B] ------------------------------------------------------------>
DF/1999: D8 1D AC 19          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/19AC
DF/199D: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/199F: A0 1D                Set event flag memory address 00:7043 Bit 5
DF/19A1: B0 0B 0A 00          Store #$000A to 00:7016
DF/19A5: B0 0C 55 00          Store #$0055 to 00:7018
DF/19A9: D0 25 06             Execute event id $0625 subsequently
DF/19AC: FE                   Return


EVENT [62C] ------------------------------------------------------------>
DF/19AD: D8 1E CB 19          If event flag memory address 00:7043 Bit 6 set, jump to address $DF/19CB
DF/19B1: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/19B3: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/19B5: A0 1E                Set event flag memory address 00:7043 Bit 6
DF/19B7: E4 12 04 00 CB 19    If value at 00:7024 = #$0004, jump to address $DF/19CB
DF/19BD: 40 21 66             Execute event id $6621 simultaneously with the following commands
DF/19C0: B0 0B 1C 00          Store #$001C to 00:7016
DF/19C4: B0 0C 71 00          Store #$0071 to 00:7018
DF/19C8: D0 25 06             Execute event id $0625 subsequently
DF/19CB: FE                   Return


EVENT [62D] ------------------------------------------------------------>
DF/19CC: D8 1F D8 19          If event flag memory address 00:7043 Bit 7 set, jump to address $DF/19D8
DF/19D0: A0 1F                Set event flag memory address 00:7043 Bit 7
DF/19D2: E4 12 04 00 D9 19    If value at 00:7024 = #$0004, jump to address $DF/19D9
DF/19D8: FE                   Return

DF/19D9: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/19DB: 6A 44 86             Modify BGL of area $8644
DF/19DE: FE                   Return


EVENT [62E] ------------------------------------------------------------>
DF/19DF: D8 AC EC 19          If event flag memory address 00:7055 Bit 4 set, jump to address $DF/19EC
DF/19E3: DC 20 EC 19          If event flag memory address 00:7044 Bit 0 clear, jump to address $DF/19EC
DF/19E7: A0 12                Set event flag memory address 00:7042 Bit 2
DF/19E9: F3 2D AB             <UNKNOWN COMMAND $F2>
DF/19EC: D1 41 00             Execute event id $0041
DF/19EF: 68 2D 81 08 64 4E    Enter area: $012D
                              MARIO will be at coords: (256,800) Z=224
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/19F5: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/19F9: FE                   Return


EVENT [62F] ------------------------------------------------------------>
DF/19FA: D9 B0 10 1A          If event flag memory address 00:7076 Bit 0 set, jump to address $DF/1A10
DF/19FE: D1 41 00             Execute event id $0041
DF/1A01: 68 3F 01 08 6E 40    Enter area: $013F
                              MARIO will be at coords: (256,880) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/1A07: A8 08 14             Store #$14 to 00:70A8
DF/1A0A: D1 09 06             Execute event id $0609
DF/1A0D: D0 F7 06             Execute event id $06F7 subsequently
DF/1A10: 10 0F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0F bytes)
   DF/1A12: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/1A15: 10 80                Set sequence flag, x1 speed
   DF/1A17: F0 23                Frame Duration: 35
   DF/1A19: 10 81                Set sequence flag, x2 speed
   DF/1A1B: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1A1D: 0A F0                Store #$F0 to current object address 0A,x
   DF/1A1F: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/1A20: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/1A21: 00 AD                Set Object: MARIO ---> Begin action queue for object (Length: 0x2D bytes) (Wait until complete)
   DF/1A23: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/1A24: 13 03                Layering priority: ...
   DF/1A26: 0C 20                XOR Bits $20 of current object address 0A,x
   DF/1A28: 10 45                Set transition flag, 1/2 speed
   DF/1A2A: 6B 03                <UNKNOWN COMMAND: frame duration=3?>
   DF/1A2C: 10 40                Set transition flag, x1 speed
   DF/1A2E: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DF/1A30: 10 45                Set transition flag, 1/2 speed
   DF/1A32: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DF/1A34: 10 46                Set transition flag, 1/4 speed
   DF/1A36: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DF/1A38: F0 01                Frame Duration: 1
   DF/1A3A: 10 45                Set transition flag, 1/2 speed
   DF/1A3C: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DF/1A3E: F0 08                Frame Duration: 8
   DF/1A40: 10 40                Set transition flag, x1 speed
   DF/1A42: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/1A43: 7E 6C 00             Object jumps #$006C units
   DF/1A46: 0B 20                Set Bits $20 of current object address 0A,x
   DF/1A48: 13 01                Layering priority: Normal
   DF/1A4A: 42                   <UNKNOWN COMMAND $42>
   DF/1A4B: F0 00                Frame Duration: 0
   DF/1A4D: 3D 4B 1A             <UNKNOWN COMMAND $3D: pointer to address $DF/1A4B>
DF/1A50: FE                   Return


EVENT [630] ------------------------------------------------------------>
DF/1A51: A8 3F 25             Store #$25 to 00:70DF
DF/1A54: DE 64 5B 1A          If event flag memory address 00:708C Bit 4 clear, jump to address $DF/1A5B
DF/1A58: A8 3F 2B             Store #$2B to 00:70DF
DF/1A5B: DC 83 62 1A          If event flag memory address 00:7050 Bit 3 clear, jump to address $DF/1A62
DF/1A5F: F2 06 C9             <UNKNOWN COMMAND $F2>
DF/1A62: D8 26 68 1A          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/1A68
DF/1A66: 71                   Lighten screen from black before following commands
DF/1A67: FE                   Return

DF/1A68: A0 7A                Set event flag memory address 00:704F Bit 2
DF/1A6A: A4 86                Clear event flag memory address 00:7050 Bit 6
DF/1A6C: A6 A0                Clear event flag memory address 00:7094 Bit 0
DF/1A6E: A4 87                Clear event flag memory address 00:7050 Bit 7
DF/1A70: A8 0C 00             Store #$00 to 00:70AC
DF/1A73: A6 A2                Clear event flag memory address 00:7094 Bit 2
DF/1A75: A5 DE                Clear event flag memory address 00:707B Bit 6
DF/1A77: A6 A1                Clear event flag memory address 00:7094 Bit 1
DF/1A79: A8 0D 00             Store #$00 to 00:70AD
DF/1A7C: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/1A7E: A0 78                Set event flag memory address 00:704F Bit 0
DF/1A80: F2 07 A9             <UNKNOWN COMMAND $F2>
DF/1A83: F2 07 AB             <UNKNOWN COMMAND $F2>
DF/1A86: F2 07 AD             <UNKNOWN COMMAND $F2>
DF/1A89: F2 08 A9             <UNKNOWN COMMAND $F2>
DF/1A8C: F2 08 AB             <UNKNOWN COMMAND $F2>
DF/1A8F: F2 08 AD             <UNKNOWN COMMAND $F2>
DF/1A92: F2 09 A9             <UNKNOWN COMMAND $F2>
DF/1A95: F2 09 AB             <UNKNOWN COMMAND $F2>
DF/1A98: F2 09 AD             <UNKNOWN COMMAND $F2>
DF/1A9B: F2 06 A9             <UNKNOWN COMMAND $F2>
DF/1A9E: F2 06 AB             <UNKNOWN COMMAND $F2>
DF/1AA1: F2 06 AD             <UNKNOWN COMMAND $F2>
DF/1AA4: F2 06 AF             <UNKNOWN COMMAND $F2>
DF/1AA7: F2 06 B1             <UNKNOWN COMMAND $F2>
DF/1AAA: F2 06 B3             <UNKNOWN COMMAND $F2>
DF/1AAD: F2 06 B5             <UNKNOWN COMMAND $F2>
DF/1AB0: F2 06 B7             <UNKNOWN COMMAND $F2>
DF/1AB3: F2 06 B9             <UNKNOWN COMMAND $F2>
DF/1AB6: F2 06 BB             <UNKNOWN COMMAND $F2>
DF/1AB9: F2 06 BD             <UNKNOWN COMMAND $F2>
DF/1ABC: F2 06 BF             <UNKNOWN COMMAND $F2>
DF/1ABF: F2 06 C1             <UNKNOWN COMMAND $F2>
DF/1AC2: F2 06 C3             <UNKNOWN COMMAND $F2>
DF/1AC5: F2 06 C5             <UNKNOWN COMMAND $F2>
DF/1AC8: F2 06 C7             <UNKNOWN COMMAND $F2>
DF/1ACB: 70                   Simultaneously lighten screen from black with following commands
DF/1ACC: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/1AD0: FE                   Return


EVENT [631] ------------------------------------------------------------>
DF/1AD1: F0 00                Duration: 0 frames
DF/1AD3: DC 23 D1 1A          If event flag memory address 00:7044 Bit 3 clear, jump to address $DF/1AD1
DF/1AD7: D8 18 EA 1A          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/1AEA
DF/1ADB: D8 1C 1C 1B          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/1B1C
DF/1ADF: D8 1D 4E 1B          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/1B4E
DF/1AE3: D8 1E 80 1B          If event flag memory address 00:7043 Bit 6 set, jump to address $DF/1B80
DF/1AE7: D2 D1 1A             Jump to address $DF/1AD1
DF/1AEA: A8 0B 17             Store #$17 to 00:70AB
DF/1AED: B0 0B 1C 07          Store #$071C to 00:7016
DF/1AF1: D3 B2 1B             Jump to address $DF/1BB2
DF/1AF4: B0 0B 20 05          Store #$0520 to 00:7016
DF/1AF8: D3 B2 1B             Jump to address $DF/1BB2
DF/1AFB: B0 0B 22 06          Store #$0622 to 00:7016
DF/1AFF: D3 B2 1B             Jump to address $DF/1BB2
DF/1B02: B0 0B 26 04          Store #$0426 to 00:7016
DF/1B06: D3 B2 1B             Jump to address $DF/1BB2
DF/1B09: B0 0B 2A 02          Store #$022A to 00:7016
DF/1B0D: D3 B2 1B             Jump to address $DF/1BB2
DF/1B10: B0 0B 2E 00          Store #$002E to 00:7016
DF/1B14: D3 B2 1B             Jump to address $DF/1BB2
DF/1B17: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/1B19: D2 D1 1A             Jump to address $DF/1AD1
DF/1B1C: A8 0B 17             Store #$17 to 00:70AB
DF/1B1F: B0 0B 3A 18          Store #$183A to 00:7016
DF/1B23: D3 B2 1B             Jump to address $DF/1BB2
DF/1B26: B0 0B 3C 19          Store #$193C to 00:7016
DF/1B2A: D3 B2 1B             Jump to address $DF/1BB2
DF/1B2D: B0 0B 40 17          Store #$1740 to 00:7016
DF/1B31: D3 B2 1B             Jump to address $DF/1BB2
DF/1B34: B0 0B 44 15          Store #$1544 to 00:7016
DF/1B38: D3 B2 1B             Jump to address $DF/1BB2
DF/1B3B: B0 0B 46 12          Store #$1246 to 00:7016
DF/1B3F: D3 B2 1B             Jump to address $DF/1BB2
DF/1B42: B0 0B 48 13          Store #$1348 to 00:7016
DF/1B46: D3 B2 1B             Jump to address $DF/1BB2
DF/1B49: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/1B4B: D2 D1 1A             Jump to address $DF/1AD1
DF/1B4E: A8 0B 17             Store #$17 to 00:70AB
DF/1B51: B0 0B 56 0A          Store #$0A56 to 00:7016
DF/1B55: D3 B2 1B             Jump to address $DF/1BB2
DF/1B58: B0 0B 58 0B          Store #$0B58 to 00:7016
DF/1B5C: D3 B2 1B             Jump to address $DF/1BB2
DF/1B5F: B0 0B 5C 09          Store #$095C to 00:7016
DF/1B63: D3 B2 1B             Jump to address $DF/1BB2
DF/1B66: B0 0B 5E 06          Store #$065E to 00:7016
DF/1B6A: D3 B2 1B             Jump to address $DF/1BB2
DF/1B6D: B0 0B 60 07          Store #$0760 to 00:7016
DF/1B71: D3 B2 1B             Jump to address $DF/1BB2
DF/1B74: B0 0B 64 05          Store #$0564 to 00:7016
DF/1B78: D3 B2 1B             Jump to address $DF/1BB2
DF/1B7B: A4 1D                Clear event flag memory address 00:7043 Bit 5
DF/1B7D: D2 D1 1A             Jump to address $DF/1AD1
DF/1B80: A8 0B 17             Store #$17 to 00:70AB
DF/1B83: B0 0B 74 1B          Store #$1B74 to 00:7016
DF/1B87: D3 B2 1B             Jump to address $DF/1BB2
DF/1B8A: B0 0B 76 1C          Store #$1C76 to 00:7016
DF/1B8E: D3 B2 1B             Jump to address $DF/1BB2
DF/1B91: B0 0B 78 19          Store #$1978 to 00:7016
DF/1B95: D3 B2 1B             Jump to address $DF/1BB2
DF/1B98: B0 0B 7A 1A          Store #$1A7A to 00:7016
DF/1B9C: D3 B2 1B             Jump to address $DF/1BB2
DF/1B9F: B0 0B 7C 17          Store #$177C to 00:7016
DF/1BA3: D3 B2 1B             Jump to address $DF/1BB2
DF/1BA6: B0 0B 80 15          Store #$1580 to 00:7016
DF/1BAA: D3 B2 1B             Jump to address $DF/1BB2
DF/1BAD: A4 1E                Clear event flag memory address 00:7043 Bit 6
DF/1BAF: D2 D1 1A             Jump to address $DF/1AD1
DF/1BB2: BC 0B 0C             Store value at 00:7016 to 00:7018
DF/1BB5: FD B6 0B F8          Divide value at 00:7016 by 2^8 and store back
DF/1BB9: B0 0D 0A 00          Store #$000A to 00:701A
DF/1BBD: 13 84                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/1BBF: 9A                   <UNKNOWN COMMAND $9A>
   DF/1BC0: 00                   Set Bit 7 of current object (enable object visibility)
   DF/1BC1: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
DF/1BC3: 13 F2 A3 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $00A3
DF/1BC7: AA 0B                Increment 00:70AB
DF/1BC9: F0 01                Duration: 1 frames
DF/1BCB: FE                   Return


EVENT [632] ------------------------------------------------------------>
DF/1BCC: D9 C8 D9 1B          If event flag memory address 00:7079 Bit 0 set, jump to address $DF/1BD9
DF/1BD0: BA 15                Store value at 00:702A to 00:7000
DF/1BD2: C0 1E 00             Compare value at 00:7000 to #$001E
DF/1BD5: EC D9 1B             If Bit 0 of 00:70A0,x set, jump to address $DF/1BD9
DF/1BD8: FE                   Return

DF/1BD9: AC A1 00             Store #$00A1 to 00:7000
DF/1BDC: DC 1C E3 1B          If event flag memory address 00:7043 Bit 4 clear, jump to address $DF/1BE3
DF/1BE0: AD F2 FF             Store #$FFF2 to 00:7000
DF/1BE3: BB 16                Store value at 00:7000 to 00:702C
DF/1BE5: F0 00                Duration: 0 frames
DF/1BE7: D8 22 E5 1B          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/1BE5
DF/1BEB: B3 16                Decrement 00:702C
DF/1BED: E5 16 00 00 E5 1B    If value at 00:702C = #$0000, jump to address $DF/1BE5
DF/1BF3: 14 F2 55 02          Set Object: NPC #0 ---> Command: Set object to movement: $0255
DF/1BF7: 1F F2 A7 00          Set Object: NPC #11 ---> Command: Set object to movement: $00A7
DF/1BFB: FE                   Return


EVENT [633] ------------------------------------------------------------>

EVENT [634] ------------------------------------------------------------>

EVENT [635] ------------------------------------------------------------>
DF/1BFC: D1 41 00             Execute event id $0041
DF/1BFF: 68 8E 00 0A 50 43    Enter area: $008E
                              MARIO will be at coords: (320,640) Z=48
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/1C05: A0 20                Set event flag memory address 00:7044 Bit 0
DF/1C07: D0 BA 06             Execute event id $06BA subsequently

EVENT [636] ------------------------------------------------------------>
DF/1C0A: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/1C0C: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1C0E: 06                   Set "moon-walk" Bits
   DF/1C0F: 65 08                Shift object up-left 8 pixels
   DF/1C11: 0C 04                XOR Bits $4 of current object address 0A,x
DF/1C13: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/1C15: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1C17: 06                   Set "moon-walk" Bits
   DF/1C18: 65 08                Shift object up-left 8 pixels
   DF/1C1A: 0C 04                XOR Bits $4 of current object address 0A,x
DF/1C1C: DC 76 2B 1C          If event flag memory address 00:704E Bit 6 clear, jump to address $DF/1C2B
DF/1C20: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/1C22: 92 18 1E 00          Place object at on-screen coords: (768,240) Z=0
   DF/1C26: 10 44                Set transition flag, x8 speed
   DF/1C28: 60 2E                Shift object right 46 pixels
   DF/1C2A: 73                   Object faces down-left
DF/1C2B: 71                   Lighten screen from black before following commands
DF/1C2C: FE                   Return


EVENT [637] ------------------------------------------------------------>
DF/1C2D: D8 76 7F 1C          If event flag memory address 00:704E Bit 6 set, jump to address $DF/1C7F
DF/1C31: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DF/1C33: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/1C35: 7E 50 00             Object jumps #$0050 units
   DF/1C38: 10 41                Set transition flag, x2 speed
   DF/1C3A: 43                   <UNKNOWN COMMAND $43>
   DF/1C3B: 10 40                Set transition flag, x1 speed
   DF/1C3D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DF/1C3F: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   DF/1C41: 10 41                Set transition flag, x2 speed
   DF/1C43: 51 04                Shift object down-right 64 pixels
   DF/1C45: 52 02                Shift object down 32 pixels
   DF/1C47: 10 40                Set transition flag, x1 speed
DF/1C49: 14 32                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x32 bytes)
   DF/1C4B: 73                   Object faces down-left
   DF/1C4C: 06                   Set "moon-walk" Bits
   DF/1C4D: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1C4F: 31 7F 40             <UNKNOWN COMMAND $31>
   DF/1C52: 00                   Set Bit 7 of current object (enable object visibility)
   DF/1C53: 10 C1                Set transition and sequence flags, x2 speed
   DF/1C55: 51 03                Shift object down-right 48 pixels
   DF/1C57: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1C59: D4 01                Start code block, repeat 1 times
   DF/1C5B: F0 00                Frame Duration: 0
   DF/1C5D: FD 3D 14 5B 1C       <UNKNOWN COMMAND $DF: pointer to address 
   DF/1C62: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1C64: 6D                   <UNKNOWN COMMAND $6D>
   DF/1C65: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/1C68: 60 0E                Shift object right 14 pixels
   DF/1C6A: D7                   End of code block
   DF/1C6B: D4 02                Start code block, repeat 2 times
   DF/1C6D: F0 00                Frame Duration: 0
   DF/1C6F: FD 3D 14 6D 1C       <UNKNOWN COMMAND $DF: pointer to address 
   DF/1C74: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1C76: 6D                   <UNKNOWN COMMAND $6D>
   DF/1C77: 7F 28 00             Object jumps (with sound effect) #$0028 units
   DF/1C7A: 60 06                Shift object right 6 pixels
   DF/1C7C: D7                   End of code block
DF/1C7D: A0 76                Set event flag memory address 00:704E Bit 6
DF/1C7F: FE                   Return


EVENT [638] ------------------------------------------------------------>

EVENT [639] ------------------------------------------------------------>

EVENT [63A] ------------------------------------------------------------>

EVENT [63B] ------------------------------------------------------------>

EVENT [63C] ------------------------------------------------------------>

EVENT [63D] ------------------------------------------------------------>

EVENT [63E] ------------------------------------------------------------>

EVENT [63F] ------------------------------------------------------------>

EVENT [640] ------------------------------------------------------------>

EVENT [641] ------------------------------------------------------------>
DF/1C80: A1 3E                Set event flag memory address 00:7067 Bit 6
DF/1C82: DE 64 8D 1C          If event flag memory address 00:708C Bit 4 clear, jump to address $DF/1C8D
DF/1C86: A8 3F 2B             Store #$2B to 00:70DF
DF/1C89: 4B 2B C0             Lead to World Map Point $C02B
DF/1C8C: FE                   Return

DF/1C8D: A8 3F 25             Store #$25 to 00:70DF
DF/1C90: 4B 25 C0             Lead to World Map Point $C025
DF/1C93: FE                   Return


EVENT [642] ------------------------------------------------------------>

EVENT [643] ------------------------------------------------------------>

EVENT [644] ------------------------------------------------------------>

EVENT [645] ------------------------------------------------------------>

EVENT [646] ------------------------------------------------------------>

EVENT [647] ------------------------------------------------------------>

EVENT [648] ------------------------------------------------------------>

EVENT [649] ------------------------------------------------------------>

EVENT [64A] ------------------------------------------------------------>

EVENT [64B] ------------------------------------------------------------>

EVENT [64C] ------------------------------------------------------------>
DF/1C94: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/1C96: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/1C98: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/1C9A: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/1C9C: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/1C9E: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/1CA0: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
DF/1CA2: 20 F9                Set Object: NPC #12 ---> Command: Remove Object
DF/1CA4: F0 14                Duration: 20 frames
DF/1CA6: A8 0B 19             Store #$19 to 00:70AB
DF/1CA9: D4 03                Start code block, repeat 3 times
DF/1CAB: F8 8B 26 B4 1C       <UNKNOWN COMMAND $F8>
DF/1CB0: 13 F2 7E 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $007E
DF/1CB4: AA 0B                Increment 00:70AB
DF/1CB6: D7                   End of code block
DF/1CB7: F0 ED                Duration: 237 frames
DF/1CB9: A8 0B 1D             Store #$1D to 00:70AB
DF/1CBC: D4 03                Start code block, repeat 3 times
DF/1CBE: F8 8B 26 C7 1C       <UNKNOWN COMMAND $F8>
DF/1CC3: 13 F2 7E 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $007E
DF/1CC7: AA 0B                Increment 00:70AB
DF/1CC9: D7                   End of code block
DF/1CCA: FE                   Return


EVENT [64D] ------------------------------------------------------------>

EVENT [64E] ------------------------------------------------------------>
DF/1CCB: 95 01 60             Fade out music to volume 96; Duration: 1 frames
DF/1CCE: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/1CD0: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DF/1CD3: D8 BC DB 1C          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/1CDB
DF/1CD7: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/1CD9: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/1CDB: 71                   Lighten screen from black before following commands
DF/1CDC: FE                   Return


EVENT [64F] ------------------------------------------------------------>
DF/1CDD: 60 97 A4 D0          Run Dialogue $0497 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


  Bring your unwanted items here!<I>

  We'll exchange your Mushrooms
       and Syrups for points.<I>
        For every 100 points
    you'll get an item in return!<I>

           You can choose
     one of the following gifts
       to take away with you.<I>

  1)A Fright Bomb which allows
     you to make one enemy quiver
     in fright.<I>

  2)A Fire Bomb for a fire
     attack against all enemies.<I>

  3)An Ice Bomb for an ice
     attack against all enemies.<I>

   They're all quite rare and hard
               to come by.<I><END>


DF/1CE1: FE                   Return


EVENT [650] ------------------------------------------------------------>
DF/1CE2: 95 01 60             Fade out music to volume 96; Duration: 1 frames
DF/1CE5: D0 0F 00             Execute event id $000F subsequently

EVENT [651] ------------------------------------------------------------>
DF/1CE8: 60 94 A4 D0          Run Dialogue $0494 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

PA'MOLE: Mario, you're our only
 hope for those kids.
 We're countin' on ya.<I><END>


DF/1CEC: FE                   Return


EVENT [652] ------------------------------------------------------------>
DF/1CED: F0 00                Duration: 0 frames
DF/1CEF: C5 00                <UNKNOWN COMMAND $C5>
DF/1CF1: C0 00 1D             Compare value at 00:7000 to #$1D00
DF/1CF4: EC ED 1C             If Bit 0 of 00:70A0,x set, jump to address $DF/1CED
DF/1CF7: C4 00                <UNKNOWN COMMAND $C4>
DF/1CF9: C0 00 1F             Compare value at 00:7000 to #$1F00
DF/1CFC: ED ED 1C             If Bit 0 of 00:70A0,x clear, jump to address $DF/1CED
DF/1CFF: 34 00                Change directional maneuverability: 
DF/1D01: DD D3 06 1D          If event flag memory address 00:707A Bit 3 clear, jump to address $DF/1D06
DF/1D05: FE                   Return

DF/1D06: A1 D3                Set event flag memory address 00:707A Bit 3
DF/1D08: 9C 1A                Play sound effect #$1A
DF/1D0A: F0 00                Duration: 0 frames
DF/1D0C: 3D 0A 1D             <UNKNOWN COMMAND: pointer to address $1D0A>
DF/1D0F: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/1D11: F0 13                Frame Duration: 19
   DF/1D13: 72                   Object faces down
   DF/1D14: F0 13                Frame Duration: 19
   DF/1D16: 10 83                Set sequence flag, x4 speed
   DF/1D18: 08 40 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/1D1B: F0 1D                Frame Duration: 29
   DF/1D1D: 09                   Reset all object properties to default
   DF/1D1E: 10 C0                Set transition and sequence flags, x1 speed
   DF/1D20: 07                   Clear "moon-walk" Bits
   DF/1D21: 7D                   Object faces down-left
   DF/1D22: 1A                   <UNKNOWN COMMAND $1A>
DF/1D23: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/1D25: 10 43                Set transition flag, x4 speed
   DF/1D27: 90 17 10 00          Objects bounces 0px high to on-screen coords: (736,128)
DF/1D2B: 19 1C                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x1C bytes)
   DF/1D2D: D4 01                Start code block, repeat 1 times
   DF/1D2F: 10 45                Set transition flag, 1/2 speed
   DF/1D31: 45                   <UNKNOWN COMMAND $45>
   DF/1D32: F0 09                Frame Duration: 9
   DF/1D34: 08 10 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/1D37: 43                   <UNKNOWN COMMAND $43>
   DF/1D38: F0 09                Frame Duration: 9
   DF/1D3A: 08 10 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/1D3D: 41                   <UNKNOWN COMMAND $41>
   DF/1D3E: F0 09                Frame Duration: 9
   DF/1D40: 47                   <UNKNOWN COMMAND $47>
   DF/1D41: F0 09                Frame Duration: 9
   DF/1D43: D7                   End of code block
   DF/1D44: 10 81                Set sequence flag, x2 speed
   DF/1D46: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/1D49: 1A B5                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x35 bytes) (Wait until complete)
   DF/1D4B: 08 41 0B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   DF/1D4E: F0 4F                Frame Duration: 79
   DF/1D50: 09                   Reset all object properties to default
   DF/1D51: F0 07                Frame Duration: 7
   DF/1D53: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DF/1D56: F0 2F                Frame Duration: 47
   DF/1D58: 09                   Reset all object properties to default
   DF/1D59: F0 13                Frame Duration: 19
   DF/1D5B: 08 13 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/1D5E: F0 4F                Frame Duration: 79
   DF/1D60: 10 83                Set sequence flag, x4 speed
   DF/1D62: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/1D65: F0 27                Frame Duration: 39
   DF/1D67: 09                   Reset all object properties to default
   DF/1D68: 10 80                Set sequence flag, x1 speed
   DF/1D6A: F0 1D                Frame Duration: 29
   DF/1D6C: 08 40 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DF/1D6F: F0 27                Frame Duration: 39
   DF/1D71: 09                   Reset all object properties to default
   DF/1D72: 71                   Object faces down-right
   DF/1D73: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/1D76: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1D78: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1D7A: 1A                   <UNKNOWN COMMAND $1A>
   DF/1D7B: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/1D7E: F0 17                Frame Duration: 23
DF/1D80: 30                   <UNKNOWN COMMAND $30>
DF/1D81: 1A 06                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/1D83: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/1D86: F0 17                Frame Duration: 23
   DF/1D88: 09                   Reset all object properties to default
DF/1D89: 1B F1 09                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/1D8C: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/1D8E: 10 C1                Set transition and sequence flags, x2 speed
   DF/1D90: 80 1B 2A             Move object to on-screen coords: (864,336)
   DF/1D93: 75                   Object faces up-left
   DF/1D94: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/1D95: 19 F1 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/1D98: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/1D9A: 09                   Reset all object properties to default
   DF/1D9B: 10 C1                Set transition and sequence flags, x2 speed
   DF/1D9D: 80 1A 2C             Move object to on-screen coords: (832,352)
   DF/1DA0: 75                   Object faces up-left
   DF/1DA1: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/1DA2: 1C F1 09                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/1DA5: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/1DA7: 10 C1                Set transition and sequence flags, x2 speed
   DF/1DA9: 80 1B 2B             Move object to on-screen coords: (880,344)
   DF/1DAC: 75                   Object faces up-left
   DF/1DAD: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/1DAE: 17 F1 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/1DB1: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/1DB3: 10 C1                Set transition and sequence flags, x2 speed
   DF/1DB5: 80 1A 2D             Move object to on-screen coords: (848,360)
   DF/1DB8: 75                   Object faces up-left
   DF/1DB9: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/1DBA: 1D F1 09                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/1DBD: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/1DBF: 10 C1                Set transition and sequence flags, x2 speed
   DF/1DC1: 80 1C 2C             Move object to on-screen coords: (896,352)
   DF/1DC4: 75                   Object faces up-left
   DF/1DC5: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/1DC6: 18 F1 89                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/1DC9: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/1DCB: 10 C1                Set transition and sequence flags, x2 speed
   DF/1DCD: 80 1B 2E             Move object to on-screen coords: (864,368)
   DF/1DD0: 75                   Object faces up-left
   DF/1DD1: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/1DD2: 1A 8E                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/1DD4: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/1DD6: 53 02                Shift object down-left 32 pixels
   DF/1DD8: F0 00                Frame Duration: 0
   DF/1DDA: FD 3D 1A D8 1D       <UNKNOWN COMMAND $DF: pointer to address 
   DF/1DDF: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1DE1: 16                   <UNKNOWN COMMAND $16>
DF/1DE2: 0C 8C                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/1DE4: 10 43                Set transition flag, x4 speed
   DF/1DE6: 66 04                Shift object up 4 pixels
   DF/1DE8: 62 08                Shift object down 8 pixels
   DF/1DEA: 66 08                Shift object up 8 pixels
   DF/1DEC: 62 08                Shift object down 8 pixels
   DF/1DEE: 66 04                Shift object up 4 pixels
DF/1DF0: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/1DF2: F0 0F                Frame Duration: 15
   DF/1DF4: 10 40                Set transition flag, x1 speed
   DF/1DF6: 52 02                Shift object down 32 pixels
DF/1DF8: 1A 8B                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/1DFA: 53 02                Shift object down-left 32 pixels
   DF/1DFC: 51 02                Shift object down-right 32 pixels
   DF/1DFE: 10 85                Set sequence flag, 1/2 speed
   DF/1E00: 08 10 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/1E03: F0 63                Frame Duration: 99
DF/1E05: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/1E07: 10 C0                Set transition and sequence flags, x1 speed
   DF/1E09: 45                   <UNKNOWN COMMAND $45>
   DF/1E0A: 77                   Object faces up-right
   DF/1E0B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/1E0C: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/1E0E: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
DF/1E11: 60 44 A4 62          Run Dialogue $0444 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GOOMBA: Bowser, most of our
 allies have run off!
 What will we do?<I><END>


DF/1E15: 1B 05                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/1E17: 10 C1                Set transition and sequence flags, x2 speed
   DF/1E19: 45                   <UNKNOWN COMMAND $45>
   DF/1E1A: 73                   Object faces down-left
   DF/1E1B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/1E1C: 1A 86                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/1E1E: 09                   Reset all object properties to default
   DF/1E1F: F0 0F                Frame Duration: 15
   DF/1E21: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
DF/1E24: 60 45 A4 60          Run Dialogue $0445 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MAGIKOOPA: We've only had
 experience fighting Mario.
 These new guys are too much!<I><END>


DF/1E28: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/1E2A: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/1E2D: F0 2F                Frame Duration: 47
DF/1E2F: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/1E31: 10 41                Set transition flag, x2 speed
   DF/1E33: 41                   <UNKNOWN COMMAND $41>
   DF/1E34: 75                   Object faces up-left
   DF/1E35: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/1E36: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/1E38: 41                   <UNKNOWN COMMAND $41>
   DF/1E39: 75                   Object faces up-left
   DF/1E3A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/1E3B: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/1E3D: 10 86                Set sequence flag, 1/4 speed
   DF/1E3F: 08 40 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
DF/1E42: 60 46 A4 62          Run Dialogue $0446 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Shut up, all of you!<I>

 I'm the biggest, baddest brute
 around, and don't you forget it.<I>
 But if Mario hears that I've been
 kicked out of my own castle...<I>


    My reputation will be ruined!<I>

 Even I have an image to keep up
 you know!<I>

 Let's show 'em who's the boss
 around here.<I><END>


DF/1E46: 1A 14                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/1E48: 10 81                Set sequence flag, x2 speed
   DF/1E4A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/1E4C: 1A                   <UNKNOWN COMMAND $1A>
   DF/1E4D: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DF/1E50: F0 2F                Frame Duration: 47
   DF/1E52: 09                   Reset all object properties to default
   DF/1E53: 10 C0                Set transition and sequence flags, x1 speed
   DF/1E55: 53 05                Shift object down-left 80 pixels
   DF/1E57: 51 04                Shift object down-right 64 pixels
   DF/1E59: 53 03                Shift object down-left 48 pixels
   DF/1E5B: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1E5C: 19 14                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/1E5E: F0 3F                Frame Duration: 63
   DF/1E60: 10 C0                Set transition and sequence flags, x1 speed
   DF/1E62: 55 02                Shift object up-left 32 pixels
   DF/1E64: 08 10 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/1E67: 53 04                Shift object down-left 64 pixels
   DF/1E69: 51 04                Shift object down-right 64 pixels
   DF/1E6B: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1E6D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/1E6F: 53 02                Shift object down-left 32 pixels
   DF/1E71: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1E72: 17 11                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/1E74: F0 3F                Frame Duration: 63
   DF/1E76: 10 C0                Set transition and sequence flags, x1 speed
   DF/1E78: 55 03                Shift object up-left 48 pixels
   DF/1E7A: 53 04                Shift object down-left 64 pixels
   DF/1E7C: 51 04                Shift object down-right 64 pixels
   DF/1E7E: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1E80: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/1E82: 53 02                Shift object down-left 32 pixels
   DF/1E84: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1E85: 18 11                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/1E87: F0 3F                Frame Duration: 63
   DF/1E89: 10 C0                Set transition and sequence flags, x1 speed
   DF/1E8B: 55 04                Shift object up-left 64 pixels
   DF/1E8D: 53 04                Shift object down-left 64 pixels
   DF/1E8F: 51 04                Shift object down-right 64 pixels
   DF/1E91: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1E93: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/1E95: 53 02                Shift object down-left 32 pixels
   DF/1E97: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1E98: 1B 11                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/1E9A: F0 4F                Frame Duration: 79
   DF/1E9C: 10 C0                Set transition and sequence flags, x1 speed
   DF/1E9E: 55 02                Shift object up-left 32 pixels
   DF/1EA0: 53 06                Shift object down-left 96 pixels
   DF/1EA2: 51 04                Shift object down-right 64 pixels
   DF/1EA4: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1EA6: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/1EA8: 53 02                Shift object down-left 32 pixels
   DF/1EAA: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1EAB: 1C 11                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/1EAD: F0 4F                Frame Duration: 79
   DF/1EAF: 10 C0                Set transition and sequence flags, x1 speed
   DF/1EB1: 55 03                Shift object up-left 48 pixels
   DF/1EB3: 53 06                Shift object down-left 96 pixels
   DF/1EB5: 51 04                Shift object down-right 64 pixels
   DF/1EB7: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1EB9: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/1EBB: 53 02                Shift object down-left 32 pixels
   DF/1EBD: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1EBE: 1D 11                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/1EC0: F0 4F                Frame Duration: 79
   DF/1EC2: 10 C0                Set transition and sequence flags, x1 speed
   DF/1EC4: 55 04                Shift object up-left 64 pixels
   DF/1EC6: 53 06                Shift object down-left 96 pixels
   DF/1EC8: 51 04                Shift object down-right 64 pixels
   DF/1ECA: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1ECC: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/1ECE: 53 02                Shift object down-left 32 pixels
   DF/1ED0: 01                   Clear Bit 7 of current object (disable object visibility)
DF/1ED1: F0 2F                Duration: 47 frames
DF/1ED3: D4 11                Start code block, repeat 17 times
DF/1ED5: 9D 2E 82             Play sound effect #$2E; speaker balance: 130
DF/1ED8: F0 0F                Duration: 15 frames
DF/1EDA: D7                   End of code block
DF/1EDB: 9E 00 60             <UNKNOWN>
DF/1EDE: D4 01                Start code block, repeat 1 times
DF/1EE0: 9D 2E 6E             Play sound effect #$2E; speaker balance: 110
DF/1EE3: F0 0F                Duration: 15 frames
DF/1EE5: D7                   End of code block
DF/1EE6: 9E 00 50             <UNKNOWN>
DF/1EE9: D4 01                Start code block, repeat 1 times
DF/1EEB: 9D 2E 5A             Play sound effect #$2E; speaker balance: 90
DF/1EEE: F0 0F                Duration: 15 frames
DF/1EF0: D7                   End of code block
DF/1EF1: 9E 00 40             <UNKNOWN>
DF/1EF4: D4 01                Start code block, repeat 1 times
DF/1EF6: 9D 2E 46             Play sound effect #$2E; speaker balance: 70
DF/1EF9: F0 0F                Duration: 15 frames
DF/1EFB: D7                   End of code block
DF/1EFC: 9E 00 30             <UNKNOWN>
DF/1EFF: D4 01                Start code block, repeat 1 times
DF/1F01: 9D 2E 32             Play sound effect #$2E; speaker balance: 50
DF/1F04: F0 0F                Duration: 15 frames
DF/1F06: D7                   End of code block
DF/1F07: 9E 00 20             <UNKNOWN>
DF/1F0A: D4 01                Start code block, repeat 1 times
DF/1F0C: 9D 2E 1E             Play sound effect #$2E; speaker balance: 30
DF/1F0F: F0 0F                Duration: 15 frames
DF/1F11: D7                   End of code block
DF/1F12: 9B                   Stop sound effect
DF/1F13: 9E 00 7F             <UNKNOWN>
DF/1F16: A8 0B 00             Store #$00 to 00:70AB
DF/1F19: D1 CB 06             Execute event id $06CB
DF/1F1C: 34 FF                Change directional maneuverability: left right down up 
DF/1F1E: FE                   Return


EVENT [653] ------------------------------------------------------------>
DF/1F1F: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DF/1F21: 60 47 A4 D0          Run Dialogue $0447 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 A star dropped into the mountain
 and trapped some kids inside.<I>
 To make things worse, one of the
 men folk be stuck inside too.<I>

 Please Mario, you gotta help us!<I><END>


DF/1F25: D9 D4 90 1F          If event flag memory address 00:707A Bit 4 set, jump to address $DF/1F90
DF/1F29: 15 14                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/1F2B: F0 1D                Frame Duration: 29
   DF/1F2D: 0B 04                Set Bits $4 of current object address 0A,x
   DF/1F2F: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/1F31: 10 C0                Set transition and sequence flags, x1 speed
   DF/1F33: D4 01                Start code block, repeat 1 times
   DF/1F35: 06                   Set "moon-walk" Bits
   DF/1F36: 43                   <UNKNOWN COMMAND $43>
   DF/1F37: F0 0F                Frame Duration: 15
   DF/1F39: 07                   Clear "moon-walk" Bits
   DF/1F3A: 43                   <UNKNOWN COMMAND $43>
   DF/1F3B: F0 09                Frame Duration: 9
   DF/1F3D: 77                   Object faces up-right
   DF/1F3E: D7                   End of code block
DF/1F3F: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/1F41: 10 41                Set transition flag, x2 speed
   DF/1F43: 90 0E 1B 00          Objects bounces 0px high to on-screen coords: (464,216)
DF/1F47: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/1F49: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/1F4B: 50 02                Shift object right 32 pixels
   DF/1F4D: 71                   Object faces down-right
   DF/1F4E: 0B F0                Set Bits $F0 of current object address 0A,x
DF/1F50: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/1F52: 7D                   Object faces down-left
   DF/1F53: 15 14                Clear Bits $7 of current object address 0C,x and set Bit(s) $20
DF/1F55: 8E                   <UNKNOWN COMMAND $8E>
DF/1F56: 0B 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   DF/1F58: 10 81                Set sequence flag, x2 speed
   DF/1F5A: D4 03                Start code block, repeat 3 times
DF/1F5C: 7F                   <UNKNOWN COMMAND $7F>
DF/1F5D: 30                   <UNKNOWN COMMAND $30>
DF/1F5E: 00 F0 13                Set Object: MARIO ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DF/1F61: D7                   End of code block
   DF/1F62: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/1F64: 60 4A                Shift object right 74 pixels
   DF/1F66: A4 60                Clear event flag memory address 00:704C Bit 0
   DF/1F68: 15 8E                Clear Bits $7 of current object address 0C,x and set Bit(s) $142
   DF/1F6A: 10 C1                Set transition and sequence flags, x2 speed
   DF/1F6C: 47                   <UNKNOWN COMMAND $47>
   DF/1F6D: 75                   Object faces up-left
   DF/1F6E: D4 03                Start code block, repeat 3 times
   DF/1F70: 7F 30 00             Object jumps (with sound effect) #$0030 units
   DF/1F73: F0 13                Frame Duration: 19
DF/1F75: D7                   End of code block
DF/1F76: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/1F78: 60 4B                Shift object right 75 pixels
   DF/1F7A: A4 62                Clear event flag memory address 00:704C Bit 2
DF/1F7C: 14 F1 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/1F7F: 77                   Object faces up-right
   DF/1F80: 10 C0                Set transition and sequence flags, x1 speed
   DF/1F82: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/1F83: 15 F1 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/1F86: 77                   Object faces up-right
   DF/1F87: 10 C0                Set transition and sequence flags, x1 speed
   DF/1F89: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/1F8A: 15 F2 88 02          Set Object: NPC #1 ---> Command: Set object to movement: $0288
DF/1F8E: A1 D4                Set event flag memory address 00:707A Bit 4
DF/1F90: 14 FB                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FB>
DF/1F92: FE                   Return


EVENT [654] ------------------------------------------------------------>
DF/1F93: 60 48 A4 D0          Run Dialogue $0448 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I knew it was bad news when that
 star fell on the mountain.<I>
 Sure enough, it's causin' trouble!<I><END>


DF/1F97: FE                   Return


EVENT [655] ------------------------------------------------------------>
DF/1F98: 60 49 A4 D0          Run Dialogue $0449 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The men folk are doin' their best
 from the inside.
 I'm diggin' in from the outside...<I>
 We got to help 'em folks out.<I><END>


DF/1F9C: FE                   Return


EVENT [656] ------------------------------------------------------------>
DF/1F9D: DC 24 D1 1F          If event flag memory address 00:7044 Bit 4 clear, jump to address $DF/1FD1
DF/1FA1: CB                   Store joypad register to 00:7000,00:7001
DF/1FA2: E3 04 00 D1 1F       If value at 00:7000 != #$0004, jump to address $DF/1FD1
DF/1FA7: CA                   Store held joypad register to 00:7000,00:7001
DF/1FA8: E3 04 00 D1 1F       If value at 00:7000 != #$0004, jump to address $DF/1FD1
DF/1FAD: 9C 20                Play sound effect #$20
DF/1FAF: 00 95                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DF/1FB1: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/1FB3: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/1FB5: 08 41 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DF/1FB8: 10 45                Set transition flag, 1/2 speed
   DF/1FBA: 80 03 3E             Move object to on-screen coords: (96,496)
   DF/1FBD: D4 0B                Start code block, repeat 11 times
   DF/1FBF: 00                   Set Bit 7 of current object (enable object visibility)
   DF/1FC0: F0 01                Frame Duration: 1
   DF/1FC2: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/1FC3: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DF/1FC5: D7                   End of code block
DF/1FC6: A2 B5                Set event flag memory address 00:7096 Bit 5
DF/1FC8: 84                   <UNKNOWN COMMAND $84>
DF/1FC9: 87                   <UNKNOWN COMMAND $87>
DF/1FCA: C4 68                <UNKNOWN COMMAND $C4>
DF/1FCC: 45 80 09             <UNKNOWN COMMAND $45>
DF/1FCF: 6C                   <UNKNOWN COMMAND $6C>
DF/1FD0: 40 FE D8             Execute event id $D8FE simultaneously with the following commands

EVENT [657] ------------------------------------------------------------>
DF/1FD3: 87                   <UNKNOWN COMMAND $87>
DF/1FD4: 1C 31                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x31 bytes)
   DF/1FD6: FE                   Return Queue


EVENT [658] ------------------------------------------------------------>
DF/1FD7: DC BC E2 1F          If event flag memory address 00:7057 Bit 4 clear, jump to address $DF/1FE2
DF/1FDB: 60 62 84 D0          Run Dialogue $0462 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 C'mon in, you're the talk of the
 town. They say that you saved
 the kids.<I>


DF/1FDF: D2 E6 1F             Jump to address $DF/1FE6
DF/1FE2: 60 60 84 D0          Run Dialogue $0460 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 C'mon in, don't be shy!<I>
 Everyone's up on the mountain,
 but I'm stuck mindin' the store.<I>


DF/1FE6: 62 61 A4             Run Dialogue $0461 (Wait until complete)
                              Duration: forever

 So, watcha need?<I><END>


DF/1FE9: 4C 04                Open Shop Menu $04
DF/1FEB: 71                   Lighten screen from black before following commands
DF/1FEC: FE                   Return


EVENT [659] ------------------------------------------------------------>
DF/1FED: 60 8B A4 D0          Run Dialogue $048B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You can't get inside Booster's
 Tower very easily. You'll need
 a REALLY strong person for that.<I><END>


DF/1FF1: FE                   Return


EVENT [65A] ------------------------------------------------------------>
DF/1FF2: B4 08                Store value at 00:70A8 to 00:7000
DF/1FF4: B5 0E                Store value at 00:7000 to 00:70AE
DF/1FF6: D8 BC FF 1F          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/1FFF
DF/1FFA: 60 84 A4 D0          Run Dialogue $0484 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 It's an emergency!
 Dyna's trapped in the mines!<I><END>


DF/1FFE: FE                   Return

DF/1FFF: FD 58 89             Store the number of instances in item inventory of item #$89 (Carbo Cookie) to 00:7000
DF/2002: E3 00 00 0F 20       If value at 00:7000 != #$0000, jump to address $DF/200F
DF/2007: FD 58 8A             Store the number of instances in item inventory of item #$8A (Shiny Stone ) to 00:7000
DF/200A: E3 00 00 14 20       If value at 00:7000 != #$0000, jump to address $DF/2014
DF/200F: 60 86 A4 D0          Run Dialogue $0486 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're a hero, Mario!
 If it weren't for you, Dyna would
 still be inside that mountain!<I><END>


DF/2013: FE                   Return

DF/2014: 60 87 A4 D0          Run Dialogue $0487 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

What a nice Shiny Stone.
I'll trade you my Carbo Cookie!<I>
  >>   (Okay)
  >>   (No thanks)<I><END>


DF/2018: 66 31 20             If 2nd option chosen from dialogue prompt, jump to address $DF/2031
DF/201B: F0 09                Duration: 9 frames
DF/201D: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/2021: 51 8A                Remove item in inventory: #$8A (Shiny Stone )
DF/2023: 60 88 A4 D0          Run Dialogue $0488 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Gracious, what a deal!
 Well here you go.<I><END>


DF/2027: A8 07 89             Store #$89 to 00:70A7
DF/202A: AC 89 04             Store #$0489 to 00:7000
DF/202D: D1 F3 0E             Execute event id $0EF3
DF/2030: FE                   Return

DF/2031: F0 09                Duration: 9 frames
DF/2033: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/2037: 60 7C A4 D0          Run Dialogue $047C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're such a Scrooge!<I><END>


DF/203B: FE                   Return


EVENT [65B] ------------------------------------------------------------>
DF/203C: 95 01 60             Fade out music to volume 96; Duration: 1 frames
DF/203F: DC BC 5B 20          If event flag memory address 00:7057 Bit 4 clear, jump to address $DF/205B
DF/2043: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DF/2045: 14 F2 A0 00          Set Object: NPC #0 ---> Command: Set object to movement: $00A0
DF/2049: DC 11 53 20          If event flag memory address 00:7042 Bit 1 clear, jump to address $DF/2053
DF/204D: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DF/204F: 15 F2 A0 00          Set Object: NPC #1 ---> Command: Set object to movement: $00A0
DF/2053: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DF/2055: 16 F2 A0 00          Set Object: NPC #2 ---> Command: Set object to movement: $00A0
DF/2059: 71                   Lighten screen from black before following commands
DF/205A: FE                   Return

DF/205B: DC B1 65 20          If event flag memory address 00:7056 Bit 1 clear, jump to address $DF/2065
DF/205F: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DF/2061: 14 F2 A0 00          Set Object: NPC #0 ---> Command: Set object to movement: $00A0
DF/2065: DC B3 6F 20          If event flag memory address 00:7056 Bit 3 clear, jump to address $DF/206F
DF/2069: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DF/206B: 15 F2 A0 00          Set Object: NPC #1 ---> Command: Set object to movement: $00A0
DF/206F: 71                   Lighten screen from black before following commands
DF/2070: FE                   Return


EVENT [65C] ------------------------------------------------------------>
DF/2071: 42 84 20 84 20       <UNKNOWN COMMAND $42>
DF/2076: D8 BC 7F 20          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/207F
DF/207A: 60 85 A4 D0          Run Dialogue $0485 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Dyna went to the mountain with
 little Mite.<I>
 But a star crashed into the
 mountain, and now they be trapped!<I><END>


DF/207E: FE                   Return

DF/207F: 60 8A A4 D0          Run Dialogue $048A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey Mister!
 Didja ride on my Pa's trolley?
 He says I'm too young to ride it.<I><END>


DF/2083: FE                   Return

DF/2084: CA                   Store held joypad register to 00:7000,00:7001
DF/2085: FD B0 F0 00          Isolate Bits $00F0 of 00:7000
DF/2089: E2 F0 00 00 0C       If value at 00:7000 = #$00F0, jump to address $DF/0C00
DF/208E: FE                   Return


EVENT [65D] ------------------------------------------------------------>
DF/208F: D9 D5 98 20          If event flag memory address 00:707A Bit 5 set, jump to address $DF/2098
DF/2093: 60 50 A4 D0          Run Dialogue $0450 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MA'MOLE: I wonder how those
 kids're doing?
 Sure wish they'd hurry home!<I><END>


DF/2097: FE                   Return

DF/2098: D8 11 AF 20          If event flag memory address 00:7042 Bit 1 set, jump to address $DF/20AF
DF/209C: D9 DB AF 20          If event flag memory address 00:707B Bit 3 set, jump to address $DF/20AF
DF/20A0: 60 8D A4 D0          Run Dialogue $048D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MA'MOLE: Seen our roof yet?<I>
 Pa fixed it up and now he's back
 to work at the mountain.<I>
 He's singin' Moleville Blues{music}
 and putting in a hard day's work.<I><END>


DF/20A4: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/20A6: 08 42 89             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/20A9: F0 3B                Frame Duration: 59
   DF/20AB: 09                   Reset all object properties to default
DF/20AC: A1 DB                Set event flag memory address 00:707B Bit 3
DF/20AE: FE                   Return

DF/20AF: 60 5D A4 D0          Run Dialogue $045D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MA'MOLE: I reckon Dyna's taken
 a liking to you Mario.<I><END>


DF/20B3: FE                   Return


EVENT [65E] ------------------------------------------------------------>
DF/20B4: 60 5E A4 D0          Run Dialogue $045E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

PA'MOLE: If you need anything,
 don't be no stranger now.<I>

 I'll be heading back to the mountain
 after fixin' the roof, but you come
 back and see us again, you hear?<I><END>


DF/20B8: FE                   Return


EVENT [65F] ------------------------------------------------------------>
DF/20B9: 60 5F A4 D0          Run Dialogue $045F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

DYNA: That trolley ride was fun!
 Can we go again?<I><END>


DF/20BD: FE                   Return


EVENT [660] ------------------------------------------------------------>
DF/20BE: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/20C0: 10 C1                Set transition and sequence flags, x2 speed
   DF/20C2: 90 18 2C 08          Objects bounces 8px high to on-screen coords: (768,352)
   DF/20C6: 78                   Object faces down
DF/20C7: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/20C9: 7D                   Object faces down-left
   DF/20CA: 17                   <UNKNOWN COMMAND $17>
DF/20CB: 60 70 A4 D7          Run Dialogue $0470 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We'll take care of the trolley,
 so don't bother with it.<I><END>


DF/20CF: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/20D1: 10 C5                Set transition and sequence flags, 1/2 speed
   DF/20D3: 90 19 28 08          Objects bounces 8px high to on-screen coords: (800,320)
   DF/20D7: 73                   Object faces down-left
DF/20D8: FE                   Return


EVENT [661] ------------------------------------------------------------>
DF/20D9: D9 D9 E7 20          If event flag memory address 00:707B Bit 1 set, jump to address $DF/20E7
DF/20DD: DC BC E7 20          If event flag memory address 00:7057 Bit 4 clear, jump to address $DF/20E7
DF/20E1: 60 43 A4 D0          Run Dialogue $0443 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 A fella named Toad something or
 other came by, mumbling about
 music.<I>

 He didn't stay here, but went
 to Tadpole Pond, over yonder.<I>

 Business ain't so good, you know.
 Any chance you'd want a room?<I><END>


DF/20E5: A1 D9                Set event flag memory address 00:707B Bit 1
DF/20E7: B0 12 0A 00          Store #$000A to 00:7024
DF/20EB: AC 40 04             Store #$0440 to 00:7000
DF/20EE: A8 0E 14             Store #$14 to 00:70AE
DF/20F1: D3 FE 20             Jump to address $DF/20FE
DF/20F4: D8 18 F9 20          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/20F9
DF/20F8: FE                   Return

DF/20F9: A0 F3                Set event flag memory address 00:705E Bit 3
DF/20FB: D0 18 01             Execute event id $0118 subsequently
DF/20FE: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/2100: 61 80 D0             Run Dialogue from 00:7000
                              <UNKNOWN: $80>
                              Position: top of screen
                              Box Style: Paragraph of floating blue text
DF/2103: BD 00 13             Exchange values at memory addresses 00:7000 and 00:7026
DF/2106: FD 59                Store # of current coins to 00:7000
DF/2108: C1 12                Compare values at memory addresses 00:7024 and 00:7000
DF/210A: EC 15 21             If Bit 0 of 00:70A0,x set, jump to address $DF/2115
DF/210D: BD 00 13             Exchange values at memory addresses 00:7000 and 00:7026
DF/2110: AE                   Increment 00:7000
DF/2111: AE                   Increment 00:7000
DF/2112: 63                   <UNKNOWN COMMAND $63>
DF/2113: A0 FE                Set event flag memory address 00:705F Bit 6
DF/2115: BD 00 13             Exchange values at memory addresses 00:7000 and 00:7026
DF/2118: AE                   Increment 00:7000
DF/2119: 63                   <UNKNOWN COMMAND $63>
DF/211A: A0 66                Set event flag memory address 00:704C Bit 6
DF/211C: 2B 21                Set Object: NPC #23 ---> Begin action queue for object (Length: 0x21 bytes)
   DF/211E: BA 12                Store value at 00:7024 to 00:700C
   DF/2120: FD 53                <UNKNOWN COMMAND $53>
   DF/2122: F0 09                Frame Duration: 9
   DF/2124: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2125: F3 9E 02             <UNKNOWN COMMAND $F3>
   DF/2128: A0 18                Set event flag memory address 00:7043 Bit 0
   DF/212A: FE                   Return Queue

DF/212B: F0 09                Duration: 9 frames
DF/212D: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/2131: FE                   Return


EVENT [662] ------------------------------------------------------------>
DF/2132: D8 BC 3B 21          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/213B
DF/2136: 60 77 A4 D0          Run Dialogue $0477 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 A pretty star crashed down into
 the mountain.<I>
 I wanted to see it, but my Ma told
 me it was too dangerous.<I><END>


DF/213A: FE                   Return

DF/213B: 60 75 A4 D0          Run Dialogue $0475 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Check out Booster's Tower.
 It's filled with neat stuff!<I><END>


DF/213F: FE                   Return


EVENT [663] ------------------------------------------------------------>
DF/2140: D8 BC 49 21          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/2149
DF/2144: 60 78 A4 D0          Run Dialogue $0478 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Ma said she'd go and find out
 what's happening, but she's sure
 takin' her sweet time.<I><END>


DF/2148: FE                   Return

DF/2149: 60 7F A4 D0          Run Dialogue $047F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Ma's off gossipin' again!
 She's been gone for hours.<I><END>


DF/214D: FE                   Return


EVENT [664] ------------------------------------------------------------>
DF/214E: B4 08                Store value at 00:70A8 to 00:7000
DF/2150: B5 0E                Store value at 00:7000 to 00:70AE
DF/2152: D8 74 62 21          If event flag memory address 00:704E Bit 4 set, jump to address $DF/2162
DF/2156: 60 63 84 D0          Run Dialogue $0463 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You hear 'bout my husband?
 He's starting a business using
 that shortcut I dug.<I>
 Plannin' on hanging a sign on it
 and calling it Moleville Mountain
 or something. Menfolk! Hmph!<I>

DF/215A: 62 B8 84             Run Dialogue $04B8 (Wait until complete)
                              Duration: forever



 By the way, do you have any items
 to get rid of?<I>



DF/215D: A0 74                Set event flag memory address 00:704E Bit 4
DF/215F: A8 10 00             Store #$00 to 00:70B0
DF/2162: 60 B9 84 D0          Run Dialogue $04B9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 If you have extra items, we'll take
 them for you.<I>



DF/2166: D3 A2 23             Jump to address $DF/23A2
DF/2169: D8 1A 77 21          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/2177
DF/216D: B4 10                Store value at 00:70B0 to 00:7000
DF/216F: 62 BB 84             Run Dialogue $04BB (Wait until complete)
                              Duration: forever

 You have <$00> points now.


DF/2172: 60 C4 A4 D0          Run Dialogue $04C4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Come on back when you get
 spare items!<I><END>


DF/2176: FE                   Return

DF/2177: D8 13 7E 21          If event flag memory address 00:7042 Bit 3 set, jump to address $DF/217E
DF/217B: 62 BA 84             Run Dialogue $04BA (Wait until complete)
                              Duration: forever

 We ain't no store or nothing, so
 you won't get any money for them,
 but we'll give you points.<I>

 For every 100 points, you'll get
 a gift.<I>

 Look at the sign to see the items
 we offer.<I>



DF/217E: A0 13                Set event flag memory address 00:7042 Bit 3
DF/2180: B4 10                Store value at 00:70B0 to 00:7000
DF/2182: 62 BB 84             Run Dialogue $04BB (Wait until complete)
                              Duration: forever

 You have <$00> points now.


DF/2185: D3 A2 23             Jump to address $DF/23A2
DF/2188: DC 1A 72 21          If event flag memory address 00:7043 Bit 2 clear, jump to address $DF/2172
DF/218C: 60 BC A4 D0          Run Dialogue $04BC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Would you like to trade in an item?<I>
  >>   (Yes)
  >>   (No)<I><END>


DF/2190: 66 9B 23             If 2nd option chosen from dialogue prompt, jump to address $DF/239B
DF/2193: F0 09                Duration: 9 frames
DF/2195: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/2199: D3 A2 23             Jump to address $DF/23A2
DF/219C: DC 1A 72 21          If event flag memory address 00:7043 Bit 2 clear, jump to address $DF/2172
DF/21A0: D8 14 A8 21          If event flag memory address 00:7042 Bit 4 set, jump to address $DF/21A8
DF/21A4: 60 BD A4 D0          Run Dialogue $04BD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Choose an item with the Control
 Pad and enter with A.
 Use B to cancel.<I><END>


DF/21A8: A8 07 60             Store #$60 to 00:70A7
DF/21AB: FD 5E                Store value at 00:70A7 to 00:7000
DF/21AD: E2 00 00 04 22       If value at 00:7000 = #$0000, jump to address $DF/2204
DF/21B2: 9C 57                Play sound effect #$57
DF/21B4: 60 18 84 22          Run Dialogue $0418 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

 

 <ITEM>

DF/21B8: B4 07                Store value at 00:70A7 to 00:7000
DF/21BA: FD B0 0F 00          Isolate Bits $000F of 00:7000
DF/21BE: AD 30 05             Store #$0530 to 00:7000
DF/21C1: 63                   <UNKNOWN COMMAND $63>
DF/21C2: 80                   <UNKNOWN COMMAND $80>
DF/21C3: CB                   Store joypad register to 00:7000,00:7001
DF/21C4: E7 20 00 25 22       If memory address 00:7000 Bit $0020 set, jump to address $DF/2225
DF/21C9: E7 80 00 DD 21       If memory address 00:7000 Bit $0080 set, jump to address $DF/21DD
DF/21CE: E7 08 00 E3 21       If memory address 00:7000 Bit $0008 set, jump to address $DF/21E3
DF/21D3: E7 04 00 04 22       If memory address 00:7000 Bit $0004 set, jump to address $DF/2204
DF/21D8: F0 00                Duration: 0 frames
DF/21DA: D2 C3 21             Jump to address $DF/21C3
DF/21DD: 9C 02                Play sound effect #$02
DF/21DF: 64                   <UNKNOWN COMMAND $64>
DF/21E0: D2 8C 21             Jump to address $DF/218C
DF/21E3: AB 07                Decrement 00:70A7
DF/21E5: B4 07                Store value at 00:70A7 to 00:7000
DF/21E7: FD B0 0F 00          Isolate Bits $000F of 00:7000
DF/21EB: FD B1 60 00          Set Bits $0060 of 00:7000
DF/21EF: B5 07                Store value at 00:7000 to 00:70A7
DF/21F1: E1 07 6D F8 21       If value at 00:70A7 != #$6D, jump to address $DF/21F8
DF/21F6: AB 07                Decrement 00:70A7
DF/21F8: FD 5E                Store value at 00:70A7 to 00:7000
DF/21FA: E2 00 00 E3 21       If value at 00:7000 = #$0000, jump to address $DF/21E3
DF/21FF: 9C 03                Play sound effect #$03
DF/2201: D2 B4 21             Jump to address $DF/21B4
DF/2204: AA 07                Increment 00:70A7
DF/2206: B4 07                Store value at 00:70A7 to 00:7000
DF/2208: FD B0 0F 00          Isolate Bits $000F of 00:7000
DF/220C: FD B1 60 00          Set Bits $0060 of 00:7000
DF/2210: B5 07                Store value at 00:7000 to 00:70A7
DF/2212: E1 07 6D 19 22       If value at 00:70A7 != #$6D, jump to address $DF/2219
DF/2217: AA 07                Increment 00:70A7
DF/2219: FD 5E                Store value at 00:70A7 to 00:7000
DF/221B: E2 00 00 04 22       If value at 00:7000 = #$0000, jump to address $DF/2204
DF/2220: 9C 03                Play sound effect #$03
DF/2222: D2 B4 21             Jump to address $DF/21B4
DF/2225: A0 14                Set event flag memory address 00:7042 Bit 4
DF/2227: 9C 01                Play sound effect #$01
DF/2229: 64                   <UNKNOWN COMMAND $64>
DF/222A: 60 BE 84 D0          Run Dialogue $04BE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Don't want your <ITEM>?
 How many of them do you want to
 trade in?<I>

DF/222E: D8 15 35 22          If event flag memory address 00:7042 Bit 5 set, jump to address $DF/2235
DF/2232: 62 C2 84             Run Dialogue $04C2 (Wait until complete)
                              Duration: forever



 Use the Control Pad to choose how
 many. Confirm with A, or use
 B to cancel.<I>

DF/2235: 64                   <UNKNOWN COMMAND $64>
DF/2236: B0 13 01 00          Store #$0001 to 00:7026
DF/223A: FD 5E                Store value at 00:70A7 to 00:7000
DF/223C: BB 14                Store value at 00:7000 to 00:7028
DF/223E: 9C 57                Play sound effect #$57
DF/2240: BA 13                Store value at 00:7026 to 00:7000
DF/2242: 60 17 84 22          Run Dialogue $0417 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

 

 You have <$00> <ITEM> (s).

DF/2246: CB                   Store joypad register to 00:7000,00:7001
DF/2247: E7 20 00 8F 22       If memory address 00:7000 Bit $0020 set, jump to address $DF/228F
DF/224C: E7 80 00 60 22       If memory address 00:7000 Bit $0080 set, jump to address $DF/2260
DF/2251: E7 08 00 66 22       If memory address 00:7000 Bit $0008 set, jump to address $DF/2266
DF/2256: E7 04 00 7B 22       If memory address 00:7000 Bit $0004 set, jump to address $DF/227B
DF/225B: F0 00                Duration: 0 frames
DF/225D: D2 46 22             Jump to address $DF/2246
DF/2260: 9C 02                Play sound effect #$02
DF/2262: 64                   <UNKNOWN COMMAND $64>
DF/2263: D2 8C 21             Jump to address $DF/218C
DF/2266: BA 13                Store value at 00:7026 to 00:7000
DF/2268: C1 14                Compare values at memory addresses 00:7028 and 00:7000
DF/226A: EB 74 22             If Bit 1 of 00:70A0,x clear, jump to address $DF/2274
DF/226D: 9C 58                Play sound effect #$58
DF/226F: F0 09                Duration: 9 frames
DF/2271: D2 46 22             Jump to address $DF/2246
DF/2274: B2 13                Increment 00:7026
DF/2276: 9C 03                Play sound effect #$03
DF/2278: D2 40 22             Jump to address $DF/2240
DF/227B: E5 13 01 00 88 22    If value at 00:7026 = #$0001, jump to address $DF/2288
DF/2281: 9C 58                Play sound effect #$58
DF/2283: F0 09                Duration: 9 frames
DF/2285: D2 46 22             Jump to address $DF/2246
DF/2288: B3 13                Decrement 00:7026
DF/228A: 9C 03                Play sound effect #$03
DF/228C: D2 40 22             Jump to address $DF/2240
DF/228F: A0 15                Set event flag memory address 00:7042 Bit 5
DF/2291: 9C 01                Play sound effect #$01
DF/2293: 64                   <UNKNOWN COMMAND $64>
DF/2294: BA 13                Store value at 00:7026 to 00:7000
DF/2296: 60 BF 84 D0          Run Dialogue $04BF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 All right, I took <$00> of your
 <ITEM>s.<I>



DF/229A: B4 07                Store value at 00:70A7 to 00:7000
DF/229C: E3 60 00 A8 22       If value at 00:7000 != #$0060, jump to address $DF/22A8
DF/22A1: B0 08 02 00          Store #$0002 to 00:7010
DF/22A5: D2 59 23             Jump to address $DF/2359
DF/22A8: E3 61 00 B4 22       If value at 00:7000 != #$0061, jump to address $DF/22B4
DF/22AD: B0 08 0A 00          Store #$000A to 00:7010
DF/22B1: D2 59 23             Jump to address $DF/2359
DF/22B4: E3 62 00 C0 22       If value at 00:7000 != #$0062, jump to address $DF/22C0
DF/22B9: B0 08 1E 00          Store #$001E to 00:7010
DF/22BD: D2 59 23             Jump to address $DF/2359
DF/22C0: E3 63 00 CC 22       If value at 00:7000 != #$0063, jump to address $DF/22CC
DF/22C5: B0 08 04 00          Store #$0004 to 00:7010
DF/22C9: D2 59 23             Jump to address $DF/2359
DF/22CC: E3 64 00 D8 22       If value at 00:7000 != #$0064, jump to address $DF/22D8
DF/22D1: B0 08 0C 00          Store #$000C to 00:7010
DF/22D5: D2 59 23             Jump to address $DF/2359
DF/22D8: E3 65 00 E4 22       If value at 00:7000 != #$0065, jump to address $DF/22E4
DF/22DD: B0 08 1E 00          Store #$001E to 00:7010
DF/22E1: D2 59 23             Jump to address $DF/2359
DF/22E4: E3 66 00 F0 22       If value at 00:7000 != #$0066, jump to address $DF/22F0
DF/22E9: B0 08 02 00          Store #$0002 to 00:7010
DF/22ED: D2 59 23             Jump to address $DF/2359
DF/22F0: E3 67 00 FC 22       If value at 00:7000 != #$0067, jump to address $DF/22FC
DF/22F5: B0 08 02 00          Store #$0002 to 00:7010
DF/22F9: D2 59 23             Jump to address $DF/2359
DF/22FC: E3 68 00 08 23       If value at 00:7000 != #$0068, jump to address $DF/2308
DF/2301: B0 08 0F 00          Store #$000F to 00:7010
DF/2305: D2 59 23             Jump to address $DF/2359
DF/2308: E3 69 00 14 23       If value at 00:7000 != #$0069, jump to address $DF/2314
DF/230D: B0 08 14 00          Store #$0014 to 00:7010
DF/2311: D2 59 23             Jump to address $DF/2359
DF/2314: E3 6A 00 20 23       If value at 00:7000 != #$006A, jump to address $DF/2320
DF/2319: B0 08 28 00          Store #$0028 to 00:7010
DF/231D: D2 59 23             Jump to address $DF/2359
DF/2320: E3 6B 00 2C 23       If value at 00:7000 != #$006B, jump to address $DF/232C
DF/2325: B0 08 32 00          Store #$0032 to 00:7010
DF/2329: D2 59 23             Jump to address $DF/2359
DF/232C: E3 6C 00 38 23       If value at 00:7000 != #$006C, jump to address $DF/2338
DF/2331: B0 08 28 00          Store #$0028 to 00:7010
DF/2335: D2 59 23             Jump to address $DF/2359
DF/2338: E3 6E 00 44 23       If value at 00:7000 != #$006E, jump to address $DF/2344
DF/233D: B0 08 19 00          Store #$0019 to 00:7010
DF/2341: D2 59 23             Jump to address $DF/2359
DF/2344: E3 6F 00 50 23       If value at 00:7000 != #$006F, jump to address $DF/2350
DF/2349: B0 08 09 00          Store #$0009 to 00:7010
DF/234D: D2 59 23             Jump to address $DF/2359
DF/2350: D4 F9                Start code block, repeat 249 times
DF/2352: 9C 01                Play sound effect #$01
DF/2354: F0 03                Duration: 3 frames
DF/2356: D7                   End of code block
DF/2357: 64                   <UNKNOWN COMMAND $64>
DF/2358: FE                   Return

DF/2359: B4 10                Store value at 00:70B0 to 00:7000
DF/235B: D6 13                Store value at 00:7026 to object memory
DF/235D: B8 08                Add value at 00:7010 to 00:7000
DF/235F: FD 51                Store item to equipment inventory from 00:70A7
DF/2361: D7                   End of code block
DF/2362: BB 15                Store value at 00:7000 to 00:702A
DF/2364: C0 64 00             Compare value at 00:7000 to #$0064
DF/2367: EC 73 23             If Bit 0 of 00:70A0,x set, jump to address $DF/2373
DF/236A: B5 10                Store value at 00:7000 to 00:70B0
DF/236C: 60 C0 84 D0          Run Dialogue $04C0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Let's see.

DF/2370: D2 80 21             Jump to address $DF/2180
DF/2373: 60 C1 A4 D0          Run Dialogue $04C1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 If we total that up, you've got
 <$00> points!<I>

 You have more than 100 points,
 so go ahead and choose an item.<I>

  >>   (Fright Bomb)
  >>   (Fire Bomb)
  >>   (Ice Bomb)<I><END>


DF/2377: 67 82 23 88 23       If 2nd option chosen from dialogue prompt, jump to address $DF/2382
                              If 3rd option chosen from dialogue prompt, jump to address $DF/2388
DF/237C: A8 07 90             Store #$90 to 00:70A7
DF/237F: D2 8B 23             Jump to address $DF/238B
DF/2382: A8 07 71             Store #$71 to 00:70A7
DF/2385: D2 8B 23             Jump to address $DF/238B
DF/2388: A8 07 72             Store #$72 to 00:70A7
DF/238B: 9C 1B                Play sound effect #$1B
DF/238D: 60 C3 A4 01          Run Dialogue $04C3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

      Received <ITEM><I><END>


DF/2391: FD 50                Store item to item inventory from 00:70A7
DF/2393: BA 15                Store value at 00:702A to 00:7000
DF/2395: AD 9C FF             Store #$FF9C to 00:7000
DF/2398: D2 62 23             Jump to address $DF/2362
DF/239B: F0 09                Duration: 9 frames
DF/239D: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/23A1: FE                   Return

DF/23A2: 55                   Store total number of empty slots in item inventory to 00:7000
DF/23A3: C0 1D 00             Compare value at 00:7000 to #$001D
DF/23A6: EC C9 23             If Bit 0 of 00:70A0,x set, jump to address $DF/23C9
DF/23A9: B0 12 00 00          Store #$0000 to 00:7024
DF/23AD: A8 07 60             Store #$60 to 00:70A7
DF/23B0: D4 0E                Start code block, repeat 14 times
DF/23B2: FD 5E                Store value at 00:70A7 to 00:7000
DF/23B4: E2 00 00 BB 23       If value at 00:7000 = #$0000, jump to address $DF/23BB
DF/23B9: B2 12                Increment 00:7024
DF/23BB: AA 07                Increment 00:70A7
DF/23BD: E0 07 6D BB 23       If value at 00:70A7 = #$6D, jump to address $DF/23BB
DF/23C2: D7                   End of code block
DF/23C3: E5 12 00 00 CC 23    If value at 00:7024 = #$0000, jump to address $DF/23CC
DF/23C9: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/23CB: FE                   Return

DF/23CC: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/23CE: FE                   Return


EVENT [665] ------------------------------------------------------------>
DF/23CF: D8 BC D8 23          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/23D8
DF/23D3: 60 79 A4 D0          Run Dialogue $0479 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 My Ma and Pa are helpin' out on
 the mountain.<I><END>


DF/23D7: FE                   Return

DF/23D8: 60 80 A4 D0          Run Dialogue $0480 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Take a ride on Pa's trolley, Mario.<I><END>


DF/23DC: FE                   Return


EVENT [666] ------------------------------------------------------------>
DF/23DD: D8 6F 11 24          If event flag memory address 00:704D Bit 7 set, jump to address $DF/2411
DF/23E1: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DF/23E3: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DF/23E5: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/23E7: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/23E8: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/23EA: 10 C1                Set transition and sequence flags, x2 speed
   DF/23EC: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/23EE: 78                   Object faces down
   DF/23EF: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/23F0: 60 72 A4 D0          Run Dialogue $0472 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You heard?
 There's a rumor that Booster's
 new girlfriend fell from the sky.<I>
 She's supposed to be purty, too,
 just like a princess.<I><END>


DF/23F4: 15 F5 8A 02          Set Object: NPC #1 ---> Command: UNKNOWN COMMAND $F5: movement $028A
DF/23F8: 15 F4 8A 02          Set Object: NPC #1 ---> Command: UNKNOWN COMMAND $F4: movement $028A
DF/23FC: 60 93 A4 62          Run Dialogue $0493 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Now, who would have thought a
 girl could fall out of the sky?
 Maybe it's Princess Toadstool?!<I>
 Nah...<I><END>


DF/2400: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/2402: 0B 50                Set Bits $50 of current object address 0A,x
   DF/2404: 71                   Object faces down-right
   DF/2405: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/2406: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/2408: 0B 50                Set Bits $50 of current object address 0A,x
   DF/240A: 75                   Object faces up-left
   DF/240B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/240C: 14 FB                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FB>
DF/240E: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
DF/2410: FE                   Return

DF/2411: 60 E5 A4 D0          Run Dialogue $04E5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I heard you're on a quest for the
 stars that have been raining down.
 Good luck to ya!<I><END>


DF/2415: FE                   Return


EVENT [667] ------------------------------------------------------------>
DF/2416: D8 6F 1F 24          If event flag memory address 00:704D Bit 7 set, jump to address $DF/241F
DF/241A: 60 73 A4 D0          Run Dialogue $0473 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I knew everything was going to
 be all right when you showed up.<I>
 Thank goodness those kids're safe.
 Good luck findin' that princess
 o' yours soon, too.<I><END>


DF/241E: FE                   Return

DF/241F: 60 E6 A4 D0          Run Dialogue $04E6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Heard the fireworks guy's working
 on a new masterpiece.<I>
 Why don't you buy a few from him
 and cheer him on?<I><END>


DF/2423: FE                   Return


EVENT [668] ------------------------------------------------------------>
DF/2424: B4 08                Store value at 00:70A8 to 00:7000
DF/2426: B5 0E                Store value at 00:7000 to 00:70AE
DF/2428: D9 D7 B5 24          If event flag memory address 00:707A Bit 7 set, jump to address $DF/24B5
DF/242C: D8 6C 36 24          If event flag memory address 00:704D Bit 4 set, jump to address $DF/2436
DF/2430: 60 65 84 D0          Run Dialogue $0465 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 This hole my wife dug is a shortcut
 to the trolley!<I>
 It's an amusement ride and I named
 it Moleville Mountain!
 Ain't that nifty?<I>


DF/2434: A0 6C                Set event flag memory address 00:704D Bit 4
DF/2436: 60 66 84 D0          Run Dialogue $0466 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Drop in here, and you'll be right at
 the trolley tracks.
 It'll only cost ya 10 coins.<I>



DF/243A: FD 59                Store # of current coins to 00:7000
DF/243C: C0 0A 00             Compare value at 00:7000 to #$000A
DF/243F: EC 49 24             If Bit 0 of 00:70A0,x set, jump to address $DF/2449
DF/2442: 62 69 84             Run Dialogue $0469 (Wait until complete)
                              Duration: forever

 Oh shucks, you ain't got the coins!
 Well that's too bad.


DF/2445: 62 68 A4             Run Dialogue $0468 (Wait until complete)
                              Duration: forever

 Be that way.<I><END>


DF/2448: FE                   Return

DF/2449: FD 59                Store # of current coins to 00:7000
DF/244B: C0 1E 00             Compare value at 00:7000 to #$001E
DF/244E: ED 65 24             If Bit 0 of 00:70A0,x clear, jump to address $DF/2465
DF/2451: DC 12 65 24          If event flag memory address 00:7042 Bit 2 clear, jump to address $DF/2465
DF/2455: FD B8                Store value at 7F:F8CD to 00:7000
DF/2457: 62 4D 84             Run Dialogue $044D (Wait until complete)
                              Duration: forever

 The record so far stands at...
 ...uh... <$02>!<I>



DF/245A: 62 95 A4             Run Dialogue $0495 (Wait until complete)
                              Duration: forever

 How about a trolley ride?<I>
  >>   (Pay 10 coins to ride)
  >>   (Wager 30 coins and ride)
  >>   (Don't ride the trolley)<I><END>


DF/245D: 67 91 24 B0 24       If 2nd option chosen from dialogue prompt, jump to address $DF/2491
                              If 3rd option chosen from dialogue prompt, jump to address $DF/24B0
DF/2462: D2 89 24             Jump to address $DF/2489
DF/2465: FD B8                Store value at 7F:F8CD to 00:7000
DF/2467: 62 67 A4             Run Dialogue $0467 (Wait until complete)
                              Duration: forever

 The high score's...
 ...um, oh yeah, <$02>.
 So, you wanna ride it or what?<I>
  >>   (Yes)
  >>   (Nope)<I><END>


DF/246A: 66 AA 24             If 2nd option chosen from dialogue prompt, jump to address $DF/24AA
DF/246D: F0 09                Duration: 9 frames
DF/246F: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/2473: A0 12                Set event flag memory address 00:7042 Bit 2
DF/2475: FD 59                Store # of current coins to 00:7000
DF/2477: C0 1E 00             Compare value at 00:7000 to #$001E
DF/247A: ED 89 24             If Bit 0 of 00:70A0,x clear, jump to address $DF/2489
DF/247D: 60 6A 84 D0          Run Dialogue $046A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 A ticket only costs ya 10 coins,
 or you can wager 30 coins.


DF/2481: 62 6B A4             Run Dialogue $046B (Wait until complete)
                              Duration: forever

 So what'll it be?<I>
  >>   (Pay 10 coins)
  >>   (Wager 30 coins)
  >>   (Listen to an explanation)<I><END>


DF/2484: 67 91 24 A3 24       If 2nd option chosen from dialogue prompt, jump to address $DF/2491
                              If 3rd option chosen from dialogue prompt, jump to address $DF/24A3
DF/2489: AC 0A 00             Store #$000A to 00:7000
DF/248C: A5 D8                Clear event flag memory address 00:707B Bit 0
DF/248E: D2 96 24             Jump to address $DF/2496
DF/2491: AC 1E 00             Store #$001E to 00:7000
DF/2494: A1 D8                Set event flag memory address 00:707B Bit 0
DF/2496: 60 6C A4 D0          Run Dialogue $046C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Right. I got your <$00> coins.
 You just hop right in that hole.<I><END>


DF/249A: 9C 37                Play sound effect #$37
DF/249C: FD 53                Subtract # at 00:7000 from total coins
DF/249E: A0 25                Set event flag memory address 00:7044 Bit 5
DF/24A0: A1 D7                Set event flag memory address 00:707A Bit 7
DF/24A2: FE                   Return

DF/24A3: 60 6D 84 D0          Run Dialogue $046D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 A trolley ticket costs 10 coins.<I>
 But wager 30 coins, an' break the
 record, and you'll get 50 coins!<I>


DF/24A7: D2 81 24             Jump to address $DF/2481
DF/24AA: F0 09                Duration: 9 frames
DF/24AC: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/24B0: 60 68 A4 D0          Run Dialogue $0468 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Be that way.<I><END>


DF/24B4: FE                   Return

DF/24B5: 60 6E A4 D0          Run Dialogue $046E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You paid already, so you can go in.<I><END>


DF/24B9: A0 25                Set event flag memory address 00:7044 Bit 5
DF/24BB: FE                   Return


EVENT [669] ------------------------------------------------------------>
DF/24BC: FD B8                Store value at 7F:F8CD to 00:7000
DF/24BE: 60 71 A4 D0          Run Dialogue $0471 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The record at Moleville Mountain
 stands at <$02>.
 Come back and ride it again.<I>
 When you're tired, just go to the
 inn and rest.<I><END>


DF/24C2: FE                   Return


EVENT [66A] ------------------------------------------------------------>
DF/24C3: D8 3D CC 24          If event flag memory address 00:7047 Bit 5 set, jump to address $DF/24CC
DF/24C7: 60 74 A4 D0          Run Dialogue $0474 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You know Booster?<I>
 He's the weirdo livin' in the tower
 a little way from here.<I><END>


DF/24CB: FE                   Return

DF/24CC: 60 E2 A4 D0          Run Dialogue $04E2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Have you seen the huge hole in the
 cliff at Booster Pass?
 Strange, huh?<I><END>


DF/24D0: FE                   Return


EVENT [66B] ------------------------------------------------------------>
DF/24D1: B4 08                Store value at 00:70A8 to 00:7000
DF/24D3: B5 0E                Store value at 00:7000 to 00:70AE
DF/24D5: 60 64 A4 D0          Run Dialogue $0464 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to my pur-tend store!<I>
 Would you like a Shiny Stone?
  >>   (Sure)
  >>   (Nope)<I><END>


DF/24D9: 66 17 25             If 2nd option chosen from dialogue prompt, jump to address $DF/2517
DF/24DC: F0 09                Duration: 9 frames
DF/24DE: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/24E2: FD 58 8A             Store the number of instances in item inventory of item #$8A (Shiny Stone ) to 00:7000
DF/24E5: E3 00 00 0F 25       If value at 00:7000 != #$0000, jump to address $DF/250F
DF/24EA: FD 58 AC             Store the number of instances in item inventory of item #$AC (Fireworks   ) to 00:7000
DF/24ED: E2 00 00 22 25       If value at 00:7000 = #$0000, jump to address $DF/2522
DF/24F2: 60 0F A5 D0          Run Dialogue $050F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You'll trade your Fireworks?
  >>  (Yes)
  >>  (No)<I><END>


DF/24F6: 66 17 25             If 2nd option chosen from dialogue prompt, jump to address $DF/2517
DF/24F9: F0 09                Duration: 9 frames
DF/24FB: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/24FF: 51 AC                Remove item in inventory: #$AC (Fireworks   )
DF/2501: 60 82 A4 D0          Run Dialogue $0482 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Tank you, pweese come again!<I><END>


DF/2505: A8 07 8A             Store #$8A to 00:70A7
DF/2508: AC 83 04             Store #$0483 to 00:7000
DF/250B: D1 F3 0E             Execute event id $0EF3
DF/250E: FE                   Return

DF/250F: 60 81 84 D0          Run Dialogue $0481 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Sorry, curatives are all gone.


DF/2513: 62 82 A4             Run Dialogue $0482 (Wait until complete)
                              Duration: forever

 Tank you, pweese come again!<I><END>


DF/2516: FE                   Return

DF/2517: F0 09                Duration: 9 frames
DF/2519: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/251D: 60 82 A4 D0          Run Dialogue $0482 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Tank you, pweese come again!<I><END>


DF/2521: FE                   Return

DF/2522: 60 10 A5 D0          Run Dialogue $0510 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 If ya bring me a Fireworks, then
 I'll give you a Shiny Stone.<I><END>


DF/2526: FE                   Return


EVENT [66C] ------------------------------------------------------------>
DF/2527: A8 3F 18             Store #$18 to 00:70DF
DF/252A: 95 01 7F             Fade out music to volume 127; Duration: 1 frames
DF/252D: D8 BC 5A 25          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/255A
DF/2531: DD D3 46 25          If event flag memory address 00:707A Bit 3 clear, jump to address $DF/2546
DF/2535: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/2537: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/2539: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/253B: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/253D: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/253F: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/2541: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/2543: D2 49 25             Jump to address $DF/2549
DF/2546: 40 52 26             Execute event id $2652 simultaneously with the following commands
DF/2549: D9 D4 58 25          If event flag memory address 00:707A Bit 4 set, jump to address $DF/2558
DF/254D: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/254F: 92 14 2D 18          Place object at on-screen coords: (656,360) Z=384
   DF/2553: 77                   Object faces up-right
DF/2554: 15 F2 A0 00          Set Object: NPC #1 ---> Command: Set object to movement: $00A0
DF/2558: 71                   Lighten screen from black before following commands
DF/2559: FE                   Return

DF/255A: 68 6C 00 11 2C 64    Enter area: $006C
                              MARIO will be at coords: (544,352) Z=64
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
DF/2560: DC 11 67 25          If event flag memory address 00:7042 Bit 1 clear, jump to address $DF/2567
DF/2564: 6A 6C 80             Modify BGL of area $806C
DF/2567: 71                   Lighten screen from black before following commands
DF/2568: FE                   Return


EVENT [66D] ------------------------------------------------------------>
DF/2569: B4 08                Store value at 00:70A8 to 00:7000
DF/256B: B5 0E                Store value at 00:7000 to 00:70AE
DF/256D: FD 58 89             Store the number of instances in item inventory of item #$89 (Carbo Cookie) to 00:7000
DF/2570: E3 00 00 7A 25       If value at 00:7000 != #$0000, jump to address $DF/257A
DF/2575: 60 7A A4 D0          Run Dialogue $047A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'm so hungry!
 Sure wish I had a Carbo Cookie.<I><END>


DF/2579: FE                   Return

DF/257A: 60 7B A4 D0          Run Dialogue $047B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Ooh, you have a Carbo Cookie!
 I'm so hungry.
 May I have it, please?<I>
  >>   (Sure)
  >>   (Nope)<I><END>


DF/257E: 66 CE 25             If 2nd option chosen from dialogue prompt, jump to address $DF/25CE
DF/2581: F0 09                Duration: 9 frames
DF/2583: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/2587: 51 89                Remove item in inventory: #$89 (Carbo Cookie)
DF/2589: D8 6A BF 25          If event flag memory address 00:704D Bit 2 set, jump to address $DF/25BF
DF/258D: 60 7D A4 D0          Run Dialogue $047D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Wow, thanks a lot!
 Here you can take this green...<I>

 Oops! I must have dropped it.
 Sorry about that, but come back
 later and I'll find another one.<I><END>


DF/2591: A0 6A                Set event flag memory address 00:704D Bit 2
DF/2593: 10 96                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DF/2595: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2597: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2598: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/259A: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/259D: 10 C0                Set transition and sequence flags, x1 speed
   DF/259F: 71                   Object faces down-right
   DF/25A0: 06                   Set "moon-walk" Bits
   DF/25A1: 52 02                Shift object down 32 pixels
   DF/25A3: DA B7 AB 25          If event flag memory address 00:7096 Bit 7 set, jump to address $DF/25AB
   DF/25A7: 07                   Clear "moon-walk" Bits
   DF/25A8: 78                   Object faces down
   DF/25A9: F0 00                Frame Duration: 0
DF/25AB: DA B7 B5 25          If event flag memory address 00:7096 Bit 7 set, jump to address $DF/25B5
DF/25AF: 60 D0 A4 60          Run Dialogue $04D0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 That bucket's my seat, so don't
 take it, okay?<I><END>


DF/25B3: A2 B7                Set event flag memory address 00:7096 Bit 7
DF/25B5: 10 85                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/25B7: 10 C1                Set transition and sequence flags, x2 speed
   DF/25B9: 51 09                Shift object down-right 144 pixels
   DF/25BB: 01                   Clear Bit 7 of current object (disable object visibility)
DF/25BC: A0 24                Set event flag memory address 00:7044 Bit 4
DF/25BE: FE                   Return

DF/25BF: 60 7E A4 D0          Run Dialogue $047E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Ooh, thanks!
 Since you're so nice, I'll give you
 this green coin.<I><END>


DF/25C3: 9C 5E                Play sound effect #$5E
DF/25C5: 53 01                Add 1 frog coins
DF/25C7: 60 98 A4 42          Run Dialogue $0498 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

        Received a Frog Coin!<I><END>


DF/25CB: A4 6A                Clear event flag memory address 00:704D Bit 2
DF/25CD: FE                   Return

DF/25CE: F0 09                Duration: 9 frames
DF/25D0: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/25D4: 60 7C A4 D0          Run Dialogue $047C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're such a Scrooge!<I><END>


DF/25D8: FE                   Return


EVENT [66E] ------------------------------------------------------------>
DF/25D9: DC 11 E2 25          If event flag memory address 00:7042 Bit 1 clear, jump to address $DF/25E2
DF/25DD: 60 96 A4 D0          Run Dialogue $0496 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Ma and Pa say little ones aren't
 allowed on the trolley.
 I can't wait to get older!<I><END>


DF/25E1: FE                   Return

DF/25E2: 60 76 A4 D0          Run Dialogue $0476 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


     Mi, a name I call myself!<I>


  Ti, a drink of jam and bread!<I>


                Oops!<I>

 That's...not really how it goes.<I>

 I'm just bored.<I>
 But if you go to the mountain,
 they'll sing you the real song.<I><END>


DF/25E6: FE                   Return


EVENT [66F] ------------------------------------------------------------>
DF/25E7: DD D7 12 26          If event flag memory address 00:707A Bit 7 clear, jump to address $DF/2612
DF/25EB: F0 13                Duration: 19 frames
DF/25ED: 9C 31                Play sound effect #$31
DF/25EF: 0C 88                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/25F1: 10 43                Set transition flag, x4 speed
   DF/25F3: 62 08                Shift object down 8 pixels
   DF/25F5: 66 08                Shift object up 8 pixels
   DF/25F7: F0 07                Frame Duration: 7
DF/25F9: 00 F9                Set Object: MARIO ---> Command: Remove Object
DF/25FB: 9C 13                Play sound effect #$13
DF/25FD: F0 1D                Duration: 29 frames
DF/25FF: 77 30                Darken screen from black before following commands; Duration: 48 frames
DF/2601: 68 22 01 13 1B 4C    Enter area: $0122
                              MARIO will be at coords: (624,216) Z=192
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/2607: A0 48                Set event flag memory address 00:7049 Bit 0
DF/2609: 35 00                Disable Overworld Menu
DF/260B: 70                   Simultaneously lighten screen from black with following commands
DF/260C: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/260E: 7E 00 00             Object jumps #$0000 units
DF/2611: FE                   Return

DF/2612: D8 23 27 26          If event flag memory address 00:7044 Bit 3 set, jump to address $DF/2627
DF/2616: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/2618: 90 14 27 14          Objects bounces 20px high to on-screen coords: (656,312)
   DF/261C: 74                   Object faces left
DF/261D: 16 F2 28 00          Set Object: NPC #2 ---> Command: Set object to movement: $0028
DF/2621: 60 6F A4 D6          Run Dialogue $046F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey, whatcha trying to pull, huh?
 You gotta pay me first, or you
 can't ride the trolley.<I><END>


DF/2625: A0 23                Set event flag memory address 00:7044 Bit 3
DF/2627: FE                   Return


EVENT [670] ------------------------------------------------------------>
DF/2628: A8 3F 18             Store #$18 to 00:70DF
DF/262B: D8 26 4F 26          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/264F
DF/262F: D8 27 3C 26          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/263C
DF/2633: 71                   Lighten screen from black before following commands
DF/2634: D4 F9                Start code block, repeat 249 times
DF/2636: 9C 01                Play sound effect #$01
DF/2638: F0 03                Duration: 3 frames
DF/263A: D7                   End of code block
DF/263B: FE                   Return

DF/263C: 70                   Simultaneously lighten screen from black with following commands
DF/263D: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/263F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/2641: 7E C0 00             Object jumps #$00C0 units
   DF/2644: 42                   <UNKNOWN COMMAND $42>
   DF/2645: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DF/2647: F0 00                Duration: 0 frames
DF/2649: 3D 47 26             <UNKNOWN COMMAND: pointer to address $2647>
DF/264C: 9C 3A                Play sound effect #$3A
DF/264E: FE                   Return

DF/264F: A1 D6                Set event flag memory address 00:707A Bit 6
DF/2651: D9 D5 58 26          If event flag memory address 00:707A Bit 5 set, jump to address $DF/2658
DF/2655: D0 73 06             Execute event id $0673 subsequently
DF/2658: A5 D7                Clear event flag memory address 00:707A Bit 7
DF/265A: 68 6C 80 1C 27 64    Enter area: $006C
                              MARIO will be at coords: (912,312) Z=64
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/2660: FE                   Return


EVENT [671] ------------------------------------------------------------>
DF/2661: A8 3F 18             Store #$18 to 00:70DF
DF/2664: 95 01 7F             Fade out music to volume 127; Duration: 1 frames
DF/2667: 1B 02                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/2669: 6B 05                <UNKNOWN COMMAND: frame duration=5?>
DF/266B: DC 11 72 26          If event flag memory address 00:7042 Bit 1 clear, jump to address $DF/2672
DF/266F: 6A 6C 80             Modify BGL of area $806C
DF/2672: D9 D6 81 26          If event flag memory address 00:707A Bit 6 set, jump to address $DF/2681
DF/2676: D9 DA 7C 26          If event flag memory address 00:707B Bit 2 set, jump to address $DF/267C
DF/267A: 71                   Lighten screen from black before following commands
DF/267B: FE                   Return

DF/267C: FD 46 74 06          <UNKNOWN COMMAND $46>
DF/2680: FE                   Return

DF/2681: A5 D6                Clear event flag memory address 00:707A Bit 6
DF/2683: D9 D5 EC 26          If event flag memory address 00:707A Bit 5 set, jump to address $DF/26EC
DF/2687: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/2689: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/268B: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/268D: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/268F: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/2691: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/2693: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/2695: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/2697: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/2699: FD 31                Screen doesn't move with MARIO
DF/269B: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/269D: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/269F: 93 00 00 14          Place object: right=0px down=0px up=320px
DF/26A3: 20 8C                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/26A5: 97 00                <UNKNOWN COMMAND $97>
   DF/26A7: 00                   Set Bit 7 of current object (enable object visibility)
   DF/26A8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/26A9: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/26AC: FD 0F 03             Object overlaps BG1 & BG2
   DF/26AF: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
DF/26B1: 70                   Simultaneously lighten screen from black with following commands
DF/26B2: 9D 13 FF             Play sound effect #$13; speaker balance: 255
DF/26B5: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   DF/26B7: 10 42                Set transition flag, x3 speed
   DF/26B9: 54 07                Shift object left 112 pixels
   DF/26BB: 53 08                Shift object down-left 128 pixels
   DF/26BD: 52 05                Shift object down 80 pixels
DF/26BF: 00 9B                Set Object: MARIO ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   DF/26C1: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/26C4: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/26C6: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/26C8: FD 0F 03             Object overlaps BG1 & BG2
   DF/26CB: 10 41                Set transition flag, x2 speed
   DF/26CD: 53 13                Shift object down-left 304 pixels
   DF/26CF: 20 04                <UNKNOWN COMMAND $20>
   DF/26D1: 25 01 00 E0 FF       <UNKNOWN COMMAND $25>
   DF/26D6: 10 40                Set transition flag, x1 speed
   DF/26D8: 43                   <UNKNOWN COMMAND $43>
   DF/26D9: 43                   <UNKNOWN COMMAND $43>
   DF/26DA: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/26DC: 95 01 00             Fade out music to volume 0; Duration: 1 frames
DF/26DF: 76 0F                Simultaneously darken screen from black with following commands; Duration: 15 frames
DF/26E1: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/26E3: 43                   <UNKNOWN COMMAND $43>
   DF/26E4: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/26E6: 21                   <UNKNOWN COMMAND $21>
DF/26E7: FD 46 72 06          <UNKNOWN COMMAND $46>
DF/26EB: FE                   Return

DF/26EC: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DF/26EF: FD 31                Screen doesn't move with MARIO
DF/26F1: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/26F3: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/26F5: 93 00 00 12          Place object: right=0px down=0px up=288px
DF/26F9: 20 8E                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/26FB: 97 00                <UNKNOWN COMMAND $97>
   DF/26FD: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/26FF: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2700: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2701: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/2704: FD 0F 03             Object overlaps BG1 & BG2
   DF/2707: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
DF/2709: 70                   Simultaneously lighten screen from black with following commands
DF/270A: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/270C: F0 0F                Frame Duration: 15
   DF/270E: 10 42                Set transition flag, x3 speed
   DF/2710: 53 04                Shift object down-left 64 pixels
DF/2712: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/2714: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/2717: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/2719: 10 41                Set transition flag, x2 speed
   DF/271B: 53 02                Shift object down-left 32 pixels
   DF/271D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/271F: 53 02                Shift object down-left 32 pixels
DF/2721: 20 02                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/2723: 0B 04                Set Bits $4 of current object address 0A,x
DF/2725: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/2727: 43                   <UNKNOWN COMMAND $43>
DF/2728: 0C 0D                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0D bytes)
   DF/272A: 10 43                Set transition flag, x4 speed
   DF/272C: 62 04                Shift object down 4 pixels
   DF/272E: D4 05                Start code block, repeat 5 times
   DF/2730: 66 08                Shift object up 8 pixels
   DF/2732: 62 08                Shift object down 8 pixels
   DF/2734: D7                   End of code block
   DF/2735: 66 04                Shift object up 4 pixels
DF/2737: 20 19                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x19 bytes)
   DF/2739: FD 9E                <UNKNOWN COMMAND $9E>
   DF/273B: 15 7F                Clear Bits $7 of current object address 0C,x and set Bit(s) $127
   DF/273D: 40                   <UNKNOWN COMMAND $40>
   DF/273E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/273F: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   DF/2741: 10 C1                Set transition and sequence flags, x2 speed
   DF/2743: 53 02                Shift object down-left 32 pixels
   DF/2745: 10 C0                Set transition and sequence flags, x1 speed
   DF/2747: 43                   <UNKNOWN COMMAND $43>
   DF/2748: 10 C5                Set transition and sequence flags, 1/2 speed
   DF/274A: 43                   <UNKNOWN COMMAND $43>
   DF/274B: 08 50 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/274E: 0B 40                Set Bits $40 of current object address 0A,x
   DF/2750: 0C 04                XOR Bits $4 of current object address 0A,x
DF/2752: 00 1A                Set Object: MARIO ---> Begin action queue for object (Length: 0x1A bytes)
   DF/2754: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/2756: 7E 68 00             Object jumps #$0068 units
   DF/2759: 46                   <UNKNOWN COMMAND $46>
   DF/275A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/275C: 13 01                Layering priority: Normal
   DF/275E: F0 00                Frame Duration: 0
   DF/2760: 3D 5E 27             <UNKNOWN COMMAND $3D: pointer to address $DF/275E>
   DF/2763: 73                   Object faces down-left
   DF/2764: 10 83                Set sequence flag, x4 speed
   DF/2766: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/2769: F0 1D                Frame Duration: 29
   DF/276B: 09                   Reset all object properties to default
   DF/276C: 10 C0                Set transition and sequence flags, x1 speed
DF/276E: B0 1A 06 00          Store #$0006 to 00:7034
DF/2772: B0 08 00 34          Store #$3400 to 00:7010
DF/2776: B0 09 00 16          Store #$1600 to 00:7012
DF/277A: B0 0A 00 04          Store #$0400 to 00:7014
DF/277E: D4 0B                Start code block, repeat 11 times
DF/2780: F0 00                Duration: 0 frames
DF/2782: 3F 20 80 27          <UNKNOWN COMMAND: pointer to address $2780>
DF/2786: F0 04                Duration: 4 frames
DF/2788: B1 1A 03 00          Add #$0003 to 00:7034
DF/278C: B1 0A 80 00          Add #$0080 to 00:7014
DF/2790: D7                   End of code block
DF/2791: FD 30                Screen moves with MARIO
DF/2793: 94                   Stop music
DF/2794: F0 17                Duration: 23 frames
DF/2796: 91 21                Play music: #$21
DF/2798: 17 81                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/279A: 41                   <UNKNOWN COMMAND $41>
DF/279B: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/279D: 75                   Object faces up-left
DF/279E: BA 18                Store value at 00:7030 to 00:7000
DF/27A0: 60 4C 84 60          Run Dialogue $044C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Good to have you back!
 Your time was <$02>.<I>


DF/27A4: BA 17                Store value at 00:702E to 00:7000
DF/27A6: 62 4D 84             Run Dialogue $044D (Wait until complete)
                              Duration: forever

 The record so far stands at...
 ...uh... <$02>!<I>



DF/27A9: BA 18                Store value at 00:7030 to 00:7000
DF/27AB: C1 17                Compare values at memory addresses 00:702E and 00:7000
DF/27AD: ED B6 27             If Bit 0 of 00:70A0,x clear, jump to address $DF/27B6
DF/27B0: 62 4E A4             Run Dialogue $044E (Wait until complete)
                              Duration: forever

 Well, that's too bad, but you come
 and try again, ya hear?<I><END>


DF/27B3: D2 FA 27             Jump to address $DF/27FA
DF/27B6: 62 4F A4             Run Dialogue $044F (Wait until complete)
                              Duration: forever

 Let me tally up the numbers...
 Well, whatta ya know!
 The new record is <$02>!<I><END>


DF/27B9: DD D8 FA 27          If event flag memory address 00:707B Bit 0 clear, jump to address $DF/27FA
DF/27BD: 17 F2 8A 02          Set Object: NPC #3 ---> Command: Set object to movement: $028A
DF/27C1: 60 5C A4 60          Run Dialogue $045C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Almost forgot!
 You wagered 30 coins, didn't ya?
 Here's 50, you lucky dog!<I><END>


DF/27C5: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/27C7: 08 43 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/27CA: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/27CC: 10 81                Set sequence flag, x2 speed
DF/27CE: D4 04                Start code block, repeat 4 times
DF/27D0: 52 0A                Add 10 coins
DF/27D2: 9C 0D                Play sound effect #$0D
DF/27D4: F0 00                Duration: 0 frames
DF/27D6: C7 17                <UNKNOWN COMMAND $C7>
DF/27D8: B1 08 A0 00          Add #$00A0 to 00:7010
DF/27DC: B1 0A 60 01          Add #$0160 to 00:7014
DF/27E0: 3F 10 D4 27          <UNKNOWN COMMAND: pointer to address $27D4>
DF/27E4: F0 1D                Duration: 29 frames
DF/27E6: D7                   End of code block
DF/27E7: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/27E9: 10 80                Set sequence flag, x1 speed
DF/27EB: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/27ED: D4 0F                Start code block, repeat 15 times
   DF/27EF: 7B 01                <UNKNOWN COMMAND $7B>
   DF/27F1: F0 01                Frame Duration: 1
   DF/27F3: D7                   End of code block
   DF/27F4: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/27F7: F0 3B                Frame Duration: 59
   DF/27F9: 09                   Reset all object properties to default
DF/27FA: A5 D8                Clear event flag memory address 00:707B Bit 0
DF/27FC: FE                   Return


EVENT [672] ------------------------------------------------------------>
DF/27FD: 94                   Stop music
DF/27FE: F0 00                Duration: 0 frames
DF/2800: 68 52 01 04 29 60    Enter area: $0152
                              MARIO will be at coords: (144,328) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
DF/2806: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/2808: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/280A: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/280C: 93 00 00 14          Place object: right=0px down=0px up=320px
DF/2810: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/2812: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2813: 92 03 26 00          Place object at on-screen coords: (96,304) Z=0
   DF/2817: 73                   Object faces down-left
   DF/2818: 00                   Set Bit 7 of current object (enable object visibility)
DF/2819: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/281B: 92 02 26 00          Place object at on-screen coords: (64,304) Z=0
   DF/281F: 71                   Object faces down-right
   DF/2820: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2821: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2822: 10 40                Set transition flag, x1 speed
   DF/2824: 10 85                Set sequence flag, 1/2 speed
DF/2826: 71                   Lighten screen from black before following commands
DF/2827: 15 F2 8A 02          Set Object: NPC #1 ---> Command: Set object to movement: $028A
DF/282B: 60 53 A4 60          Run Dialogue $0453 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PA'MOLE: They still gotta use the
 door like everyone else, Ma.
 Now settle down!<I><END>


DF/282F: 9E 00 40             <UNKNOWN>
DF/2832: 9D 13 20             Play sound effect #$13; speaker balance: 32
DF/2835: F0 3B                Duration: 59 frames
DF/2837: 9E 00 7F             <UNKNOWN>
DF/283A: 9C 15                Play sound effect #$15
DF/283C: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/283E: F0 07                Frame Duration: 7
   DF/2840: 71                   Object faces down-right
DF/2841: 0C 27                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x27 bytes)
   DF/2843: 10 43                Set transition flag, x4 speed
   DF/2845: 62 04                Shift object down 4 pixels
   DF/2847: D4 05                Start code block, repeat 5 times
   DF/2849: 66 08                Shift object up 8 pixels
   DF/284B: 62 08                Shift object down 8 pixels
   DF/284D: D7                   End of code block
   DF/284E: 66 04                Shift object up 4 pixels
   DF/2850: 10 42                Set transition flag, x3 speed
   DF/2852: 62 03                Shift object down 3 pixels
   DF/2854: D4 08                Start code block, repeat 8 times
   DF/2856: 66 06                Shift object up 6 pixels
   DF/2858: 62 06                Shift object down 6 pixels
   DF/285A: D7                   End of code block
   DF/285B: 66 03                Shift object up 3 pixels
   DF/285D: 10 41                Set transition flag, x2 speed
   DF/285F: 62 02                Shift object down 2 pixels
   DF/2861: D4 0A                Start code block, repeat 10 times
   DF/2863: 66 04                Shift object up 4 pixels
   DF/2865: 62 04                Shift object down 4 pixels
   DF/2867: D7                   End of code block
   DF/2868: 66 02                Shift object up 2 pixels
DF/286A: 17 1E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x1E bytes)
   DF/286C: 92 04 29 14          Place object at on-screen coords: (144,328) Z=320
   DF/2870: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/2873: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2874: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/2876: 13 03                Layering priority: ...
   DF/2878: 7F 00 00             Object jumps (with sound effect) #$0000 units
   DF/287B: F0 00                Frame Duration: 0
   DF/287D: FD 3D 17 7B 28       <UNKNOWN COMMAND $DF: pointer to address 
   DF/2882: 7F 68 00             Object jumps (with sound effect) #$0068 units
   DF/2885: 10 C0                Set transition and sequence flags, x1 speed
   DF/2887: 53 05                Shift object down-left 80 pixels
   DF/2889: 01                   Clear Bit 7 of current object (disable object visibility)
DF/288A: 00 25                Set Object: MARIO ---> Begin action queue for object (Length: 0x25 bytes)
   DF/288C: F0 03                Frame Duration: 3
   DF/288E: 08 43 08             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/2891: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/2893: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/2895: 7E 00 00             Object jumps #$0000 units
   DF/2898: F0 00                Frame Duration: 0
   DF/289A: 3D 98 28             <UNKNOWN COMMAND $3D: pointer to address $DF/2898>
   DF/289D: 7E 68 00             Object jumps #$0068 units
   DF/28A0: 46                   <UNKNOWN COMMAND $46>
   DF/28A1: F0 00                Frame Duration: 0
   DF/28A3: 3D A1 28             <UNKNOWN COMMAND $3D: pointer to address $DF/28A1>
   DF/28A6: 73                   Object faces down-left
   DF/28A7: 10 83                Set sequence flag, x4 speed
   DF/28A9: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/28AC: F0 3B                Frame Duration: 59
   DF/28AE: 09                   Reset all object properties to default
   DF/28AF: 10 C0                Set transition and sequence flags, x1 speed
DF/28B1: 16 36                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x36 bytes)
   DF/28B3: 0B 04                Set Bits $4 of current object address 0A,x
   DF/28B5: F0 0B                Frame Duration: 11
   DF/28B7: 92 05 28 14          Place object at on-screen coords: (160,320) Z=320
   DF/28BB: 00                   Set Bit 7 of current object (enable object visibility)
   DF/28BC: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/28BE: 7F 00 00             Object jumps (with sound effect) #$0000 units
   DF/28C1: 47                   <UNKNOWN COMMAND $47>
   DF/28C2: 10 C0                Set transition and sequence flags, x1 speed
   DF/28C4: F0 00                Frame Duration: 0
   DF/28C6: FD 3D 16 C4 28       <UNKNOWN COMMAND $DF: pointer to address 
   DF/28CB: 7F 85 00             Object jumps (with sound effect) #$0085 units
   DF/28CE: 47                   <UNKNOWN COMMAND $47>
   DF/28CF: F0 00                Frame Duration: 0
   DF/28D1: FD 3D 16 CF 28       <UNKNOWN COMMAND $DF: pointer to address 
   DF/28D6: 7F 7D 00             Object jumps (with sound effect) #$007D units
   DF/28D9: 51 02                Shift object down-right 32 pixels
   DF/28DB: F0 00                Frame Duration: 0
   DF/28DD: FD 3D 16 DB 28       <UNKNOWN COMMAND $DF: pointer to address 
   DF/28E2: 7F 74 00             Object jumps (with sound effect) #$0074 units
   DF/28E5: 53 02                Shift object down-left 32 pixels
   DF/28E7: 0C 04                XOR Bits $4 of current object address 0A,x
DF/28E9: F0 13                Duration: 19 frames
DF/28EB: B0 1A 02 00          Store #$0002 to 00:7034
DF/28EF: B0 08 00 09          Store #$0900 to 00:7010
DF/28F3: B0 09 00 15          Store #$1500 to 00:7012
DF/28F7: B0 0A 00 01          Store #$0100 to 00:7014
DF/28FB: D4 17                Start code block, repeat 23 times
DF/28FD: F0 00                Duration: 0 frames
DF/28FF: 3F 20 FD 28          <UNKNOWN COMMAND: pointer to address $28FD>
DF/2903: F0 03                Duration: 3 frames
DF/2905: B1 1A 03 00          Add #$0003 to 00:7034
DF/2909: B1 0A 70 00          Add #$0070 to 00:7014
DF/290D: D7                   End of code block
DF/290E: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/2910: 10 C5                Set transition and sequence flags, 1/2 speed
   DF/2912: 43                   <UNKNOWN COMMAND $43>
   DF/2913: 70                   Object faces right
   DF/2914: 10 C0                Set transition and sequence flags, x1 speed
DF/2916: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/2918: 10 C0                Set transition and sequence flags, x1 speed
   DF/291A: 55 02                Shift object up-left 32 pixels
   DF/291C: 73                   Object faces down-left
   DF/291D: 10 85                Set sequence flag, 1/2 speed
   DF/291F: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/2920: 14 0D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes)
   DF/2922: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/2924: 10 C1                Set transition and sequence flags, x2 speed
   DF/2926: 51 03                Shift object down-right 48 pixels
   DF/2928: 77                   Object faces up-right
   DF/2929: 10 40                Set transition flag, x1 speed
   DF/292B: 10 85                Set sequence flag, 1/2 speed
   DF/292D: 0B F0                Set Bits $F0 of current object address 0A,x
DF/292F: 15 8F                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/2931: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/2933: 06                   Set "moon-walk" Bits
   DF/2934: 10 C1                Set transition and sequence flags, x2 speed
   DF/2936: 50 02                Shift object right 32 pixels
   DF/2938: 07                   Clear "moon-walk" Bits
   DF/2939: 41                   <UNKNOWN COMMAND $41>
   DF/293A: 10 40                Set transition flag, x1 speed
   DF/293C: 10 85                Set sequence flag, 1/2 speed
   DF/293E: 0B F0                Set Bits $F0 of current object address 0A,x
DF/2940: 16 F3 8A 02          Set Object: NPC #2 ---> Command: Set object to movement: $028A
DF/2944: 60 54 A4 62          Run Dialogue $0454 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DYNA: We're home!<I><END>


DF/2948: 14 F2 8A 02          Set Object: NPC #0 ---> Command: Set object to movement: $028A
DF/294C: 60 55 A4 62          Run Dialogue $0455 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MA'MOLE: Gracious!
 They really DID drop in on us!<I>

 Oh, my poor babies! Are you okay?<I>
 Little Mite, are you hurt?!<I><END>


DF/2950: 60 56 A4 62          Run Dialogue $0456 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DYNA: Naw, we're okay Ma.
 Isn't that right, Mite?
 We had FUN!<I><END>


DF/2954: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/2956: 75                   Object faces up-left
   DF/2957: 10 C5                Set transition and sequence flags, 1/2 speed
DF/2959: 16 F3 8A 02          Set Object: NPC #2 ---> Command: Set object to movement: $028A
DF/295D: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/295F: 10 C1                Set transition and sequence flags, x2 speed
   DF/2961: 41                   <UNKNOWN COMMAND $41>
   DF/2962: 47                   <UNKNOWN COMMAND $47>
   DF/2963: 75                   Object faces up-left
DF/2964: 60 57 A4 62          Run Dialogue $0457 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MITE: Ma-ma! Pa-pa!<I><END>


DF/2968: 14 F3 8A 02          Set Object: NPC #0 ---> Command: Set object to movement: $028A
DF/296C: 60 58 24 62          Run Dialogue $0458
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MA'MOLE:
 He's been knocked senseless!
 You poor baby, you're safe now.<I>

 Dyna! Haven't I told you often
 enough, to never go into the mines
 by yourself?!<I><END>


DF/2970: FD 61                <UNKNOWN COMMAND $FD 61>
DF/2972: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/2974: 43                   <UNKNOWN COMMAND $43>
   DF/2975: 45                   <UNKNOWN COMMAND $45>
   DF/2976: 77                   Object faces up-right
   DF/2977: 10 C0                Set transition and sequence flags, x1 speed
DF/2979: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/297B: F0 13                Frame Duration: 19
   DF/297D: 7F 50 00             Object jumps (with sound effect) #$0050 units
DF/2980: 16 13                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x13 bytes)
   DF/2982: F0 1D                Frame Duration: 29
   DF/2984: 73                   Object faces down-left
   DF/2985: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/2988: 06                   Set "moon-walk" Bits
   DF/2989: D4 07                Start code block, repeat 7 times
   DF/298B: 10 C1                Set transition and sequence flags, x2 speed
   DF/298D: 60 04                Shift object right 4 pixels
   DF/298F: 64 04                Shift object left 4 pixels
   DF/2991: D7                   End of code block
   DF/2992: 10 C0                Set transition and sequence flags, x1 speed
   DF/2994: 07                   Clear "moon-walk" Bits
DF/2995: 65                   <UNKNOWN COMMAND $65>
DF/2996: 15 F2 8A 02          Set Object: NPC #1 ---> Command: Set object to movement: $028A
DF/299A: 60 59 A4 60          Run Dialogue $0459 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PA'MOLE: That's enough, Ma.
 Just be happy to have 'em back!<I>

 We haven't thanked Mario proper,
 either.<I><END>


DF/299E: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/29A0: 73                   Object faces down-left
DF/29A1: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/29A3: F0 13                Frame Duration: 19
   DF/29A5: 77                   Object faces up-right
   DF/29A6: F0 27                Frame Duration: 39
   DF/29A8: 70                   Object faces right
   DF/29A9: F0 07                Frame Duration: 7
   DF/29AB: 71                   Object faces down-right
DF/29AC: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/29AE: 75                   Object faces up-left
DF/29AF: 14 F3 8A 02          Set Object: NPC #0 ---> Command: Set object to movement: $028A
DF/29B3: 60 5A 24 62          Run Dialogue $045A
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MA'MOLE: I'm so embarrassed!<I>
 Mario, we can't thank you enough
 for everythin'.<I>

 What's that? The roof, you say?
 Naw, that don't matter none,
 right Pa?<I><END>


DF/29B7: FD 61                <UNKNOWN COMMAND $FD 61>
DF/29B9: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/29BB: 08 42 89             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
DF/29BE: 65                   <UNKNOWN COMMAND $65>
DF/29BF: 15 F2 8A 02          Set Object: NPC #1 ---> Command: Set object to movement: $028A
DF/29C3: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/29C5: F0 1D                Frame Duration: 29
   DF/29C7: 09                   Reset all object properties to default
   DF/29C8: 70                   Object faces right
   DF/29C9: F0 07                Frame Duration: 7
   DF/29CB: 77                   Object faces up-right
DF/29CC: 15 F2 8A 02          Set Object: NPC #1 ---> Command: Set object to movement: $028A
DF/29D0: 60 5B A4 60          Run Dialogue $045B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PA'MOLE: It ain't nothing at all!
 You just leave any repairs to me.<I>
 Give me a holler if you ever need
 a hand with your place!<I>

 Thanks again for bringing our
 babies back to us.<I><END>


DF/29D4: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/29D6: 77                   Object faces up-right
   DF/29D7: 10 C0                Set transition and sequence flags, x1 speed
   DF/29D9: 06                   Set "moon-walk" Bits
   DF/29DA: 40                   <UNKNOWN COMMAND $40>
   DF/29DB: 07                   Clear "moon-walk" Bits
   DF/29DC: 73                   Object faces down-left
   DF/29DD: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/29DE: 15 0B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/29E0: 73                   Object faces down-left
   DF/29E1: 06                   Set "moon-walk" Bits
   DF/29E2: 10 C5                Set transition and sequence flags, 1/2 speed
   DF/29E4: 60 08                Shift object right 8 pixels
   DF/29E6: 07                   Clear "moon-walk" Bits
   DF/29E7: 73                   Object faces down-left
   DF/29E8: 10 C0                Set transition and sequence flags, x1 speed
   DF/29EA: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/29EB: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/29ED: 10 C0                Set transition and sequence flags, x1 speed
   DF/29EF: F0 0F                Frame Duration: 15
   DF/29F1: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/29F2: A1 D5                Set event flag memory address 00:707A Bit 5
DF/29F4: A0 11                Set event flag memory address 00:7042 Bit 1
DF/29F6: A1 DA                Set event flag memory address 00:707B Bit 2
DF/29F8: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/29FA: 10 45                Set transition flag, 1/2 speed
   DF/29FC: 64 08                Shift object left 8 pixels
   DF/29FE: 10 40                Set transition flag, x1 speed
DF/2A00: F0 1D                Duration: 29 frames
DF/2A02: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/2A04: 72                   Object faces down
   DF/2A05: 06                   Set "moon-walk" Bits
   DF/2A06: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/2A07: 10 45                Set transition flag, 1/2 speed
   DF/2A09: 46                   <UNKNOWN COMMAND $46>
DF/2A0A: FD 8E 80 07 01       <UNKNOWN COMMAND $8E>
DF/2A0F: 7F                   <UNKNOWN COMMAND $7F>
DF/2A10: FD 32                <UNKNOWN COMMAND $FD 32>
DF/2A12: 60 71 AD 42          Run Dialogue $0D71 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

       You've found Dyna, Mite,
          and a Star Piece...<I>
       But where is Toadstool?<I><END>


DF/2A16: F0 1D                Duration: 29 frames
DF/2A18: 00 9C                Set Object: MARIO ---> Begin action queue for object (Length: 0x1C bytes) (Wait until complete)
   DF/2A1A: 07                   Clear "moon-walk" Bits
   DF/2A1B: D4 06                Start code block, repeat 6 times
   DF/2A1D: 7B 07                <UNKNOWN COMMAND $7B>
   DF/2A1F: F0 01                Frame Duration: 1
   DF/2A21: D7                   End of code block
   DF/2A22: 10 80                Set sequence flag, x1 speed
   DF/2A24: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/2A27: F0 1D                Frame Duration: 29
   DF/2A29: 9C 0D                Play sound effect #$0D
   DF/2A2B: F0 1D                Frame Duration: 29
   DF/2A2D: 09                   Reset all object properties to default
   DF/2A2E: 72                   Object faces down
   DF/2A2F: 06                   Set "moon-walk" Bits
   DF/2A30: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/2A31: 42                   <UNKNOWN COMMAND $42>
   DF/2A32: 07                   Clear "moon-walk" Bits
   DF/2A33: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/2A34: 10 C0                Set transition and sequence flags, x1 speed
DF/2A36: FD 8E B2 07 01       <UNKNOWN COMMAND $8E>
DF/2A3B: 7F                   <UNKNOWN COMMAND $7F>
DF/2A3C: F0 1D                Duration: 29 frames
DF/2A3E: 14 F2 A0 00          Set Object: NPC #0 ---> Command: Set object to movement: $00A0
DF/2A42: 15 F2 A0 00          Set Object: NPC #1 ---> Command: Set object to movement: $00A0
DF/2A46: 16 F2 A0 00          Set Object: NPC #2 ---> Command: Set object to movement: $00A0
DF/2A4A: FE                   Return


EVENT [673] ------------------------------------------------------------>
DF/2A4B: 68 52 01 04 29 60    Enter area: $0152
                              MARIO will be at coords: (144,328) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
DF/2A51: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/2A53: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/2A55: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/2A57: 93 00 00 14          Place object: right=0px down=0px up=320px
DF/2A5B: 7C                   <UNKNOWN COMMAND $7C>
DF/2A5C: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/2A5E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2A5F: 92 03 26 00          Place object at on-screen coords: (96,304) Z=0
   DF/2A63: 73                   Object faces down-left
   DF/2A64: 00                   Set Bit 7 of current object (enable object visibility)
DF/2A65: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/2A67: 92 02 26 00          Place object at on-screen coords: (64,304) Z=0
   DF/2A6B: 71                   Object faces down-right
   DF/2A6C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2A6D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2A6E: 10 40                Set transition flag, x1 speed
   DF/2A70: 10 85                Set sequence flag, 1/2 speed
DF/2A72: 7F                   <UNKNOWN COMMAND $7F>
DF/2A73: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/2A75: 10 C0                Set transition and sequence flags, x1 speed
   DF/2A77: 51 02                Shift object down-right 32 pixels
   DF/2A79: 53 04                Shift object down-left 64 pixels
   DF/2A7B: 10 85                Set sequence flag, 1/2 speed
DF/2A7D: 14 F2 8A 02          Set Object: NPC #0 ---> Command: Set object to movement: $028A
DF/2A81: 60 50 A4 62          Run Dialogue $0450 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MA'MOLE: I wonder how those
 kids're doing?
 Sure wish they'd hurry home!<I><END>


DF/2A85: 15 F2 8A 02          Set Object: NPC #1 ---> Command: Set object to movement: $028A
DF/2A89: 60 51 A4 60          Run Dialogue $0451 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PA'MOLE: Settle down, woman!<I>
 I asked Mario to help us out,
 so I reckon he'll bring 'em back
 when he's good 'n ready!<I><END>


DF/2A8D: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/2A8F: 10 C0                Set transition and sequence flags, x1 speed
   DF/2A91: 57 04                Shift object up-right 64 pixels
   DF/2A93: 55 02                Shift object up-left 32 pixels
   DF/2A95: 73                   Object faces down-left
   DF/2A96: 10 85                Set sequence flag, 1/2 speed
DF/2A98: 14 F2 8A 02          Set Object: NPC #0 ---> Command: Set object to movement: $028A
DF/2A9C: 60 52 A4 62          Run Dialogue $0452 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MA'MOLE: I just have this odd
 feeling that they'll be dropping in
 on us any minute now...<I><END>


DF/2AA0: 68 6C 80 1E 2B 62    Enter area: $006C
                              MARIO will be at coords: (976,344) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/2AA6: FE                   Return


EVENT [674] ------------------------------------------------------------>
DF/2AA7: 6B 6C 82             Modify physical field of area $826C
DF/2AAA: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DF/2AAC: 10 44                Set transition flag, x8 speed
   DF/2AAE: 42                   <UNKNOWN COMMAND $42>
   DF/2AAF: 10 40                Set transition flag, x1 speed
DF/2AB1: 71                   Lighten screen from black before following commands
DF/2AB2: 1C F8                Set Object: NPC #8 ---> Command: Show Object
DF/2AB4: 1D F8                Set Object: NPC #9 ---> Command: Show Object
DF/2AB6: 1E F8                Set Object: NPC #10 ---> Command: Show Object
DF/2AB8: 1F F8                Set Object: NPC #11 ---> Command: Show Object
DF/2ABA: 60 8E A4 62          Run Dialogue $048E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1: Come back Mr. Beetle!
 Don't you want to come to
 Booster's and play?<I>

SNIFIT 2: Yeah, don't run away!
 We just want to play!
 We'll take good care of you...<I>

SNIFIT 3: Uh...like...
 what they said, okay, Mr. Beetle?<I><END>


DF/2ABE: 00 22                Set Object: MARIO ---> Begin action queue for object (Length: 0x22 bytes)
   DF/2AC0: 71                   Object faces down-right
   DF/2AC1: F0 77                Frame Duration: 119
   DF/2AC3: D4 03                Start code block, repeat 3 times
   DF/2AC5: 7B 01                <UNKNOWN COMMAND $7B>
   DF/2AC7: F0 07                Frame Duration: 7
   DF/2AC9: D7                   End of code block
   DF/2ACA: F0 1D                Frame Duration: 29
   DF/2ACC: 74                   Object faces left
   DF/2ACD: F0 1D                Frame Duration: 29
   DF/2ACF: D4 02                Start code block, repeat 2 times
   DF/2AD1: 7B 07                <UNKNOWN COMMAND $7B>
   DF/2AD3: F0 03                Frame Duration: 3
   DF/2AD5: D7                   End of code block
   DF/2AD6: F0 4F                Frame Duration: 79
   DF/2AD8: D4 03                Start code block, repeat 3 times
   DF/2ADA: F0 03                Frame Duration: 3
   DF/2ADC: 7B 01                <UNKNOWN COMMAND $7B>
   DF/2ADE: D7                   End of code block
   DF/2ADF: F0 27                Frame Duration: 39
   DF/2AE1: 74                   Object faces left
DF/2AE2: 1F 0E                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0E bytes)
   DF/2AE4: FD 0F 03             Object overlaps BG1 & BG2
   DF/2AE7: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/2AE9: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/2AEC: 10 C0                Set transition and sequence flags, x1 speed
   DF/2AEE: 55 09                Shift object up-left 144 pixels
   DF/2AF0: 54 04                Shift object left 64 pixels
DF/2AF2: F0 8B                Duration: 139 frames
DF/2AF4: 1C 1A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/2AF6: 0B 04                Set Bits $4 of current object address 0A,x
   DF/2AF8: FD 0F 03             Object overlaps BG1 & BG2
   DF/2AFB: 10 C1                Set transition and sequence flags, x2 speed
   DF/2AFD: 55 06                Shift object up-left 96 pixels
   DF/2AFF: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2B01: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2B02: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/2B05: 55 05                Shift object up-left 80 pixels
   DF/2B07: D4 03                Start code block, repeat 3 times
   DF/2B09: 6A 04                Shift object up 4 pixels
   DF/2B0B: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DF/2B0D: D7                   End of code block
   DF/2B0E: 53 06                Shift object down-left 96 pixels
DF/2B10: 1D 26                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x26 bytes)
   DF/2B12: 0B 04                Set Bits $4 of current object address 0A,x
   DF/2B14: FD 0F 03             Object overlaps BG1 & BG2
   DF/2B17: F0 0F                Frame Duration: 15
   DF/2B19: 10 C1                Set transition and sequence flags, x2 speed
   DF/2B1B: 55 06                Shift object up-left 96 pixels
   DF/2B1D: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2B1F: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2B20: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/2B23: 55 04                Shift object up-left 64 pixels
   DF/2B25: 65 08                Shift object up-left 8 pixels
   DF/2B27: 06                   Set "moon-walk" Bits
   DF/2B28: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2B2A: 16                   <UNKNOWN COMMAND $16>
   DF/2B2B: D4 03                Start code block, repeat 3 times
   DF/2B2D: 60 04                Shift object right 4 pixels
   DF/2B2F: 64 04                Shift object left 4 pixels
   DF/2B31: D7                   End of code block
   DF/2B32: 75                   Object faces up-left
   DF/2B33: 07                   Clear "moon-walk" Bits
   DF/2B34: 65 08                Shift object up-left 8 pixels
   DF/2B36: 53 06                Shift object down-left 96 pixels
DF/2B38: 1E C0                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x40 bytes) (Wait until complete)
   DF/2B3A: 0B 04                Set Bits $4 of current object address 0A,x
   DF/2B3C: FD 0F 03             Object overlaps BG1 & BG2
   DF/2B3F: F0 0F                Frame Duration: 15
   DF/2B41: 10 C1                Set transition and sequence flags, x2 speed
   DF/2B43: 55 02                Shift object up-left 32 pixels
   DF/2B45: D4 04                Start code block, repeat 4 times
   DF/2B47: 45                   <UNKNOWN COMMAND $45>
   DF/2B48: 6A 02                Shift object up 2 pixels
   DF/2B4A: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DF/2B4C: D7                   End of code block
   DF/2B4D: 06                   Set "moon-walk" Bits
   DF/2B4E: 10 C0                Set transition and sequence flags, x1 speed
   DF/2B50: 41                   <UNKNOWN COMMAND $41>
   DF/2B51: D4 01                Start code block, repeat 1 times
   DF/2B53: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2B55: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2B56: 7F 58 00             Object jumps (with sound effect) #$0058 units
   DF/2B59: F0 1D                Frame Duration: 29
   DF/2B5B: D7                   End of code block
   DF/2B5C: 10 C1                Set transition and sequence flags, x2 speed
   DF/2B5E: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2B60: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2B61: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/2B64: 55 05                Shift object up-left 80 pixels
   DF/2B66: 07                   Clear "moon-walk" Bits
   DF/2B67: 77                   Object faces up-right
   DF/2B68: F0 04                Frame Duration: 4
   DF/2B6A: 71                   Object faces down-right
   DF/2B6B: F0 04                Frame Duration: 4
   DF/2B6D: 10 43                Set transition flag, x4 speed
   DF/2B6F: D4 01                Start code block, repeat 1 times
   DF/2B71: 6A 04                Shift object up 4 pixels
   DF/2B73: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DF/2B75: D7                   End of code block
   DF/2B76: 10 C1                Set transition and sequence flags, x2 speed
   DF/2B78: 53 06                Shift object down-left 96 pixels
DF/2B7A: 1F F2 8E 02          Set Object: NPC #11 ---> Command: Set object to movement: $028E
DF/2B7E: F0 03                Duration: 3 frames
DF/2B80: 00 11                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes)
   DF/2B82: 73                   Object faces down-left
   DF/2B83: F0 8B                Frame Duration: 139
   DF/2B85: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/2B88: F0 47                Frame Duration: 71
   DF/2B8A: 09                   Reset all object properties to default
   DF/2B8B: 10 80                Set sequence flag, x1 speed
   DF/2B8D: 08 00 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/2B90: F0 27                Frame Duration: 39
   DF/2B92: 09                   Reset all object properties to default
DF/2B93: 1F 1D                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x1D bytes)
   DF/2B95: 92 0D 4D 08          Place object at on-screen coords: (432,616) Z=128
   DF/2B99: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/2B9C: 57 09                Shift object up-right 144 pixels
   DF/2B9E: F0 13                Frame Duration: 19
   DF/2BA0: D4 02                Start code block, repeat 2 times
   DF/2BA2: 61 04                Shift object down-right 4 pixels
   DF/2BA4: F0 07                Frame Duration: 7
   DF/2BA6: 65 04                Shift object up-left 4 pixels
   DF/2BA8: F0 07                Frame Duration: 7
   DF/2BAA: D7                   End of code block
   DF/2BAB: 13 03                Layering priority: ...
   DF/2BAD: 6B 11                <UNKNOWN COMMAND: frame duration=17?>
   DF/2BAF: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/2BB2: F0 A9                Duration: 169 frames
DF/2BB4: 1C 10                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x10 bytes)
   DF/2BB6: 92 0D 47 04          Place object at on-screen coords: (432,568) Z=64
   DF/2BBA: 10 C1                Set transition and sequence flags, x2 speed
   DF/2BBC: 57 02                Shift object up-right 32 pixels
   DF/2BBE: 51 04                Shift object down-right 64 pixels
   DF/2BC0: 57 04                Shift object up-right 64 pixels
   DF/2BC2: 75                   Object faces up-left
   DF/2BC3: 10 C0                Set transition and sequence flags, x1 speed
   DF/2BC5: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/2BC6: 1D 11                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/2BC8: 92 0D 47 04          Place object at on-screen coords: (432,568) Z=64
   DF/2BCC: F0 0F                Frame Duration: 15
   DF/2BCE: 10 C1                Set transition and sequence flags, x2 speed
   DF/2BD0: 57 02                Shift object up-right 32 pixels
   DF/2BD2: 51 03                Shift object down-right 48 pixels
   DF/2BD4: 57 03                Shift object up-right 48 pixels
   DF/2BD6: 10 C0                Set transition and sequence flags, x1 speed
   DF/2BD8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/2BD9: 1E 9D                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   DF/2BDB: 92 0D 47 04          Place object at on-screen coords: (432,568) Z=64
   DF/2BDF: 10 C1                Set transition and sequence flags, x2 speed
   DF/2BE1: 57 02                Shift object up-right 32 pixels
   DF/2BE3: D4 07                Start code block, repeat 7 times
   DF/2BE5: 67 08                Shift object up-right 8 pixels
   DF/2BE7: 6A 02                Shift object up 2 pixels
   DF/2BE9: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DF/2BEB: D7                   End of code block
   DF/2BEC: D4 03                Start code block, repeat 3 times
   DF/2BEE: 61 08                Shift object down-right 8 pixels
   DF/2BF0: 6A 02                Shift object up 2 pixels
   DF/2BF2: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DF/2BF4: D7                   End of code block
   DF/2BF5: 10 C0                Set transition and sequence flags, x1 speed
   DF/2BF7: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/2BF8: D3 93 2C             Jump to address $DF/2C93
DF/2BFB: 60 8F A4 62          Run Dialogue $048F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1:
 Don't you DARE touch that beetle!
 It's a present for Booster.<I>

SNIFIT 2: That's right!
 Just hand it over, nice and easy.<I>

SNIFIT 3: Uh...
 Yeah...like they said...
 Or we won't be your friend.<I><END>


DF/2BFF: D3 93 2C             Jump to address $DF/2C93
DF/2C02: 60 90 A4 62          Run Dialogue $0490 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1: Booster really, really,
 REALLY likes beetles!
 But he can't catch his own.<I>

SNIFIT 2: That's right, he's busy
 keeping the princess from the sky
 entertained.<I>

SNIFIT 3: So we're catching
 beetles for him.<I><END>


DF/2C06: D3 93 2C             Jump to address $DF/2C93
DF/2C09: 60 91 A4 62          Run Dialogue $0491 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1: So hand it over!<I>

SNIFIT 2: That's right!<I>

SNIFIT 3: Uh...
 ......Pretty please?<I><END>


DF/2C0D: 1F F2 A0 00          Set Object: NPC #11 ---> Command: Set object to movement: $00A0
DF/2C11: F0 03                Duration: 3 frames
DF/2C13: 1F 84                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/2C15: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/2C18: 4A                   <UNKNOWN COMMAND $4A>
DF/2C19: D3 93 2C             Jump to address $DF/2C93
DF/2C1C: 60 92 A4 62          Run Dialogue $0492 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1: Oh no!
 It's getting away!<I>

SNIFIT 2: Quick, catch it!<I>

SNIFIT 3: CATCH IT!<I><END>


DF/2C20: 1F 0A                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/2C22: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/2C25: 55 02                Shift object up-left 32 pixels
   DF/2C27: 54 04                Shift object left 64 pixels
   DF/2C29: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/2C2A: FD F2                <UNKNOWN COMMAND $F2>
DF/2C2C: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DF/2C2E: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/2C31: F0 0D                Frame Duration: 13
   DF/2C33: 09                   Reset all object properties to default
   DF/2C34: 74                   Object faces left
   DF/2C35: F0 03                Frame Duration: 3
   DF/2C37: 75                   Object faces up-left
   DF/2C38: F0 45                Frame Duration: 69
   DF/2C3A: 74                   Object faces left
DF/2C3B: F0 1D                Duration: 29 frames
DF/2C3D: 1C 13                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x13 bytes)
   DF/2C3F: 75                   Object faces up-left
   DF/2C40: F0 2B                Frame Duration: 43
   DF/2C42: 10 C1                Set transition and sequence flags, x2 speed
   DF/2C44: D4 02                Start code block, repeat 2 times
   DF/2C46: 6A 04                Shift object up 4 pixels
   DF/2C48: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DF/2C4A: D7                   End of code block
   DF/2C4B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/2C4D: 53 0A                Shift object down-left 160 pixels
   DF/2C4F: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/2C50: FD F2                <UNKNOWN COMMAND $F2>
DF/2C52: 1D 13                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x13 bytes)
   DF/2C54: 75                   Object faces up-left
   DF/2C55: F0 35                Frame Duration: 53
   DF/2C57: 10 C1                Set transition and sequence flags, x2 speed
   DF/2C59: D4 02                Start code block, repeat 2 times
   DF/2C5B: 6A 04                Shift object up 4 pixels
   DF/2C5D: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DF/2C5F: D7                   End of code block
   DF/2C60: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/2C62: 53 08                Shift object down-left 128 pixels
   DF/2C64: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/2C65: FD F2                <UNKNOWN COMMAND $F2>
DF/2C67: 1E 9A                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DF/2C69: 73                   Object faces down-left
   DF/2C6A: F0 13                Frame Duration: 19
   DF/2C6C: 75                   Object faces up-left
   DF/2C6D: F0 45                Frame Duration: 69
   DF/2C6F: 73                   Object faces down-left
   DF/2C70: F0 07                Frame Duration: 7
   DF/2C72: 71                   Object faces down-right
   DF/2C73: 10 C1                Set transition and sequence flags, x2 speed
   DF/2C75: D4 02                Start code block, repeat 2 times
   DF/2C77: 6A 04                Shift object up 4 pixels
   DF/2C79: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DF/2C7B: D7                   End of code block
   DF/2C7C: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/2C7E: 53 08                Shift object down-left 128 pixels
   DF/2C80: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/2C81: FD F2                <UNKNOWN COMMAND $F2>
DF/2C83: 6B 6C 80             Modify physical field of area $806C
DF/2C86: F0 00                Duration: 0 frames
DF/2C88: A5 DA                Clear event flag memory address 00:707B Bit 2
DF/2C8A: A1 76                Set event flag memory address 00:706E Bit 6
DF/2C8C: A1 36                Set event flag memory address 00:7066 Bit 6
DF/2C8E: A1 37                Set event flag memory address 00:7066 Bit 7
DF/2C90: A1 38                Set event flag memory address 00:7067 Bit 0
DF/2C92: FE                   Return

DF/2C93: A8 08 1C             Store #$1C to 00:70A8
DF/2C96: D4 02                Start code block, repeat 2 times
DF/2C98: 10 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   DF/2C9A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2C9C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2C9D: 7F 48 00             Object jumps (with sound effect) #$0048 units
DF/2CA0: F0 09                Duration: 9 frames
DF/2CA2: AA 08                Increment 00:70A8
DF/2CA4: D7                   End of code block
DF/2CA5: FE                   Return


EVENT [675] ------------------------------------------------------------>

EVENT [676] ------------------------------------------------------------>

EVENT [677] ------------------------------------------------------------>

EVENT [678] ------------------------------------------------------------>

EVENT [679] ------------------------------------------------------------>

EVENT [67A] ------------------------------------------------------------>

EVENT [67B] ------------------------------------------------------------>

EVENT [67C] ------------------------------------------------------------>

EVENT [67D] ------------------------------------------------------------>

EVENT [67E] ------------------------------------------------------------>

EVENT [67F] ------------------------------------------------------------>

EVENT [680] ------------------------------------------------------------>

EVENT [681] ------------------------------------------------------------>
DF/2CA6: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/2CA8: 34 00                Change directional maneuverability: 
DF/2CAA: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DF/2CAC: 1B FF 1B             Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $FF>
DF/2CAF: F2 61 01             <UNKNOWN COMMAND $F2>
DF/2CB2: B4 12                Store value at 00:70B2 to 00:7000
DF/2CB4: B8 17                Add value at 00:702E to 00:7000
DF/2CB6: B5 12                Store value at 00:7000 to 00:70B2
DF/2CB8: D8 1F C2 2C          If event flag memory address 00:7043 Bit 7 set, jump to address $DF/2CC2
DF/2CBC: 51 92                Remove item in inventory: #$92 (Beetle Box  )
DF/2CBE: 50 93                Put item in inventory: #$93 (Beetle Box  )
DF/2CC0: A0 1F                Set event flag memory address 00:7043 Bit 7
DF/2CC2: 34 80                Change directional maneuverability: 
DF/2CC4: B0 0E 0A 00          Store #$000A to 00:701C
DF/2CC8: FE                   Return


EVENT [682] ------------------------------------------------------------>

EVENT [683] ------------------------------------------------------------>

EVENT [684] ------------------------------------------------------------>

EVENT [685] ------------------------------------------------------------>

EVENT [686] ------------------------------------------------------------>
DF/2CC9: D1 30 07             Execute event id $0730
DF/2CCC: D8 19 E2 2C          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/2CE2
DF/2CD0: 42 D5 2C D6 2C       <UNKNOWN COMMAND $42>
DF/2CD5: FE                   Return

DF/2CD6: 9C 0E                Play sound effect #$0E
DF/2CD8: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/2CDA: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2CDB: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/2CDD: 06                   Set "moon-walk" Bits
   DF/2CDE: 67 04                Shift object up-right 4 pixels
DF/2CE0: A0 19                Set event flag memory address 00:7043 Bit 1
DF/2CE2: FE                   Return


EVENT [687] ------------------------------------------------------------>
DF/2CE3: D8 19 FB 2C          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/2CFB
DF/2CE7: 34 FF                Change directional maneuverability: left right down up 
DF/2CE9: CB                   Store joypad register to 00:7000,00:7001
DF/2CEA: E6 80 00 FB 2C       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/2CFB
DF/2CEF: 17 0A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/2CF1: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/2CF3: F0 15                Frame Duration: 21
   DF/2CF5: D8 19 FB 2C          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/2CFB
   DF/2CF9: 0C F0                XOR Bits $F0 of current object address 0A,x
DF/2CFB: FE                   Return


EVENT [688] ------------------------------------------------------------>
DF/2CFC: D1 30 07             Execute event id $0730
DF/2CFF: D8 1A 16 2D          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/2D16
DF/2D03: 42 08 2D 09 2D       <UNKNOWN COMMAND $42>
DF/2D08: FE                   Return

DF/2D09: 9C 0E                Play sound effect #$0E
DF/2D0B: 18 06                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/2D0D: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2D0E: 06                   Set "moon-walk" Bits
   DF/2D0F: 6A 0C                Shift object up 12 pixels
   DF/2D11: 0B F0                Set Bits $F0 of current object address 0A,x
DF/2D13: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/2D15: FE                   Return

DF/2D16: 42 1E 2D 08 2D       <UNKNOWN COMMAND $42>
DF/2D1B: D2 08 2D             Jump to address $DF/2D08
DF/2D1E: D8 1C 08 2D          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/2D08
DF/2D22: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/2D24: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/2D26: 10 42                Set transition flag, x3 speed
   DF/2D28: 56 03                Shift object up 48 pixels
   DF/2D2A: 10 40                Set transition flag, x1 speed
DF/2D2C: 18 06                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/2D2E: 41                   <UNKNOWN COMMAND $41>
   DF/2D2F: 57 04                Shift object up-right 64 pixels
   DF/2D31: 53 04                Shift object down-left 64 pixels
   DF/2D33: 45                   <UNKNOWN COMMAND $45>
DF/2D34: FE                   Return


EVENT [689] ------------------------------------------------------------>
DF/2D35: D8 1A 4D 2D          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/2D4D
DF/2D39: 34 FF                Change directional maneuverability: left right down up 
DF/2D3B: CB                   Store joypad register to 00:7000,00:7001
DF/2D3C: E6 80 00 4D 2D       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/2D4D
DF/2D41: 18 0A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/2D43: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/2D45: F0 15                Frame Duration: 21
   DF/2D47: D8 1A 4D 2D          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/2D4D
   DF/2D4B: 0C F0                XOR Bits $F0 of current object address 0A,x
DF/2D4D: FE                   Return


EVENT [68A] ------------------------------------------------------------>
DF/2D4E: 00 F2 A1 00          Set Object: MARIO ---> Command: Set object to movement: $00A1
DF/2D52: 9C 20                Play sound effect #$20
DF/2D54: 00 F1 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/2D57: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/2D59: 08 41 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DF/2D5C: D4 07                Start code block, repeat 7 times
   DF/2D5E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2D5F: F0 00                Frame Duration: 0
   DF/2D61: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/2D62: 6A 01                Shift object up 1 pixels
   DF/2D64: D7                   End of code block
DF/2D65: 84                   <UNKNOWN COMMAND $84>
DF/2D66: 87                   <UNKNOWN COMMAND $87>
DF/2D67: C4 68                <UNKNOWN COMMAND $C4>
DF/2D69: 0E 01                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/2D6B: 11 67                Isolate top Bits of current object address 0D,x and set Bit(s) $103
DF/2D6D: AB A4                Decrement 00:7144
DF/2D6F: 76 A0                Simultaneously darken screen from black with following commands; Duration: 160 frames
DF/2D71: 48                   Engage in battle?
DF/2D72: 35 00                Disable Overworld Menu
DF/2D74: 70                   Simultaneously lighten screen from black with following commands
DF/2D75: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/2D77: 7E 00 00             Object jumps #$0000 units
DF/2D7A: 7F                   <UNKNOWN COMMAND $7F>
DF/2D7B: D2 D6 2D             Jump to address $DF/2DD6

EVENT [68B] ------------------------------------------------------------>
DF/2D7E: C8 90                <UNKNOWN COMMAND $C8>
DF/2D80: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/2D82: 10 C1                Set transition and sequence flags, x2 speed
   DF/2D84: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/2D86: 88                   Object runs away?
   DF/2D87: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2D89: 42                   <UNKNOWN COMMAND $42>
   DF/2D8A: 7E 60 00             Object jumps #$0060 units
   DF/2D8D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/2D8F: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/2D92: F0 00                Frame Duration: 0
DF/2D94: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/2D96: FD 42                <UNKNOWN COMMAND $FD 42>
DF/2D98: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/2D9A: 55 05                Shift object up-left 80 pixels
DF/2D9C: 0C 0C                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0C bytes)
   DF/2D9E: 10 43                Set transition flag, x4 speed
   DF/2DA0: 61 04                Shift object down-right 4 pixels
   DF/2DA2: 65 08                Shift object up-left 8 pixels
   DF/2DA4: 61 08                Shift object down-right 8 pixels
   DF/2DA6: 65 04                Shift object up-left 4 pixels
   DF/2DA8: 10 40                Set transition flag, x1 speed
DF/2DAA: 00 94                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DF/2DAC: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2DAE: 16                   <UNKNOWN COMMAND $16>
   DF/2DAF: 7E 50 00             Object jumps #$0050 units
   DF/2DB2: 42                   <UNKNOWN COMMAND $42>
   DF/2DB3: 10 C0                Set transition and sequence flags, x1 speed
   DF/2DB5: 08 42 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/2DB8: F0 3B                Frame Duration: 59
   DF/2DBA: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2DBC: 16                   <UNKNOWN COMMAND $16>
   DF/2DBD: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DF/2DC0: F0 00                Duration: 0 frames
DF/2DC2: CB                   Store joypad register to 00:7000,00:7001
DF/2DC3: E7 80 00 CB 2D       If memory address 00:7000 Bit $0080 set, jump to address $DF/2DCB
DF/2DC8: D2 C0 2D             Jump to address $DF/2DC0
DF/2DCB: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/2DCD: 09                   Reset all object properties to default
   DF/2DCE: 72                   Object faces down
   DF/2DCF: 7F 6C 00             Object jumps (with sound effect) #$006C units
DF/2DD2: FD 40                <UNKNOWN COMMAND $FD 40>
DF/2DD4: FE                   Return


EVENT [68C] ------------------------------------------------------------>
DF/2DD5: 71                   Lighten screen from black before following commands
DF/2DD6: FD F0 0E 35 DF 2D    <UNKNOWN COMMAND $F0: pointer to address $DF/2DDF
DF/2DDC: 1A 01                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/2DDE: 01                   Clear Bit 7 of current object (disable object visibility)
DF/2DDF: D1 04 0E             Execute event id $0E04
DF/2DE2: DE CF EE 2D          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/2DEE
DF/2DE6: FD F0 0E 35 EE 2D    <UNKNOWN COMMAND $F0: pointer to address $DF/2DEE
DF/2DEC: 9C 95                Play sound effect #$95
DF/2DEE: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/2DF0: A8 3F 25             Store #$25 to 00:70DF
DF/2DF3: DE 64 FA 2D          If event flag memory address 00:708C Bit 4 clear, jump to address $DF/2DFA
DF/2DF7: A8 3F 2B             Store #$2B to 00:70DF
DF/2DFA: FE                   Return


EVENT [68D] ------------------------------------------------------------>
DF/2DFB: F2 3D 2B             <UNKNOWN COMMAND $F2>
DF/2DFE: F2 97 29             <UNKNOWN COMMAND $F2>
DF/2E01: F2 AB 29             <UNKNOWN COMMAND $F2>
DF/2E04: A2 B4                Set event flag memory address 00:7096 Bit 4
DF/2E06: B0 0B 2E 1D          Store #$1D2E to 00:7016
DF/2E0A: D1 42 00             Execute event id $0042
DF/2E0D: 68 44 09 02 2F 50    Enter area: $0144
                              MARIO will be at coords: (80,376) Z=256
                              MARIO will face: down
                              <UNKNOWN=#$08>
DF/2E13: A0 48                Set event flag memory address 00:7049 Bit 0
DF/2E15: 35 00                Disable Overworld Menu
DF/2E17: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/2E19: 7E 00 00             Object jumps #$0000 units
DF/2E1C: A1 7E                Set event flag memory address 00:706F Bit 6
DF/2E1E: A1 3F                Set event flag memory address 00:7067 Bit 7
DF/2E20: D0 00 08             Execute event id $0800 subsequently

EVENT [68E] ------------------------------------------------------------>
DF/2E23: 68 06 81 06 1D 49    Enter area: $0106
                              MARIO will be at coords: (208,232) Z=144
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/2E29: A0 48                Set event flag memory address 00:7049 Bit 0
DF/2E2B: 35 00                Disable Overworld Menu
DF/2E2D: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/2E2F: 7E 00 00             Object jumps #$0000 units
DF/2E32: FE                   Return


EVENT [68F] ------------------------------------------------------------>
DF/2E33: D1 41 00             Execute event id $0041
DF/2E36: 68 09 01 16 5D 44    Enter area: $0109
                              MARIO will be at coords: (720,744) Z=64
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/2E3C: 70                   Simultaneously lighten screen from black with following commands
DF/2E3D: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DF/2E3F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/2E41: 7E 90 00             Object jumps #$0090 units
   DF/2E44: 42                   <UNKNOWN COMMAND $42>
   DF/2E45: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/2E47: F0 00                Frame Duration: 0
   DF/2E49: 3D 47 2E             <UNKNOWN COMMAND $3D: pointer to address $DF/2E47>
   DF/2E4C: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2E4E: 3A FE B0 0B 4A 14    <UNKNOWN COMMAND $3A>

EVENT [690] ------------------------------------------------------------>
DF/2E54: D1 42 00             Execute event id $0042
DF/2E57: 68 A5 01 04 53 49    Enter area: $01A5
                              MARIO will be at coords: (144,664) Z=144
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/2E5D: DC 7A 65 2E          If event flag memory address 00:704F Bit 2 clear, jump to address $DF/2E65
DF/2E61: A0 48                Set event flag memory address 00:7049 Bit 0
DF/2E63: 35 00                Disable Overworld Menu
DF/2E65: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/2E67: 7E 00 00             Object jumps #$0000 units
DF/2E6A: D0 EA 06             Execute event id $06EA subsequently

EVENT [691] ------------------------------------------------------------>
DF/2E6D: D1 41 00             Execute event id $0041
DF/2E70: 68 A8 01 14 4A 40    Enter area: $01A8
                              MARIO will be at coords: (640,592) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/2E76: D2 0F 31             Jump to address $DF/310F

EVENT [692] ------------------------------------------------------------>
DF/2E79: B4 08                Store value at 00:70A8 to 00:7000
DF/2E7B: B5 0E                Store value at 00:7000 to 00:70AE
DF/2E7D: FD 59                Store # of current coins to 00:7000
DF/2E7F: C0 64 00             Compare value at 00:7000 to #$0064
DF/2E82: ED B0 2E             If Bit 0 of 00:70A0,x clear, jump to address $DF/2EB0
DF/2E85: 60 CC A4 60          Run Dialogue $04CC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 For 100 coins, this short cut will
 get you back to the surface.<I>
  >>  (Okay)
  >>  (No thanks)<I><END>


DF/2E89: 66 B8 2E             If 2nd option chosen from dialogue prompt, jump to address $DF/2EB8
DF/2E8C: F0 09                Duration: 9 frames
DF/2E8E: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/2E92: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/2E94: 10 83                Set sequence flag, x4 speed
   DF/2E96: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/2E97: F0 1D                Frame Duration: 29
   DF/2E99: 10 86                Set sequence flag, 1/4 speed
DF/2E9B: AC 64 00             Store #$0064 to 00:7000
DF/2E9E: FD 53                Subtract # at 00:7000 from total coins
DF/2EA0: 9C 37                Play sound effect #$37
DF/2EA2: F0 31                Duration: 49 frames
DF/2EA4: A8 0A 14             Store #$14 to 00:70AA
DF/2EA7: D3 72 4E             Jump to address $DF/4E72
DF/2EAA: F2 AC 29             <UNKNOWN COMMAND $F2>
DF/2EAD: A0 79                Set event flag memory address 00:704F Bit 1
DF/2EAF: FE                   Return

DF/2EB0: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/2EB2: 78                   Object faces down
DF/2EB3: 60 CD A4 60          Run Dialogue $04CD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 This trampoline will get you to the
 surface. I'll let you use it for
 100 coins.<I><END>


DF/2EB7: FE                   Return

DF/2EB8: F0 09                Duration: 9 frames
DF/2EBA: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/2EBE: FE                   Return


EVENT [693] ------------------------------------------------------------>
DF/2EBF: DC 79 79 2E          If event flag memory address 00:704F Bit 1 clear, jump to address $DF/2E79
DF/2EC3: D9 B0 10 1A          If event flag memory address 00:7076 Bit 0 set, jump to address $DF/1A10
DF/2EC7: D1 41 00             Execute event id $0041
DF/2ECA: 68 3F 01 07 76 C0    Enter area: $013F
                              MARIO will be at coords: (224,944) Z=0
                              MARIO will face: up
                              <UNKNOWN=#$00>
DF/2ED0: 70                   Simultaneously lighten screen from black with following commands
DF/2ED1: 00 14                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes)
   DF/2ED3: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/2ED5: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/2ED7: 7E 90 00             Object jumps #$0090 units
   DF/2EDA: 46                   <UNKNOWN COMMAND $46>
   DF/2EDB: 0B 04                Set Bits $4 of current object address 0A,x
   DF/2EDD: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/2EDF: F0 00                Frame Duration: 0
   DF/2EE1: 3D DF 2E             <UNKNOWN COMMAND $3D: pointer to address $DF/2EDF>
   DF/2EE4: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2EE6: 3A A0 26 D0 F7 06    <UNKNOWN COMMAND $3A>

EVENT [694] ------------------------------------------------------------>
DF/2EEC: D8 77 F7 2E          If event flag memory address 00:704E Bit 7 set, jump to address $DF/2EF7
DF/2EF0: 68 A6 81 01 74 20    Enter area: $01A6
                              MARIO will be at coords: (32,928) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/2EF6: FE                   Return

DF/2EF7: 68 AA 81 1A 0B 20    Enter area: $01AA
                              MARIO will be at coords: (848,88) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/2EFD: FE                   Return


EVENT [695] ------------------------------------------------------------>
DF/2EFE: DC 86 B6 2F          If event flag memory address 00:7050 Bit 6 clear, jump to address $DF/2FB6
DF/2F02: CB                   Store joypad register to 00:7000,00:7001
DF/2F03: E6 80 00 B6 2F       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/2FB6
DF/2F08: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/2F0A: 7F 40 00             Object jumps (with sound effect) #$0040 units
DF/2F0D: D8 18 B6 2F          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/2FB6
DF/2F11: F0 00                Duration: 0 frames
DF/2F13: 3D 11 2F             <UNKNOWN COMMAND: pointer to address $2F11>
DF/2F16: 9C 9A                Play sound effect #$9A
DF/2F18: F0 01                Duration: 1 frames
DF/2F1A: FD FD                Store value at 7F:F8CD to 00:7000
DF/2F1C: 6A A4 C1             Modify BGL of area $C1A4
DF/2F1F: FD FC                Store value at 7F:F8CD to 00:7000
DF/2F21: F0 00                Duration: 0 frames
DF/2F23: A0 18                Set event flag memory address 00:7043 Bit 0
DF/2F25: E5 12 00 00 39 2F    If value at 00:7024 = #$0000, jump to address $DF/2F39
DF/2F2B: B0 12 01 00          Store #$0001 to 00:7024
DF/2F2F: B4 0C                Store value at 00:70AC to 00:7000
DF/2F31: AD 10 00             Store #$0010 to 00:7000
DF/2F34: B5 0C                Store value at 00:7000 to 00:70AC
DF/2F36: D2 A9 2F             Jump to address $DF/2FA9
DF/2F39: E5 13 00 00 4D 2F    If value at 00:7026 = #$0000, jump to address $DF/2F4D
DF/2F3F: B0 13 04 00          Store #$0004 to 00:7026
DF/2F43: B4 0C                Store value at 00:70AC to 00:7000
DF/2F45: AD 10 00             Store #$0010 to 00:7000
DF/2F48: B5 0C                Store value at 00:7000 to 00:70AC
DF/2F4A: D2 A9 2F             Jump to address $DF/2FA9
DF/2F4D: B4 0C                Store value at 00:70AC to 00:7000
DF/2F4F: AD 10 00             Store #$0010 to 00:7000
DF/2F52: B5 0C                Store value at 00:7000 to 00:70AC
DF/2F54: A8 0B 18             Store #$18 to 00:70AB
DF/2F57: D1 CB 06             Execute event id $06CB
DF/2F5A: 14 19                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x19 bytes)
   DF/2F5C: 10 44                Set transition flag, x8 speed
   DF/2F5E: 07                   Clear "moon-walk" Bits
   DF/2F5F: 73                   Object faces down-left
   DF/2F60: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2F61: 06                   Set "moon-walk" Bits
   DF/2F62: 62 04                Shift object down 4 pixels
   DF/2F64: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/2F66: 7F 00 00             Object jumps (with sound effect) #$0000 units
   DF/2F69: F0 00                Frame Duration: 0
   DF/2F6B: FD 3D 14 69 2F       <UNKNOWN COMMAND $DF: pointer to address 
   DF/2F70: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2F72: 6D                   <UNKNOWN COMMAND $6D>
   DF/2F73: 66 08                Shift object up 8 pixels
DF/2F75: 15 19                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x19 bytes)
   DF/2F77: 10 44                Set transition flag, x8 speed
   DF/2F79: 07                   Clear "moon-walk" Bits
   DF/2F7A: 73                   Object faces down-left
   DF/2F7B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2F7C: 06                   Set "moon-walk" Bits
   DF/2F7D: 62 04                Shift object down 4 pixels
   DF/2F7F: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/2F81: 7F 00 00             Object jumps (with sound effect) #$0000 units
   DF/2F84: F0 00                Frame Duration: 0
   DF/2F86: FD 3D 15 84 2F       <UNKNOWN COMMAND $DF: pointer to address 
   DF/2F8B: FD 9E                <UNKNOWN COMMAND $9E>
   DF/2F8D: 6D                   <UNKNOWN COMMAND $6D>
   DF/2F8E: 66 08                Shift object up 8 pixels
DF/2F90: 16 8B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/2F92: 0E 01                <UNKNOWN COMMAND $0E>
   DF/2F94: 00                   Set Bit 7 of current object (enable object visibility)
   DF/2F95: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/2F98: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/2F9A: 7F 00 00             Object jumps (with sound effect) #$0000 units
DF/2F9D: A8 0B 00             Store #$00 to 00:70AB
DF/2FA0: D1 CB 06             Execute event id $06CB
DF/2FA3: A0 87                Set event flag memory address 00:7050 Bit 7
DF/2FA5: A2 A0                Set event flag memory address 00:7094 Bit 0
DF/2FA7: A4 7A                Clear event flag memory address 00:704F Bit 2
DF/2FA9: BA 12                Store value at 00:7024 to 00:7000
DF/2FAB: B8 13                Add value at 00:7026 to 00:7000
DF/2FAD: BB 14                Store value at 00:7000 to 00:7028
DF/2FAF: B4 0C                Store value at 00:70AC to 00:7000
DF/2FB1: FD B4 14             Read Bits from 00:7028 and set Bits in 00:7000
DF/2FB4: B5 0C                Store value at 00:7000 to 00:70AC
DF/2FB6: FE                   Return


EVENT [696] ------------------------------------------------------------>
DF/2FB7: DC 86 10 30          If event flag memory address 00:7050 Bit 6 clear, jump to address $DF/3010
DF/2FBB: CB                   Store joypad register to 00:7000,00:7001
DF/2FBC: E6 80 00 10 30       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/3010
DF/2FC1: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/2FC3: 7F 40 00             Object jumps (with sound effect) #$0040 units
DF/2FC6: D8 19 10 30          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/3010
DF/2FCA: F0 00                Duration: 0 frames
DF/2FCC: 3D CA 2F             <UNKNOWN COMMAND: pointer to address $2FCA>
DF/2FCF: 9C 9A                Play sound effect #$9A
DF/2FD1: F0 01                Duration: 1 frames
DF/2FD3: FD FD                Store value at 7F:F8CD to 00:7000
DF/2FD5: 6A A4 C3             Modify BGL of area $C3A4
DF/2FD8: FD FC                Store value at 7F:F8CD to 00:7000
DF/2FDA: F0 00                Duration: 0 frames
DF/2FDC: A0 19                Set event flag memory address 00:7043 Bit 1
DF/2FDE: E5 12 00 00 F2 2F    If value at 00:7024 = #$0000, jump to address $DF/2FF2
DF/2FE4: B0 12 02 00          Store #$0002 to 00:7024
DF/2FE8: B4 0C                Store value at 00:70AC to 00:7000
DF/2FEA: AD 20 00             Store #$0020 to 00:7000
DF/2FED: B5 0C                Store value at 00:7000 to 00:70AC
DF/2FEF: D2 A9 2F             Jump to address $DF/2FA9
DF/2FF2: E5 13 00 00 06 30    If value at 00:7026 = #$0000, jump to address $DF/3006
DF/2FF8: B0 13 08 00          Store #$0008 to 00:7026
DF/2FFC: B4 0C                Store value at 00:70AC to 00:7000
DF/2FFE: AD 20 00             Store #$0020 to 00:7000
DF/3001: B5 0C                Store value at 00:7000 to 00:70AC
DF/3003: D2 A9 2F             Jump to address $DF/2FA9
DF/3006: B4 0C                Store value at 00:70AC to 00:7000
DF/3008: AD 20 00             Store #$0020 to 00:7000
DF/300B: B5 0C                Store value at 00:7000 to 00:70AC
DF/300D: D2 54 2F             Jump to address $DF/2F54
DF/3010: FE                   Return


EVENT [697] ------------------------------------------------------------>
DF/3011: DC 86 6A 30          If event flag memory address 00:7050 Bit 6 clear, jump to address $DF/306A
DF/3015: CB                   Store joypad register to 00:7000,00:7001
DF/3016: E6 80 00 6A 30       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/306A
DF/301B: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/301D: 7F 40 00             Object jumps (with sound effect) #$0040 units
DF/3020: D8 1A 6A 30          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/306A
DF/3024: F0 00                Duration: 0 frames
DF/3026: 3D 24 30             <UNKNOWN COMMAND: pointer to address $3024>
DF/3029: 9C 9A                Play sound effect #$9A
DF/302B: F0 01                Duration: 1 frames
DF/302D: FD FD                Store value at 7F:F8CD to 00:7000
DF/302F: 6A A4 C5             Modify BGL of area $C5A4
DF/3032: FD FC                Store value at 7F:F8CD to 00:7000
DF/3034: F0 00                Duration: 0 frames
DF/3036: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/3038: E5 12 00 00 4C 30    If value at 00:7024 = #$0000, jump to address $DF/304C
DF/303E: B0 12 03 00          Store #$0003 to 00:7024
DF/3042: B4 0C                Store value at 00:70AC to 00:7000
DF/3044: AD 40 00             Store #$0040 to 00:7000
DF/3047: B5 0C                Store value at 00:7000 to 00:70AC
DF/3049: D2 A9 2F             Jump to address $DF/2FA9
DF/304C: E5 13 00 00 60 30    If value at 00:7026 = #$0000, jump to address $DF/3060
DF/3052: B0 13 0C 00          Store #$000C to 00:7026
DF/3056: B4 0C                Store value at 00:70AC to 00:7000
DF/3058: AD 40 00             Store #$0040 to 00:7000
DF/305B: B5 0C                Store value at 00:7000 to 00:70AC
DF/305D: D2 A9 2F             Jump to address $DF/2FA9
DF/3060: B4 0C                Store value at 00:70AC to 00:7000
DF/3062: AD 40 00             Store #$0040 to 00:7000
DF/3065: B5 0C                Store value at 00:7000 to 00:70AC
DF/3067: D2 54 2F             Jump to address $DF/2F54
DF/306A: FE                   Return


EVENT [698] ------------------------------------------------------------>
DF/306B: DC 86 71 30          If event flag memory address 00:7050 Bit 6 clear, jump to address $DF/3071
DF/306F: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/3071: B4 0C                Store value at 00:70AC to 00:7000
DF/3073: FD B0 03 00          Isolate Bits $0003 of 00:7000
DF/3077: BB 12                Store value at 00:7000 to 00:7024
DF/3079: B4 0C                Store value at 00:70AC to 00:7000
DF/307B: FD B0 0C 00          Isolate Bits $000C of 00:7000
DF/307F: BB 13                Store value at 00:7000 to 00:7026
DF/3081: B4 0C                Store value at 00:70AC to 00:7000
DF/3083: E6 10 00 8D 30       If memory address 00:7000 Bit $0010 set, do NOT jump to address $DF/308D
DF/3088: 6A A4 C1             Modify BGL of area $C1A4
DF/308B: A0 18                Set event flag memory address 00:7043 Bit 0
DF/308D: E6 20 00 97 30       If memory address 00:7000 Bit $0020 set, do NOT jump to address $DF/3097
DF/3092: 6A A4 C3             Modify BGL of area $C3A4
DF/3095: A0 19                Set event flag memory address 00:7043 Bit 1
DF/3097: E6 40 00 A1 30       If memory address 00:7000 Bit $0040 set, do NOT jump to address $DF/30A1
DF/309C: 6A A4 C5             Modify BGL of area $C5A4
DF/309F: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/30A1: DE A0 EA 30          If event flag memory address 00:7094 Bit 0 clear, jump to address $DF/30EA
DF/30A5: 14 16                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x16 bytes)
   DF/30A7: 10 44                Set transition flag, x8 speed
   DF/30A9: 07                   Clear "moon-walk" Bits
   DF/30AA: 73                   Object faces down-left
   DF/30AB: 00                   Set Bit 7 of current object (enable object visibility)
   DF/30AC: 06                   Set "moon-walk" Bits
   DF/30AD: 62 04                Shift object down 4 pixels
   DF/30AF: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/30B1: 7F 00 00             Object jumps (with sound effect) #$0000 units
   DF/30B4: F0 00                Frame Duration: 0
   DF/30B6: FD 3D 14 B4 30       <UNKNOWN COMMAND $DF: pointer to address 
   DF/30BB: 66 08                Shift object up 8 pixels
DF/30BD: 15 96                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DF/30BF: 10 44                Set transition flag, x8 speed
   DF/30C1: 07                   Clear "moon-walk" Bits
   DF/30C2: 73                   Object faces down-left
   DF/30C3: 00                   Set Bit 7 of current object (enable object visibility)
   DF/30C4: 06                   Set "moon-walk" Bits
   DF/30C5: 62 04                Shift object down 4 pixels
   DF/30C7: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/30C9: 7F 00 00             Object jumps (with sound effect) #$0000 units
   DF/30CC: F0 00                Frame Duration: 0
   DF/30CE: FD 3D 15 CC 30       <UNKNOWN COMMAND $DF: pointer to address 
   DF/30D3: 66 08                Shift object up 8 pixels
DF/30D5: DC 87 EA 30          If event flag memory address 00:7050 Bit 7 clear, jump to address $DF/30EA
DF/30D9: 16 0F                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/30DB: 0E 01                <UNKNOWN COMMAND $0E>
   DF/30DD: 00                   Set Bit 7 of current object (enable object visibility)
   DF/30DE: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/30E1: 62 04                Shift object down 4 pixels
   DF/30E3: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/30E5: 7F 00 00             Object jumps (with sound effect) #$0000 units
   DF/30E8: F0 09                Frame Duration: 9
DF/30EA: D0 0F 00             Execute event id $000F subsequently

EVENT [699] ------------------------------------------------------------>
DF/30ED: B0 0B 10 1D          Store #$1D10 to 00:7016
DF/30F1: D1 42 00             Execute event id $0042
DF/30F4: 68 0C 01 04 2B 49    Enter area: $010C
                              MARIO will be at coords: (144,344) Z=144
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/30FA: A0 48                Set event flag memory address 00:7049 Bit 0
DF/30FC: 35 00                Disable Overworld Menu
DF/30FE: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3100: 7E 00 00             Object jumps #$0000 units
DF/3103: D0 EB 06             Execute event id $06EB subsequently

EVENT [69A] ------------------------------------------------------------>
DF/3106: D1 41 00             Execute event id $0041
DF/3109: 68 AA 01 1D 10 40    Enter area: $01AA
                              MARIO will be at coords: (928,128) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/310F: 70                   Simultaneously lighten screen from black with following commands
DF/3110: A5 E0                Clear event flag memory address 00:707C Bit 0
DF/3112: D0 0E 01             Execute event id $010E subsequently

EVENT [69B] ------------------------------------------------------------>
DF/3115: DC 79 1B 31          If event flag memory address 00:704F Bit 1 clear, jump to address $DF/311B
DF/3119: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/311B: FE                   Return


EVENT [69C] ------------------------------------------------------------>
DF/311C: A4 87                Clear event flag memory address 00:7050 Bit 7
DF/311E: 9C 54                Play sound effect #$54
DF/3120: B0 1A 01 00          Store #$0001 to 00:7034
DF/3124: C7 16                <UNKNOWN COMMAND $C7>
DF/3126: D4 02                Start code block, repeat 2 times
DF/3128: F0 00                Duration: 0 frames
DF/312A: 3F 20 28 31          <UNKNOWN COMMAND: pointer to address $3128>
DF/312E: F0 03                Duration: 3 frames
DF/3130: B1 1A 03 00          Add #$0003 to 00:7034
DF/3134: D7                   End of code block
DF/3135: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/3137: F2 A5 35             <UNKNOWN COMMAND $F2>
DF/313A: F2 A5 37             <UNKNOWN COMMAND $F2>
DF/313D: F2 A5 39             <UNKNOWN COMMAND $F2>
DF/3140: F2 A5 3B             <UNKNOWN COMMAND $F2>
DF/3143: F3 A5 35             <UNKNOWN COMMAND $F2>
DF/3146: F3 A5 37             <UNKNOWN COMMAND $F2>
DF/3149: F3 A5 39             <UNKNOWN COMMAND $F2>
DF/314C: F3 A5 3B             <UNKNOWN COMMAND $F2>
DF/314F: 60 E1 84 42          Run Dialogue $04E1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

   If you proceed through the pipe
              next door...


DF/3153: B4 0C                Store value at 00:70AC to 00:7000
DF/3155: FD B0 0F 00          Isolate Bits $000F of 00:7000
DF/3159: E2 09 00 7B 31       If value at 00:7000 = #$0009, jump to address $DF/317B
DF/315E: E2 0D 00 93 31       If value at 00:7000 = #$000D, jump to address $DF/3193
DF/3163: E2 06 00 9D 31       If value at 00:7000 = #$0006, jump to address $DF/319D
DF/3168: E2 0E 00 AA 31       If value at 00:7000 = #$000E, jump to address $DF/31AA
DF/316D: E2 07 00 BF 31       If value at 00:7000 = #$0007, jump to address $DF/31BF
DF/3172: E2 0B 00 D7 31       If value at 00:7000 = #$000B, jump to address $DF/31D7
DF/3177: 62 DA A4             Run Dialogue $04DA (Wait until complete)
                              Duration: forever

    Yikes, looks like you'll have
       hardships ahead of you.<I><END>


DF/317A: FE                   Return

DF/317B: 62 DB A4             Run Dialogue $04DB (Wait until complete)
                              Duration: forever

 Looks like you'll have a great meal
        sometime in the future.<I><END>


DF/317E: B4 0D                Store value at 00:70AD to 00:7000
DF/3180: AD 07 00             Store #$0007 to 00:7000
DF/3183: B7 15 10 00          Store a random number from 0 to #$0010 to 00:702A
DF/3187: C1 15                Compare values at memory addresses 00:702A and 00:7000
DF/3189: ED 96 31             If Bit 0 of 00:70A0,x clear, jump to address $DF/3196
DF/318C: F2 A5 B5             <UNKNOWN COMMAND $F2>
DF/318F: F3 A5 B5             <UNKNOWN COMMAND $F2>
DF/3192: FE                   Return

DF/3193: 62 DC A4             Run Dialogue $04DC (Wait until complete)
                              Duration: forever

  Some tasty snacks are awaiting
           you in the future.<I><END>


DF/3196: F2 A5 B7             <UNKNOWN COMMAND $F2>
DF/3199: F3 A5 B7             <UNKNOWN COMMAND $F2>
DF/319C: FE                   Return

DF/319D: 62 DD A4             Run Dialogue $04DD (Wait until complete)
                              Duration: forever

   You'll have many friends in the
                 future.<I><END>


DF/31A0: F2 A5 A9             <UNKNOWN COMMAND $F2>
DF/31A3: F2 A5 AB             <UNKNOWN COMMAND $F2>
DF/31A6: F2 A5 AD             <UNKNOWN COMMAND $F2>
DF/31A9: FE                   Return

DF/31AA: 62 DE A4             Run Dialogue $04DE (Wait until complete)
                              Duration: forever

 You'll have plenty of good things
          to look forward to.<I><END>


DF/31AD: B4 0D                Store value at 00:70AD to 00:7000
DF/31AF: AD 08 00             Store #$0008 to 00:7000
DF/31B2: B7 15 10 00          Store a random number from 0 to #$0010 to 00:702A
DF/31B6: C1 15                Compare values at memory addresses 00:702A and 00:7000
DF/31B8: ED A0 31             If Bit 0 of 00:70A0,x clear, jump to address $DF/31A0
DF/31BB: F2 A5 B3             <UNKNOWN COMMAND $F2>
DF/31BE: FE                   Return

DF/31BF: 62 DF A4             Run Dialogue $04DF (Wait until complete)
                              Duration: forever

     You'll find some rare items.<I><END>


DF/31C2: B4 0D                Store value at 00:70AD to 00:7000
DF/31C4: AD 06 00             Store #$0006 to 00:7000
DF/31C7: B7 15 14 00          Store a random number from 0 to #$0014 to 00:702A
DF/31CB: C1 15                Compare values at memory addresses 00:702A and 00:7000
DF/31CD: ED DA 31             If Bit 0 of 00:70A0,x clear, jump to address $DF/31DA
DF/31D0: F2 A5 B9             <UNKNOWN COMMAND $F2>
DF/31D3: F3 A5 B9             <UNKNOWN COMMAND $F2>
DF/31D6: FE                   Return

DF/31D7: 62 E0 A4             Run Dialogue $04E0 (Wait until complete)
                              Duration: forever

      You'll pick up great items.<I><END>


DF/31DA: F2 A5 BB             <UNKNOWN COMMAND $F2>
DF/31DD: F3 A5 BB             <UNKNOWN COMMAND $F2>
DF/31E0: FE                   Return


EVENT [69D] ------------------------------------------------------------>
DF/31E1: D8 20 2F 32          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/322F
DF/31E5: CB                   Store joypad register to 00:7000,00:7001
DF/31E6: E6 80 00 2F 32       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/322F
DF/31EB: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/31ED: 7E 40 00             Object jumps #$0040 units
DF/31F0: 9C 9A                Play sound effect #$9A
DF/31F2: F0 01                Duration: 1 frames
DF/31F4: FD FD                Store value at 7F:F8CD to 00:7000
DF/31F6: 6A A7 C1             Modify BGL of area $C1A7
DF/31F9: FD FC                Store value at 7F:F8CD to 00:7000
DF/31FB: F0 00                Duration: 0 frames
DF/31FD: AA 0D                Increment 00:70AD
DF/31FF: B4 0D                Store value at 00:70AD to 00:7000
DF/3201: AD 05 00             Store #$0005 to 00:7000
DF/3204: B7 15 14 00          Store a random number from 0 to #$0014 to 00:702A
DF/3208: C1 15                Compare values at memory addresses 00:702A and 00:7000
DF/320A: ED 12 32             If Bit 0 of 00:70A0,x clear, jump to address $DF/3212
DF/320D: A0 77                Set event flag memory address 00:704E Bit 7
DF/320F: D2 14 32             Jump to address $DF/3214
DF/3212: A4 77                Clear event flag memory address 00:704E Bit 7
DF/3214: A0 20                Set event flag memory address 00:7044 Bit 0
DF/3216: 15 97                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DF/3218: 0E 01                <UNKNOWN COMMAND $0E>
   DF/321A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/321C: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/321E: 10 43                Set transition flag, x4 speed
   DF/3220: 61 04                Shift object down-right 4 pixels
   DF/3222: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/3225: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/3228: 00                   Set Bit 7 of current object (enable object visibility)
   DF/3229: 10 41                Set transition flag, x2 speed
   DF/322B: 51 02                Shift object down-right 32 pixels
   DF/322D: 0B 04                Set Bits $4 of current object address 0A,x
DF/322F: FE                   Return


EVENT [69E] ------------------------------------------------------------>
DF/3230: D8 78 39 32          If event flag memory address 00:704F Bit 0 set, jump to address $DF/3239
DF/3234: D8 20 39 32          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/3239
DF/3238: FE                   Return

DF/3239: C8 10                <UNKNOWN COMMAND $C8>
DF/323B: B1 0B 30 00          Add #$0030 to 00:7016
DF/323F: 00 10                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes)
   DF/3241: 7E 30 00             Object jumps #$0030 units
   DF/3244: F0 02                Frame Duration: 2
   DF/3246: 89                   Object disappears?
   DF/3247: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/3249: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/324B: 10 40                Set transition flag, x1 speed
   DF/324D: 72                   Object faces down
   DF/324E: FD 0F 02             Object overlaps BG1
DF/3251: D3 92 32             Jump to address $DF/3292
DF/3254: D8 78 75 32          If event flag memory address 00:704F Bit 0 set, jump to address $DF/3275
DF/3258: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/325A: 10 40                Set transition flag, x1 speed
   DF/325C: 07                   Clear "moon-walk" Bits
   DF/325D: 71                   Object faces down-right
   DF/325E: 06                   Set "moon-walk" Bits
   DF/325F: 52 10                Shift object down 256 pixels
DF/3261: D3 AA 32             Jump to address $DF/32AA
DF/3264: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/3266: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   DF/3268: 07                   Clear "moon-walk" Bits
   DF/3269: 10 41                Set transition flag, x2 speed
   DF/326B: 0B 04                Set Bits $4 of current object address 0A,x
   DF/326D: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/326F: 41                   <UNKNOWN COMMAND $41>
   DF/3270: 10 40                Set transition flag, x1 speed
DF/3272: A0 78                Set event flag memory address 00:704F Bit 0
DF/3274: FE                   Return

DF/3275: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/3277: 10 40                Set transition flag, x1 speed
   DF/3279: 07                   Clear "moon-walk" Bits
   DF/327A: 71                   Object faces down-right
   DF/327B: 06                   Set "moon-walk" Bits
   DF/327C: 56 10                Shift object up 256 pixels
DF/327E: D3 AA 32             Jump to address $DF/32AA
DF/3281: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/3283: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   DF/3285: 07                   Clear "moon-walk" Bits
   DF/3286: 10 41                Set transition flag, x2 speed
   DF/3288: 0B 04                Set Bits $4 of current object address 0A,x
   DF/328A: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/328C: 45                   <UNKNOWN COMMAND $45>
   DF/328D: 10 40                Set transition flag, x1 speed
DF/328F: A4 78                Clear event flag memory address 00:704F Bit 0
DF/3291: FE                   Return

DF/3292: 9C 09                Play sound effect #$09
DF/3294: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3296: FD 0F 02             Object overlaps BG1
DF/3299: 0C 8A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/329B: 10 43                Set transition flag, x4 speed
   DF/329D: 66 04                Shift object up 4 pixels
   DF/329F: 62 08                Shift object down 8 pixels
   DF/32A1: 66 04                Shift object up 4 pixels
   DF/32A3: 10 40                Set transition flag, x1 speed
DF/32A5: F0 07                Duration: 7 frames
DF/32A7: 9C 30                Play sound effect #$30
DF/32A9: FE                   Return

DF/32AA: 9B                   Stop sound effect
DF/32AB: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/32AD: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
DF/32AF: F0 03                Duration: 3 frames
DF/32B1: 9C 71                Play sound effect #$71
DF/32B3: 0C 8A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/32B5: 10 43                Set transition flag, x4 speed
   DF/32B7: 66 04                Shift object up 4 pixels
   DF/32B9: 62 08                Shift object down 8 pixels
   DF/32BB: 66 04                Shift object up 4 pixels
   DF/32BD: 10 40                Set transition flag, x1 speed
DF/32BF: FE                   Return


EVENT [69F] ------------------------------------------------------------>
DF/32C0: DD B0 C7 32          If event flag memory address 00:7076 Bit 0 clear, jump to address $DF/32C7
DF/32C4: D0 FF 00             Execute event id $00FF subsequently
DF/32C7: B0 07 07 00          Store #$0007 to 00:700E
DF/32CB: 49                   Engage in battle with formation pack from 00:700E
DF/32CC: D8 01 DD 32          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/32DD
DF/32D0: D8 00 EA 32          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/32EA
DF/32D4: 10 85                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/32D6: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/32D8: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/32DA: 01                   Clear Bit 7 of current object (disable object visibility)
DF/32DB: 71                   Lighten screen from black before following commands
DF/32DC: FE                   Return

DF/32DD: 70                   Simultaneously lighten screen from black with following commands
DF/32DE: 10 89                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/32E0: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/32E2: 10 C2                Set transition and sequence flags, x3 speed
   DF/32E4: 53 03                Shift object down-left 48 pixels
   DF/32E6: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/32E8: 01                   Clear Bit 7 of current object (disable object visibility)
DF/32E9: FE                   Return

DF/32EA: FB                   Reset game, choose game

DF/32EB: FE                   Return


EVENT [6A0] ------------------------------------------------------------>
DF/32EC: C2 16 1A 00          Compare value at 00:702C to #$001A
DF/32F0: EA 12 33             If Bit 1 of 00:70A0,x set, jump to address $DF/3312
DF/32F3: B0 16 1A 00          Store #$001A to 00:702C
DF/32F7: A8 09 1A             Store #$1A to 00:70A9
DF/32FA: A8 0A 1B             Store #$1B to 00:70AA
DF/32FD: 11 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/32FF: 21                   <UNKNOWN COMMAND $21>
   DF/3300: FD 24 11 12          <UNKNOWN COMMAND $24>
   DF/3304: BB 15                Store value at 00:700C to 00:702A
DF/3306: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DF/3308: 12 F2 DF 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01DF
DF/330C: F0 01                Duration: 1 frames
DF/330E: 1D F2 8D 02          Set Object: NPC #9 ---> Command: Set object to movement: $028D
DF/3312: DD E0 1B 33          If event flag memory address 00:707C Bit 0 clear, jump to address $DF/331B
DF/3316: D1 30 07             Execute event id $0730
DF/3319: A5 E0                Clear event flag memory address 00:707C Bit 0
DF/331B: FE                   Return


EVENT [6A1] ------------------------------------------------------------>
DF/331C: C2 16 1B 00          Compare value at 00:702C to #$001B
DF/3320: EA 12 33             If Bit 1 of 00:70A0,x set, jump to address $DF/3312
DF/3323: B0 16 1B 00          Store #$001B to 00:702C
DF/3327: A8 09 1B             Store #$1B to 00:70A9
DF/332A: A8 0A 1A             Store #$1A to 00:70AA
DF/332D: 11 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/332F: 21                   <UNKNOWN COMMAND $21>
   DF/3330: FD 24 11 12          <UNKNOWN COMMAND $24>
   DF/3334: BB 15                Store value at 00:700C to 00:702A
DF/3336: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DF/3338: 12 F2 DF 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01DF
DF/333C: F0 01                Duration: 1 frames
DF/333E: 1C F2 8D 02          Set Object: NPC #8 ---> Command: Set object to movement: $028D
DF/3342: DD E0 4B 33          If event flag memory address 00:707C Bit 0 clear, jump to address $DF/334B
DF/3346: D1 30 07             Execute event id $0730
DF/3349: A5 E0                Clear event flag memory address 00:707C Bit 0
DF/334B: FE                   Return


EVENT [6A2] ------------------------------------------------------------>
DF/334C: 1C 02                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/334E: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/3350: 1D 02                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/3352: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/3354: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/3356: FD 17                Set Bit 3 of object address 0B,x
DF/3358: A8 0B 16             Store #$16 to 00:70AB
DF/335B: D4 03                Start code block, repeat 3 times
DF/335D: F2 4E A6             <UNKNOWN COMMAND $F2>
DF/3360: 13 F2 DA 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01DA
DF/3364: F0 00                Duration: 0 frames
DF/3366: 13 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/3368: AA 0B                Increment 00:70AB
DF/336A: D7                   End of code block
DF/336B: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/336D: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
DF/336F: 1B 82                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/3371: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
DF/3373: B0 16 1A 00          Store #$001A to 00:702C
DF/3377: A8 09 1A             Store #$1A to 00:70A9
DF/337A: A8 0A 1B             Store #$1B to 00:70AA
DF/337D: 11 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/337F: 21                   <UNKNOWN COMMAND $21>
   DF/3380: FD 24 11 12          <UNKNOWN COMMAND $24>
   DF/3384: BB 15                Store value at 00:700C to 00:702A
DF/3386: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DF/3388: 12 F2 DF 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01DF
DF/338C: F0 01                Duration: 1 frames
DF/338E: 1D F2 8D 02          Set Object: NPC #9 ---> Command: Set object to movement: $028D
DF/3392: 40 A3 26             Execute event id $26A3 simultaneously with the following commands
DF/3395: DD BB A9 33          If event flag memory address 00:7077 Bit 3 clear, jump to address $DF/33A9
DF/3399: 16 FB                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FB>
DF/339B: 17 FB                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $FB>
DF/339D: 18 FB                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $FB>
DF/339F: 19 FB                Set Object: NPC #5 ---> Command: <UNKNOWN COMMAND $FB>
DF/33A1: D1 0E 00             Execute event id $000E
DF/33A4: F0 02                Duration: 2 frames
DF/33A6: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DF/33A8: FE                   Return

DF/33A9: 1A 82                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/33AB: 0B A0                Set Bits $A0 of current object address 0A,x
DF/33AD: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   DF/33AF: 10 41                Set transition flag, x2 speed
   DF/33B1: 57 05                Shift object up-right 80 pixels
   DF/33B3: 56 04                Shift object up 64 pixels
   DF/33B5: 10 40                Set transition flag, x1 speed
DF/33B7: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/33B9: 57 02                Shift object up-right 32 pixels
   DF/33BB: 46                   <UNKNOWN COMMAND $46>
   DF/33BC: 77                   Object faces up-right
DF/33BD: A1 BB                Set event flag memory address 00:7077 Bit 3
DF/33BF: D1 0E 00             Execute event id $000E
DF/33C2: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
DF/33C4: 20 0B                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/33C6: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/33C8: 00                   Set Bit 7 of current object (enable object visibility)
   DF/33C9: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/33CA: 67 01                Shift object up-right 1 pixels
   DF/33CC: 06                   Set "moon-walk" Bits
   DF/33CD: 62 08                Shift object down 8 pixels
   DF/33CF: 07                   Clear "moon-walk" Bits
   DF/33D0: 77                   Object faces up-right
DF/33D1: F0 4F                Duration: 79 frames
DF/33D3: D4 01                Start code block, repeat 1 times
DF/33D5: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DF/33D7: 20 88                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/33D9: FD 9E                <UNKNOWN COMMAND $9E>
   DF/33DB: 21                   <UNKNOWN COMMAND $21>
   DF/33DC: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/33DF: F0 1A                Frame Duration: 26
DF/33E1: 1B FB                Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $FB>
DF/33E3: F0 4F                Duration: 79 frames
DF/33E5: D7                   End of code block
DF/33E6: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DF/33E8: 20 95                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DF/33EA: FD 9E                <UNKNOWN COMMAND $9E>
   DF/33EC: 21                   <UNKNOWN COMMAND $21>
   DF/33ED: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/33F0: 06                   Set "moon-walk" Bits
   DF/33F1: 10 C1                Set transition and sequence flags, x2 speed
   DF/33F3: 60 04                Shift object right 4 pixels
   DF/33F5: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/33F7: 60 02                Shift object right 2 pixels
   DF/33F9: FD 3D 20 F7 33       <UNKNOWN COMMAND $DF: pointer to address 
   DF/33FE: 07                   Clear "moon-walk" Bits
DF/33FF: 20 8C                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/3401: F0 13                Frame Duration: 19
   DF/3403: 71                   Object faces down-right
   DF/3404: F0 07                Frame Duration: 7
   DF/3406: 73                   Object faces down-left
   DF/3407: F0 13                Frame Duration: 19
   DF/3409: 53 03                Shift object down-left 48 pixels
   DF/340B: 10 80                Set sequence flag, x1 speed
DF/340D: 60 23 A4 60          Run Dialogue $0423 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CROCO: Give it UP already!
 That treasure box is tempting,
 but now is not the time.<I><END>


DF/3411: 20 91                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/3413: 10 C1                Set transition and sequence flags, x2 speed
   DF/3415: 57 03                Shift object up-right 48 pixels
   DF/3417: 71                   Object faces down-right
   DF/3418: F0 1D                Frame Duration: 29
   DF/341A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/341C: 21                   <UNKNOWN COMMAND $21>
   DF/341D: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DF/3420: 06                   Set "moon-walk" Bits
   DF/3421: 50 04                Shift object right 64 pixels
   DF/3423: 01                   Clear Bit 7 of current object (disable object visibility)
DF/3424: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/3426: 0C A0                XOR Bits $A0 of current object address 0A,x
DF/3428: 16 FB                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FB>
DF/342A: 17 FB                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $FB>
DF/342C: 18 FB                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $FB>
DF/342E: 19 FB                Set Object: NPC #5 ---> Command: <UNKNOWN COMMAND $FB>
DF/3430: FE                   Return


EVENT [6A3] ------------------------------------------------------------>
DF/3431: F0 00                Duration: 0 frames
DF/3433: 3D 39 34             <UNKNOWN COMMAND: pointer to address $3439>
DF/3436: D2 31 34             Jump to address $DF/3431
DF/3439: 12 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/343B: F0 00                Duration: 0 frames
DF/343D: 3D 3B 34             <UNKNOWN COMMAND: pointer to address $343B>
DF/3440: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
DF/3442: C0 40 02             Compare value at 00:7000 to #$0240
DF/3445: ED 31 34             If Bit 0 of 00:70A0,x clear, jump to address $DF/3431
DF/3448: 12 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/344A: D2 31 34             Jump to address $DF/3431

EVENT [6A4] ------------------------------------------------------------>
DF/344D: D8 1D 93 34          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/3493
DF/3451: 9C 3A                Play sound effect #$3A
DF/3453: A0 1D                Set event flag memory address 00:7043 Bit 5
DF/3455: 34 00                Change directional maneuverability: 
DF/3457: D8 1B 64 34          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/3464
DF/345B: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/345D: A0 19                Set event flag memory address 00:7043 Bit 1
DF/345F: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/3461: 40 A9 26             Execute event id $26A9 simultaneously with the following commands
DF/3464: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
DF/3466: C4 80                <UNKNOWN COMMAND $C4>
DF/3468: C0 0C 00             Compare value at 00:7000 to #$000C
DF/346B: EC 6F 34             If Bit 0 of 00:70A0,x set, jump to address $DF/346F
DF/346E: FE                   Return

DF/346F: C0 0F 00             Compare value at 00:7000 to #$000F
DF/3472: ED 76 34             If Bit 0 of 00:70A0,x clear, jump to address $DF/3476
DF/3475: FE                   Return

DF/3476: BA 1F                Store value at 00:703E to 00:7000
DF/3478: C0 1A 00             Compare value at 00:7000 to #$001A
DF/347B: EB 82 34             If Bit 1 of 00:70A0,x clear, jump to address $DF/3482
DF/347E: B1 12 80 00          Add #$0080 to 00:7024
DF/3482: A8 09 1A             Store #$1A to 00:70A9
DF/3485: B0 1F 1A 00          Store #$001A to 00:703E
DF/3489: 1B F2 DE 01          Set Object: NPC #7 ---> Command: Set object to movement: $01DE
DF/348D: F0 21                Duration: 33 frames
DF/348F: 1B F2 DD 01          Set Object: NPC #7 ---> Command: Set object to movement: $01DD
DF/3493: FE                   Return


EVENT [6A5] ------------------------------------------------------------>
DF/3494: D8 1D CA 34          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/34CA
DF/3498: 9C 3A                Play sound effect #$3A
DF/349A: A0 1D                Set event flag memory address 00:7043 Bit 5
DF/349C: 34 00                Change directional maneuverability: 
DF/349E: D8 1B AB 34          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/34AB
DF/34A2: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/34A4: A0 19                Set event flag memory address 00:7043 Bit 1
DF/34A6: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/34A8: 40 A9 26             Execute event id $26A9 simultaneously with the following commands
DF/34AB: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DF/34AD: BA 1F                Store value at 00:703E to 00:7000
DF/34AF: C0 1B 00             Compare value at 00:7000 to #$001B
DF/34B2: EB B9 34             If Bit 1 of 00:70A0,x clear, jump to address $DF/34B9
DF/34B5: B1 12 80 00          Add #$0080 to 00:7024
DF/34B9: A8 09 1B             Store #$1B to 00:70A9
DF/34BC: B0 1F 1B 00          Store #$001B to 00:703E
DF/34C0: 1A F2 DE 01          Set Object: NPC #6 ---> Command: Set object to movement: $01DE
DF/34C4: F0 21                Duration: 33 frames
DF/34C6: 1A F2 DD 01          Set Object: NPC #6 ---> Command: Set object to movement: $01DD
DF/34CA: FE                   Return


EVENT [6A6] ------------------------------------------------------------>
DF/34CB: FD F0 CF 3A D4 34    <UNKNOWN COMMAND $F0: pointer to address $DF/34D4
DF/34D1: 1D 01                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/34D3: 01                   Clear Bit 7 of current object (disable object visibility)
DF/34D4: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/34D6: FD 17                Set Bit 3 of object address 0B,x
DF/34D8: 1A 07                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/34DA: 10 44                Set transition flag, x8 speed
   DF/34DC: 06                   Set "moon-walk" Bits
   DF/34DD: 64 08                Shift object left 8 pixels
   DF/34DF: 10 40                Set transition flag, x1 speed
DF/34E1: 1B 07                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/34E3: 10 44                Set transition flag, x8 speed
   DF/34E5: 06                   Set "moon-walk" Bits
   DF/34E6: 60 08                Shift object right 8 pixels
   DF/34E8: 10 40                Set transition flag, x1 speed
DF/34EA: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/34EC: 10 44                Set transition flag, x8 speed
   DF/34EE: 06                   Set "moon-walk" Bits
   DF/34EF: 64 08                Shift object left 8 pixels
   DF/34F1: 10 40                Set transition flag, x1 speed
DF/34F3: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/34F5: 10 44                Set transition flag, x8 speed
   DF/34F7: 06                   Set "moon-walk" Bits
   DF/34F8: 60 08                Shift object right 8 pixels
   DF/34FA: 10 40                Set transition flag, x1 speed
DF/34FC: 18 0C                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0C bytes)
   DF/34FE: 10 44                Set transition flag, x8 speed
   DF/3500: 06                   Set "moon-walk" Bits
   DF/3501: 60 18                Shift object right 24 pixels
   DF/3503: 10 40                Set transition flag, x1 speed
   DF/3505: D9 BD 0A 35          If event flag memory address 00:7077 Bit 5 set, jump to address $DF/350A
   DF/3509: 01                   Clear Bit 7 of current object (disable object visibility)
DF/350A: 19 8C                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/350C: 10 44                Set transition flag, x8 speed
   DF/350E: 06                   Set "moon-walk" Bits
   DF/350F: 60 08                Shift object right 8 pixels
   DF/3511: 10 40                Set transition flag, x1 speed
   DF/3513: D9 BE 18 35          If event flag memory address 00:7077 Bit 6 set, jump to address $DF/3518
   DF/3517: 01                   Clear Bit 7 of current object (disable object visibility)
DF/3518: 1B F2 DD 01          Set Object: NPC #7 ---> Command: Set object to movement: $01DD
DF/351C: B0 12 80 00          Store #$0080 to 00:7024
DF/3520: B0 1F 1A 00          Store #$001A to 00:703E
DF/3524: DD B9 3B 35          If event flag memory address 00:7077 Bit 1 clear, jump to address $DF/353B
DF/3528: 71                   Lighten screen from black before following commands
DF/3529: D1 04 0E             Execute event id $0E04
DF/352C: DE CF 38 35          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/3538
DF/3530: FD F0 CF 3A 38 35    <UNKNOWN COMMAND $F0: pointer to address $DF/3538
DF/3536: 9C 95                Play sound effect #$95
DF/3538: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/353A: FE                   Return

DF/353B: A1 B9                Set event flag memory address 00:7077 Bit 1
DF/353D: 70                   Simultaneously lighten screen from black with following commands
DF/353E: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/3540: 00                   Set Bit 7 of current object (enable object visibility)
   DF/3541: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DF/3544: F0 3B                Duration: 59 frames
DF/3546: 1C 8F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/3548: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/354A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/354C: 21                   <UNKNOWN COMMAND $21>
   DF/354D: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DF/3550: F0 07                Frame Duration: 7
   DF/3552: 09                   Reset all object properties to default
   DF/3553: 73                   Object faces down-left
   DF/3554: F0 07                Frame Duration: 7
   DF/3556: 75                   Object faces up-left
DF/3557: 60 21 A4 60          Run Dialogue $0421 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CROCO: You couldn't jump to save
 your life, kid, so I guess this is
 goodbye!<I><END>


DF/355B: 30                   <UNKNOWN COMMAND $30>
DF/355C: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/355E: 0B 20                Set Bits $20 of current object address 0A,x
   DF/3560: 0B 80                Set Bits $80 of current object address 0A,x
DF/3562: 1C 3A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x3A bytes)
   DF/3564: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/3565: 10 C1                Set transition and sequence flags, x2 speed
   DF/3567: 57 02                Shift object up-right 32 pixels
   DF/3569: 41                   <UNKNOWN COMMAND $41>
   DF/356A: 13 03                Layering priority: ...
   DF/356C: FD 0F 03             Object overlaps BG1 & BG2
   DF/356F: 77                   Object faces up-right
   DF/3570: 0B 04                Set Bits $4 of current object address 0A,x
   DF/3572: F0 0C                Frame Duration: 12
   DF/3574: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3576: 21                   <UNKNOWN COMMAND $21>
   DF/3577: 7F 90 00             Object jumps (with sound effect) #$0090 units
   DF/357A: 57 04                Shift object up-right 64 pixels
   DF/357C: 67 10                Shift object up-right 16 pixels
   DF/357E: 71                   Object faces down-right
   DF/357F: 06                   Set "moon-walk" Bits
   DF/3580: F0 09                Frame Duration: 9
   DF/3582: 60 32                Shift object right 50 pixels
   DF/3584: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3586: 21                   <UNKNOWN COMMAND $21>
   DF/3587: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/358A: 60 28                Shift object right 40 pixels
   DF/358C: F0 00                Frame Duration: 0
   DF/358E: FD 3D 1C 8C 35       <UNKNOWN COMMAND $DF: pointer to address 
   DF/3593: 10 C1                Set transition and sequence flags, x2 speed
   DF/3595: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3597: 21                   <UNKNOWN COMMAND $21>
   DF/3598: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/359B: 50 04                Shift object right 64 pixels
   DF/359D: 01                   Clear Bit 7 of current object (disable object visibility)
DF/359E: 16 17                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x17 bytes)
   DF/35A0: F0 8B                Frame Duration: 139
   DF/35A2: 0C 08                XOR Bits $8 of current object address 0A,x
   DF/35A4: FD 9E                <UNKNOWN COMMAND $9E>
   DF/35A6: 0D 13                <UNKNOWN COMMAND $0D>
   DF/35A8: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/35A9: FD 0F 03             Object overlaps BG1 & BG2
   DF/35AC: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/35AF: 10 43                Set transition flag, x4 speed
   DF/35B1: 4A                   <UNKNOWN COMMAND $4A>
   DF/35B2: F0 1B                Frame Duration: 27
   DF/35B4: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/35B5: FD F2                <UNKNOWN COMMAND $F2>
DF/35B7: 0C 90                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DF/35B9: 10 41                Set transition flag, x2 speed
   DF/35BB: 57 05                Shift object up-right 80 pixels
   DF/35BD: F0 13                Frame Duration: 19
   DF/35BF: 50 04                Shift object right 64 pixels
   DF/35C1: F0 4F                Frame Duration: 79
   DF/35C3: 54 04                Shift object left 64 pixels
   DF/35C5: 53 05                Shift object down-left 80 pixels
   DF/35C7: 10 40                Set transition flag, x1 speed
DF/35C9: 31                   <UNKNOWN COMMAND $31>
DF/35CA: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/35CC: 0C 20                XOR Bits $20 of current object address 0A,x
   DF/35CE: 0C 80                XOR Bits $80 of current object address 0A,x
DF/35D0: FE                   Return


EVENT [6A7] ------------------------------------------------------------>
DF/35D1: B0 0B 59 03          Store #$0359 to 00:7016
DF/35D5: D0 01 06             Execute event id $0601 subsequently

EVENT [6A8] ------------------------------------------------------------>
DF/35D8: A2 B6                Set event flag memory address 00:7096 Bit 6
DF/35DA: B0 0B 59 16          Store #$1659 to 00:7016
DF/35DE: D0 01 06             Execute event id $0601 subsequently

EVENT [6A9] ------------------------------------------------------------>
DF/35E1: F0 00                Duration: 0 frames
DF/35E3: 3D E9 35             <UNKNOWN COMMAND: pointer to address $35E9>
DF/35E6: D2 E1 35             Jump to address $DF/35E1
DF/35E9: A4 1D                Clear event flag memory address 00:7043 Bit 5
DF/35EB: D8 19 03 36          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/3603
DF/35EF: A0 19                Set event flag memory address 00:7043 Bit 1
DF/35F1: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/35F3: A8 0B 14             Store #$14 to 00:70AB
DF/35F6: D4 01                Start code block, repeat 1 times
DF/35F8: 32 13 00 36          <UNKNOWN COMMAND $32>
DF/35FC: 13 F2 DA 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01DA
DF/3600: AA 0B                Increment 00:70AB
DF/3602: D7                   End of code block
DF/3603: F0 00                Duration: 0 frames
DF/3605: 3D 03 36             <UNKNOWN COMMAND: pointer to address $3603>
DF/3608: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/360A: E3 00 00 E1 35       If value at 00:7000 != #$0000, jump to address $DF/35E1
DF/360F: D8 1A E1 35          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/35E1
DF/3613: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/3615: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/3617: A8 0B 14             Store #$14 to 00:70AB
DF/361A: D4 01                Start code block, repeat 1 times
DF/361C: 32 13 24 36          <UNKNOWN COMMAND $32>
DF/3620: 13 F2 DB 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01DB
DF/3624: AA 0B                Increment 00:70AB
DF/3626: D7                   End of code block
DF/3627: D2 E1 35             Jump to address $DF/35E1

EVENT [6AA] ------------------------------------------------------------>
DF/362A: F0 13                Duration: 19 frames
DF/362C: D9 B0 31 36          If event flag memory address 00:7076 Bit 0 set, jump to address $DF/3631
DF/3630: FE                   Return

DF/3631: F0 00                Duration: 0 frames
DF/3633: DD B0 54 36          If event flag memory address 00:7076 Bit 0 clear, jump to address $DF/3654
DF/3637: A8 0B 16             Store #$16 to 00:70AB
DF/363A: D4 03                Start code block, repeat 3 times
DF/363C: 32 13 43 36          <UNKNOWN COMMAND $32>
DF/3640: D2 4C 36             Jump to address $DF/364C
DF/3643: F0 00                Duration: 0 frames
DF/3645: F2 4E A6             <UNKNOWN COMMAND $F2>
DF/3648: 13 F2 D7 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01D7
DF/364C: AA 0B                Increment 00:70AB
DF/364E: D7                   End of code block
DF/364F: F0 02                Duration: 2 frames
DF/3651: D2 31 36             Jump to address $DF/3631
DF/3654: F0 00                Duration: 0 frames
DF/3656: A8 0B 16             Store #$16 to 00:70AB
DF/3659: D4 03                Start code block, repeat 3 times
DF/365B: F8 4E 26 68 36       <UNKNOWN COMMAND $F8>
DF/3660: 13 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/3662: 13 FF 13             Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FF>
DF/3665: F2 DA 01             <UNKNOWN COMMAND $F2>
DF/3668: AA 0B                Increment 00:70AB
DF/366A: D7                   End of code block
DF/366B: FE                   Return


EVENT [6AB] ------------------------------------------------------------>
DF/366C: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
DF/366E: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
DF/3670: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
DF/3672: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
DF/3674: 19 FF 1A             Set Object: NPC #5 ---> Command: <UNKNOWN COMMAND $FF>
DF/3677: FF                   Return all

DF/3678: 1B FF 1C             Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $FF>
DF/367B: FF                   Return all

DF/367C: 1C 90                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DF/367E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/367F: 10 C3                Set transition and sequence flags, x4 speed
   DF/3681: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/3683: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/3685: DC 1F 8E 36          If event flag memory address 00:7043 Bit 7 clear, jump to address $DF/368E
   DF/3689: 42                   <UNKNOWN COMMAND $42>
   DF/368A: 41                   <UNKNOWN COMMAND $41>
   DF/368B: 40                   <UNKNOWN COMMAND $40>
   DF/368C: 57 03                Shift object up-right 48 pixels
DF/368E: A4 26                Clear event flag memory address 00:7044 Bit 6
DF/3690: B6 00 80              Store a random number from 0 to #$8000 to 00:7000
DF/3693: E6 01 00 9A 36       If memory address 00:7000 Bit $0001 set, do NOT jump to address $DF/369A
DF/3698: A0 26                Set event flag memory address 00:7044 Bit 6
DF/369A: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/369C: C0 00 40             Compare value at 00:7000 to #$4000
DF/369F: ED A4 36             If Bit 0 of 00:70A0,x clear, jump to address $DF/36A4
DF/36A2: A0 27                Set event flag memory address 00:7044 Bit 7
DF/36A4: FD B0 FF 3F          Isolate Bits $3FFF of 00:7000
DF/36A8: C0 00 20             Compare value at 00:7000 to #$2000
DF/36AB: ED B5 36             If Bit 0 of 00:70A0,x clear, jump to address $DF/36B5
DF/36AE: D8 27 7D 37          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/377D
DF/36B2: D2 3C 37             Jump to address $DF/373C
DF/36B5: D8 27 FA 36          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/36FA
DF/36B9: AC 00 30             Store #$3000 to 00:7000
DF/36BC: D8 20 9A 36          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/369A
DF/36C0: D8 21 DD 36          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/36DD
DF/36C4: D8 22 D3 36          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/36D3
DF/36C8: D8 23 CC 36          If event flag memory address 00:7044 Bit 3 set, jump to address $DF/36CC
DF/36CC: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/36CE: 57 08                Shift object up-right 128 pixels
DF/36D0: D2 E6 36             Jump to address $DF/36E6
DF/36D3: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/36D5: 47                   <UNKNOWN COMMAND $47>
   DF/36D6: 46                   <UNKNOWN COMMAND $46>
   DF/36D7: 45                   <UNKNOWN COMMAND $45>
   DF/36D8: 56 08                Shift object up 128 pixels
DF/36DA: D2 E6 36             Jump to address $DF/36E6
DF/36DD: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/36DF: 47                   <UNKNOWN COMMAND $47>
   DF/36E0: 46                   <UNKNOWN COMMAND $46>
   DF/36E1: 55 09                Shift object up-left 144 pixels
DF/36E3: D2 E6 36             Jump to address $DF/36E6
DF/36E6: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/36E8: 90 0B 5F 00          Objects bounces 0px high to on-screen coords: (368,760)
DF/36EC: A8 09 19             Store #$19 to 00:70A9
DF/36EF: A4 21                Clear event flag memory address 00:7044 Bit 1
DF/36F1: A4 22                Clear event flag memory address 00:7044 Bit 2
DF/36F3: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/36F5: A0 20                Set event flag memory address 00:7044 Bit 0
DF/36F7: D2 CB 37             Jump to address $DF/37CB
DF/36FA: AC 00 70             Store #$7000 to 00:7000
DF/36FD: D8 21 9A 36          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/369A
DF/3701: D8 20 1F 37          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/371F
DF/3705: D8 22 18 37          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/3718
DF/3709: D8 23 0D 37          If event flag memory address 00:7044 Bit 3 set, jump to address $DF/370D
DF/370D: 1C 86                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/370F: 51 07                Shift object down-right 112 pixels
   DF/3711: 50 03                Shift object right 48 pixels
   DF/3713: 57 03                Shift object up-right 48 pixels
DF/3715: D2 28 37             Jump to address $DF/3728
DF/3718: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/371A: 57 08                Shift object up-right 128 pixels
DF/371C: D2 28 37             Jump to address $DF/3728
DF/371F: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/3721: 51 09                Shift object down-right 144 pixels
   DF/3723: 42                   <UNKNOWN COMMAND $42>
   DF/3724: 43                   <UNKNOWN COMMAND $43>
DF/3725: D2 28 37             Jump to address $DF/3728
DF/3728: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/372A: 90 0F 6B 00          Objects bounces 0px high to on-screen coords: (496,856)
DF/372E: A8 09 19             Store #$19 to 00:70A9
DF/3731: A4 20                Clear event flag memory address 00:7044 Bit 0
DF/3733: A4 22                Clear event flag memory address 00:7044 Bit 2
DF/3735: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/3737: A0 21                Set event flag memory address 00:7044 Bit 1
DF/3739: D2 DA 37             Jump to address $DF/37DA
DF/373C: AC 00 10             Store #$1000 to 00:7000
DF/373F: D8 22 9A 36          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/369A
DF/3743: D8 20 5F 37          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/375F
DF/3747: D8 21 58 37          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/3758
DF/374B: D8 23 4F 37          If event flag memory address 00:7044 Bit 3 set, jump to address $DF/374F
DF/374F: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/3751: 51 09                Shift object down-right 144 pixels
   DF/3753: 42                   <UNKNOWN COMMAND $42>
   DF/3754: 43                   <UNKNOWN COMMAND $43>
DF/3755: D2 69 37             Jump to address $DF/3769
DF/3758: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/375A: 53 08                Shift object down-left 128 pixels
DF/375C: D2 69 37             Jump to address $DF/3769
DF/375F: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/3761: 52 08                Shift object down 128 pixels
   DF/3763: 41                   <UNKNOWN COMMAND $41>
   DF/3764: 42                   <UNKNOWN COMMAND $42>
   DF/3765: 43                   <UNKNOWN COMMAND $43>
DF/3766: D2 69 37             Jump to address $DF/3769
DF/3769: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/376B: 90 0B 73 00          Objects bounces 0px high to on-screen coords: (368,920)
DF/376F: A8 09 19             Store #$19 to 00:70A9
DF/3772: A4 20                Clear event flag memory address 00:7044 Bit 0
DF/3774: A4 21                Clear event flag memory address 00:7044 Bit 1
DF/3776: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/3778: A0 22                Set event flag memory address 00:7044 Bit 2
DF/377A: D2 E9 37             Jump to address $DF/37E9
DF/377D: AC 00 50             Store #$5000 to 00:7000
DF/3780: D8 23 9A 36          If event flag memory address 00:7044 Bit 3 set, jump to address $DF/369A
DF/3784: D8 20 A4 37          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/37A4
DF/3788: D8 21 99 37          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/3799
DF/378C: D8 22 90 37          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/3790
DF/3790: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/3792: 47                   <UNKNOWN COMMAND $47>
   DF/3793: 46                   <UNKNOWN COMMAND $46>
   DF/3794: 55 09                Shift object up-left 144 pixels
DF/3796: D2 AB 37             Jump to address $DF/37AB
DF/3799: 1C 86                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/379B: 53 03                Shift object down-left 48 pixels
   DF/379D: 54 03                Shift object left 48 pixels
   DF/379F: 55 07                Shift object up-left 112 pixels
DF/37A1: D2 AB 37             Jump to address $DF/37AB
DF/37A4: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/37A6: 53 08                Shift object down-left 128 pixels
DF/37A8: D2 AB 37             Jump to address $DF/37AB
DF/37AB: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/37AD: 90 07 67 00          Objects bounces 0px high to on-screen coords: (240,824)
DF/37B1: A8 09 19             Store #$19 to 00:70A9
DF/37B4: A4 20                Clear event flag memory address 00:7044 Bit 0
DF/37B6: A4 21                Clear event flag memory address 00:7044 Bit 1
DF/37B8: A4 22                Clear event flag memory address 00:7044 Bit 2
DF/37BA: A0 23                Set event flag memory address 00:7044 Bit 3
DF/37BC: 11 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   DF/37BE: FD 12                <UNKNOWN COMMAND $12>
   DF/37C0: 92 0A 5A 00          Place object at on-screen coords: (320,720) Z=0
DF/37C4: AA 09                Increment 00:70A9
DF/37C6: E0 09 1C FB 37       If value at 00:70A9 = #$1C, jump to address $DF/37FB
DF/37CB: 11 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   DF/37CD: FD 12                <UNKNOWN COMMAND $12>
   DF/37CF: 92 0E 66 00          Place object at on-screen coords: (448,816) Z=0
DF/37D3: AA 09                Increment 00:70A9
DF/37D5: E0 09 1C FB 37       If value at 00:70A9 = #$1C, jump to address $DF/37FB
DF/37DA: 11 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   DF/37DC: FD 12                <UNKNOWN COMMAND $12>
   DF/37DE: 92 0A 6E 00          Place object at on-screen coords: (320,880) Z=0
DF/37E2: AA 09                Increment 00:70A9
DF/37E4: E0 09 1C FB 37       If value at 00:70A9 = #$1C, jump to address $DF/37FB
DF/37E9: 11 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   DF/37EB: FD 12                <UNKNOWN COMMAND $12>
   DF/37ED: 92 06 62 00          Place object at on-screen coords: (192,784) Z=0
DF/37F1: AA 09                Increment 00:70A9
DF/37F3: E0 09 1C FB 37       If value at 00:70A9 = #$1C, jump to address $DF/37FB
DF/37F8: D2 BC 37             Jump to address $DF/37BC
DF/37FB: A4 1F                Clear event flag memory address 00:7043 Bit 7
DF/37FD: 1C 8F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/37FF: 77                   Object faces up-right
   DF/3800: DC 26 0E 38          If event flag memory address 00:7044 Bit 6 clear, jump to address $DF/380E
   DF/3804: 10 C4                Set transition and sequence flags, x8 speed
   DF/3806: A0 1F                Set event flag memory address 00:7043 Bit 7
   DF/3808: 53 03                Shift object down-left 48 pixels
   DF/380A: 44                   <UNKNOWN COMMAND $44>
   DF/380B: 45                   <UNKNOWN COMMAND $45>
   DF/380C: 46                   <UNKNOWN COMMAND $46>
   DF/380D: 75                   Object faces up-left
DF/380E: 19 F2 D8 01          Set Object: NPC #5 ---> Command: Set object to movement: $01D8
DF/3812: 1A F2 D8 01          Set Object: NPC #6 ---> Command: Set object to movement: $01D8
DF/3816: 1B F2 D8 01          Set Object: NPC #7 ---> Command: Set object to movement: $01D8
DF/381A: 1C F2 D5 01          Set Object: NPC #8 ---> Command: Set object to movement: $01D5
DF/381E: FE                   Return


EVENT [6AC] ------------------------------------------------------------>
DF/381F: DD B0 2B 38          If event flag memory address 00:7076 Bit 0 clear, jump to address $DF/382B
DF/3823: D9 E2 2B 38          If event flag memory address 00:707C Bit 2 set, jump to address $DF/382B
DF/3827: B0 11 1E 00          Store #$001E to 00:7022
DF/382B: DC 6B 3F 38          If event flag memory address 00:704D Bit 3 clear, jump to address $DF/383F
DF/382F: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/3831: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/3833: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/3835: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/3837: 1D 06                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/3839: 00                   Set Bit 7 of current object (enable object visibility)
   DF/383A: 7F 00 00             Object jumps (with sound effect) #$0000 units
   DF/383D: 0B 40                Set Bits $40 of current object address 0A,x
DF/383F: DE 0F 4D 38          If event flag memory address 00:7081 Bit 7 clear, jump to address $DF/384D
DF/3843: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/3845: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/3847: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/3849: D1 0F 00             Execute event id $000F
DF/384C: FE                   Return

DF/384D: DD BC 5B 38          If event flag memory address 00:7077 Bit 4 clear, jump to address $DF/385B
DF/3851: D1 0F 00             Execute event id $000F
DF/3854: D3 CC 38             Jump to address $DF/38CC
DF/3857: 40 AD 26             Execute event id $26AD simultaneously with the following commands
DF/385A: FE                   Return

DF/385B: A1 BC                Set event flag memory address 00:7077 Bit 4
DF/385D: D1 0E 00             Execute event id $000E
DF/3860: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/3862: 00                   Set Bit 7 of current object (enable object visibility)
   DF/3863: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DF/3866: F0 3B                Duration: 59 frames
DF/3868: 1C 8D                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/386A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/386C: 21                   <UNKNOWN COMMAND $21>
   DF/386D: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DF/3870: F0 07                Frame Duration: 7
   DF/3872: 09                   Reset all object properties to default
   DF/3873: 73                   Object faces down-left
   DF/3874: F0 07                Frame Duration: 7
   DF/3876: 75                   Object faces up-left
DF/3877: 60 24 A4 62          Run Dialogue $0424 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CROCO: Dead end!
 And they won't give up...!
 I'll just have to hide!<I><END>


DF/387B: 1C 1E                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x1E bytes)
   DF/387D: FD 9E                <UNKNOWN COMMAND $9E>
   DF/387F: 0B 10                Set Bits $10 of current object address 0A,x
   DF/3881: C3                   <UNKNOWN COMMAND $C3>
   DF/3882: 51 03                Shift object down-right 48 pixels
   DF/3884: 52 0B                Shift object down 176 pixels
   DF/3886: 51 04                Shift object down-right 64 pixels
   DF/3888: 10 C4                Set transition and sequence flags, x8 speed
   DF/388A: D4 01                Start code block, repeat 1 times
   DF/388C: 51 04                Shift object down-right 64 pixels
   DF/388E: 52 02                Shift object down 32 pixels
   DF/3890: 51 04                Shift object down-right 64 pixels
   DF/3892: 53 08                Shift object down-left 128 pixels
   DF/3894: 55 08                Shift object up-left 128 pixels
   DF/3896: 56 02                Shift object up 32 pixels
   DF/3898: 57 08                Shift object up-right 128 pixels
   DF/389A: D7                   End of code block
DF/389B: 0C 13                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x13 bytes)
   DF/389D: 10 43                Set transition flag, x4 speed
   DF/389F: 40                   <UNKNOWN COMMAND $40>
   DF/38A0: 52 07                Shift object down 112 pixels
   DF/38A2: 51 08                Shift object down-right 128 pixels
   DF/38A4: 52 06                Shift object down 96 pixels
   DF/38A6: F0 4F                Frame Duration: 79
   DF/38A8: 10 43                Set transition flag, x4 speed
   DF/38AA: 56 0D                Shift object up 208 pixels
   DF/38AC: 55 08                Shift object up-left 128 pixels
   DF/38AE: 10 40                Set transition flag, x1 speed
DF/38B0: 1C FE                Set Object: NPC #8 ---> Command: End object queue
DF/38B2: D3 CC 38             Jump to address $DF/38CC
DF/38B5: 1E F7                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F7>
DF/38B7: 1E 84                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/38B9: 10 C1                Set transition and sequence flags, x2 speed
   DF/38BB: 43                   <UNKNOWN COMMAND $43>
   DF/38BC: 41                   <UNKNOWN COMMAND $41>
DF/38BD: 60 2C A4 62          Run Dialogue $042C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: He's gone into hiding.<I>
 Let's see if we can sneak up behind
 him and catch him.<I><END>


DF/38C1: 1E 85                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/38C3: 10 C1                Set transition and sequence flags, x2 speed
   DF/38C5: 45                   <UNKNOWN COMMAND $45>
   DF/38C6: 47                   <UNKNOWN COMMAND $47>
   DF/38C7: 01                   Clear Bit 7 of current object (disable object visibility)
DF/38C8: 40 AD 26             Execute event id $26AD simultaneously with the following commands
DF/38CB: FE                   Return

DF/38CC: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/38CE: 92 0A 5A 00          Place object at on-screen coords: (320,720) Z=0
   DF/38D2: 77                   Object faces up-right
DF/38D3: 1A 85                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/38D5: 92 0E 66 00          Place object at on-screen coords: (448,816) Z=0
   DF/38D9: 77                   Object faces up-right
DF/38DA: A0 22                Set event flag memory address 00:7044 Bit 2
DF/38DC: A4 1F                Clear event flag memory address 00:7043 Bit 7
DF/38DE: 1C 86                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/38E0: 92 0B 73 00          Place object at on-screen coords: (368,920) Z=0
   DF/38E4: 77                   Object faces up-right
   DF/38E5: 00                   Set Bit 7 of current object (enable object visibility)
DF/38E6: 1B 85                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/38E8: 92 06 62 00          Place object at on-screen coords: (192,784) Z=0
   DF/38EC: 77                   Object faces up-right
DF/38ED: 19 F2 D8 01          Set Object: NPC #5 ---> Command: Set object to movement: $01D8
DF/38F1: 1A F2 D8 01          Set Object: NPC #6 ---> Command: Set object to movement: $01D8
DF/38F5: 1B F2 D8 01          Set Object: NPC #7 ---> Command: Set object to movement: $01D8
DF/38F9: 1C F2 D5 01          Set Object: NPC #8 ---> Command: Set object to movement: $01D5
DF/38FD: FE                   Return


EVENT [6AD] ------------------------------------------------------------>
DF/38FE: B0 18 64 00          Store #$0064 to 00:7030
DF/3902: B0 19 00 00          Store #$0000 to 00:7032
DF/3906: D4 EF                Start code block, repeat 239 times
DF/3908: F0 00                Duration: 0 frames
DF/390A: D8 24 34 39          If event flag memory address 00:7044 Bit 4 set, jump to address $DF/3934
DF/390E: D8 25 45 39          If event flag memory address 00:7044 Bit 5 set, jump to address $DF/3945
DF/3912: D7                   End of code block
DF/3913: 1C 8A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/3915: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3917: 0B 0C                Set Bits $C of current object address 0A,x
   DF/3919: F0 7F                Frame Duration: 127
   DF/391B: 6C                   <UNKNOWN COMMAND $6C>
   DF/391C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/391D: F0 1A                Frame Duration: 26
DF/391F: D3 6C 39             Jump to address $DF/396C
DF/3922: 19 FE                Set Object: NPC #5 ---> Command: End object queue
DF/3924: 1A FE                Set Object: NPC #6 ---> Command: End object queue
DF/3926: 1B FE                Set Object: NPC #7 ---> Command: End object queue
DF/3928: 34 FF                Change directional maneuverability: left right down up 
DF/392A: A4 24                Clear event flag memory address 00:7044 Bit 4
DF/392C: A4 25                Clear event flag memory address 00:7044 Bit 5
DF/392E: D1 AB 06             Execute event id $06AB
DF/3931: D2 06 39             Jump to address $DF/3906
DF/3934: D3 6C 39             Jump to address $DF/396C
DF/3937: D3 89 39             Jump to address $DF/3989
DF/393A: 60 29 A4 DC          Run Dialogue $0429 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: What's this? You fools
 couldn't chase down a pumpkin!<I><END>


DF/393E: 34 FF                Change directional maneuverability: left right down up 
DF/3940: 9C 0B                Play sound effect #$0B
DF/3942: D2 2A 39             Jump to address $DF/392A
DF/3945: D3 6C 39             Jump to address $DF/396C
DF/3948: B2 19                Increment 00:7032
DF/394A: E4 19 03 00 67 39    If value at 00:7032 = #$0003, jump to address $DF/3967
DF/3950: D3 9B 39             Jump to address $DF/399B
DF/3953: BA 18                Store value at 00:7030 to 00:7000
DF/3955: 60 2A A4 DC          Run Dialogue $042A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: Ha!
 Your eyes are much faster than
 your feet!<I>
 At this rate it'll take ya......
 <$00> more years to catch me!<I><END>


DF/3959: BA 18                Store value at 00:7030 to 00:7000
DF/395B: AD CE FF             Store #$FFCE to 00:7000
DF/395E: BB 18                Store value at 00:7000 to 00:7030
DF/3960: 34 FF                Change directional maneuverability: left right down up 
DF/3962: 9C 0B                Play sound effect #$0B
DF/3964: D2 2A 39             Jump to address $DF/392A
DF/3967: FD 46 AE 06          <UNKNOWN COMMAND $46>
DF/396B: FE                   Return

DF/396C: 34 00                Change directional maneuverability: 
DF/396E: A8 0B 19             Store #$19 to 00:70AB
DF/3971: D4 02                Start code block, repeat 2 times
DF/3973: 13 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/3975: 32 13 85 39          <UNKNOWN COMMAND $32>
DF/3979: 13 F1 09                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/397C: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/397E: 10 C2                Set transition and sequence flags, x3 speed
   DF/3980: 53 03                Shift object down-left 48 pixels
   DF/3982: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/3984: 01                   Clear Bit 7 of current object (disable object visibility)
DF/3985: AA 0B                Increment 00:70AB
DF/3987: D7                   End of code block
DF/3988: FE                   Return

DF/3989: 1C 8B                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/398B: FD 9E                <UNKNOWN COMMAND $9E>
   DF/398D: 21                   <UNKNOWN COMMAND $21>
   DF/398E: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/3990: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/3993: F0 1A                Frame Duration: 26
   DF/3995: 78                   Object faces down
DF/3996: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/3998: 7D                   Object faces down-left
   DF/3999: 1C                   <UNKNOWN COMMAND $1C>
DF/399A: FE                   Return

DF/399B: 1C A2                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x22 bytes) (Wait until complete)
   DF/399D: 10 C3                Set transition and sequence flags, x4 speed
   DF/399F: FD 9E                <UNKNOWN COMMAND $9E>
   DF/39A1: 1E                   <UNKNOWN COMMAND $1E>
   DF/39A2: D4 03                Start code block, repeat 3 times
   DF/39A4: 6A 08                Shift object up 8 pixels
   DF/39A6: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   DF/39A8: D7                   End of code block
   DF/39A9: F0 09                Frame Duration: 9
   DF/39AB: 9B                   Stop sound effect
   DF/39AC: 78                   Object faces down
   DF/39AD: F0 09                Frame Duration: 9
   DF/39AF: FD 9E                <UNKNOWN COMMAND $9E>
   DF/39B1: 21                   <UNKNOWN COMMAND $21>
   DF/39B2: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/39B4: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/39B7: F0 1A                Frame Duration: 26
   DF/39B9: 10 43                Set transition flag, x4 speed
   DF/39BB: 10 80                Set sequence flag, x1 speed
   DF/39BD: 06                   Set "moon-walk" Bits
   DF/39BE: 42                   <UNKNOWN COMMAND $42>
DF/39BF: 00 96                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DF/39C1: 10 41                Set transition flag, x2 speed
   DF/39C3: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/39C5: C8 1C                <UNKNOWN COMMAND $C8>
   DF/39C7: B1 0B 00 01          Add #$0100 to 00:7016
   DF/39CB: B1 0C 80 00          Add #$0080 to 00:7018
   DF/39CF: FD C7                <UNKNOWN COMMAND $C7>
   DF/39D1: 98                   <UNKNOWN COMMAND $98>
   DF/39D2: 75                   Object faces up-left
   DF/39D3: 10 40                Set transition flag, x1 speed
   DF/39D5: 0B 04                Set Bits $4 of current object address 0A,x
DF/39D7: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/39D9: 07                   Clear "moon-walk" Bits
   DF/39DA: 71                   Object faces down-right
DF/39DB: FE                   Return


EVENT [6AE] ------------------------------------------------------------>
DF/39DC: D3 6C 39             Jump to address $DF/396C
DF/39DF: 15 F2 D3 01          Set Object: NPC #1 ---> Command: Set object to movement: $01D3
DF/39E3: 16 F2 D3 01          Set Object: NPC #2 ---> Command: Set object to movement: $01D3
DF/39E7: 17 F2 D3 01          Set Object: NPC #3 ---> Command: Set object to movement: $01D3
DF/39EB: 18 F2 D3 01          Set Object: NPC #4 ---> Command: Set object to movement: $01D3
DF/39EF: D3 9B 39             Jump to address $DF/399B
DF/39F2: 60 2B A4 DC          Run Dialogue $042B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: You AGAIN?
 This is getting old!<I>
 It'll STILL take you ........<I><END>


DF/39F6: 1E F7                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F7>
DF/39F8: 1E 89                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/39FA: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/39FC: 10 C1                Set transition and sequence flags, x2 speed
   DF/39FE: 43                   <UNKNOWN COMMAND $43>
   DF/39FF: 55 02                Shift object up-left 32 pixels
   DF/3A01: 47                   <UNKNOWN COMMAND $47>
   DF/3A02: 71                   Object faces down-right
DF/3A03: 1C 0A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/3A05: 75                   Object faces up-left
   DF/3A06: F0 03                Frame Duration: 3
   DF/3A08: 10 43                Set transition flag, x4 speed
   DF/3A0A: D4 01                Start code block, repeat 1 times
   DF/3A0C: 4A                   <UNKNOWN COMMAND $4A>
   DF/3A0D: 4B                   <UNKNOWN COMMAND $4B>
   DF/3A0E: D7                   End of code block
DF/3A0F: 1E 8C                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/3A11: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3A13: 14 7E                Isolate top Bits of current object address 0E,x and set Bit(s) $126
   DF/3A15: 40                   <UNKNOWN COMMAND $40>
   DF/3A16: 00                   Set Bit 7 of current object (enable object visibility)
   DF/3A17: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/3A1A: F0 27                Frame Duration: 39
   DF/3A1C: 09                   Reset all object properties to default
DF/3A1D: 1C 11                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/3A1F: 10 C0                Set transition and sequence flags, x1 speed
   DF/3A21: D4 03                Start code block, repeat 3 times
   DF/3A23: F0 07                Frame Duration: 7
   DF/3A25: 73                   Object faces down-left
   DF/3A26: F0 04                Frame Duration: 4
   DF/3A28: 71                   Object faces down-right
   DF/3A29: F0 07                Frame Duration: 7
   DF/3A2B: 73                   Object faces down-left
   DF/3A2C: F0 04                Frame Duration: 4
   DF/3A2E: 75                   Object faces up-left
   DF/3A2F: D7                   End of code block
DF/3A30: 60 25 A4 DC          Run Dialogue $0425 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: Enough!
 Ya got me fair and square.<I>
 I'll give you back your coin!<I><END>


DF/3A34: 1C 86                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/3A36: 43                   <UNKNOWN COMMAND $43>
   DF/3A37: 63 08                Shift object down-left 8 pixels
   DF/3A39: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DF/3A3C: F0 3B                Duration: 59 frames
DF/3A3E: 60 26 A4 D0          Run Dialogue $0426 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: Whoa!
 Did ya really believe me?
 I was......LYING!!!<I><END>


DF/3A42: 1C 0B                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/3A44: 09                   Reset all object properties to default
   DF/3A45: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3A47: 21                   <UNKNOWN COMMAND $21>
   DF/3A48: FD 0F 03             Object overlaps BG1 & BG2
   DF/3A4B: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/3A4E: 47                   <UNKNOWN COMMAND $47>
DF/3A4F: F0 16                Duration: 22 frames
DF/3A51: 4A A3 00 09          Engage in battle with formation pack #$00A3 in background #$09
DF/3A55: A1 E5                Set event flag memory address 00:707C Bit 5
DF/3A57: A5 E6                Clear event flag memory address 00:707C Bit 6
DF/3A59: A5 E7                Clear event flag memory address 00:707C Bit 7
DF/3A5B: D1 18 00             Execute event id $0018
DF/3A5E: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/3A60: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/3A62: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/3A64: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/3A66: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/3A68: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/3A6A: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/3A6C: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/3A6E: F2 CE 38             <UNKNOWN COMMAND $F2>
DF/3A71: FD 5B                Restore all HP
DF/3A73: FD 5C                Restore all FP
DF/3A75: 71                   Lighten screen from black before following commands
DF/3A76: 60 27 A4 DE          Run Dialogue $0427 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Yeah, we did it!
 We got Grandpa's coin back.<I>

 I can finish my errand now.<I>

 Hey, look at this!
 That Croco guy left a wallet!<I><END>


DF/3A7A: A8 07 81             Store #$81 to 00:70A7
DF/3A7D: 9C 1B                Play sound effect #$1B
DF/3A7F: 60 2D A4 01          Run Dialogue $042D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text


            Found a Wallet<I><END>


DF/3A83: FD 50                Store item to item inventory from 00:70A7
DF/3A85: 60 2E A4 DE          Run Dialogue $042E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: I'm going back to the shop
 at Mushroom Kingdom.
 Are you coming?<I><END>


DF/3A89: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/3A8B: 51 02                Shift object down-right 32 pixels
   DF/3A8D: 01                   Clear Bit 7 of current object (disable object visibility)
DF/3A8E: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/3A90: 10 41                Set transition flag, x2 speed
   DF/3A92: 80 06 58             Move object to on-screen coords: (192,704)
DF/3A95: 9C 13                Play sound effect #$13
DF/3A97: F0 1D                Duration: 29 frames
DF/3A99: 1D 94                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DF/3A9B: FD 0F 03             Object overlaps BG1 & BG2
   DF/3A9E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/3A9F: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/3AA1: 7E 00 00             Object jumps #$0000 units
   DF/3AA4: F0 00                Frame Duration: 0
   DF/3AA6: FD 3D 1D A4 3A       <UNKNOWN COMMAND $DF: pointer to address 
   DF/3AAB: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/3AAD: 0B 40                Set Bits $40 of current object address 0A,x
DF/3AAF: 0C 0E                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0E bytes)
   DF/3AB1: 9C 16                Play sound effect #$16
   DF/3AB3: 10 43                Set transition flag, x4 speed
   DF/3AB5: 66 04                Shift object up 4 pixels
   DF/3AB7: 62 08                Shift object down 8 pixels
   DF/3AB9: 66 08                Shift object up 8 pixels
   DF/3ABB: 62 08                Shift object down 8 pixels
   DF/3ABD: 66 04                Shift object up 4 pixels
DF/3ABF: 1D 8B                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/3AC1: 10 81                Set sequence flag, x2 speed
   DF/3AC3: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/3AC6: F0 04                Frame Duration: 4
   DF/3AC8: 9C 0A                Play sound effect #$0A
   DF/3ACA: F0 36                Frame Duration: 54
DF/3ACC: 0C 96                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DF/3ACE: 10 41                Set transition flag, x2 speed
   DF/3AD0: C8 80                <UNKNOWN COMMAND $C8>
   DF/3AD2: B1 0B FC FF          Add #$FFFC to 00:7016
   DF/3AD6: B1 0C F0 FF          Add #$FFF0 to 00:7018
   DF/3ADA: 88                   Object runs away?
   DF/3ADB: 10 40                Set transition flag, x1 speed
   DF/3ADD: D2 E4 3A             Jump to address $DF/3AE4
   DF/3AE0: 52 06                Shift object down 96 pixels
   DF/3AE2: 10 40                Set transition flag, x1 speed
DF/3AE4: A2 0F                Set event flag memory address 00:7081 Bit 7
DF/3AE6: A0 6B                Set event flag memory address 00:704D Bit 3
DF/3AE8: FE                   Return


EVENT [6AF] ------------------------------------------------------------>
DF/3AE9: D1 41 00             Execute event id $0041
DF/3AEC: 68 4C 80 04 34 40    Enter area: $004C
                              MARIO will be at coords: (128,416) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/3AF2: 00 94                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DF/3AF4: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/3AF6: C8 00                <UNKNOWN COMMAND $C8>
   DF/3AF8: B1 0D 00 09          Add #$0900 to 00:701A
   DF/3AFC: 99                   <UNKNOWN COMMAND $99>
   DF/3AFD: 7E 00 00             Object jumps #$0000 units
   DF/3B00: F0 00                Frame Duration: 0
   DF/3B02: 3D 00 3B             <UNKNOWN COMMAND $3D: pointer to address $DF/3B00>
   DF/3B05: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3B07: 3A FE FD 43 B0 07    <UNKNOWN COMMAND $3A>

EVENT [6B0] ------------------------------------------------------------>
DF/3B0D: 09 00                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes)
DF/3B0F: 49                   Engage in battle with formation pack from 00:700E
DF/3B10: A5 E5                Clear event flag memory address 00:707C Bit 5
DF/3B12: A1 E6                Set event flag memory address 00:707C Bit 6
DF/3B14: A1 E7                Set event flag memory address 00:707C Bit 7
DF/3B16: D1 18 00             Execute event id $0018
DF/3B19: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/3B1B: F0 02                Frame Duration: 2
   DF/3B1D: 7E 00 00             Object jumps #$0000 units
DF/3B20: A8 0B 14             Store #$14 to 00:70AB
DF/3B23: D4 01                Start code block, repeat 1 times
DF/3B25: D8 01 59 3B          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/3B59
DF/3B29: F8 CF 26 31 3B       <UNKNOWN COMMAND $F8>
DF/3B2E: D2 59 3B             Jump to address $DF/3B59
DF/3B31: 13 9F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   DF/3B33: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/3B35: FD 12                <UNKNOWN COMMAND $12>
   DF/3B37: C4 80                <UNKNOWN COMMAND $C4>
   DF/3B39: C0 0E 00             Compare value at 00:700C to #$000E
   DF/3B3C: ED                   <UNKNOWN COMMAND $ED>
   DF/3B3D: 48                   <UNKNOWN COMMAND $48>
   DF/3B3E: 3B 92 08 4A 00 00    <UNKNOWN COMMAND $3B>
   DF/3B44: 77                   Object faces up-right
   DF/3B45: D2 4E 3B             Jump to address $DF/3B4E
   DF/3B48: 92 12 49 00          Place object at on-screen coords: (592,584) Z=0
   DF/3B4C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/3B4D: 73                   Object faces down-left
   DF/3B4E: 0B 50                Set Bits $50 of current object address 0A,x
   DF/3B50: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
DF/3B52: 13 F2 DA 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01DA
DF/3B56: F2 CF A6             <UNKNOWN COMMAND $F2>
DF/3B59: AA 0B                Increment 00:70AB
DF/3B5B: D7                   End of code block
DF/3B5C: 40 A9 26             Execute event id $26A9 simultaneously with the following commands
DF/3B5F: FE                   Return


EVENT [6B1] ------------------------------------------------------------>
DF/3B60: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/3B62: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/3B64: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3B66: FD 0F 03             Object overlaps BG1 & BG2
DF/3B69: DD BA 71 3B          If event flag memory address 00:7077 Bit 2 clear, jump to address $DF/3B71
DF/3B6D: D1 0F 00             Execute event id $000F
DF/3B70: FE                   Return

DF/3B71: DD BF 7D 3B          If event flag memory address 00:7077 Bit 7 clear, jump to address $DF/3B7D
DF/3B75: 1C F2 A2 00          Set Object: NPC #8 ---> Command: Set object to movement: $00A2
DF/3B79: D1 0F 00             Execute event id $000F
DF/3B7C: FE                   Return

DF/3B7D: 70                   Simultaneously lighten screen from black with following commands
DF/3B7E: 1C 04                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/3B80: 00                   Set Bit 7 of current object (enable object visibility)
   DF/3B81: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DF/3B84: F0 3B                Duration: 59 frames
DF/3B86: 1C 8A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/3B88: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3B8A: 21                   <UNKNOWN COMMAND $21>
   DF/3B8B: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DF/3B8E: F0 07                Frame Duration: 7
   DF/3B90: 09                   Reset all object properties to default
   DF/3B91: 73                   Object faces down-left
DF/3B92: 60 22 A4 60          Run Dialogue $0422 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CROCO: Oh!
 You're a persistent bugger!
 But I'm a 100 miles ahead of ya!<I><END>


DF/3B96: 1C F2 A2 00          Set Object: NPC #8 ---> Command: Set object to movement: $00A2
DF/3B9A: FE                   Return


EVENT [6B2] ------------------------------------------------------------>
DF/3B9B: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/3B9D: 64 04                Shift object left 4 pixels
DF/3B9F: DD B8 A6 3B          If event flag memory address 00:7077 Bit 0 clear, jump to address $DF/3BA6
DF/3BA3: D0 0E 00             Execute event id $000E subsequently
DF/3BA6: A1 B8                Set event flag memory address 00:7077 Bit 0
DF/3BA8: 70                   Simultaneously lighten screen from black with following commands
DF/3BA9: 19 87                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/3BAB: 00                   Set Bit 7 of current object (enable object visibility)
   DF/3BAC: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DF/3BAF: F0 86                Frame Duration: 134
   DF/3BB1: 09                   Reset all object properties to default
DF/3BB2: 1A F7                Set Object: NPC #6 ---> Command: <UNKNOWN COMMAND $F7>
DF/3BB4: 1A 9E                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x1E bytes) (Wait until complete)
   DF/3BB6: 10 C1                Set transition and sequence flags, x2 speed
   DF/3BB8: 43                   <UNKNOWN COMMAND $43>
   DF/3BB9: 41                   <UNKNOWN COMMAND $41>
   DF/3BBA: 10 83                Set sequence flag, x4 speed
   DF/3BBC: 08 40 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/3BBF: F0 27                Frame Duration: 39
   DF/3BC1: 10 81                Set sequence flag, x2 speed
   DF/3BC3: 09                   Reset all object properties to default
   DF/3BC4: F0 13                Frame Duration: 19
   DF/3BC6: 7E 40 00             Object jumps #$0040 units
   DF/3BC9: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/3BCC: F0 27                Frame Duration: 39
   DF/3BCE: 09                   Reset all object properties to default
   DF/3BCF: F0 07                Frame Duration: 7
   DF/3BD1: 47                   <UNKNOWN COMMAND $47>
   DF/3BD2: 75                   Object faces up-left
   DF/3BD3: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/3BD4: 60 28 A4 62          Run Dialogue $0428 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: There he is!
 He probably stashed it in that bag.
 Let's nab him!<I><END>


DF/3BD8: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3BDA: 43                   <UNKNOWN COMMAND $43>
   DF/3BDB: 71                   Object faces down-right
   DF/3BDC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/3BDD: 19 8D                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/3BDF: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3BE1: 21                   <UNKNOWN COMMAND $21>
   DF/3BE2: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DF/3BE5: F0 07                Frame Duration: 7
   DF/3BE7: 73                   Object faces down-left
   DF/3BE8: F0 07                Frame Duration: 7
   DF/3BEA: 75                   Object faces up-left
   DF/3BEB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/3BEC: 60 20 A4 62          Run Dialogue $0420 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CROCO: Are you trying to tail me?
 Go on home to mommy before you
 get hurt, kid!<I><END>


DF/3BF0: 19 1D                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x1D bytes)
   DF/3BF2: FD 0F 03             Object overlaps BG1 & BG2
   DF/3BF5: 10 C1                Set transition and sequence flags, x2 speed
   DF/3BF7: 43                   <UNKNOWN COMMAND $43>
   DF/3BF8: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3BFA: 21                   <UNKNOWN COMMAND $21>
   DF/3BFB: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DF/3BFE: 52 04                Shift object down 64 pixels
   DF/3C00: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3C02: 21                   <UNKNOWN COMMAND $21>
   DF/3C03: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/3C06: 51 06                Shift object down-right 96 pixels
   DF/3C08: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   DF/3C0A: 10 C2                Set transition and sequence flags, x3 speed
   DF/3C0C: 50 06                Shift object right 96 pixels
   DF/3C0E: 01                   Clear Bit 7 of current object (disable object visibility)
DF/3C0F: 0C 92                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/3C11: 10 41                Set transition flag, x2 speed
   DF/3C13: 52 04                Shift object down 64 pixels
   DF/3C15: 10 C2                Set transition and sequence flags, x3 speed
   DF/3C17: 51 06                Shift object down-right 96 pixels
   DF/3C19: F0 1D                Frame Duration: 29
   DF/3C1B: 55 06                Shift object up-left 96 pixels
   DF/3C1D: 10 41                Set transition flag, x2 speed
   DF/3C1F: 56 04                Shift object up 64 pixels
   DF/3C21: 10 40                Set transition flag, x1 speed
DF/3C23: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/3C25: 45                   <UNKNOWN COMMAND $45>
   DF/3C26: 47                   <UNKNOWN COMMAND $47>
   DF/3C27: 01                   Clear Bit 7 of current object (disable object visibility)
DF/3C28: FE                   Return


EVENT [6B3] ------------------------------------------------------------>
DF/3C29: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/3C2B: FD 43                <UNKNOWN COMMAND $FD 43>
DF/3C2D: FE                   Return


EVENT [6B4] ------------------------------------------------------------>
DF/3C2E: A0 25                Set event flag memory address 00:7044 Bit 5
DF/3C30: FE                   Return


EVENT [6B5] ------------------------------------------------------------>
DF/3C31: 30                   <UNKNOWN COMMAND $30>
DF/3C32: DD B0 39 3C          If event flag memory address 00:7076 Bit 0 clear, jump to address $DF/3C39
DF/3C36: D0 FF 00             Execute event id $00FF subsequently
DF/3C39: B0 07 09 00          Store #$0009 to 00:700E
DF/3C3D: 49                   Engage in battle with formation pack from 00:700E
DF/3C3E: A5 E5                Clear event flag memory address 00:707C Bit 5
DF/3C40: A1 E6                Set event flag memory address 00:707C Bit 6
DF/3C42: A1 E7                Set event flag memory address 00:707C Bit 7
DF/3C44: D1 18 00             Execute event id $0018
DF/3C47: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/3C49: F0 00                Frame Duration: 0
   DF/3C4B: 7E 00 00             Object jumps #$0000 units
DF/3C4E: A8 0B 16             Store #$16 to 00:70AB
DF/3C51: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/3C53: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/3C55: 31                   <UNKNOWN COMMAND $31>
DF/3C56: FE                   Return


EVENT [6B6] ------------------------------------------------------------>
DF/3C57: 70                   Simultaneously lighten screen from black with following commands
DF/3C58: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/3C5A: 92 06 20 16          Place object at on-screen coords: (192,256) Z=352
   DF/3C5E: 7E 00 00             Object jumps #$0000 units
   DF/3C61: FD 17                Set Bit 3 of object address 0B,x
   DF/3C63: FD 0F 03             Object overlaps BG1 & BG2
DF/3C66: FD 46 B7 06          <UNKNOWN COMMAND $46>
DF/3C6A: FE                   Return


EVENT [6B7] ------------------------------------------------------------>
DF/3C6B: A8 0B 18             Store #$18 to 00:70AB
DF/3C6E: A8 09 14             Store #$14 to 00:70A9
DF/3C71: D4 03                Start code block, repeat 3 times
DF/3C73: 11 F8                Set Object: <UNKNOWN> ---> Command: Show Object
DF/3C75: 11 F2 6E 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $016E
DF/3C79: AA 09                Increment 00:70A9
DF/3C7B: D7                   End of code block
DF/3C7C: 40 B9 26             Execute event id $26B9 simultaneously with the following commands
DF/3C7F: FE                   Return


EVENT [6B8] ------------------------------------------------------------>
DF/3C80: D8 1D 0A 3D          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/3D0A
DF/3C84: A0 1D                Set event flag memory address 00:7043 Bit 5
DF/3C86: B0 12 14 00          Store #$0014 to 00:7024
DF/3C8A: B4 08                Store value at 00:70A8 to 00:7000
DF/3C8C: B9 12                Subtract value at 00:7024 to 00:7000
DF/3C8E: FD B0 04 00          Isolate Bits $0004 of 00:7000
DF/3C92: B8 12                Add value at 00:7024 to 00:7000
DF/3C94: BB 17                Store value at 00:7000 to 00:702E
DF/3C96: B5 0A                Store value at 00:7000 to 00:70AA
DF/3C98: C9 12                <UNKNOWN COMMAND $C9>
DF/3C9A: B5 0E                Store value at 00:7000 to 00:70AE
DF/3C9C: D4 03                Start code block, repeat 3 times
DF/3C9E: 12 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/3CA0: AA 0A                Increment 00:70AA
DF/3CA2: D7                   End of code block
DF/3CA3: B4 0E                Store value at 00:70AE to 00:7000
DF/3CA5: BB 06                Store value at 00:7000 to 00:700C
DF/3CA7: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DF/3CA9: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/3CAB: 7E 90 00             Object jumps #$0090 units
   DF/3CAE: 61 14                Shift object down-right 20 pixels
DF/3CB0: AA 0F                Increment 00:70AF
DF/3CB2: E1 0F 08 BB 3C       If value at 00:70AF != #$08, jump to address $DF/3CBB
DF/3CB7: A0 26                Set event flag memory address 00:7044 Bit 6
DF/3CB9: 76 1E                Simultaneously darken screen from black with following commands; Duration: 30 frames
DF/3CBB: 13 F7                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $F7>
DF/3CBD: 13 F1 24                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/3CC0: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/3CC2: 13 03                Layering priority: ...
   DF/3CC4: FD 0F 03             Object overlaps BG1 & BG2
   DF/3CC7: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/3CCA: C9 00                <UNKNOWN COMMAND $C9>
   DF/3CCC: AD 02 00             Store #$0002 to 00:700C
   DF/3CCF: FD B0 04 00          Isolate Bits $0004 of 00:700C
   DF/3CD3: FD B2 04 00          XOR Bits $0004 of 00:700C
   DF/3CD7: 7C                   Object faces right
   DF/3CD8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/3CDA: 20 04                <UNKNOWN COMMAND $20>
   DF/3CDC: 25 00 08 B0 FF       <UNKNOWN COMMAND $25>
   DF/3CE1: 48                   <UNKNOWN COMMAND $48>
   DF/3CE2: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/3CE3: 21                   <UNKNOWN COMMAND $21>
DF/3CE4: F0 00                Duration: 0 frames
DF/3CE6: BA 17                Store value at 00:702E to 00:7000
DF/3CE8: B5 0A                Store value at 00:7000 to 00:70AA
DF/3CEA: D4 03                Start code block, repeat 3 times
DF/3CEC: 12 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   DF/3CEE: 10 41                Set transition flag, x2 speed
   DF/3CF0: 6A 10                Shift object up 16 pixels
   DF/3CF2: 6B 10                <UNKNOWN COMMAND: frame duration=16?>
DF/3CF4: AA 0A                Increment 00:70AA
DF/3CF6: F0 02                Duration: 2 frames
DF/3CF8: D7                   End of code block
DF/3CF9: AB 0A                Decrement 00:70AA
DF/3CFB: 12 FE                Set Object: <UNKNOWN> ---> Command: End object queue
DF/3CFD: BA 17                Store value at 00:702E to 00:7000
DF/3CFF: B5 0A                Store value at 00:7000 to 00:70AA
DF/3D01: D4 03                Start code block, repeat 3 times
DF/3D03: 12 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/3D05: AA 0A                Increment 00:70AA
DF/3D07: D7                   End of code block
DF/3D08: A4 1D                Clear event flag memory address 00:7043 Bit 5
DF/3D0A: FE                   Return


EVENT [6B9] ------------------------------------------------------------>
DF/3D0B: F0 00                Duration: 0 frames
DF/3D0D: DC 26 0B 3D          If event flag memory address 00:7044 Bit 6 clear, jump to address $DF/3D0B
DF/3D11: 7F                   <UNKNOWN COMMAND $7F>
DF/3D12: FD 46 BE 06          <UNKNOWN COMMAND $46>
DF/3D16: FE                   Return


EVENT [6BA] ------------------------------------------------------------>
DF/3D17: DA A2 1D 3D          If event flag memory address 00:7094 Bit 2 set, jump to address $DF/3D1D
DF/3D1B: 26 F9                Set Object: NPC #18 ---> Command: Remove Object
DF/3D1D: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/3D1F: 6A 01                Shift object up 1 pixels
DF/3D21: 17 02                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/3D23: 6A 01                Shift object up 1 pixels
DF/3D25: 70                   Simultaneously lighten screen from black with following commands
DF/3D26: DC 20 4A 3D          If event flag memory address 00:7044 Bit 0 clear, jump to address $DF/3D4A
DF/3D2A: 00 9B                Set Object: MARIO ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   DF/3D2C: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/3D2E: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/3D30: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/3D32: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3D34: 21                   <UNKNOWN COMMAND $21>
   DF/3D35: 7E 80 00             Object jumps #$0080 units
   DF/3D38: 42                   <UNKNOWN COMMAND $42>
   DF/3D39: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/3D3B: 0B 04                Set Bits $4 of current object address 0A,x
   DF/3D3D: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/3D3F: F0 00                Frame Duration: 0
   DF/3D41: 3D 3F 3D             <UNKNOWN COMMAND $3D: pointer to address $DF/3D3F>
   DF/3D44: FD 9E                <UNKNOWN COMMAND $9E>
   DF/3D46: 3A D2 64 3D DC 1F    <UNKNOWN COMMAND $3A>
DF/3D4C: 64                   <UNKNOWN COMMAND $64>
DF/3D4D: 3D 00 94             <UNKNOWN COMMAND: pointer to address $9400>
DF/3D50: FD 03                <UNKNOWN COMMAND $FD 03>
DF/3D52: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/3D54: 7E 6C 00             Object jumps #$006C units
   DF/3D57: 42                   <UNKNOWN COMMAND $42>
DF/3D58: 0B 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   DF/3D5A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/3D5C: F0 00                Frame Duration: 0
DF/3D5E: 3D 5C 3D             <UNKNOWN COMMAND: pointer to address $3D5C>
DF/3D61: FD 9E 3A             Play music #$3A
DF/3D64: 00 F2 37 03          Set Object: MARIO ---> Command: Set object to movement: $0337
DF/3D68: A2 A3                Set event flag memory address 00:7094 Bit 3
DF/3D6A: A1 DF                Set event flag memory address 00:707B Bit 7
DF/3D6C: B0 17 30 00          Store #$0030 to 00:702E
DF/3D70: B0 16 46 00          Store #$0046 to 00:702C
DF/3D74: 24 1B                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x1B bytes)
   DF/3D76: 10 44                Set transition flag, x8 speed
   DF/3D78: 66 10                Shift object up 16 pixels
   DF/3D7A: F1 2B 01             Frame Duration: 299
   DF/3D7D: 6B 10                <UNKNOWN COMMAND: frame duration=16?>
   DF/3D7F: F0 00                Frame Duration: 0
   DF/3D81: B0 1A 06 80          Store #$8006 to 00:7034
   DF/3D85: 3E 20 07 7F 3D       <UNKNOWN COMMAND $3E: pointer to address $DF/3D7F>
   DF/3D8A: F0 77                Frame Duration: 119
   DF/3D8C: 6A 10                Shift object up 16 pixels
   DF/3D8E: D2 7A 3D             Jump to address $DF/3D7A
DF/3D91: FE                   Return


EVENT [6BB] ------------------------------------------------------------>
DF/3D92: 35 00                Disable Overworld Menu
DF/3D94: 68 04 81 06 20 23    Enter area: $0104
                              MARIO will be at coords: (192,256) Z=48
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/3D9A: FE                   Return


EVENT [6BC] ------------------------------------------------------------>
DF/3D9B: F0 00                Duration: 0 frames
DF/3D9D: DC 19 9B 3D          If event flag memory address 00:7043 Bit 1 clear, jump to address $DF/3D9B
DF/3DA1: 76 1E                Simultaneously darken screen from black with following commands; Duration: 30 frames
DF/3DA3: 7F                   <UNKNOWN COMMAND $7F>
DF/3DA4: FD 47                <UNKNOWN COMMAND $FD 47>
DF/3DA6: FD 46 BF 06          <UNKNOWN COMMAND $46>
DF/3DAA: FE                   Return


EVENT [6BD] ------------------------------------------------------------>
DF/3DAB: 35 00                Disable Overworld Menu
DF/3DAD: 68 93 00 04 18 20    Enter area: $0093
                              MARIO will be at coords: (128,192) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$00>
DF/3DB3: 70                   Simultaneously lighten screen from black with following commands
DF/3DB4: FD 31                Screen doesn't move with MARIO
DF/3DB6: 40 BC 26             Execute event id $26BC simultaneously with the following commands
DF/3DB9: 00 F2 56 02          Set Object: MARIO ---> Command: Set object to movement: $0256
DF/3DBD: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/3DBF: 10 45                Set transition flag, 1/2 speed
   DF/3DC1: 50 08                Shift object right 128 pixels
   DF/3DC3: 10 40                Set transition flag, x1 speed
DF/3DC5: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3DC7: 08 41 0A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DF/3DCA: D4 02                Start code block, repeat 2 times
DF/3DCC: F0 00                Duration: 0 frames
DF/3DCE: D7                   End of code block
DF/3DCF: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3DD1: 08 41 0D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
DF/3DD4: D4 02                Start code block, repeat 2 times
DF/3DD6: F0 00                Duration: 0 frames
DF/3DD8: D7                   End of code block
DF/3DD9: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3DDB: 08 41 0C             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
DF/3DDE: D4 02                Start code block, repeat 2 times
DF/3DE0: F0 00                Duration: 0 frames
DF/3DE2: D7                   End of code block
DF/3DE3: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3DE5: 08 41 0E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/3DE8: D4 02                Start code block, repeat 2 times
DF/3DEA: F0 00                Duration: 0 frames
DF/3DEC: D7                   End of code block
DF/3DED: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3DEF: 08 41 0B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
DF/3DF2: D4 02                Start code block, repeat 2 times
DF/3DF4: F0 00                Duration: 0 frames
DF/3DF6: D7                   End of code block
DF/3DF7: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3DF9: 08 41 8E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
DF/3DFC: D4 02                Start code block, repeat 2 times
DF/3DFE: F0 00                Duration: 0 frames
DF/3E00: D7                   End of code block
DF/3E01: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3E03: 08 41 8C             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
DF/3E06: D4 02                Start code block, repeat 2 times
DF/3E08: F0 00                Duration: 0 frames
DF/3E0A: D7                   End of code block
DF/3E0B: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/3E0D: 08 41 8D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
DF/3E10: D4 02                Start code block, repeat 2 times
DF/3E12: F0 00                Duration: 0 frames
DF/3E14: D7                   End of code block
DF/3E15: D2 C5 3D             Jump to address $DF/3DC5

EVENT [6BE] ------------------------------------------------------------>
DF/3E18: D8 73 1F 3E          If event flag memory address 00:704E Bit 3 set, jump to address $DF/3E1F
DF/3E1C: D0 88 00             Execute event id $0088 subsequently
DF/3E1F: D0 BD 06             Execute event id $06BD subsequently

EVENT [6BF] ------------------------------------------------------------>
DF/3E22: D8 73 29 3E          If event flag memory address 00:704E Bit 3 set, jump to address $DF/3E29
DF/3E26: D0 84 00             Execute event id $0084 subsequently
DF/3E29: D0 C5 06             Execute event id $06C5 subsequently

EVENT [6C0] ------------------------------------------------------------>
DF/3E2C: D8 73 33 3E          If event flag memory address 00:704E Bit 3 set, jump to address $DF/3E33
DF/3E30: D0 83 00             Execute event id $0083 subsequently
DF/3E33: D0 CA 06             Execute event id $06CA subsequently

EVENT [6C1] ------------------------------------------------------------>
DF/3E36: D8 73 3D 3E          If event flag memory address 00:704E Bit 3 set, jump to address $DF/3E3D
DF/3E3A: D0 85 00             Execute event id $0085 subsequently
DF/3E3D: D0 BB 06             Execute event id $06BB subsequently

EVENT [6C2] ------------------------------------------------------------>
DF/3E40: D8 73 47 3E          If event flag memory address 00:704E Bit 3 set, jump to address $DF/3E47
DF/3E44: D0 8C 00             Execute event id $008C subsequently
DF/3E47: D0 CC 06             Execute event id $06CC subsequently

EVENT [6C3] ------------------------------------------------------------>
DF/3E4A: D8 73 51 3E          If event flag memory address 00:704E Bit 3 set, jump to address $DF/3E51
DF/3E4E: D0 8F 00             Execute event id $008F subsequently
DF/3E51: D0 D2 06             Execute event id $06D2 subsequently

EVENT [6C4] ------------------------------------------------------------>
DF/3E54: A0 23                Set event flag memory address 00:7044 Bit 3
DF/3E56: 23 83                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/3E58: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DF/3E5B: 1F F2 2F 00          Set Object: NPC #11 ---> Command: Set object to movement: $002F
DF/3E5F: A4 25                Clear event flag memory address 00:7044 Bit 5
DF/3E61: F0 00                Duration: 0 frames
DF/3E63: DC 25 61 3E          If event flag memory address 00:7044 Bit 5 clear, jump to address $DF/3E61
DF/3E67: 32 20 6E 3E          <UNKNOWN COMMAND $32>
DF/3E6B: D2 61 3E             Jump to address $DF/3E61
DF/3E6E: D6 16                Store value at 00:702C to object memory
DF/3E70: F0 00                Duration: 0 frames
DF/3E72: D7                   End of code block
DF/3E73: 20 F2 2F 00          Set Object: NPC #12 ---> Command: Set object to movement: $002F
DF/3E77: A4 25                Clear event flag memory address 00:7044 Bit 5
DF/3E79: F0 00                Duration: 0 frames
DF/3E7B: DC 25 79 3E          If event flag memory address 00:7044 Bit 5 clear, jump to address $DF/3E79
DF/3E7F: 32 21 86 3E          <UNKNOWN COMMAND $32>
DF/3E83: D2 79 3E             Jump to address $DF/3E79
DF/3E86: D6 16                Store value at 00:702C to object memory
DF/3E88: F0 00                Duration: 0 frames
DF/3E8A: D7                   End of code block
DF/3E8B: 21 F2 2F 00          Set Object: NPC #13 ---> Command: Set object to movement: $002F
DF/3E8F: A4 25                Clear event flag memory address 00:7044 Bit 5
DF/3E91: F0 00                Duration: 0 frames
DF/3E93: DC 25 91 3E          If event flag memory address 00:7044 Bit 5 clear, jump to address $DF/3E91
DF/3E97: 32 22 9E 3E          <UNKNOWN COMMAND $32>
DF/3E9B: D2 91 3E             Jump to address $DF/3E91
DF/3E9E: D6 16                Store value at 00:702C to object memory
DF/3EA0: F0 00                Duration: 0 frames
DF/3EA2: D7                   End of code block
DF/3EA3: 22 F2 2F 00          Set Object: NPC #14 ---> Command: Set object to movement: $002F
DF/3EA7: A4 25                Clear event flag memory address 00:7044 Bit 5
DF/3EA9: F0 00                Duration: 0 frames
DF/3EAB: DC 25 A9 3E          If event flag memory address 00:7044 Bit 5 clear, jump to address $DF/3EA9
DF/3EAF: 32 1F B6 3E          <UNKNOWN COMMAND $32>
DF/3EB3: D2 A9 3E             Jump to address $DF/3EA9
DF/3EB6: 23 83                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/3EB8: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/3EBB: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/3EBD: D6 16                Store value at 00:702C to object memory
DF/3EBF: F0 00                Duration: 0 frames
DF/3EC1: D7                   End of code block
DF/3EC2: F0 13                Duration: 19 frames
DF/3EC4: F0 00                Duration: 0 frames
DF/3EC6: D8 21 C4 3E          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/3EC4
DF/3ECA: D2 54 3E             Jump to address $DF/3E54

EVENT [6C5] ------------------------------------------------------------>
DF/3ECD: B0 18 00 00          Store #$0000 to 00:7030
DF/3ED1: 35 00                Disable Overworld Menu
DF/3ED3: F2 94 AC             <UNKNOWN COMMAND $F2>
DF/3ED6: F2 94 AE             <UNKNOWN COMMAND $F2>
DF/3ED9: F2 94 B0             <UNKNOWN COMMAND $F2>
DF/3EDC: F2 94 B2             <UNKNOWN COMMAND $F2>
DF/3EDF: F3 94 A8             <UNKNOWN COMMAND $F2>
DF/3EE2: 68 94 00 07 18 04    Enter area: $0094
                              MARIO will be at coords: (224,192) Z=64
                              MARIO will face: right
                              <UNKNOWN=#$00>
DF/3EE8: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/3EEA: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/3EEC: 7E 00 00             Object jumps #$0000 units
DF/3EEF: 1B 05                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/3EF1: 10 44                Set transition flag, x8 speed
   DF/3EF3: 06                   Set "moon-walk" Bits
   DF/3EF4: 60 10                Shift object right 16 pixels
DF/3EF6: 70                   Simultaneously lighten screen from black with following commands
DF/3EF7: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/3EF9: 10 C1                Set transition and sequence flags, x2 speed
   DF/3EFB: 67 08                Shift object up-right 8 pixels
   DF/3EFD: 60 02                Shift object right 2 pixels
DF/3EFF: FD 42                <UNKNOWN COMMAND $FD 42>
DF/3F01: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/3F03: 10 C1                Set transition and sequence flags, x2 speed
   DF/3F05: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/3F07: 60 05                Shift object right 5 pixels
   DF/3F09: 7E 6C 00             Object jumps #$006C units
   DF/3F0C: 50 02                Shift object right 32 pixels
DF/3F0E: 16 F2 01 03          Set Object: NPC #2 ---> Command: Set object to movement: $0301
DF/3F12: 17 F2 01 03          Set Object: NPC #3 ---> Command: Set object to movement: $0301
DF/3F16: 18 F2 01 03          Set Object: NPC #4 ---> Command: Set object to movement: $0301
DF/3F1A: 19 F2 01 03          Set Object: NPC #5 ---> Command: Set object to movement: $0301
DF/3F1E: 40 C6 26             Execute event id $26C6 simultaneously with the following commands
DF/3F21: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/3F23: 50 04                Shift object right 64 pixels
   DF/3F25: 55 03                Shift object up-left 48 pixels
   DF/3F27: 53 06                Shift object down-left 96 pixels
   DF/3F29: 55 03                Shift object up-left 48 pixels
   DF/3F2B: 57 03                Shift object up-right 48 pixels
   DF/3F2D: 51 06                Shift object down-right 96 pixels
   DF/3F2F: 57 03                Shift object up-right 48 pixels
DF/3F31: 76 1E                Simultaneously darken screen from black with following commands; Duration: 30 frames
DF/3F33: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/3F35: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/3F37: 54 06                Shift object left 96 pixels
DF/3F39: 7F                   <UNKNOWN COMMAND $7F>
DF/3F3A: FD 40                <UNKNOWN COMMAND $FD 40>
DF/3F3C: A5 B0                Clear event flag memory address 00:7076 Bit 0
DF/3F3E: FD FA                Store value at 7F:F8CD to 00:7000
DF/3F40: D0 C0 06             Execute event id $06C0 subsequently

EVENT [6C6] ------------------------------------------------------------>
DF/3F43: F0 00                Duration: 0 frames
DF/3F45: DD B0 43 3F          If event flag memory address 00:7076 Bit 0 clear, jump to address $DF/3F43
DF/3F49: A8 0B 16             Store #$16 to 00:70AB
DF/3F4C: D4 03                Start code block, repeat 3 times
DF/3F4E: 32 13 57 3F          <UNKNOWN COMMAND $32>
DF/3F52: 13 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/3F54: D2 5B 3F             Jump to address $DF/3F5B
DF/3F57: 13 F2 02 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0302
DF/3F5B: AA 0B                Increment 00:70AB
DF/3F5D: D7                   End of code block
DF/3F5E: F0 03                Duration: 3 frames
DF/3F60: D2 49 3F             Jump to address $DF/3F49

EVENT [6C7] ------------------------------------------------------------>
DF/3F63: B4 07                Store value at 00:70A7 to 00:7000
DF/3F65: F7                   <UNKNOWN COMMAND: check object maps?>
DF/3F66: FD B0 F0 00          Isolate Bits $00F0 of 00:7000
DF/3F6A: B5 14                Store value at 00:7000 to 00:70B4
DF/3F6C: 10 F2 07 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0007
DF/3F70: C7 10                <UNKNOWN COMMAND $C7>
DF/3F72: BA 0A                Store value at 00:7014 to 00:7000
DF/3F74: AD 60 02             Store #$0260 to 00:7000
DF/3F77: BB 0A                Store value at 00:7000 to 00:7014
DF/3F79: 3F 03 94 3F          <UNKNOWN COMMAND: pointer to address $3F94>
DF/3F7D: A1 B0                Set event flag memory address 00:7076 Bit 0
DF/3F7F: B4 07                Store value at 00:70A7 to 00:7000
DF/3F81: FD B0 0F 00          Isolate Bits $000F of 00:7000
DF/3F85: FD 64                Add XP received from battle to current XP
DF/3F87: FD F9                Store value at 7F:F8CD to 00:7000
DF/3F89: A5 E3                Clear event flag memory address 00:707C Bit 3
DF/3F8B: A5 24                Clear event flag memory address 00:7064 Bit 4
DF/3F8D: A5 E2                Clear event flag memory address 00:707C Bit 2
DF/3F8F: 3E 16 00 94 3F       <UNKNOWN COMMAND: pointer to address $3F94>
DF/3F94: FE                   Return


EVENT [6C8] ------------------------------------------------------------>
DF/3F95: B2 18                Increment 00:7030
DF/3F97: E5 18 04 00 AD 3F    If value at 00:7030 = #$0004, jump to address $DF/3FAD
DF/3F9D: A1 E3                Set event flag memory address 00:707C Bit 3
DF/3F9F: F0 02                Duration: 2 frames
DF/3FA1: 3E 1F 00 9D 3F       <UNKNOWN COMMAND: pointer to address $3F9D>
DF/3FA6: B0 10 40 00          Store #$0040 to 00:7020
DF/3FAA: 45 FE B0             <UNKNOWN COMMAND $45>
DF/3FAD: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/3FAF: 10 55                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x55 bytes)
   DF/3FB1: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/3FB3: 13 03                Layering priority: ...
   DF/3FB5: FD 0F 03             Object overlaps BG1 & BG2
   DF/3FB8: 0A 00                Store #$00 to current object address 0A,x
   DF/3FBA: FD 0B                Clear Bit 3,4 of object address 08,x
   DF/3FBC: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/3FBE: 06                   Set "moon-walk" Bits
   DF/3FBF: 20 07                <UNKNOWN COMMAND $20>
   DF/3FC1: 26 00 00 00 00 00 00 00 05 00 01 00 00 00 00 00 <UNKNOWN COMMAND $26>
   DF/3FD1: 27 00 00 00 00 00 00 00 05 00 01 00 00 00 00 00 <UNKNOWN COMMAND $27>
   DF/3FE1: FD 24 00 07          <UNKNOWN COMMAND $24>
   DF/3FE5: E8                   <UNKNOWN COMMAND $E8>
   DF/3FE6: F4                   <UNKNOWN COMMAND $F4>
   DF/3FE7: 3F E8 F1 3F          <UNKNOWN COMMAND $3F: pointer to address $DF/3FF1>
   DF/3FEB: AD 18 00             Store #$0018 to 00:700C
   DF/3FEE: D2 F4 3F             Jump to address $DF/3FF4
   DF/3FF1: AD E8 00             Store #$00E8 to 00:700C
   DF/3FF4: FD 25                <UNKNOWN COMMAND $25>
   DF/3FF6: 25 A0 08 80 FF       <UNKNOWN COMMAND $25>
   DF/3FFB: DD B1 02 40          If event flag memory address 00:7076 Bit 1 clear, jump to address $DF/4002
   DF/3FFF: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/4002: F0 57                Frame Duration: 87
   DF/4004: 21                   <UNKNOWN COMMAND $21>
   DF/4005: 01                   Clear Bit 7 of current object (disable object visibility)
DF/4006: F0 00                Duration: 0 frames
DF/4008: FE                   Return


EVENT [6C9] ------------------------------------------------------------>
DF/4009: 42 24 40 23 40       <UNKNOWN COMMAND $42>
DF/400E: DC 27 23 40          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/4023
DF/4012: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/4014: 0C 20                XOR Bits $20 of current object address 0A,x
   DF/4016: 7F 99 00             Object jumps (with sound effect) #$0099 units
   DF/4019: 10 43                Set transition flag, x4 speed
   DF/401B: 61 14                Shift object down-right 20 pixels
   DF/401D: 0B 20                Set Bits $20 of current object address 0A,x
   DF/401F: 61 32                Shift object down-right 50 pixels
   DF/4021: 10 41                Set transition flag, x2 speed
DF/4023: FE                   Return

DF/4024: DA A3 9F 5A          If event flag memory address 00:7094 Bit 3 set, jump to address $DF/5A9F
DF/4028: FE                   Return


EVENT [6CA] ------------------------------------------------------------>
DF/4029: 35 00                Disable Overworld Menu
DF/402B: 68 96 00 13 1F 40    Enter area: $0096
                              MARIO will be at coords: (624,248) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/4031: 00 F2 03 03          Set Object: MARIO ---> Command: Set object to movement: $0303
DF/4035: 70                   Simultaneously lighten screen from black with following commands
DF/4036: 16 16                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x16 bytes)
   DF/4038: 10 45                Set transition flag, 1/2 speed
   DF/403A: 45                   <UNKNOWN COMMAND $45>
   DF/403B: F0 09                Frame Duration: 9
   DF/403D: 08 10 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/4040: 43                   <UNKNOWN COMMAND $43>
   DF/4041: F0 09                Frame Duration: 9
   DF/4043: 08 10 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/4046: 41                   <UNKNOWN COMMAND $41>
   DF/4047: F0 09                Frame Duration: 9
   DF/4049: 10 81                Set sequence flag, x2 speed
   DF/404B: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/404E: 17 95                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DF/4050: 10 83                Set sequence flag, x4 speed
   DF/4052: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/4055: F0 27                Frame Duration: 39
   DF/4057: 09                   Reset all object properties to default
   DF/4058: 10 80                Set sequence flag, x1 speed
   DF/405A: 71                   Object faces down-right
   DF/405B: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/405E: 0B 04                Set Bits $4 of current object address 0A,x
   DF/4060: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/4063: F0 17                Frame Duration: 23
DF/4065: 30                   <UNKNOWN COMMAND $30>
DF/4066: 00 FB                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $FB>
DF/4068: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/406A: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/406D: F0 17                Frame Duration: 23
   DF/406F: 09                   Reset all object properties to default
DF/4070: 18 F1 09                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/4073: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/4075: 10 C1                Set transition and sequence flags, x2 speed
   DF/4077: 80 1B 2A             Move object to on-screen coords: (864,336)
   DF/407A: 75                   Object faces up-left
   DF/407B: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/407C: 16 F1 0A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/407F: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/4081: 09                   Reset all object properties to default
   DF/4082: 10 C1                Set transition and sequence flags, x2 speed
   DF/4084: 80 1A 2C             Move object to on-screen coords: (832,352)
   DF/4087: 75                   Object faces up-left
   DF/4088: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/4089: 19 F1 09                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/408C: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/408E: 10 C1                Set transition and sequence flags, x2 speed
   DF/4090: 80 1B 2B             Move object to on-screen coords: (880,344)
   DF/4093: 75                   Object faces up-left
   DF/4094: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/4095: 14 F1 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/4098: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/409A: 10 C1                Set transition and sequence flags, x2 speed
   DF/409C: 80 1A 2D             Move object to on-screen coords: (848,360)
   DF/409F: 75                   Object faces up-left
   DF/40A0: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/40A1: 1A F1 09                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/40A4: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/40A6: 10 C1                Set transition and sequence flags, x2 speed
   DF/40A8: 80 1C 2C             Move object to on-screen coords: (896,352)
   DF/40AB: 75                   Object faces up-left
   DF/40AC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/40AD: 15 F1 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   DF/40B0: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/40B2: 10 C1                Set transition and sequence flags, x2 speed
   DF/40B4: 80 1B 2E             Move object to on-screen coords: (864,368)
   DF/40B7: 75                   Object faces up-left
   DF/40B8: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/40B9: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/40BB: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/40BD: 53 02                Shift object down-left 32 pixels
   DF/40BF: F0 00                Frame Duration: 0
   DF/40C1: FD 3D 17 BF 40       <UNKNOWN COMMAND $DF: pointer to address 
DF/40C6: 0C 8C                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/40C8: 10 43                Set transition flag, x4 speed
   DF/40CA: 66 04                Shift object up 4 pixels
   DF/40CC: 62 08                Shift object down 8 pixels
   DF/40CE: 66 08                Shift object up 8 pixels
   DF/40D0: 62 08                Shift object down 8 pixels
   DF/40D2: 66 04                Shift object up 4 pixels
DF/40D4: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DF/40D6: 10 40                Set transition flag, x1 speed
   DF/40D8: 42                   <UNKNOWN COMMAND $42>
   DF/40D9: 62 08                Shift object down 8 pixels
DF/40DB: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/40DD: 71                   Object faces down-right
   DF/40DE: 06                   Set "moon-walk" Bits
   DF/40DF: 52 02                Shift object down 32 pixels
   DF/40E1: 10 85                Set sequence flag, 1/2 speed
DF/40E3: 87                   <UNKNOWN COMMAND $87>
DF/40E4: 17 1E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x1E bytes)
   DF/40E6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/40E7: 17                   <UNKNOWN COMMAND $17>
   DF/40E8: 85                   Max sequence speed?
   DF/40E9: 08 10 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/40EC: F0 4F                Frame Duration: 79
   DF/40EE: 16                   <UNKNOWN COMMAND $16>
   DF/40EF: 06                   Set "moon-walk" Bits
   DF/40F0: 10 40                Set transition flag, x1 speed
   DF/40F2: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/40F4: 51 02                Shift object down-right 32 pixels
   DF/40F6: 00                   Set Bit 7 of current object (enable object visibility)
   DF/40F7: 84 10 40             Place object: right=16px down=64px
   DF/40FA: 66 18                Shift object up 24 pixels
   DF/40FC: FD 66                <UNKNOWN COMMAND $66>
   DF/40FE: 06                   Set "moon-walk" Bits
   DF/40FF: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/4100: F0 77                Frame Duration: 119
   DF/4102: 77                   Object faces up-right
   DF/4103: 1E                   <UNKNOWN COMMAND $1E>
DF/4104: D0 C2 06             Execute event id $06C2 subsequently

EVENT [6CB] ------------------------------------------------------------>
DF/4107: C8 93                <UNKNOWN COMMAND $C8>
DF/4109: B1 0B FC FF          Add #$FFFC to 00:7016
DF/410D: C2 0B 00 80          Compare value at 00:7016 to #$8000
DF/4111: ED 18 41             If Bit 0 of 00:70A0,x clear, jump to address $DF/4118
DF/4114: B0 0B 00 00          Store #$0000 to 00:7016
DF/4118: B1 0C F0 FF          Add #$FFF0 to 00:7018
DF/411C: BA 0D                Store value at 00:701A to 00:7000
DF/411E: FD B2 FF FF          XOR Bits $FFFF of 00:7000
DF/4122: AE                   Increment 00:7000
DF/4123: B8 0C                Add value at 00:7018 to 00:7000
DF/4125: C0 00 80             Compare value at 00:7000 to #$8000
DF/4128: ED 2E 41             If Bit 0 of 00:70A0,x clear, jump to address $DF/412E
DF/412B: AC 00 00             Store #$0000 to 00:7000
DF/412E: BB 0C                Store value at 00:7000 to 00:7018
DF/4130: B0 0D 00 00          Store #$0000 to 00:701A
DF/4134: 0C 97                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DF/4136: DA A4 43 41          If event flag memory address 00:7094 Bit 4 set, jump to address $DF/4143
   DF/413A: DA A5 48 41          If event flag memory address 00:7094 Bit 5 set, jump to address $DF/4148
   DF/413E: 10 41                Set transition flag, x2 speed
   DF/4140: D2 4A 41             Jump to address $DF/414A
   DF/4143: 10 43                Set transition flag, x4 speed
   DF/4145: D2 4A 41             Jump to address $DF/414A
   DF/4148: 10 44                Set transition flag, x8 speed
   DF/414A: 98                   <UNKNOWN COMMAND $98>
   DF/414B: 10 40                Set transition flag, x1 speed
DF/414D: FE                   Return


EVENT [6CC] ------------------------------------------------------------>
DF/414E: 35 00                Disable Overworld Menu
DF/4150: 68 97 00 07 39 A0    Enter area: $0097
                              MARIO will be at coords: (240,456) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$00>
DF/4156: B0 12 00 00          Store #$0000 to 00:7024
DF/415A: B0 13 01 00          Store #$0001 to 00:7026
DF/415E: FD 31                Screen doesn't move with MARIO
DF/4160: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/4162: FD 17                Set Bit 3 of object address 0B,x
   DF/4164: 92 07 3A 00          Place object at on-screen coords: (224,464) Z=0
   DF/4168: 06                   Set "moon-walk" Bits
   DF/4169: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/416A: 10 81                Set sequence flag, x2 speed
DF/416C: A8 0E 03             Store #$03 to 00:70AE
DF/416F: 17 F2 04 03          Set Object: NPC #3 ---> Command: Set object to movement: $0304
DF/4173: 18 F2 04 03          Set Object: NPC #4 ---> Command: Set object to movement: $0304
DF/4177: 19 F2 04 03          Set Object: NPC #5 ---> Command: Set object to movement: $0304
DF/417B: 70                   Simultaneously lighten screen from black with following commands
DF/417C: 40 CF 26             Execute event id $26CF simultaneously with the following commands
DF/417F: 40 CD 66             Execute event id $66CD simultaneously with the following commands
DF/4182: 0D F2 C0 02          Set Object: BG1 ---> Command: Set object to movement: $02C0
DF/4186: 0E F2 8F 02          Set Object: BG1 + MARIO ---> Command: Set object to movement: $028F
DF/418A: 0F F2 08 03          Set Object: BG2 + NPC ---> Command: Set object to movement: $0308
DF/418E: B0 0F 4A 01          Store #$014A to 00:701E
DF/4192: 45 D0 76             <UNKNOWN COMMAND $45>
DF/4195: FD 42                <UNKNOWN COMMAND $FD 42>
DF/4197: F0 00                Duration: 0 frames
DF/4199: D8 1C E0 41          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/41E0
DF/419D: F0 00                Duration: 0 frames
DF/419F: D8 1C E0 41          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/41E0
DF/41A3: DC 1D 97 41          If event flag memory address 00:7043 Bit 5 clear, jump to address $DF/4197
DF/41A7: C2 12 00 00          Compare value at 00:7024 to #$0000
DF/41AB: EA DB 41             If Bit 1 of 00:70A0,x set, jump to address $DF/41DB
DF/41AE: EF CC 41             If Bit 7 of 00:70A0,x set, jump to address $DF/41CC
DF/41B1: B3 13                Decrement 00:7026
DF/41B3: E5 13 00 00 97 41    If value at 00:7026 = #$0000, jump to address $DF/4197
DF/41B9: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/41BB: 10 40                Set transition flag, x1 speed
   DF/41BD: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/41BF: 61 01                Shift object down-right 1 pixels
   DF/41C1: B3 12                Decrement 00:7024
   DF/41C3: 0B F0                Set Bits $F0 of current object address 0A,x
DF/41C5: B0 13 01 00          Store #$0001 to 00:7026
DF/41C9: D2 99 41             Jump to address $DF/4199
DF/41CC: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/41CE: 10 40                Set transition flag, x1 speed
   DF/41D0: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/41D2: 65 01                Shift object up-left 1 pixels
   DF/41D4: B2 12                Increment 00:7024
   DF/41D6: 0B F0                Set Bits $F0 of current object address 0A,x
DF/41D8: D2 99 41             Jump to address $DF/4199
DF/41DB: A4 1D                Clear event flag memory address 00:7043 Bit 5
DF/41DD: D2 97 41             Jump to address $DF/4197
DF/41E0: 77 1E                Darken screen from black before following commands; Duration: 30 frames
DF/41E2: FD 40                <UNKNOWN COMMAND $FD 40>
DF/41E4: 30                   <UNKNOWN COMMAND $30>
DF/41E5: FD 43                <UNKNOWN COMMAND $FD 43>
DF/41E7: FD 44                <UNKNOWN COMMAND $FD 44>
DF/41E9: 46 00                <UNKNOWN COMMAND $46>
DF/41EB: 46 01                <UNKNOWN COMMAND $46>
DF/41ED: FD 30                Screen moves with MARIO
DF/41EF: D0 C3 06             Execute event id $06C3 subsequently

EVENT [6CD] ------------------------------------------------------------>
DF/41F2: A8 0E 03             Store #$03 to 00:70AE
DF/41F5: A0 24                Set event flag memory address 00:7044 Bit 4
DF/41F7: 14 F2 C4 02          Set Object: NPC #0 ---> Command: Set object to movement: $02C4
DF/41FB: 15 F2 06 03          Set Object: NPC #1 ---> Command: Set object to movement: $0306
DF/41FF: 16 F2 C6 02          Set Object: NPC #2 ---> Command: Set object to movement: $02C6
DF/4203: F0 A9                Duration: 169 frames
DF/4205: D2 F5 41             Jump to address $DF/41F5

EVENT [6CE] ------------------------------------------------------------>
DF/4208: 46 00                <UNKNOWN COMMAND $46>
DF/420A: A4 1D                Clear event flag memory address 00:7043 Bit 5
DF/420C: 34 00                Change directional maneuverability: 
DF/420E: 42 53 42 1B 42       <UNKNOWN COMMAND $42>
DF/4213: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
DF/4215: C0 00 01             Compare value at 00:7000 to #$0100
DF/4218: EC 53 42             If Bit 0 of 00:70A0,x set, jump to address $DF/4253
DF/421B: 10 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   DF/421D: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/421F: 0C F0                XOR Bits $F0 of current object address 0A,x
DF/4221: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/4223: 00 9A                Set Object: MARIO ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DF/4225: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/4227: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/4229: 13 02                Layering priority: Object overlaps MARIO
   DF/422B: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/422E: 7E 70 00             Object jumps #$0070 units
   DF/4231: 10 40                Set transition flag, x1 speed
   DF/4233: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/4235: F0 13                Frame Duration: 19
   DF/4237: 07                   Clear "moon-walk" Bits
   DF/4238: 09                   Reset all object properties to default
   DF/4239: 75                   Object faces up-left
   DF/423A: 06                   Set "moon-walk" Bits
   DF/423B: 13 01                Layering priority: Normal
   DF/423D: 0B F0                Set Bits $F0 of current object address 0A,x
DF/423F: 34 80                Change directional maneuverability: 
DF/4241: C2 12 00 00          Compare value at 00:7024 to #$0000
DF/4245: EE 50 42             If Bit 7 of 00:70A0,x clear, jump to address $DF/4250
DF/4248: B0 0E 02 00          Store #$0002 to 00:701C
DF/424C: 45 B1 3D             <UNKNOWN COMMAND $45>
DF/424F: FE                   Return

DF/4250: 47 00                <UNKNOWN COMMAND $47>
DF/4252: FE                   Return

DF/4253: B0 14 24 00          Store #$0024 to 00:7028
DF/4257: 10 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   DF/4259: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/425B: 0C F0                XOR Bits $F0 of current object address 0A,x
DF/425D: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/425F: 00 BA                Set Object: MARIO ---> Begin action queue for object (Length: 0x3A bytes) (Wait until complete)
   DF/4261: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/4263: BA 12                Store value at 00:7024 to 00:700C
   DF/4265: B8 14                Add value at 00:7028 to 00:700C
   DF/4267: C0 40 00             Compare value at 00:700C to #$0040
   DF/426A: EF                   <UNKNOWN COMMAND $EF>
   DF/426B: 70                   Object faces right
   DF/426C: 42                   <UNKNOWN COMMAND $42>
   DF/426D: D2 75 42             Jump to address $DF/4275
   DF/4270: BA 14                Store value at 00:7028 to 00:700C
   DF/4272: D2 89 42             Jump to address $DF/4289
   DF/4275: AC 40 00             Store #$0040 to 00:700C
   DF/4278: B9 12                Subtract value at 00:7024 to 00:700C
   DF/427A: E3                   <UNKNOWN COMMAND $E3>
   DF/427B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/427C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/427D: 89                   Object disappears?
   DF/427E: 42                   <UNKNOWN COMMAND $42>
   DF/427F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/4281: 7E 6C 00             Object jumps #$006C units
   DF/4284: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/4286: D2 99 42             Jump to address $DF/4299
   DF/4289: 10 40                Set transition flag, x1 speed
   DF/428B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/428D: 7E 6C 00             Object jumps #$006C units
   DF/4290: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/4292: D6 06                Store value at 00:700C to object memory
   DF/4294: 65 01                Shift object up-left 1 pixels
   DF/4296: B2 12                Increment 00:7024
   DF/4298: D7                   End of code block
   DF/4299: 0B F0                Set Bits $F0 of current object address 0A,x
DF/429B: 34 80                Change directional maneuverability: 
DF/429D: C2 12 00 00          Compare value at 00:7024 to #$0000
DF/42A1: EF 50 42             If Bit 7 of 00:70A0,x set, jump to address $DF/4250
DF/42A4: B0 0E B4 00          Store #$00B4 to 00:701C
DF/42A8: 45 B1 3D             <UNKNOWN COMMAND $45>
DF/42AB: FE                   Return


EVENT [6CF] ------------------------------------------------------------>
DF/42AC: F0 00                Duration: 0 frames
DF/42AE: DC 18 B9 42          If event flag memory address 00:7043 Bit 0 clear, jump to address $DF/42B9
DF/42B2: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/42B4: 7F 68 00             Object jumps (with sound effect) #$0068 units
DF/42B7: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/42B9: DC 19 C4 42          If event flag memory address 00:7043 Bit 1 clear, jump to address $DF/42C4
DF/42BD: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/42BF: 7F 68 00             Object jumps (with sound effect) #$0068 units
DF/42C2: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/42C4: DC 1A CF 42          If event flag memory address 00:7043 Bit 2 clear, jump to address $DF/42CF
DF/42C8: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/42CA: 7F 68 00             Object jumps (with sound effect) #$0068 units
DF/42CD: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/42CF: DC 23 AC 42          If event flag memory address 00:7044 Bit 3 clear, jump to address $DF/42AC
DF/42D3: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/42D5: 7E 6C 00             Object jumps #$006C units
DF/42D8: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/42DA: D2 AC 42             Jump to address $DF/42AC

EVENT [6D0] ------------------------------------------------------------>
DF/42DD: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/42DF: FE                   Return


EVENT [6D1] ------------------------------------------------------------>
DF/42E0: 30                   <UNKNOWN COMMAND $30>
DF/42E1: C4 00                <UNKNOWN COMMAND $C4>
DF/42E3: BB 08                Store value at 00:7000 to 00:7010
DF/42E5: 10 9F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   DF/42E7: FD 9E                <UNKNOWN COMMAND $9E>
   DF/42E9: 1E                   <UNKNOWN COMMAND $1E>
   DF/42EA: 00                   Set Bit 7 of current object (enable object visibility)
   DF/42EB: 10 C1                Set transition and sequence flags, x2 speed
   DF/42ED: 6A 08                Shift object up 8 pixels
   DF/42EF: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   DF/42F1: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/42F4: C4 07                <UNKNOWN COMMAND $C4>
   DF/42F6: C1 08                Compare values at memory addresses 00:7010 and 00:700C
   DF/42F8: ED                   <UNKNOWN COMMAND $ED>
   DF/42F9: FE                   Return Queue

DF/42FA: 42 08 40 00 FD       <UNKNOWN COMMAND $42>
DF/42FF: 9E 1E 7F             <UNKNOWN>
DF/4302: 6C                   <UNKNOWN COMMAND $6C>
DF/4303: 00 F0 1F                Set Object: MARIO ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DF/4306: B0 07 CE 00          Store #$00CE to 00:700E
   DF/430A: 49                   <UNKNOWN COMMAND $49>
   DF/430B: D8 01 49 43          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/4349
   DF/430F: D8 00 47 43          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/4347
   DF/4313: F5                   <UNKNOWN COMMAND $F5>
   DF/4314: F0 00                Frame Duration: 0
   DF/4316: 10 FD                Set transition and sequence flags, 
   DF/4318: 10 F9                Set transition and sequence flags, 
   DF/431A: F0 00                Frame Duration: 0
   DF/431C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/431D: 8A                   Object disappears?
   DF/431E: 10 44                Set transition flag, x8 speed
   DF/4320: 7B 04                <UNKNOWN COMMAND $7B>
   DF/4322: 68 0A                Shift object right 10 pixels
   DF/4324: 7B 04                <UNKNOWN COMMAND $7B>
DF/4326: 10 C0                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes) (Wait until complete)
   DF/4328: A0 1A                Set event flag memory address 00:7043 Bit 2
   DF/432A: 71                   Object faces down-right
   DF/432B: BA 12                Store value at 00:7024 to 00:700C
   DF/432D: B5 08                Store value at 00:700C to 00:70A8
   DF/432F: D4 02                Start code block, repeat 2 times
   DF/4331: 10 02                Set , x3 speed
   DF/4333: 0C 58                XOR Bits $58 of current object address 0A,x
   DF/4335: AA 08                Increment 00:70A8
   DF/4337: D7                   End of code block
   DF/4338: F0 00                Frame Duration: 0
   DF/433A: B0 0E 5A 00          Store #$005A to 00:701C
   DF/433E: 45                   <UNKNOWN COMMAND $45>
   DF/433F: FD 36                <UNKNOWN COMMAND $36>
   DF/4341: A0 1A                Set event flag memory address 00:7043 Bit 2
   DF/4343: A0 1B                Set event flag memory address 00:7043 Bit 3
   DF/4345: 31 FE FB             <UNKNOWN COMMAND $31>
   DF/4348: FE                   Return Queue

DF/4349: 10 90                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DF/434B: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/434D: C8 07                <UNKNOWN COMMAND $C8>
   DF/434F: B0 0D 00 00          Store #$0000 to 00:701A
   DF/4353: 99                   <UNKNOWN COMMAND $99>
   DF/4354: 10 C0                Set transition and sequence flags, x1 speed
   DF/4356: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/4359: 0B 40                Set Bits $40 of current object address 0A,x
DF/435B: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DF/435D: 00 FF F0             Set Object: MARIO ---> Command: <UNKNOWN COMMAND $FF>
DF/4360: 00 C5                Set Object: MARIO ---> Begin action queue for object (Length: 0x45 bytes) (Wait until complete)
   DF/4362: 10 BB                Set sequence flag, 
   DF/4364: 09                   Reset all object properties to default
   DF/4365: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4366: 97 0C                <UNKNOWN COMMAND $97>
   DF/4368: F0 10                Frame Duration: 16
   DF/436A: 44                   <UNKNOWN COMMAND $44>
   DF/436B: C5 00                <UNKNOWN COMMAND $C5>
   DF/436D: C1 09                Compare values at memory addresses 00:7012 and 00:700C
   DF/436F: EC                   <UNKNOWN COMMAND $EC>
   DF/4370: 77                   Object faces up-right
   DF/4371: 43                   <UNKNOWN COMMAND $43>
   DF/4372: 66 0E                Shift object up 14 pixels
   DF/4374: D2 79 43             Jump to address $DF/4379
   DF/4377: 62 0E                Shift object down 14 pixels
   DF/4379: 76                   Object faces up
   DF/437A: 10 C0                Set transition and sequence flags, x1 speed
   DF/437C: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/437E: AB 0E                Decrement 00:70AE
   DF/4380: 10 F4                Set transition and sequence flags, x8 speed
   DF/4382: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/4383: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4384: 71                   Object faces down-right
   DF/4385: 31 FE 30             <UNKNOWN COMMAND $31>
   DF/4388: AA 08                Increment 00:70A8
   DF/438A: AA 0E                Increment 00:70AE
   DF/438C: E0                   <UNKNOWN COMMAND $E0>
   DF/438D: 0E 03                <UNKNOWN COMMAND $0E>
   DF/438F: C7 43                <UNKNOWN COMMAND $C7>
   DF/4391: 10 F7                Set transition and sequence flags, 
   DF/4393: 10 27                Set , 
   DF/4395: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4397: 0D FD                <UNKNOWN COMMAND $0D>
   DF/4399: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/439A: 13 03                Layering priority: ...
   DF/439C: FD 0F 03             Object overlaps BG1 & BG2
   DF/439F: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/43A2: C9 00                <UNKNOWN COMMAND $C9>
   DF/43A4: AD 02 00             Store #$0002 to 00:700C
DF/43A7: FD B0 04 00          Isolate Bits $0004 of 00:7000
DF/43AB: FD B2 04 00          XOR Bits $0004 of 00:7000
DF/43AF: 7C                   <UNKNOWN COMMAND $7C>
DF/43B0: FD 03                <UNKNOWN COMMAND $FD 03>
DF/43B2: 20 04                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/43B4: 25 00 08 B0 FF       <UNKNOWN COMMAND $25>
DF/43B9: 48                   Engage in battle?
DF/43BA: 01 21                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x21 bytes)
   DF/43BC: 00                   Set Bit 7 of current object (enable object visibility)
   DF/43BD: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/43BE: 7E 6C 00             Object jumps #$006C units
   DF/43C1: 48                   <UNKNOWN COMMAND $48>
   DF/43C2: 52 0A                Shift object down 160 pixels
   DF/43C4: D2 FE 43             Jump to address $DF/43FE
   DF/43C7: AA 08                Increment 00:70A8
   DF/43C9: 10 F7                Set transition and sequence flags, 
   DF/43CB: 10 23                Set , x4 speed
   DF/43CD: FD 9E                <UNKNOWN COMMAND $9E>
   DF/43CF: 5E                   <UNKNOWN COMMAND $5E>
   DF/43D0: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/43D2: 13 03                Layering priority: ...
   DF/43D4: FD 0F 03             Object overlaps BG1 & BG2
   DF/43D7: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/43DA: C9 00                <UNKNOWN COMMAND $C9>
   DF/43DC: AD 02 00             Store #$0002 to 00:700C
DF/43DF: FD B0 04 00          Isolate Bits $0004 of 00:7000
DF/43E3: FD B2 04 00          XOR Bits $0004 of 00:7000
DF/43E7: 7C                   <UNKNOWN COMMAND $7C>
DF/43E8: FD 03                <UNKNOWN COMMAND $FD 03>
DF/43EA: 7F                   <UNKNOWN COMMAND $7F>
DF/43EB: A0 00                Set event flag memory address 00:7040 Bit 0
DF/43ED: 58                   <UNKNOWN COMMAND $58>
DF/43EE: 02 01                Set Object: BOWSER ---> Begin action queue for object (Length: 0x01 bytes)
   DF/43F0: 00                   Set Bit 7 of current object (enable object visibility)
DF/43F1: 07 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/43F3: 9E 5E 7E             <UNKNOWN>
DF/43F6: 6C                   <UNKNOWN COMMAND $6C>
DF/43F7: 00 48                Set Object: MARIO ---> Begin action queue for object (Length: 0x48 bytes)
   DF/43F9: 53 01                Shift object down-left 16 pixels
   DF/43FB: A8 0E 00             Store #$00 to 00:70AE
   DF/43FE: 31 FE 30             <UNKNOWN COMMAND $31>
   DF/4401: A8 0E 00             Store #$00 to 00:70AE
   DF/4404: 10 2D                Set , 
   DF/4406: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/4408: FD 9E                <UNKNOWN COMMAND $9E>
   DF/440A: 5D                   Shift down forever
   DF/440B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/440C: 10 C1                Set transition and sequence flags, x2 speed
   DF/440E: 6A 08                Shift object up 8 pixels
   DF/4410: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   DF/4412: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/4415: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4417: 5D                   Shift down forever
   DF/4418: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/441B: F0 1F                Frame Duration: 31
   DF/441D: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/4420: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4422: 5D                   Shift down forever
   DF/4423: 6A 08                Shift object up 8 pixels
   DF/4425: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   DF/4427: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4429: 5D                   Shift down forever
   DF/442A: 10 C0                Set transition and sequence flags, x1 speed
   DF/442C: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/442D: FD F2                <UNKNOWN COMMAND $F2>
   DF/442F: 0C 40                XOR Bits $40 of current object address 0A,x
   DF/4431: A0 1C                Set event flag memory address 00:7043 Bit 4
   DF/4433: C5 10                <UNKNOWN COMMAND $C5>
   DF/4435: BB 09                Store value at 00:700C to 00:7012
   DF/4437: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4438: 97 0C                <UNKNOWN COMMAND $97>
   DF/443A: F0 10                Frame Duration: 16
   DF/443C: 41                   <UNKNOWN COMMAND $41>
   DF/443D: C5 00                <UNKNOWN COMMAND $C5>
   DF/443F: C1 09                Compare values at memory addresses 00:7012 and 00:700C
DF/4441: EC 49 44             If Bit 0 of 00:70A0,x set, jump to address $DF/4449
DF/4444: 66 0A D2             If 2nd option chosen from dialogue prompt, jump to address $DF/D20A
DF/4447: 4B 44 62             Lead to World Map Point $6244
DF/444A: 0A 76                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x76 bytes)
   DF/444C: 10 C0                Set transition and sequence flags, x1 speed
   DF/444E: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/4450: 31 FE 35             <UNKNOWN COMMAND $31>
   DF/4453: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4454: 68 95                Shift object right 149 pixels
   DF/4456: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4457: 0D 10                <UNKNOWN COMMAND $0D>
   DF/4459: 63 B0                Shift object down-left 176 pixels
   DF/445B: 12 00                Clear Bits $3 of current object address 0B,x and set Bit(s) $0
   DF/445D: 00                   Set Bit 7 of current object (enable object visibility)
   DF/445E: B0 13 16 00          Store #$0016 to 00:7026
   DF/4462: B0 14 15 00          Store #$0015 to 00:7028
   DF/4466: 40                   <UNKNOWN COMMAND $40>
   DF/4467: 31 26 0C             <UNKNOWN COMMAND $31>
   DF/446A: 84 10 44             Place object: right=16px down=68px
   DF/446D: 52 04                Shift object down 64 pixels
   DF/446F: FD 31 C8 95 1D F3 AA 00 <UNKNOWN COMMAND $31>
   DF/4477: 15 0B                Clear Bits $7 of current object address 0C,x and set Bit(s) $11
   DF/4479: 10 44                Set transition flag, x8 speed
   DF/447B: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/447D: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/4480: 63 04                Shift object down-left 4 pixels
   DF/4482: 57 02                Shift object up-right 32 pixels
   DF/4484: 16                   <UNKNOWN COMMAND $16>
   DF/4485: 85                   Max sequence speed?
   DF/4486: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/4488: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/448B: 70                   Object faces right
   DF/448C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/448D: 14 FD                Isolate top Bits of current object address 0E,x and set Bit(s) $253
   DF/448F: 17                   <UNKNOWN COMMAND $17>
   DF/4490: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/4492: 92 0D 10 11          Place object at on-screen coords: (416,128) Z=272
   DF/4496: F0 08                Frame Duration: 8
   DF/4498: 13 02                Layering priority: Object overlaps MARIO
   DF/449A: 08 43 08             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/449D: 7E 00 00             Object jumps #$0000 units
   DF/44A0: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/44A2: 15 84                Clear Bits $7 of current object address 0C,x and set Bit(s) $132
   DF/44A4: 10 40                Set transition flag, x1 speed
   DF/44A6: 53 02                Shift object down-left 32 pixels
   DF/44A8: 0C 0E                XOR Bits $E of current object address 0A,x
   DF/44AA: 10 43                Set transition flag, x4 speed
   DF/44AC: 62 04                Shift object down 4 pixels
   DF/44AE: 66 08                Shift object up 8 pixels
   DF/44B0: 62 08                Shift object down 8 pixels
   DF/44B2: 66 08                Shift object up 8 pixels
   DF/44B4: 62 04                Shift object down 4 pixels
   DF/44B6: 10 41                Set transition flag, x2 speed
   DF/44B8: 00                   Set Bit 7 of current object (enable object visibility)
   DF/44B9: 94 FD 03 7E          Place object: right=253px down=3px up=126px
   DF/44BD: 40                   <UNKNOWN COMMAND $40>
   DF/44BE: 00                   Set Bit 7 of current object (enable object visibility)
   DF/44BF: 10 80                Set sequence flag, x1 speed
   DF/44C1: 08 43 06             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no

EVENT [6D2] ------------------------------------------------------------>
DF/44C4: F0 13                Duration: 19 frames
DF/44C6: 09 10                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x10 bytes)
   DF/44C8: 81 04 FD             Move object: right=144px down=1000px
   DF/44CB: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/44CC: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/44CE: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   DF/44D0: 51 02                Shift object down-right 32 pixels
   DF/44D2: 00                   Set Bit 7 of current object (enable object visibility)
   DF/44D3: F2 51 02             <UNKNOWN COMMAND $F2>
   DF/44D6: 0C F2                XOR Bits $F2 of current object address 0A,x
DF/44D8: 50 02                Put item in inventory: #$02 (Accessory   )
DF/44DA: FD 42                <UNKNOWN COMMAND $FD 42>
DF/44DC: B0 0E 2C 01          Store #$012C to 00:701C
DF/44E0: 45 D3 36             <UNKNOWN COMMAND $45>
DF/44E3: B0 0F 8C 00          Store #$008C to 00:701E
DF/44E7: 45 D5 76             <UNKNOWN COMMAND $45>
DF/44EA: F0 00                Duration: 0 frames
DF/44EC: D8 27 F7 44          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/44F7
DF/44F0: D8 21 30 45          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/4530
DF/44F4: D2 EA 44             Jump to address $DF/44EA
DF/44F7: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/44F9: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DF/44FB: 0C FA                Set Object: BG1,2,3 + MARIO + NPC ---> Command: Remove movement effects
DF/44FD: BA 13                Store value at 00:7026 to 00:7000
DF/44FF: B5 09                Store value at 00:7000 to 00:70A9
DF/4501: 0C 0A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes)
   DF/4503: 10 43                Set transition flag, x4 speed
   DF/4505: 62 04                Shift object down 4 pixels
   DF/4507: 66 08                Shift object up 8 pixels
   DF/4509: 62 04                Shift object down 4 pixels
   DF/450B: 10 41                Set transition flag, x2 speed
DF/450D: 11 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/450F: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DF/4511: 7E 40 00             Object jumps #$0040 units
   DF/4514: 10 80                Set sequence flag, x1 speed
   DF/4516: 08 43 06             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/4519: 00 FB                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $FB>
DF/451B: FD A8 26             Set event flag memory address 00:7044 Bit(s) $6
DF/451E: F0 12                Duration: 18 frames
DF/4520: 0C FB                Set Object: BG1,2,3 + MARIO + NPC ---> Command: <UNKNOWN COMMAND $FB>
DF/4522: F0 00                Duration: 0 frames
DF/4524: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/4526: 10 81                Set sequence flag, x2 speed
   DF/4528: 09                   Reset all object properties to default
DF/4529: B1 16 F6 FF          Add #$FFF6 to 00:702C
DF/452D: D2 EA 44             Jump to address $DF/44EA
DF/4530: BA 14                Store value at 00:7028 to 00:7000
DF/4532: B5 09                Store value at 00:7000 to 00:70A9
DF/4534: 11 F2 50 02          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0250
DF/4538: 00 F2 50 02          Set Object: MARIO ---> Command: Set object to movement: $0250
DF/453C: 77 1E                Darken screen from black before following commands; Duration: 30 frames
DF/453E: D0 C1 06             Execute event id $06C1 subsequently

EVENT [6D3] ------------------------------------------------------------>
DF/4541: A0 21                Set event flag memory address 00:7044 Bit 1
DF/4543: FE                   Return


EVENT [6D4] ------------------------------------------------------------>
DF/4544: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/4546: 7E 6C 00             Object jumps #$006C units
DF/4549: B0 0F 3A 00          Store #$003A to 00:701E
DF/454D: 45 D4 76             <UNKNOWN COMMAND $45>
DF/4550: FE                   Return


EVENT [6D5] ------------------------------------------------------------>
DF/4551: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/4553: 7E 6C 00             Object jumps #$006C units
DF/4556: B0 0F 1D 00          Store #$001D to 00:701E
DF/455A: 45 D4 76             <UNKNOWN COMMAND $45>
DF/455D: FE                   Return


EVENT [6D6] ------------------------------------------------------------>
DF/455E: A0 22                Set event flag memory address 00:7044 Bit 2
DF/4560: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/4562: 10 F2 09 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0309
DF/4566: A4 22                Clear event flag memory address 00:7044 Bit 2
DF/4568: FE                   Return


EVENT [6D7] ------------------------------------------------------------>
DF/4569: D1 08 06             Execute event id $0608
DF/456C: 68 92 01 18 16 40    Enter area: $0192
                              MARIO will be at coords: (768,176) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/4572: D1 34 07             Execute event id $0734
DF/4575: A8 08 19             Store #$19 to 00:70A8
DF/4578: D1 09 06             Execute event id $0609
DF/457B: D0 F8 06             Execute event id $06F8 subsequently

EVENT [6D8] ------------------------------------------------------------>
DF/457E: D1 08 06             Execute event id $0608
DF/4581: 68 3E 01 0C 3A 40    Enter area: $013E
                              MARIO will be at coords: (384,464) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/4587: D1 34 07             Execute event id $0734
DF/458A: A8 08 19             Store #$19 to 00:70A8
DF/458D: D1 09 06             Execute event id $0609
DF/4590: D0 FB 06             Execute event id $06FB subsequently

EVENT [6D9] ------------------------------------------------------------>
DF/4593: F8 3F AD B4 45       <UNKNOWN COMMAND $F8>
DF/4598: BA 13                Store value at 00:7026 to 00:7000
DF/459A: E2 14 00 D7 45       If value at 00:7000 = #$0014, jump to address $DF/45D7
DF/459F: D1 08 06             Execute event id $0608
DF/45A2: 68 93 01 1B 3C 40    Enter area: $0193
                              MARIO will be at coords: (864,480) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/45A8: D1 34 07             Execute event id $0734
DF/45AB: A8 08 15             Store #$15 to 00:70A8
DF/45AE: D1 09 06             Execute event id $0609
DF/45B1: D0 F9 06             Execute event id $06F9 subsequently
DF/45B4: BA 13                Store value at 00:7026 to 00:7000
DF/45B6: E3 14 00 9F 45       If value at 00:7000 != #$0014, jump to address $DF/459F
DF/45BB: D8 24 C5 45          If event flag memory address 00:7044 Bit 4 set, jump to address $DF/45C5
DF/45BF: A8 08 16             Store #$16 to 00:70A8
DF/45C2: D2 A8 60             Jump to address $DF/60A8
DF/45C5: F0 00                Duration: 0 frames
DF/45C7: FE                   Return

DF/45C8: D2 D7 45             Jump to address $DF/45D7

EVENT [6DA] ------------------------------------------------------------>
DF/45CB: F8 3F AD F1 45       <UNKNOWN COMMAND $F8>
DF/45D0: BA 13                Store value at 00:7026 to 00:7000
DF/45D2: E3 15 00 9F 45       If value at 00:7000 != #$0015, jump to address $DF/459F
DF/45D7: D1 08 06             Execute event id $0608
DF/45DA: 68 07 81 05 5B 4F    Enter area: $0107
                              MARIO will be at coords: (176,728) Z=240
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/45E0: A0 48                Set event flag memory address 00:7049 Bit 0
DF/45E2: 35 00                Disable Overworld Menu
DF/45E4: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/45E6: 7E 00 00             Object jumps #$0000 units
DF/45E9: DC 83 F0 45          If event flag memory address 00:7050 Bit 3 clear, jump to address $DF/45F0
DF/45ED: F2 06 C9             <UNKNOWN COMMAND $F2>
DF/45F0: FE                   Return

DF/45F1: BA 13                Store value at 00:7026 to 00:7000
DF/45F3: E2 15 00 BB 45       If value at 00:7000 = #$0015, jump to address $DF/45BB
DF/45F8: D2 9F 45             Jump to address $DF/459F
DF/45FB: D2 9F 45             Jump to address $DF/459F

EVENT [6DB] ------------------------------------------------------------>
DF/45FE: F8 92 35 09 46       <UNKNOWN COMMAND $F8>
DF/4603: A8 08 1A             Store #$1A to 00:70A8
DF/4606: D2 D0 60             Jump to address $DF/60D0
DF/4609: D1 08 06             Execute event id $0608
DF/460C: 68 94 01 16 66 40    Enter area: $0194
                              MARIO will be at coords: (704,816) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/4612: D1 34 07             Execute event id $0734
DF/4615: A8 08 14             Store #$14 to 00:70A8
DF/4618: D1 09 06             Execute event id $0609
DF/461B: D0 FA 06             Execute event id $06FA subsequently

EVENT [6DC] ------------------------------------------------------------>
DF/461E: D1 08 06             Execute event id $0608
DF/4621: 68 3E 01 0C 3A 40    Enter area: $013E
                              MARIO will be at coords: (384,464) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/4627: D1 34 07             Execute event id $0734
DF/462A: A8 08 18             Store #$18 to 00:70A8
DF/462D: D1 09 06             Execute event id $0609
DF/4630: D0 FB 06             Execute event id $06FB subsequently

EVENT [6DD] ------------------------------------------------------------>
DF/4633: D1 08 06             Execute event id $0608
DF/4636: 68 3D 01 09 11 40    Enter area: $013D
                              MARIO will be at coords: (304,136) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/463C: D1 34 07             Execute event id $0734
DF/463F: A8 08 16             Store #$16 to 00:70A8
DF/4642: D1 09 06             Execute event id $0609
DF/4645: D0 F6 06             Execute event id $06F6 subsequently

EVENT [6DE] ------------------------------------------------------------>
DF/4648: F8 93 AD 69 46       <UNKNOWN COMMAND $F8>
DF/464D: BA 13                Store value at 00:7026 to 00:7000
DF/464F: E3 14 00 8C 46       If value at 00:7000 != #$0014, jump to address $DF/468C
DF/4654: D1 08 06             Execute event id $0608
DF/4657: 68 3F 01 08 6E 40    Enter area: $013F
                              MARIO will be at coords: (256,880) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/465D: D1 34 07             Execute event id $0734
DF/4660: A8 08 15             Store #$15 to 00:70A8
DF/4663: D1 09 06             Execute event id $0609
DF/4666: D0 F7 06             Execute event id $06F7 subsequently
DF/4669: BA 13                Store value at 00:7026 to 00:7000
DF/466B: E3 14 00 8C 46       If value at 00:7000 != #$0014, jump to address $DF/468C
DF/4670: D8 24 7A 46          If event flag memory address 00:7044 Bit 4 set, jump to address $DF/467A
DF/4674: A8 08 16             Store #$16 to 00:70A8
DF/4677: D2 F8 60             Jump to address $DF/60F8
DF/467A: F0 00                Duration: 0 frames
DF/467C: FE                   Return

DF/467D: D2 8C 46             Jump to address $DF/468C

EVENT [6DF] ------------------------------------------------------------>
DF/4680: F8 93 AD A1 46       <UNKNOWN COMMAND $F8>
DF/4685: BA 13                Store value at 00:7026 to 00:7000
DF/4687: E2 15 00 54 46       If value at 00:7000 = #$0015, jump to address $DF/4654
DF/468C: D1 08 06             Execute event id $0608
DF/468F: 68 94 01 16 66 40    Enter area: $0194
                              MARIO will be at coords: (704,816) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/4695: D1 34 07             Execute event id $0734
DF/4698: A8 08 16             Store #$16 to 00:70A8
DF/469B: D1 09 06             Execute event id $0609
DF/469E: D0 FA 06             Execute event id $06FA subsequently
DF/46A1: BA 13                Store value at 00:7026 to 00:7000
DF/46A3: E2 15 00 70 46       If value at 00:7000 = #$0015, jump to address $DF/4670
DF/46A8: D2 8C 46             Jump to address $DF/468C
DF/46AB: D2 54 46             Jump to address $DF/4654

EVENT [6E0] ------------------------------------------------------------>
DF/46AE: D1 08 06             Execute event id $0608
DF/46B1: 68 92 01 18 16 40    Enter area: $0192
                              MARIO will be at coords: (768,176) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/46B7: D1 34 07             Execute event id $0734
DF/46BA: A8 08 17             Store #$17 to 00:70A8
DF/46BD: D1 09 06             Execute event id $0609
DF/46C0: D0 F8 06             Execute event id $06F8 subsequently

EVENT [6E1] ------------------------------------------------------------>
DF/46C3: D1 08 06             Execute event id $0608
DF/46C6: 68 3E 01 0C 3A 40    Enter area: $013E
                              MARIO will be at coords: (384,464) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/46CC: D1 34 07             Execute event id $0734
DF/46CF: A8 08 17             Store #$17 to 00:70A8
DF/46D2: D1 09 06             Execute event id $0609
DF/46D5: D0 FB 06             Execute event id $06FB subsequently

EVENT [6E2] ------------------------------------------------------------>
DF/46D8: F8 94 2F E3 46       <UNKNOWN COMMAND $F8>
DF/46DD: A8 08 17             Store #$17 to 00:70A8
DF/46E0: D2 20 61             Jump to address $DF/6120
DF/46E3: D1 08 06             Execute event id $0608
DF/46E6: 68 93 01 1B 3C 40    Enter area: $0193
                              MARIO will be at coords: (864,480) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/46EC: D1 34 07             Execute event id $0734
DF/46EF: A8 08 14             Store #$14 to 00:70A8
DF/46F2: D1 09 06             Execute event id $0609
DF/46F5: D0 F9 06             Execute event id $06F9 subsequently

EVENT [6E3] ------------------------------------------------------------>
DF/46F8: F8 3E 35 03 47       <UNKNOWN COMMAND $F8>
DF/46FD: A8 08 1A             Store #$1A to 00:70A8
DF/4700: D2 48 61             Jump to address $DF/6148
DF/4703: D1 08 06             Execute event id $0608
DF/4706: 68 94 01 16 66 40    Enter area: $0194
                              MARIO will be at coords: (704,816) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/470C: D1 34 07             Execute event id $0734
DF/470F: A8 08 15             Store #$15 to 00:70A8
DF/4712: D1 09 06             Execute event id $0609
DF/4715: D0 FA 06             Execute event id $06FA subsequently

EVENT [6E4] ------------------------------------------------------------>
DF/4718: D1 08 06             Execute event id $0608
DF/471B: 68 92 01 18 16 40    Enter area: $0192
                              MARIO will be at coords: (768,176) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/4721: D1 34 07             Execute event id $0734
DF/4724: A8 08 18             Store #$18 to 00:70A8
DF/4727: D1 09 06             Execute event id $0609
DF/472A: D0 F8 06             Execute event id $06F8 subsequently

EVENT [6E5] ------------------------------------------------------------>
DF/472D: D1 08 06             Execute event id $0608
DF/4730: 68 3D 01 09 11 40    Enter area: $013D
                              MARIO will be at coords: (304,136) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/4736: D1 34 07             Execute event id $0734
DF/4739: A8 08 17             Store #$17 to 00:70A8
DF/473C: D1 09 06             Execute event id $0609
DF/473F: D0 F6 06             Execute event id $06F6 subsequently

EVENT [6E6] ------------------------------------------------------------>
DF/4742: D8 78 53 47          If event flag memory address 00:704F Bit 0 set, jump to address $DF/4753
DF/4746: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/4748: 92 14 17 00          Place object at on-screen coords: (656,184) Z=0
   DF/474C: 10 44                Set transition flag, x8 speed
   DF/474E: 60 0E                Shift object right 14 pixels
   DF/4750: 71                   Object faces down-right
DF/4751: 71                   Lighten screen from black before following commands
DF/4752: FE                   Return

DF/4753: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/4755: 92 14 37 00          Place object at on-screen coords: (656,440) Z=0
   DF/4759: 10 44                Set transition flag, x8 speed
   DF/475B: 60 0E                Shift object right 14 pixels
   DF/475D: 71                   Object faces down-right
DF/475E: 71                   Lighten screen from black before following commands
DF/475F: FE                   Return


EVENT [6E7] ------------------------------------------------------------>
DF/4760: A0 7A                Set event flag memory address 00:704F Bit 2
DF/4762: A4 86                Clear event flag memory address 00:7050 Bit 6
DF/4764: A8 0C 00             Store #$00 to 00:70AC
DF/4767: 6B A5 81             Modify physical field of area $81A5
DF/476A: 9C 11                Play sound effect #$11
DF/476C: 0D 86                Set Object: BG1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/476E: 10 45                Set transition flag, 1/2 speed
   DF/4770: 52 03                Shift object down 48 pixels
   DF/4772: 10 40                Set transition flag, x1 speed
DF/4774: 18 A1                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x21 bytes) (Wait until complete)
   DF/4776: 93 00 00 12          Place object: right=0px down=0px up=288px
   DF/477A: 6A 01                Shift object up 1 pixels
   DF/477C: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/477E: 0B 10                Set Bits $10 of current object address 0A,x
   DF/4780: FD 17                Set Bit 3 of object address 0B,x
   DF/4782: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/4784: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4785: F0 00                Frame Duration: 0
   DF/4787: FD 3D 18 85 47       <UNKNOWN COMMAND $DF: pointer to address 
   DF/478C: 10 81                Set sequence flag, x2 speed
   DF/478E: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/4791: F0 04                Frame Duration: 4
   DF/4793: 9C 0A                Play sound effect #$0A
   DF/4795: F0 36                Frame Duration: 54
DF/4797: 18 0F                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/4799: F0 00                Frame Duration: 0
   DF/479B: C6 87                Store value at 00:92A4 to 00:700C and clear 00:700D
   DF/479D: E2                   <UNKNOWN COMMAND $E2>
   DF/479E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/479F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/47A0: A8 47 7F             Store #$7F to 00:70E7
   DF/47A3: 00                   Set Bit 7 of current object (enable object visibility)
   DF/47A4: 00                   Set Bit 7 of current object (enable object visibility)
   DF/47A5: D2 99 47             Jump to address $DF/4799
DF/47A8: FE                   Return


EVENT [6E8] ------------------------------------------------------------>
DF/47A9: 60 CF A4 D0          Run Dialogue $04CF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hmm, you look so tasty.
 I think I'll just have a snack!<I><END>


DF/47AD: 18 A3                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x23 bytes) (Wait until complete)
   DF/47AF: 10 81                Set sequence flag, x2 speed
   DF/47B1: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/47B4: F0 31                Frame Duration: 49
   DF/47B6: 09                   Reset all object properties to default
   DF/47B7: F0 09                Frame Duration: 9
   DF/47B9: 08 10 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/47BC: F0 1D                Frame Duration: 29
   DF/47BE: FD 9E                <UNKNOWN COMMAND $9E>
   DF/47C0: 0A FD                Store #$FD to current object address 0A,x
   DF/47C2: 00                   Set Bit 7 of current object (enable object visibility)
   DF/47C3: 0B 04                Set Bits $4 of current object address 0A,x
   DF/47C5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/47C7: 06                   Set "moon-walk" Bits
   DF/47C8: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DF/47CB: F0 00                Frame Duration: 0
   DF/47CD: FD 3D 18 CB 47       <UNKNOWN COMMAND $DF: pointer to address 
DF/47D2: 4A A9 00 2A          Engage in battle with formation pack #$00A9 in background #$2A
DF/47D6: A1 E5                Set event flag memory address 00:707C Bit 5
DF/47D8: A1 E6                Set event flag memory address 00:707C Bit 6
DF/47DA: A1 E7                Set event flag memory address 00:707C Bit 7
DF/47DC: D1 18 00             Execute event id $0018
DF/47DF: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/47E1: FD 5B                Restore all HP
DF/47E3: FD 5C                Restore all FP
DF/47E5: 71                   Lighten screen from black before following commands
DF/47E6: 9C 15                Play sound effect #$15
DF/47E8: B0 1A 01 00          Store #$0001 to 00:7034
DF/47EC: C7 14                <UNKNOWN COMMAND $C7>
DF/47EE: D4 02                Start code block, repeat 2 times
DF/47F0: F0 00                Duration: 0 frames
DF/47F2: 3F 20 F0 47          <UNKNOWN COMMAND: pointer to address $47F0>
DF/47F6: F0 03                Duration: 3 frames
DF/47F8: B1 1A 03 00          Add #$0003 to 00:7034
DF/47FC: D7                   End of code block
DF/47FD: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/47FF: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4800: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/4803: FE                   Return


EVENT [6E9] ------------------------------------------------------------>
DF/4804: D8 7B 22 48          If event flag memory address 00:704F Bit 3 set, jump to address $DF/4822
DF/4808: A0 7B                Set event flag memory address 00:704F Bit 3
DF/480A: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/480C: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/480F: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/4811: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/4813: 13 00                Layering priority: MARIO overlaps object
DF/4815: 6B 0C 81             Modify physical field of area $810C
DF/4818: 9C 11                Play sound effect #$11
DF/481A: 0D 86                Set Object: BG1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/481C: 10 45                Set transition flag, 1/2 speed
   DF/481E: 52 03                Shift object down 48 pixels
   DF/4820: 10 40                Set transition flag, x1 speed
DF/4822: FE                   Return


EVENT [6EA] ------------------------------------------------------------>
DF/4823: DC 7A 35 48          If event flag memory address 00:704F Bit 2 clear, jump to address $DF/4835
DF/4827: 6B A5 81             Modify physical field of area $81A5
DF/482A: 0D 86                Set Object: BG1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/482C: 10 44                Set transition flag, x8 speed
   DF/482E: 52 03                Shift object down 48 pixels
   DF/4830: 10 40                Set transition flag, x1 speed
DF/4832: D2 37 48             Jump to address $DF/4837
DF/4835: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/4837: D0 0F 00             Execute event id $000F subsequently

EVENT [6EB] ------------------------------------------------------------>
DF/483A: F8 0C B1 45 48       <UNKNOWN COMMAND $F8>
DF/483F: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/4841: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4842: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/4845: DC 7B 60 48          If event flag memory address 00:704F Bit 3 clear, jump to address $DF/4860
DF/4849: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/484B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/484C: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/484F: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/4851: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/4853: 13 00                Layering priority: MARIO overlaps object
DF/4855: 6B 0C 81             Modify physical field of area $810C
DF/4858: 0D 86                Set Object: BG1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/485A: 10 44                Set transition flag, x8 speed
   DF/485C: 52 03                Shift object down 48 pixels
   DF/485E: 10 40                Set transition flag, x1 speed
DF/4860: 71                   Lighten screen from black before following commands
DF/4861: FE                   Return


EVENT [6EC] ------------------------------------------------------------>
DF/4862: 35 FF                Enable Overworld Menu
DF/4864: 10 02                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes)
   DF/4866: 13 01                Layering priority: Normal
DF/4868: 42 7B 48 7B 48       <UNKNOWN COMMAND $42>
DF/486D: B4 08                Store value at 00:70A8 to 00:7000
DF/486F: B5 0A                Store value at 00:7000 to 00:70AA
DF/4871: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/4873: 08 42 83             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/4876: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DF/4878: 40 ED 66             Execute event id $66ED simultaneously with the following commands
DF/487B: FE                   Return


EVENT [6ED] ------------------------------------------------------------>
DF/487C: 35 80                Disable Overworld Menu
DF/487E: A0 27                Set event flag memory address 00:7044 Bit 7
DF/4880: 00 F3 6B 01          Set Object: MARIO ---> Command: Set object to movement: $016B
DF/4884: 35 FF                Enable Overworld Menu
DF/4886: F0 00                Duration: 0 frames
DF/4888: 00 F2 37 03          Set Object: MARIO ---> Command: Set object to movement: $0337
DF/488C: FE                   Return


EVENT [6EE] ------------------------------------------------------------>

EVENT [6EF] ------------------------------------------------------------>
DF/488D: B4 08                Store value at 00:70A8 to 00:7000
DF/488F: E2 17 00 D5 48       If value at 00:7000 = #$0017, jump to address $DF/48D5
DF/4894: E2 18 00 F4 48       If value at 00:7000 = #$0018, jump to address $DF/48F4
DF/4899: E2 19 00 15 49       If value at 00:7000 = #$0019, jump to address $DF/4915
DF/489E: E2 1A 00 32 49       If value at 00:7000 = #$001A, jump to address $DF/4932
DF/48A3: E2 1B 00 54 49       If value at 00:7000 = #$001B, jump to address $DF/4954
DF/48A8: E2 1C 00 73 49       If value at 00:7000 = #$001C, jump to address $DF/4973
DF/48AD: E2 1D 00 96 49       If value at 00:7000 = #$001D, jump to address $DF/4996
DF/48B2: D8 19 D3 48          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/48D3
DF/48B6: A0 19                Set event flag memory address 00:7043 Bit 1
DF/48B8: A0 21                Set event flag memory address 00:7044 Bit 1
DF/48BA: D3 B7 49             Jump to address $DF/49B7
DF/48BD: 16 14                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/48BF: 10 45                Set transition flag, 1/2 speed
   DF/48C1: 51 02                Shift object down-right 32 pixels
   DF/48C3: 5A 02                Shift object up 32 pixels
   DF/48C5: F0 3B                Frame Duration: 59
   DF/48C7: 10 83                Set sequence flag, x4 speed
   DF/48C9: F0 1D                Frame Duration: 29
   DF/48CB: 10 C0                Set transition and sequence flags, x1 speed
   DF/48CD: 5B 02                Shift object down 32 pixels
   DF/48CF: 55 02                Shift object up-left 32 pixels
   DF/48D1: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/48D3: 5D                   Load 00:600F
DF/48D4: FE                   Return

DF/48D5: D8 1A F2 48          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/48F2
DF/48D9: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/48DB: D3 B7 49             Jump to address $DF/49B7
DF/48DE: 17 12                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x12 bytes)
   DF/48E0: 10 45                Set transition flag, 1/2 speed
   DF/48E2: 51 05                Shift object down-right 80 pixels
   DF/48E4: 4A                   <UNKNOWN COMMAND $4A>
   DF/48E5: F0 3B                Frame Duration: 59
   DF/48E7: 10 83                Set sequence flag, x4 speed
   DF/48E9: F0 1D                Frame Duration: 29
   DF/48EB: 10 C0                Set transition and sequence flags, x1 speed
   DF/48ED: 4B                   <UNKNOWN COMMAND $4B>
   DF/48EE: 55 05                Shift object up-left 80 pixels
   DF/48F0: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/48F2: 5D                   Load 00:600F
DF/48F3: FE                   Return

DF/48F4: D8 1B 13 49          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/4913
DF/48F8: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/48FA: D3 B7 49             Jump to address $DF/49B7
DF/48FD: 18 14                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/48FF: 10 45                Set transition flag, 1/2 speed
   DF/4901: 5A 02                Shift object up 32 pixels
   DF/4903: 55 02                Shift object up-left 32 pixels
   DF/4905: F0 3B                Frame Duration: 59
   DF/4907: 10 83                Set sequence flag, x4 speed
   DF/4909: F0 1D                Frame Duration: 29
   DF/490B: 10 C0                Set transition and sequence flags, x1 speed
   DF/490D: 51 02                Shift object down-right 32 pixels
   DF/490F: 5B 02                Shift object down 32 pixels
   DF/4911: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/4913: 5D                   Load 00:600F
DF/4914: FE                   Return

DF/4915: D8 1C 30 49          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/4930
DF/4919: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/491B: D3 B7 49             Jump to address $DF/49B7
DF/491E: 19 10                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x10 bytes)
   DF/4920: 10 45                Set transition flag, 1/2 speed
   DF/4922: 55 04                Shift object up-left 64 pixels
   DF/4924: F0 3B                Frame Duration: 59
   DF/4926: 10 83                Set sequence flag, x4 speed
   DF/4928: F0 1D                Frame Duration: 29
   DF/492A: 10 C0                Set transition and sequence flags, x1 speed
   DF/492C: 51 04                Shift object down-right 64 pixels
   DF/492E: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/4930: 5D                   Load 00:600F
DF/4931: FE                   Return

DF/4932: D8 1D 52 49          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/4952
DF/4936: A0 1D                Set event flag memory address 00:7043 Bit 5
DF/4938: D3 B7 49             Jump to address $DF/49B7
DF/493B: 1A 15                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x15 bytes)
   DF/493D: 10 45                Set transition flag, 1/2 speed
   DF/493F: 55 02                Shift object up-left 32 pixels
   DF/4941: 5A 02                Shift object up 32 pixels
   DF/4943: F0 3B                Frame Duration: 59
   DF/4945: 10 83                Set sequence flag, x4 speed
   DF/4947: F0 1D                Frame Duration: 29
   DF/4949: 10 C0                Set transition and sequence flags, x1 speed
   DF/494B: 51 03                Shift object down-right 48 pixels
   DF/494D: 5B 02                Shift object down 32 pixels
   DF/494F: 45                   <UNKNOWN COMMAND $45>
   DF/4950: A4 1D                Clear event flag memory address 00:7043 Bit 5
DF/4952: 5D                   Load 00:600F
DF/4953: FE                   Return

DF/4954: D8 1E 71 49          If event flag memory address 00:7043 Bit 6 set, jump to address $DF/4971
DF/4958: A0 1E                Set event flag memory address 00:7043 Bit 6
DF/495A: D3 B7 49             Jump to address $DF/49B7
DF/495D: 1B 12                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x12 bytes)
   DF/495F: 10 45                Set transition flag, 1/2 speed
   DF/4961: 5A 04                Shift object up 64 pixels
   DF/4963: 41                   <UNKNOWN COMMAND $41>
   DF/4964: F0 3B                Frame Duration: 59
   DF/4966: 10 83                Set sequence flag, x4 speed
   DF/4968: F0 1D                Frame Duration: 29
   DF/496A: 10 C0                Set transition and sequence flags, x1 speed
   DF/496C: 45                   <UNKNOWN COMMAND $45>
   DF/496D: 5B 04                Shift object down 64 pixels
   DF/496F: A4 1E                Clear event flag memory address 00:7043 Bit 6
DF/4971: 5D                   Load 00:600F
DF/4972: FE                   Return

DF/4973: D8 1F 94 49          If event flag memory address 00:7043 Bit 7 set, jump to address $DF/4994
DF/4977: A0 1F                Set event flag memory address 00:7043 Bit 7
DF/4979: D3 B7 49             Jump to address $DF/49B7
DF/497C: 1C 16                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x16 bytes)
   DF/497E: 10 45                Set transition flag, 1/2 speed
   DF/4980: 51 02                Shift object down-right 32 pixels
   DF/4982: 5B 03                Shift object down 48 pixels
   DF/4984: 41                   <UNKNOWN COMMAND $41>
   DF/4985: F0 3B                Frame Duration: 59
   DF/4987: 10 83                Set sequence flag, x4 speed
   DF/4989: F0 1D                Frame Duration: 29
   DF/498B: 10 C0                Set transition and sequence flags, x1 speed
   DF/498D: 45                   <UNKNOWN COMMAND $45>
   DF/498E: 5A 03                Shift object up 48 pixels
   DF/4990: 55 02                Shift object up-left 32 pixels
   DF/4992: A4 1F                Clear event flag memory address 00:7043 Bit 7
DF/4994: 5D                   Load 00:600F
DF/4995: FE                   Return

DF/4996: D8 20 B5 49          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/49B5
DF/499A: A0 20                Set event flag memory address 00:7044 Bit 0
DF/499C: D3 B7 49             Jump to address $DF/49B7
DF/499F: 1D 14                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/49A1: 10 45                Set transition flag, 1/2 speed
   DF/49A3: 51 03                Shift object down-right 48 pixels
   DF/49A5: 5A 03                Shift object up 48 pixels
   DF/49A7: F0 3B                Frame Duration: 59
   DF/49A9: 10 83                Set sequence flag, x4 speed
   DF/49AB: F0 3B                Frame Duration: 59
   DF/49AD: 10 C0                Set transition and sequence flags, x1 speed
   DF/49AF: 5B 03                Shift object down 48 pixels
   DF/49B1: 55 03                Shift object up-left 48 pixels
   DF/49B3: A4 20                Clear event flag memory address 00:7044 Bit 0
DF/49B5: 5D                   Load 00:600F
DF/49B6: FE                   Return

DF/49B7: D9 E0 C9 49          If event flag memory address 00:707C Bit 0 set, jump to address $DF/49C9
DF/49BB: C8 90                <UNKNOWN COMMAND $C8>
DF/49BD: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/49BF: C9 00                <UNKNOWN COMMAND $C9>
   DF/49C1: 06                   Set "moon-walk" Bits
   DF/49C2: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/49C4: 88                   Object runs away?
   DF/49C5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/49C7: 07                   Clear "moon-walk" Bits
   DF/49C8: 7C                   Object faces right
DF/49C9: A5 E0                Clear event flag memory address 00:707C Bit 0
DF/49CB: FE                   Return


EVENT [6F0] ------------------------------------------------------------>
DF/49CC: FE                   Return


EVENT [6F1] ------------------------------------------------------------>
DF/49CD: F2 3F AD             <UNKNOWN COMMAND $F2>
DF/49D0: F2 92 B5             <UNKNOWN COMMAND $F2>
DF/49D3: F2 93 AD             <UNKNOWN COMMAND $F2>
DF/49D6: F2 94 AF             <UNKNOWN COMMAND $F2>
DF/49D9: F2 3E B5             <UNKNOWN COMMAND $F2>
DF/49DC: 71                   Lighten screen from black before following commands
DF/49DD: DE 50 2D 4B          If event flag memory address 00:708A Bit 0 clear, jump to address $DF/4B2D
DF/49E1: 9C 7B                Play sound effect #$7B
DF/49E3: F0 00                Duration: 0 frames
DF/49E5: 9E 08 00             <UNKNOWN>
DF/49E8: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/49EA: 10 41                Set transition flag, x2 speed
   DF/49EC: 57 04                Shift object up-right 64 pixels
   DF/49EE: 56 16                Shift object up 352 pixels
DF/49F0: 15 14                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/49F2: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/49F4: FD 0F 03             Object overlaps BG1 & BG2
   DF/49F7: 00                   Set Bit 7 of current object (enable object visibility)
   DF/49F8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/49F9: 10 C1                Set transition and sequence flags, x2 speed
   DF/49FB: 90 18 76 11          Objects bounces 17px high to on-screen coords: (768,944)
   DF/49FF: 90 18 71 2C          Objects bounces 44px high to on-screen coords: (784,904)
   DF/4A03: 57 02                Shift object up-right 32 pixels
   DF/4A05: 73                   Object faces down-left
DF/4A06: 16 1A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/4A08: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/4A0A: FD 0F 03             Object overlaps BG1 & BG2
   DF/4A0D: F0 01                Frame Duration: 1
   DF/4A0F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4A10: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4A11: 10 C1                Set transition and sequence flags, x2 speed
   DF/4A13: 90 18 76 0D          Objects bounces 13px high to on-screen coords: (768,944)
   DF/4A17: 90 15 6B 0E          Objects bounces 14px high to on-screen coords: (688,856)
   DF/4A1B: 0B 04                Set Bits $4 of current object address 0A,x
   DF/4A1D: 67 08                Shift object up-right 8 pixels
   DF/4A1F: 71                   Object faces down-right
   DF/4A20: 0C 04                XOR Bits $4 of current object address 0A,x
DF/4A22: 17 1A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/4A24: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/4A26: FD 0F 03             Object overlaps BG1 & BG2
   DF/4A29: F0 03                Frame Duration: 3
   DF/4A2B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4A2C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4A2D: 10 C1                Set transition and sequence flags, x2 speed
   DF/4A2F: 90 16 73 09          Objects bounces 9px high to on-screen coords: (720,920)
   DF/4A33: 90 17 6E 12          Objects bounces 18px high to on-screen coords: (736,880)
   DF/4A37: 0B 04                Set Bits $4 of current object address 0A,x
   DF/4A39: 67 08                Shift object up-right 8 pixels
   DF/4A3B: 71                   Object faces down-right
   DF/4A3C: 0C 04                XOR Bits $4 of current object address 0A,x
DF/4A3E: 18 1A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/4A40: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/4A42: FD 0F 03             Object overlaps BG1 & BG2
   DF/4A45: F0 05                Frame Duration: 5
   DF/4A47: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4A48: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4A49: 10 C1                Set transition and sequence flags, x2 speed
   DF/4A4B: 90 15 70 09          Objects bounces 9px high to on-screen coords: (672,896)
   DF/4A4F: 90 1A 74 14          Objects bounces 20px high to on-screen coords: (832,928)
   DF/4A53: 0B 04                Set Bits $4 of current object address 0A,x
   DF/4A55: 67 08                Shift object up-right 8 pixels
   DF/4A57: 71                   Object faces down-right
   DF/4A58: 0C 04                XOR Bits $4 of current object address 0A,x
DF/4A5A: 19 1A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/4A5C: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/4A5E: FD 0F 03             Object overlaps BG1 & BG2
   DF/4A61: F0 07                Frame Duration: 7
   DF/4A63: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4A64: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4A65: 10 C1                Set transition and sequence flags, x2 speed
   DF/4A67: 90 16 72 09          Objects bounces 9px high to on-screen coords: (704,912)
   DF/4A6B: 90 18 71 18          Objects bounces 24px high to on-screen coords: (784,904)
   DF/4A6F: 0B 04                Set Bits $4 of current object address 0A,x
   DF/4A71: 67 08                Shift object up-right 8 pixels
   DF/4A73: 71                   Object faces down-right
   DF/4A74: 0C 04                XOR Bits $4 of current object address 0A,x
DF/4A76: 1A 1A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/4A78: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/4A7A: FD 0F 03             Object overlaps BG1 & BG2
   DF/4A7D: F0 09                Frame Duration: 9
   DF/4A7F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4A80: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4A81: 10 C1                Set transition and sequence flags, x2 speed
   DF/4A83: 90 17 75 0D          Objects bounces 13px high to on-screen coords: (752,936)
   DF/4A87: 90 16 6C 18          Objects bounces 24px high to on-screen coords: (704,864)
   DF/4A8B: 0B 04                Set Bits $4 of current object address 0A,x
   DF/4A8D: 67 08                Shift object up-right 8 pixels
   DF/4A8F: 71                   Object faces down-right
   DF/4A90: 0C 04                XOR Bits $4 of current object address 0A,x
DF/4A92: 1B 1A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/4A94: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/4A96: FD 0F 03             Object overlaps BG1 & BG2
   DF/4A99: F0 0B                Frame Duration: 11
   DF/4A9B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4A9C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4A9D: 10 C1                Set transition and sequence flags, x2 speed
   DF/4A9F: 90 18 77 0D          Objects bounces 13px high to on-screen coords: (784,952)
   DF/4AA3: 90 14 69 1C          Objects bounces 28px high to on-screen coords: (656,840)
   DF/4AA7: 0B 04                Set Bits $4 of current object address 0A,x
   DF/4AA9: 67 08                Shift object up-right 8 pixels
   DF/4AAB: 71                   Object faces down-right
   DF/4AAC: 0C 04                XOR Bits $4 of current object address 0A,x
DF/4AAE: 1C 1A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/4AB0: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/4AB2: FD 0F 03             Object overlaps BG1 & BG2
   DF/4AB5: F0 0D                Frame Duration: 13
   DF/4AB7: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4AB8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4AB9: 10 C1                Set transition and sequence flags, x2 speed
   DF/4ABB: 90 15 71 0D          Objects bounces 13px high to on-screen coords: (688,904)
   DF/4ABF: 90 15 6B 24          Objects bounces 36px high to on-screen coords: (688,856)
   DF/4AC3: 0B 04                Set Bits $4 of current object address 0A,x
   DF/4AC5: 67 08                Shift object up-right 8 pixels
   DF/4AC7: 71                   Object faces down-right
   DF/4AC8: 0C 04                XOR Bits $4 of current object address 0A,x
DF/4ACA: 1D 9A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DF/4ACC: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/4ACE: FD 0F 03             Object overlaps BG1 & BG2
   DF/4AD1: F0 0D                Frame Duration: 13
   DF/4AD3: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4AD4: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4AD5: 10 C1                Set transition and sequence flags, x2 speed
   DF/4AD7: 90 17 74 09          Objects bounces 9px high to on-screen coords: (736,928)
   DF/4ADB: 90 17 6F 1E          Objects bounces 30px high to on-screen coords: (752,888)
   DF/4ADF: 0B 04                Set Bits $4 of current object address 0A,x
   DF/4AE1: 67 08                Shift object up-right 8 pixels
   DF/4AE3: 71                   Object faces down-right
   DF/4AE4: 0C 04                XOR Bits $4 of current object address 0A,x
DF/4AE6: A8 0B 15             Store #$15 to 00:70AB
DF/4AE9: D1 CB 06             Execute event id $06CB
DF/4AEC: 60 ED A4 40          Run Dialogue $04ED (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SERGEANT FLUTTER: Ten-hut!
 All troops in positions!<I>

 Mario, your mission is to scale the
 cliff, by jumping shell to shell.<I><END>


DF/4AF0: A2 A4                Set event flag memory address 00:7094 Bit 4
DF/4AF2: A8 0B 1D             Store #$1D to 00:70AB
DF/4AF5: D4 07                Start code block, repeat 7 times
DF/4AF7: D1 CB 06             Execute event id $06CB
DF/4AFA: 13 A6                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x26 bytes) (Wait until complete)
   DF/4AFC: B0 1A FF FF          Store #$FFFF to 00:7034
   DF/4B00: C7 13                <UNKNOWN COMMAND $C7>
   DF/4B02: B1 08 50 00          Add #$0050 to 00:7010
   DF/4B06: B1 0A 80 00          Add #$0080 to 00:7014
   DF/4B0A: F0 00                Frame Duration: 0
   DF/4B0C: 3F 20 0A 4B          <UNKNOWN COMMAND $3F: pointer to address $DF/4B0A>
   DF/4B10: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4B12: 86                   Max sequence speed?
   DF/4B13: F0 00                Frame Duration: 0
   DF/4B15: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DF/4B18: 10 C0                Set transition and sequence flags, x1 speed
   DF/4B1A: 06                   Set "moon-walk" Bits
   DF/4B1B: 65 04                Shift object up-left 4 pixels
   DF/4B1D: 61 04                Shift object down-right 4 pixels
   DF/4B1F: 07                   Clear "moon-walk" Bits
   DF/4B20: F0 1D                Frame Duration: 29
DF/4B22: AB 0B                Decrement 00:70AB
DF/4B24: D7                   End of code block
DF/4B25: A8 0B 00             Store #$00 to 00:70AB
DF/4B28: D1 CB 06             Execute event id $06CB
DF/4B2B: A6 A4                Clear event flag memory address 00:7094 Bit 4
DF/4B2D: FE                   Return


EVENT [6F2] ------------------------------------------------------------>
DF/4B2E: DD B0 3A 4B          If event flag memory address 00:7076 Bit 0 clear, jump to address $DF/4B3A
DF/4B32: D9 E2 3A 4B          If event flag memory address 00:707C Bit 2 set, jump to address $DF/4B3A
DF/4B36: B0 11 1E 00          Store #$001E to 00:7022
DF/4B3A: D1 34 07             Execute event id $0734
DF/4B3D: D0 0F 00             Execute event id $000F subsequently

EVENT [6F3] ------------------------------------------------------------>
DF/4B40: F2 3F AD             <UNKNOWN COMMAND $F2>
DF/4B43: F2 92 B5             <UNKNOWN COMMAND $F2>
DF/4B46: F2 93 AD             <UNKNOWN COMMAND $F2>
DF/4B49: F2 94 AF             <UNKNOWN COMMAND $F2>
DF/4B4C: F2 3E B5             <UNKNOWN COMMAND $F2>
DF/4B4F: D0 0F 00             Execute event id $000F subsequently

EVENT [6F4] ------------------------------------------------------------>
DF/4B52: DA B4 59 4B          If event flag memory address 00:7096 Bit 4 set, jump to address $DF/4B59
DF/4B56: F2 3D AB             <UNKNOWN COMMAND $F2>
DF/4B59: FD F0 8D 34 62 4B    <UNKNOWN COMMAND $F0: pointer to address $DF/4B62
DF/4B5F: 1A 01                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/4B61: 01                   Clear Bit 7 of current object (disable object visibility)
DF/4B62: D1 0F 00             Execute event id $000F
DF/4B65: D1 04 0E             Execute event id $0E04
DF/4B68: DE CF 74 4B          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/4B74
DF/4B6C: FD F0 8D 34 74 4B    <UNKNOWN COMMAND $F0: pointer to address $DF/4B74
DF/4B72: 9C 95                Play sound effect #$95
DF/4B74: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/4B76: FE                   Return


EVENT [6F5] ------------------------------------------------------------>
DF/4B77: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/4B79: D2 C7 0F             Jump to address $DF/0FC7

EVENT [6F6] ------------------------------------------------------------>
DF/4B7C: 6A 3D C1             Modify BGL of area $C13D
DF/4B7F: F2 8B B2             <UNKNOWN COMMAND $F2>
DF/4B82: F2 8B B4             <UNKNOWN COMMAND $F2>
DF/4B85: F2 8B B6             <UNKNOWN COMMAND $F2>
DF/4B88: F2 8B B8             <UNKNOWN COMMAND $F2>
DF/4B8B: F2 8B BA             <UNKNOWN COMMAND $F2>
DF/4B8E: F2 8B BC             <UNKNOWN COMMAND $F2>
DF/4B91: F2 8B BE             <UNKNOWN COMMAND $F2>
DF/4B94: F2 8B C0             <UNKNOWN COMMAND $F2>
DF/4B97: F2 3F AD             <UNKNOWN COMMAND $F2>
DF/4B9A: F2 92 B5             <UNKNOWN COMMAND $F2>
DF/4B9D: F2 93 AD             <UNKNOWN COMMAND $F2>
DF/4BA0: F2 94 AF             <UNKNOWN COMMAND $F2>
DF/4BA3: F2 3E B5             <UNKNOWN COMMAND $F2>
DF/4BA6: F2 8D A8             <UNKNOWN COMMAND $F2>
DF/4BA9: F2 8D AA             <UNKNOWN COMMAND $F2>
DF/4BAC: F2 8D AC             <UNKNOWN COMMAND $F2>
DF/4BAF: F2 8D AE             <UNKNOWN COMMAND $F2>
DF/4BB2: F2 8D B0             <UNKNOWN COMMAND $F2>
DF/4BB5: F2 8D B2             <UNKNOWN COMMAND $F2>
DF/4BB8: B0 12 16 00          Store #$0016 to 00:7024
DF/4BBC: D8 27 C4 4B          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/4BC4
DF/4BC0: D8 26 C7 4B          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/4BC7
DF/4BC4: D0 0F 00             Execute event id $000F subsequently
DF/4BC7: FE                   Return


EVENT [6F7] ------------------------------------------------------------>
DF/4BC8: F2 3F AD             <UNKNOWN COMMAND $F2>
DF/4BCB: F2 92 B5             <UNKNOWN COMMAND $F2>
DF/4BCE: F2 93 AD             <UNKNOWN COMMAND $F2>
DF/4BD1: F2 94 AF             <UNKNOWN COMMAND $F2>
DF/4BD4: F2 3E B5             <UNKNOWN COMMAND $F2>
DF/4BD7: F2 07 A9             <UNKNOWN COMMAND $F2>
DF/4BDA: F2 07 AB             <UNKNOWN COMMAND $F2>
DF/4BDD: F2 07 AD             <UNKNOWN COMMAND $F2>
DF/4BE0: F2 08 A9             <UNKNOWN COMMAND $F2>
DF/4BE3: F2 08 AB             <UNKNOWN COMMAND $F2>
DF/4BE6: F2 08 AD             <UNKNOWN COMMAND $F2>
DF/4BE9: F2 09 A9             <UNKNOWN COMMAND $F2>
DF/4BEC: F2 09 AB             <UNKNOWN COMMAND $F2>
DF/4BEF: F2 09 AD             <UNKNOWN COMMAND $F2>
DF/4BF2: F2 06 A9             <UNKNOWN COMMAND $F2>
DF/4BF5: F2 06 AB             <UNKNOWN COMMAND $F2>
DF/4BF8: F2 06 AD             <UNKNOWN COMMAND $F2>
DF/4BFB: F2 06 AF             <UNKNOWN COMMAND $F2>
DF/4BFE: F2 06 B1             <UNKNOWN COMMAND $F2>
DF/4C01: F2 06 B3             <UNKNOWN COMMAND $F2>
DF/4C04: F2 06 B5             <UNKNOWN COMMAND $F2>
DF/4C07: F2 06 B7             <UNKNOWN COMMAND $F2>
DF/4C0A: F2 06 B9             <UNKNOWN COMMAND $F2>
DF/4C0D: F2 06 BB             <UNKNOWN COMMAND $F2>
DF/4C10: F2 06 BD             <UNKNOWN COMMAND $F2>
DF/4C13: F2 06 BF             <UNKNOWN COMMAND $F2>
DF/4C16: F2 06 C1             <UNKNOWN COMMAND $F2>
DF/4C19: F2 06 C3             <UNKNOWN COMMAND $F2>
DF/4C1C: F2 06 C5             <UNKNOWN COMMAND $F2>
DF/4C1F: F2 06 C7             <UNKNOWN COMMAND $F2>
DF/4C22: A4 7D                Clear event flag memory address 00:704F Bit 5
DF/4C24: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/4C26: 97 15                <UNKNOWN COMMAND $97>
   DF/4C28: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
DF/4C2A: D8 26 32 4C          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/4C32
DF/4C2E: D1 34 07             Execute event id $0734
DF/4C31: 71                   Lighten screen from black before following commands
DF/4C32: B0 12 14 00          Store #$0014 to 00:7024
DF/4C36: B0 13 15 00          Store #$0015 to 00:7026
DF/4C3A: A0 25                Set event flag memory address 00:7044 Bit 5
DF/4C3C: FE                   Return


EVENT [6F8] ------------------------------------------------------------>
DF/4C3D: F2 3F AD             <UNKNOWN COMMAND $F2>
DF/4C40: F2 92 B5             <UNKNOWN COMMAND $F2>
DF/4C43: F2 93 AD             <UNKNOWN COMMAND $F2>
DF/4C46: F2 94 AF             <UNKNOWN COMMAND $F2>
DF/4C49: F2 3E B5             <UNKNOWN COMMAND $F2>
DF/4C4C: 1A 84                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/4C4E: 97 17                <UNKNOWN COMMAND $97>
   DF/4C50: 14 03                Isolate top Bits of current object address 0E,x and set Bit(s) $3
DF/4C52: D8 26 5A 4C          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/4C5A
DF/4C56: D1 34 07             Execute event id $0734
DF/4C59: 71                   Lighten screen from black before following commands
DF/4C5A: B0 12 17 00          Store #$0017 to 00:7024
DF/4C5E: A0 25                Set event flag memory address 00:7044 Bit 5
DF/4C60: FE                   Return


EVENT [6F9] ------------------------------------------------------------>
DF/4C61: F2 3F AD             <UNKNOWN COMMAND $F2>
DF/4C64: F2 92 B5             <UNKNOWN COMMAND $F2>
DF/4C67: F2 93 AD             <UNKNOWN COMMAND $F2>
DF/4C6A: F2 94 AF             <UNKNOWN COMMAND $F2>
DF/4C6D: F2 3E B5             <UNKNOWN COMMAND $F2>
DF/4C70: A0 7E                Set event flag memory address 00:704F Bit 6
DF/4C72: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/4C74: 97 14                <UNKNOWN COMMAND $97>
   DF/4C76: 14 02                Isolate top Bits of current object address 0E,x and set Bit(s) $2
DF/4C78: D8 26 80 4C          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/4C80
DF/4C7C: D1 34 07             Execute event id $0734
DF/4C7F: 71                   Lighten screen from black before following commands
DF/4C80: B0 12 14 00          Store #$0014 to 00:7024
DF/4C84: B0 13 14 00          Store #$0014 to 00:7026
DF/4C88: A0 25                Set event flag memory address 00:7044 Bit 5
DF/4C8A: FE                   Return


EVENT [6FA] ------------------------------------------------------------>
DF/4C8B: DA B4 92 4C          If event flag memory address 00:7096 Bit 4 set, jump to address $DF/4C92
DF/4C8F: F2 3D AB             <UNKNOWN COMMAND $F2>
DF/4C92: F2 3F AD             <UNKNOWN COMMAND $F2>
DF/4C95: F2 92 B5             <UNKNOWN COMMAND $F2>
DF/4C98: F2 93 AD             <UNKNOWN COMMAND $F2>
DF/4C9B: F2 94 AF             <UNKNOWN COMMAND $F2>
DF/4C9E: F2 3E B5             <UNKNOWN COMMAND $F2>
DF/4CA1: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/4CA3: 97 16                <UNKNOWN COMMAND $97>
   DF/4CA5: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
DF/4CA7: D8 26 AF 4C          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/4CAF
DF/4CAB: D1 34 07             Execute event id $0734
DF/4CAE: 71                   Lighten screen from black before following commands
DF/4CAF: B0 12 14 00          Store #$0014 to 00:7024
DF/4CB3: A0 25                Set event flag memory address 00:7044 Bit 5
DF/4CB5: FE                   Return


EVENT [6FB] ------------------------------------------------------------>
DF/4CB6: A8 0D 00             Store #$00 to 00:70AD
DF/4CB9: A6 A0                Clear event flag memory address 00:7094 Bit 0
DF/4CBB: A4 87                Clear event flag memory address 00:7050 Bit 7
DF/4CBD: A4 86                Clear event flag memory address 00:7050 Bit 6
DF/4CBF: A8 0C 00             Store #$00 to 00:70AC
DF/4CC2: F2 3F AD             <UNKNOWN COMMAND $F2>
DF/4CC5: F2 92 B5             <UNKNOWN COMMAND $F2>
DF/4CC8: F2 93 AD             <UNKNOWN COMMAND $F2>
DF/4CCB: F2 94 AF             <UNKNOWN COMMAND $F2>
DF/4CCE: F2 3E B5             <UNKNOWN COMMAND $F2>
DF/4CD1: 1A 84                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/4CD3: 97 17                <UNKNOWN COMMAND $97>
   DF/4CD5: 14 03                Isolate top Bits of current object address 0E,x and set Bit(s) $3
DF/4CD7: D8 26 DF 4C          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/4CDF
DF/4CDB: D1 34 07             Execute event id $0734
DF/4CDE: 71                   Lighten screen from black before following commands
DF/4CDF: B0 12 17 00          Store #$0017 to 00:7024
DF/4CE3: A0 25                Set event flag memory address 00:7044 Bit 5
DF/4CE5: FE                   Return


EVENT [6FC] ------------------------------------------------------------>
DF/4CE6: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/4CE8: 73                   Object faces down-left
DF/4CE9: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/4CEB: 73                   Object faces down-left
DF/4CEC: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/4CEE: 73                   Object faces down-left
   DF/4CEF: FD 17                Set Bit 3 of object address 0B,x
DF/4CF1: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/4CF3: 73                   Object faces down-left
   DF/4CF4: FD 17                Set Bit 3 of object address 0B,x
DF/4CF6: FE                   Return


EVENT [6FD] ------------------------------------------------------------>
DF/4CF7: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/4CF9: FE                   Return


EVENT [6FE] ------------------------------------------------------------>
DF/4CFA: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/4CFC: 73                   Object faces down-left
   DF/4CFD: F0 07                Frame Duration: 7
   DF/4CFF: 06                   Set "moon-walk" Bits
   DF/4D00: 10 44                Set transition flag, x8 speed
   DF/4D02: 55 02                Shift object up-left 32 pixels
   DF/4D04: 07                   Clear "moon-walk" Bits
DF/4D05: 18 09                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/4D07: 73                   Object faces down-left
   DF/4D08: F0 07                Frame Duration: 7
   DF/4D0A: 06                   Set "moon-walk" Bits
   DF/4D0B: 10 44                Set transition flag, x8 speed
   DF/4D0D: 51 02                Shift object down-right 32 pixels
   DF/4D0F: 07                   Clear "moon-walk" Bits
DF/4D10: 19 07                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/4D12: 73                   Object faces down-left
   DF/4D13: F0 07                Frame Duration: 7
   DF/4D15: F0 03                Frame Duration: 3
   DF/4D17: FD 17                Set Bit 3 of object address 0B,x
DF/4D19: 1A 07                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/4D1B: 73                   Object faces down-left
   DF/4D1C: F0 07                Frame Duration: 7
   DF/4D1E: F0 03                Frame Duration: 3
   DF/4D20: FD 17                Set Bit 3 of object address 0B,x
DF/4D22: FE                   Return


EVENT [6FF] ------------------------------------------------------------>
DF/4D23: D8 84 30 4D          If event flag memory address 00:7050 Bit 4 set, jump to address $DF/4D30
DF/4D27: A0 84                Set event flag memory address 00:7050 Bit 4
DF/4D29: B0 0E 5A 00          Store #$005A to 00:701C
DF/4D2D: 45 FC 36             <UNKNOWN COMMAND $45>
DF/4D30: D0 0F 00             Execute event id $000F subsequently

EVENT [700] ------------------------------------------------------------>
DF/4D33: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/4D35: FD 08                Set Bit 7 of object address 09,x
DF/4D37: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/4D39: FD 08                Set Bit 7 of object address 09,x
DF/4D3B: 16 82                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/4D3D: FD 08                Set Bit 7 of object address 09,x
DF/4D3F: D8 85 4C 4D          If event flag memory address 00:7050 Bit 5 set, jump to address $DF/4D4C
DF/4D43: A0 85                Set event flag memory address 00:7050 Bit 5
DF/4D45: B0 0E 50 00          Store #$0050 to 00:701C
DF/4D49: 45 FE 36             <UNKNOWN COMMAND $45>
DF/4D4C: D0 0F 00             Execute event id $000F subsequently

EVENT [701] ------------------------------------------------------------>
DF/4D4F: B4 08                Store value at 00:70A8 to 00:7000
DF/4D51: C0 26 00             Compare value at 00:7000 to #$0026
DF/4D54: EB 5E 4D             If Bit 1 of 00:70A0,x clear, jump to address $DF/4D5E
DF/4D57: A0 80                Set event flag memory address 00:7050 Bit 0
DF/4D59: A4 7F                Clear event flag memory address 00:704F Bit 7
DF/4D5B: D2 62 4D             Jump to address $DF/4D62
DF/4D5E: A0 82                Set event flag memory address 00:7050 Bit 2
DF/4D60: A4 81                Clear event flag memory address 00:7050 Bit 1
DF/4D62: D1 20 00             Execute event id $0020
DF/4D65: 10 14                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x14 bytes)
   DF/4D67: D4 02                Start code block, repeat 2 times
   DF/4D69: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4D6A: F0 07                Frame Duration: 7
   DF/4D6C: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/4D6D: F0 01                Frame Duration: 1
   DF/4D6F: D7                   End of code block
   DF/4D70: D4 04                Start code block, repeat 4 times
   DF/4D72: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4D73: F0 03                Frame Duration: 3
   DF/4D75: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/4D76: F0 01                Frame Duration: 1
   DF/4D78: D7                   End of code block
   DF/4D79: 0C F0                XOR Bits $F0 of current object address 0A,x
DF/4D7B: FE                   Return


EVENT [702] ------------------------------------------------------------>
DF/4D7C: B4 08                Store value at 00:70A8 to 00:7000
DF/4D7E: B5 0E                Store value at 00:7000 to 00:70AE
DF/4D80: D9 B0 9B 4E          If event flag memory address 00:7076 Bit 0 set, jump to address $DF/4E9B
DF/4D84: FD F0 07 B3 96 4E    <UNKNOWN COMMAND $F0: pointer to address $DF/4E96
DF/4D8A: D8 80 CD 4D          If event flag memory address 00:7050 Bit 0 set, jump to address $DF/4DCD
DF/4D8E: FD 59                Store # of current coins to 00:7000
DF/4D90: C0 90 01             Compare value at 00:7000 to #$0190
DF/4D93: ED 6A 4E             If Bit 0 of 00:70A0,x clear, jump to address $DF/4E6A
DF/4D96: 60 C7 A4 D0          Run Dialogue $04C7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're looking for a star?
 I'll sell one for 400 coins.
 Are you interested?<I>
  >>  (Yes)
  >>  (No)<I><END>


DF/4D9A: 66 BC 4D             If 2nd option chosen from dialogue prompt, jump to address $DF/4DBC
DF/4D9D: F0 09                Duration: 9 frames
DF/4D9F: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/4DA3: 10 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/4DA5: 10 83                Set sequence flag, x4 speed
   DF/4DA7: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4DA8: F0 1D                Frame Duration: 29
   DF/4DAA: 10 86                Set sequence flag, 1/4 speed
DF/4DAC: AC 90 01             Store #$0190 to 00:7000
DF/4DAF: FD 53                Subtract # at 00:7000 from total coins
DF/4DB1: 9C 37                Play sound effect #$37
DF/4DB3: A8 0A 26             Store #$26 to 00:70AA
DF/4DB6: D3 23 4E             Jump to address $DF/4E23
DF/4DB9: A0 7F                Set event flag memory address 00:704F Bit 7
DF/4DBB: FE                   Return

DF/4DBC: F0 09                Duration: 9 frames
DF/4DBE: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/4DC2: 60 C9 A4 D0          Run Dialogue $04C9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Suit yourself.
 See ya!<I><END>


DF/4DC6: D3 6F 4E             Jump to address $DF/4E6F
DF/4DC9: F2 06 49             <UNKNOWN COMMAND $F2>
DF/4DCC: FE                   Return

DF/4DCD: D8 83 EB 4D          If event flag memory address 00:7050 Bit 3 set, jump to address $DF/4DEB
DF/4DD1: 60 C8 A4 D0          Run Dialogue $04C8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You want a better star?<I>
  >>  (Yes)
  >>  (No)<I><END>


DF/4DD5: 66 BC 4D             If 2nd option chosen from dialogue prompt, jump to address $DF/4DBC
DF/4DD8: F0 09                Duration: 9 frames
DF/4DDA: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/4DDE: 60 CA A4 D0          Run Dialogue $04CA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Come back later.
 I'll find it by then.<I><END>


DF/4DE2: A0 83                Set event flag memory address 00:7050 Bit 3
DF/4DE4: D3 6F 4E             Jump to address $DF/4E6F
DF/4DE7: F2 06 49             <UNKNOWN COMMAND $F2>
DF/4DEA: FE                   Return

DF/4DEB: FD 59                Store # of current coins to 00:7000
DF/4DED: C0 20 03             Compare value at 00:7000 to #$0320
DF/4DF0: ED 6A 4E             If Bit 0 of 00:70A0,x clear, jump to address $DF/4E6A
DF/4DF3: 60 CB A4 D0          Run Dialogue $04CB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I found an incredible star.
 I'll sell it for 800 coins.<I>
  >>  (Buy it)
  >>  (Pass)<I><END>


DF/4DF7: 66 1E 4E             If 2nd option chosen from dialogue prompt, jump to address $DF/4E1E
DF/4DFA: F0 09                Duration: 9 frames
DF/4DFC: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/4E00: 10 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/4E02: 10 83                Set sequence flag, x4 speed
   DF/4E04: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4E05: F0 1D                Frame Duration: 29
   DF/4E07: 10 86                Set sequence flag, 1/4 speed
DF/4E09: AC 20 03             Store #$0320 to 00:7000
DF/4E0C: FD 53                Subtract # at 00:7000 from total coins
DF/4E0E: 9C 37                Play sound effect #$37
DF/4E10: A8 0A 27             Store #$27 to 00:70AA
DF/4E13: D3 23 4E             Jump to address $DF/4E23
DF/4E16: A0 81                Set event flag memory address 00:7050 Bit 1
DF/4E18: A4 83                Clear event flag memory address 00:7050 Bit 3
DF/4E1A: F2 06 49             <UNKNOWN COMMAND $F2>
DF/4E1D: FE                   Return

DF/4E1E: A4 83                Clear event flag memory address 00:7050 Bit 3
DF/4E20: D2 BC 4D             Jump to address $DF/4DBC
DF/4E23: 24 0D                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0D bytes)
   DF/4E25: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4E27: 21                   <UNKNOWN COMMAND $21>
   DF/4E28: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DF/4E2B: D4 0B                Start code block, repeat 11 times
   DF/4E2D: 7B 06                <UNKNOWN COMMAND $7B>
   DF/4E2F: F0 00                Frame Duration: 0
   DF/4E31: D7                   End of code block
DF/4E32: F0 13                Duration: 19 frames
DF/4E34: B0 1A 06 00          Store #$0006 to 00:7034
DF/4E38: C7 12                <UNKNOWN COMMAND $C7>
DF/4E3A: 9C 3C                Play sound effect #$3C
DF/4E3C: D4 08                Start code block, repeat 8 times
DF/4E3E: F0 00                Duration: 0 frames
DF/4E40: 3F 20 3E 4E          <UNKNOWN COMMAND: pointer to address $4E3E>
DF/4E44: F0 04                Duration: 4 frames
DF/4E46: B1 1A 03 00          Add #$0003 to 00:7034
DF/4E4A: B1 0A 40 00          Add #$0040 to 00:7014
DF/4E4E: D7                   End of code block
DF/4E4F: 12 92                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/4E51: D4 04                Start code block, repeat 4 times
   DF/4E53: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/4E54: F0 01                Frame Duration: 1
   DF/4E56: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4E57: F0 03                Frame Duration: 3
   DF/4E59: D7                   End of code block
   DF/4E5A: D4 02                Start code block, repeat 2 times
   DF/4E5C: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/4E5D: F0 01                Frame Duration: 1
   DF/4E5F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4E60: F0 07                Frame Duration: 7
   DF/4E62: D7                   End of code block
DF/4E63: 12 F2 0E 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $000E
DF/4E67: D2 6F 4E             Jump to address $DF/4E6F
DF/4E6A: 60 C6 A4 D0          Run Dialogue $04C6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I have a star to sell, but you
 don't have enough coins.<I><END>


DF/4E6E: FE                   Return

DF/4E6F: A8 0A 24             Store #$24 to 00:70AA
DF/4E72: 12 A1                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x21 bytes) (Wait until complete)
   DF/4E74: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4E76: 3B 03 0C F0 10 C5    <UNKNOWN COMMAND $3B>
   DF/4E7C: 5A 02                Shift object up 32 pixels
   DF/4E7E: D4 03                Start code block, repeat 3 times
   DF/4E80: F0 00                Frame Duration: 0
   DF/4E82: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4E83: F0 05                Frame Duration: 5
   DF/4E85: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/4E86: D7                   End of code block
   DF/4E87: F0 00                Frame Duration: 0
   DF/4E89: B0 1A FF FF          Store #$FFFF to 00:7034
   DF/4E8D: 3E 20 12 87 4E       <UNKNOWN COMMAND $3E: pointer to address $DF/4E87>
   DF/4E92: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4E94: A1 FE                Set event flag memory address 00:707F Bit 6
DF/4E96: 60 C5 A4 D0          Run Dialogue $04C5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're looking for a star?
 Didn't you find one in the treasure
 box, next to the trampoline?<I><END>


DF/4E9A: FE                   Return

DF/4E9B: 24 11                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/4E9D: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/4E9F: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4EA1: 42                   <UNKNOWN COMMAND $42>
   DF/4EA2: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/4EA5: D4 0B                Start code block, repeat 11 times
   DF/4EA7: F0 03                Frame Duration: 3
   DF/4EA9: 7B 02                <UNKNOWN COMMAND $7B>
   DF/4EAB: D7                   End of code block
   DF/4EAC: 0B 50                Set Bits $50 of current object address 0A,x
DF/4EAE: FE                   Return


EVENT [703] ------------------------------------------------------------>
DF/4EAF: 26 F9                Set Object: NPC #18 ---> Command: Remove Object
DF/4EB1: 27 F9                Set Object: NPC #19 ---> Command: Remove Object
DF/4EB3: DC 7F BF 4E          If event flag memory address 00:704F Bit 7 clear, jump to address $DF/4EBF
DF/4EB7: 24 F9                Set Object: NPC #16 ---> Command: Remove Object
DF/4EB9: 26 F8                Set Object: NPC #18 ---> Command: Show Object
DF/4EBB: 26 F2 0E 00          Set Object: NPC #18 ---> Command: Set object to movement: $000E
DF/4EBF: DC 81 CB 4E          If event flag memory address 00:7050 Bit 1 clear, jump to address $DF/4ECB
DF/4EC3: 24 F9                Set Object: NPC #16 ---> Command: Remove Object
DF/4EC5: 27 F8                Set Object: NPC #19 ---> Command: Show Object
DF/4EC7: 27 F2 0E 00          Set Object: NPC #19 ---> Command: Set object to movement: $000E
DF/4ECB: D1 0F 00             Execute event id $000F
DF/4ECE: FE                   Return


EVENT [704] ------------------------------------------------------------>
DF/4ECF: D1 41 00             Execute event id $0041
DF/4ED2: 68 8E 00 0A 4A 49    Enter area: $008E
                              MARIO will be at coords: (320,592) Z=144
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/4ED8: A0 1F                Set event flag memory address 00:7043 Bit 7
DF/4EDA: D0 BA 06             Execute event id $06BA subsequently

EVENT [705] ------------------------------------------------------------>
DF/4EDD: 68 3D 81 03 15 49    Enter area: $013D
                              MARIO will be at coords: (112,168) Z=144
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/4EE3: A0 48                Set event flag memory address 00:7049 Bit 0
DF/4EE5: 35 00                Disable Overworld Menu
DF/4EE7: FE                   Return


EVENT [706] ------------------------------------------------------------>
DF/4EE8: D8 7C F5 4E          If event flag memory address 00:704F Bit 4 set, jump to address $DF/4EF5
DF/4EEC: 60 04 85 40          Run Dialogue $0504 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Ahhh!
 Haven't been here in a while.
 I've been busy traveling around.<I>



DF/4EF0: A0 7C                Set event flag memory address 00:704F Bit 4
DF/4EF2: D2 F9 4E             Jump to address $DF/4EF9
DF/4EF5: 60 05 85 40          Run Dialogue $0505 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh! Hello again.<I>



DF/4EF9: 62 D2 A4             Run Dialogue $04D2 (Wait until complete)
                              Duration: forever

 Isn't this incredible?<I>
 It really does look like the edge of
 the world, doesn't it?<I>

 It's too spooky for me!
 I'm heading back to Monstro Town.<I>
 See ya!<I><END>


DF/4EFC: 10 8E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/4EFE: 10 C1                Set transition and sequence flags, x2 speed
   DF/4F00: 73                   Object faces down-left
   DF/4F01: 06                   Set "moon-walk" Bits
   DF/4F02: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/4F05: 52 04                Shift object down 64 pixels
   DF/4F07: 53 03                Shift object down-left 48 pixels
   DF/4F09: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/4F0A: FD F2                <UNKNOWN COMMAND $F2>
DF/4F0C: FE                   Return


EVENT [707] ------------------------------------------------------------>
DF/4F0D: 9C 54                Play sound effect #$54
DF/4F0F: B0 1A 01 00          Store #$0001 to 00:7034
DF/4F13: C7 10                <UNKNOWN COMMAND $C7>
DF/4F15: D4 02                Start code block, repeat 2 times
DF/4F17: F0 00                Duration: 0 frames
DF/4F19: 3F 20 17 4F          <UNKNOWN COMMAND: pointer to address $4F17>
DF/4F1D: F0 03                Duration: 3 frames
DF/4F1F: B1 1A 03 00          Add #$0003 to 00:7034
DF/4F23: D7                   End of code block
DF/4F24: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DF/4F26: D8 77 2F 4F          If event flag memory address 00:704E Bit 7 set, jump to address $DF/4F2F
DF/4F2A: 60 D6 A4 42          Run Dialogue $04D6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Sorry, I'm not accepting visitors
 past my bedtime.<I><END>


DF/4F2E: FE                   Return

DF/4F2F: 60 CE A4 42          Run Dialogue $04CE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Mmm, I'm so hungry!
 Wish I had something to eat!<I><END>


DF/4F33: FE                   Return


EVENT [708] ------------------------------------------------------------>
DF/4F34: D8 7C 41 4F          If event flag memory address 00:704F Bit 4 set, jump to address $DF/4F41
DF/4F38: 60 04 85 40          Run Dialogue $0504 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Ahhh!
 Haven't been here in a while.
 I've been busy traveling around.<I>



DF/4F3C: A0 7C                Set event flag memory address 00:704F Bit 4
DF/4F3E: D2 45 4F             Jump to address $DF/4F45
DF/4F41: 60 05 85 40          Run Dialogue $0505 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh! Hello again.<I>



DF/4F45: 62 D1 A4             Run Dialogue $04D1 (Wait until complete)
                              Duration: forever

 That pipe is a shortcut to my home,
 Monstro Town.<I>
 I'll see you there.<I><END>


DF/4F48: 10 A0                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x20 bytes) (Wait until complete)
   DF/4F4A: 10 C1                Set transition and sequence flags, x2 speed
   DF/4F4C: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/4F4E: 0B 04                Set Bits $4 of current object address 0A,x
   DF/4F50: 77                   Object faces up-right
   DF/4F51: F0 13                Frame Duration: 19
   DF/4F53: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4F55: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4F56: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/4F59: 57 03                Shift object up-right 48 pixels
   DF/4F5B: F0 13                Frame Duration: 19
   DF/4F5D: 73                   Object faces down-left
   DF/4F5E: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/4F60: 10 45                Set transition flag, 1/2 speed
   DF/4F62: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/4F63: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4F65: 1C                   <UNKNOWN COMMAND $1C>
   DF/4F66: 4B                   <UNKNOWN COMMAND $4B>
   DF/4F67: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/4F68: FD F2                <UNKNOWN COMMAND $F2>
DF/4F6A: FE                   Return


EVENT [709] ------------------------------------------------------------>
DF/4F6B: 10 95                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DF/4F6D: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/4F6F: FD 0F 03             Object overlaps BG1 & BG2
   DF/4F72: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4F74: 55 D4                Shift object up-left 3392 pixels
   DF/4F76: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/4F77: 00                   Set Bit 7 of current object (enable object visibility)
   DF/4F78: F0 06                Frame Duration: 6
   DF/4F7A: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/4F7B: F0 01                Frame Duration: 1
   DF/4F7D: D7                   End of code block
   DF/4F7E: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/4F80: FD F2                <UNKNOWN COMMAND $F2>
DF/4F82: AC 01 00             Store #$0001 to 00:7000
DF/4F85: FD 57                Add # at 00:7000 to max FP
DF/4F87: FE                   Return


EVENT [70A] ------------------------------------------------------------>
DF/4F88: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/4F8A: 10 F2 CF 02          Set Object: <UNKNOWN> ---> Command: Set object to movement: $02CF
DF/4F8E: AC 01 00             Store #$0001 to 00:7000
DF/4F91: FD 54                Add # at 00:7000 to total frog coins
DF/4F93: FE                   Return


EVENT [70B] ------------------------------------------------------------>
DF/4F94: 10 8D                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/4F96: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/4F98: FD 9E                <UNKNOWN COMMAND $9E>
   DF/4F9A: 55 08                Shift object up-left 128 pixels
   DF/4F9C: 40                   <UNKNOWN COMMAND $40>
   DF/4F9D: 06                   Set "moon-walk" Bits
   DF/4F9E: F0 1D                Frame Duration: 29
   DF/4FA0: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/4FA1: FD F2                <UNKNOWN COMMAND $F2>
DF/4FA3: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/4FA5: 7E 00 00             Object jumps #$0000 units
DF/4FA8: E0 08 21 B8 4F       If value at 00:70A8 = #$21, jump to address $DF/4FB8
DF/4FAD: E0 08 22 BE 4F       If value at 00:70A8 = #$22, jump to address $DF/4FBE
DF/4FB2: E0 08 23 C4 4F       If value at 00:70A8 = #$23, jump to address $DF/4FC4
DF/4FB7: FE                   Return

DF/4FB8: A8 07 62             Store #$62 to 00:70A7
DF/4FBB: D2 C7 4F             Jump to address $DF/4FC7
DF/4FBE: A8 07 65             Store #$65 to 00:70A7
DF/4FC1: D2 C7 4F             Jump to address $DF/4FC7
DF/4FC4: A8 07 71             Store #$71 to 00:70A7
DF/4FC7: 60 99 44 02          Run Dialogue $0499
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

   Found a <ITEM>!

DF/4FCB: F0 3B                Duration: 59 frames
DF/4FCD: FD 50                Store item to item inventory from 00:70A7
DF/4FCF: FE                   Return


EVENT [70C] ------------------------------------------------------------>
DF/4FD0: FD 58 7C             Store the number of instances in item inventory of item #$7C (Temple Key  ) to 00:7000
DF/4FD3: E3 00 00 DD 4F       If value at 00:7000 != #$0000, jump to address $DF/4FDD
DF/4FD8: 60 D3 A4 40          Run Dialogue $04D3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Give me the key, and I'll let you
 pass through.<I><END>


DF/4FDC: FE                   Return

DF/4FDD: 60 D4 A4 40          Run Dialogue $04D4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 That key you have there looks
 pretty tasty.<I>
  >>  (Give him the key)
  >>  (Keep the key)<I><END>


DF/4FE1: 66 4C 50             If 2nd option chosen from dialogue prompt, jump to address $DF/504C
DF/4FE4: 20 F7                Set Object: NPC #12 ---> Command: <UNKNOWN COMMAND $F7>
DF/4FE6: 20 A3                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x23 bytes) (Wait until complete)
   DF/4FE8: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/4FEB: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/4FED: FD 0F 03             Object overlaps BG1 & BG2
   DF/4FF0: 13 03                Layering priority: ...
   DF/4FF2: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DF/4FF5: 80 01 76             Move object to on-screen coords: (32,944)
   DF/4FF8: F0 00                Frame Duration: 0
   DF/4FFA: FD 3D 20 F8 4F       <UNKNOWN COMMAND $DF: pointer to address 
   DF/4FFF: 10 43                Set transition flag, x4 speed
   DF/5001: 6A 08                Shift object up 8 pixels
   DF/5003: 10 41                Set transition flag, x2 speed
   DF/5005: 6A 04                Shift object up 4 pixels
   DF/5007: 10 40                Set transition flag, x1 speed
   DF/5009: 6A 02                Shift object up 2 pixels
DF/500B: 24 8D                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/500D: 10 81                Set sequence flag, x2 speed
   DF/500F: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/5012: F0 31                Frame Duration: 49
   DF/5014: 09                   Reset all object properties to default
   DF/5015: F0 09                Frame Duration: 9
   DF/5017: 08 10 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DF/501A: 20 F9                Set Object: NPC #12 ---> Command: Remove Object
DF/501C: F0 3B                Duration: 59 frames
DF/501E: 9C 15                Play sound effect #$15
DF/5020: B0 1A 01 00          Store #$0001 to 00:7034
DF/5024: C7 24                <UNKNOWN COMMAND $C7>
DF/5026: D4 02                Start code block, repeat 2 times
DF/5028: F0 00                Duration: 0 frames
DF/502A: 3F 20 28 50          <UNKNOWN COMMAND: pointer to address $5028>
DF/502E: F0 03                Duration: 3 frames
DF/5030: B1 1A 03 00          Add #$0003 to 00:7034
DF/5034: D7                   End of code block
DF/5035: 24 8E                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/5037: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/503A: D4 04                Start code block, repeat 4 times
   DF/503C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/503D: F0 01                Frame Duration: 1
   DF/503F: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/5040: F0 00                Frame Duration: 0
   DF/5042: D7                   End of code block
   DF/5043: FD F2                <UNKNOWN COMMAND $F2>
DF/5045: 51 7C                Remove item in inventory: #$7C (Temple Key  )
DF/5047: 6B A6 81             Modify physical field of area $81A6
DF/504A: A2 A6                Set event flag memory address 00:7094 Bit 6
DF/504C: FE                   Return


EVENT [70D] ------------------------------------------------------------>
DF/504D: B4 08                Store value at 00:70A8 to 00:7000
DF/504F: B5 0E                Store value at 00:7000 to 00:70AE
DF/5051: 42 CC 50 CC 50       <UNKNOWN COMMAND $42>
DF/5056: FD 59                Store # of current coins to 00:7000
DF/5058: C0 32 00             Compare value at 00:7000 to #$0032
DF/505B: ED C7 50             If Bit 0 of 00:70A0,x clear, jump to address $DF/50C7
DF/505E: 60 D8 A4 D0          Run Dialogue $04D8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Do you want your fortune told?
 It'll cost 50 coins.<I>
  >>  (Yes)
  >>  (No)<I><END>


DF/5062: 66 D3 50             If 2nd option chosen from dialogue prompt, jump to address $DF/50D3
DF/5065: F0 09                Duration: 9 frames
DF/5067: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/506B: 10 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/506D: 10 83                Set sequence flag, x4 speed
   DF/506F: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/5070: F0 1D                Frame Duration: 29
   DF/5072: 10 86                Set sequence flag, 1/4 speed
DF/5074: AC 32 00             Store #$0032 to 00:7000
DF/5077: FD 53                Subtract # at 00:7000 from total coins
DF/5079: 9C 37                Play sound effect #$37
DF/507B: 60 D9 A4 D0          Run Dialogue $04D9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 See the three faces on the wall?
 Hit them in any order and you'll
 receive your fortune.<I><END>


DF/507F: A8 0A 17             Store #$17 to 00:70AA
DF/5082: D3 72 4E             Jump to address $DF/4E72
DF/5085: A0 86                Set event flag memory address 00:7050 Bit 6
DF/5087: A6 A0                Clear event flag memory address 00:7094 Bit 0
DF/5089: AA 0D                Increment 00:70AD
DF/508B: DC 7A C6 50          If event flag memory address 00:704F Bit 2 clear, jump to address $DF/50C6
DF/508F: F0 0F                Duration: 15 frames
DF/5091: A8 0B 18             Store #$18 to 00:70AB
DF/5094: D1 CB 06             Execute event id $06CB
DF/5097: 9C 54                Play sound effect #$54
DF/5099: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/509B: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/509C: 92 0A 1A 14          Place object at on-screen coords: (320,208) Z=320
DF/50A0: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/50A2: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/50A3: 92 0A 1A 17          Place object at on-screen coords: (320,208) Z=368
DF/50A7: B0 1A 01 00          Store #$0001 to 00:7034
DF/50AB: C7 14                <UNKNOWN COMMAND $C7>
DF/50AD: D4 0E                Start code block, repeat 14 times
DF/50AF: F0 00                Duration: 0 frames
DF/50B1: 3F 20 AF 50          <UNKNOWN COMMAND: pointer to address $50AF>
DF/50B5: F0 03                Duration: 3 frames
DF/50B7: B1 1A 03 00          Add #$0003 to 00:7034
DF/50BB: B1 0A 50 00          Add #$0050 to 00:7014
DF/50BF: D7                   End of code block
DF/50C0: A8 0B 00             Store #$00 to 00:70AB
DF/50C3: D1 CB 06             Execute event id $06CB
DF/50C6: FE                   Return

DF/50C7: 60 D7 A4 D0          Run Dialogue $04D7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'll tell your fortune for 50 coins.<I><END>


DF/50CB: FE                   Return

DF/50CC: A8 0A 17             Store #$17 to 00:70AA
DF/50CF: D3 72 4E             Jump to address $DF/4E72
DF/50D2: FE                   Return

DF/50D3: F0 09                Duration: 9 frames
DF/50D5: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/50D9: FE                   Return


EVENT [70E] ------------------------------------------------------------>
DF/50DA: B0 07 53 00          Store #$0053 to 00:700E
DF/50DE: 49                   Engage in battle with formation pack from 00:700E
DF/50DF: A5 E5                Clear event flag memory address 00:707C Bit 5
DF/50E1: A1 E6                Set event flag memory address 00:707C Bit 6
DF/50E3: A1 E7                Set event flag memory address 00:707C Bit 7
DF/50E5: D1 18 00             Execute event id $0018
DF/50E8: F8 A5 A9 FA 50       <UNKNOWN COMMAND $F8>
DF/50ED: F8 A5 AB FA 50       <UNKNOWN COMMAND $F8>
DF/50F2: F8 A5 AD FA 50       <UNKNOWN COMMAND $F8>
DF/50F7: D0 E7 06             Execute event id $06E7 subsequently
DF/50FA: FE                   Return


EVENT [70F] ------------------------------------------------------------>
DF/50FB: B0 07 57 00          Store #$0057 to 00:700E
DF/50FF: 49                   Engage in battle with formation pack from 00:700E
DF/5100: A5 E5                Clear event flag memory address 00:707C Bit 5
DF/5102: A1 E6                Set event flag memory address 00:707C Bit 6
DF/5104: A1 E7                Set event flag memory address 00:707C Bit 7
DF/5106: D1 18 00             Execute event id $0018
DF/5109: F8 A5 B3 11 51       <UNKNOWN COMMAND $F8>
DF/510E: D0 E7 06             Execute event id $06E7 subsequently
DF/5111: FE                   Return


EVENT [710] ------------------------------------------------------------>
DF/5112: E0 08 1B 2F 51       If value at 00:70A8 = #$1B, jump to address $DF/512F
DF/5117: E0 08 1D 22 51       If value at 00:70A8 = #$1D, jump to address $DF/5122
DF/511C: D1 20 00             Execute event id $0020
DF/511F: D0 E7 06             Execute event id $06E7 subsequently
DF/5122: D1 22 00             Execute event id $0022
DF/5125: D8 1B 2E 51          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/512E
DF/5129: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/512B: D0 E7 06             Execute event id $06E7 subsequently
DF/512E: FE                   Return

DF/512F: D1 20 00             Execute event id $0020
DF/5132: A8 07 6D             Store #$6D to 00:70A7
DF/5135: 9C 0E                Play sound effect #$0E
DF/5137: 60 99 44 00          Run Dialogue $0499
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

   Found a <ITEM>!

DF/513B: FD 50                Store item to item inventory from 00:70A7
DF/513D: D0 E7 06             Execute event id $06E7 subsequently

EVENT [711] ------------------------------------------------------------>
DF/5140: A1 3E                Set event flag memory address 00:7067 Bit 6
DF/5142: A1 7F                Set event flag memory address 00:706F Bit 7
DF/5144: DE 64 4F 51          If event flag memory address 00:708C Bit 4 clear, jump to address $DF/514F
DF/5148: A8 3F 2B             Store #$2B to 00:70DF
DF/514B: 4B 2B C0             Lead to World Map Point $C02B
DF/514E: FE                   Return

DF/514F: A8 3F 25             Store #$25 to 00:70DF
DF/5152: 4B 25 C0             Lead to World Map Point $C025
DF/5155: FE                   Return


EVENT [712] ------------------------------------------------------------>
DF/5156: DA A6 5D 51          If event flag memory address 00:7094 Bit 6 set, jump to address $DF/515D
DF/515A: 6B A6 83             Modify physical field of area $83A6
DF/515D: D0 0F 00             Execute event id $000F subsequently

EVENT [713] ------------------------------------------------------------>
DF/5160: A4 78                Clear event flag memory address 00:704F Bit 0
DF/5162: FD F0 A9 2D 6B 51    <UNKNOWN COMMAND $F0: pointer to address $DF/516B
DF/5168: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/516A: 01                   Clear Bit 7 of current object (disable object visibility)
DF/516B: FD F0 A9 2F 74 51    <UNKNOWN COMMAND $F0: pointer to address $DF/5174
DF/5171: 17 81                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/5173: 01                   Clear Bit 7 of current object (disable object visibility)
DF/5174: D1 34 07             Execute event id $0734
DF/5177: D1 0F 00             Execute event id $000F
DF/517A: D1 04 0E             Execute event id $0E04
DF/517D: DE CF 8F 51          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/518F
DF/5181: FD F0 A9 AD 8D 51    <UNKNOWN COMMAND $F0: pointer to address $DF/518D
DF/5187: FD F0 A9 2F 8F 51    <UNKNOWN COMMAND $F0: pointer to address $DF/518F
DF/518D: 9C 95                Play sound effect #$95
DF/518F: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/5191: FE                   Return


EVENT [714] ------------------------------------------------------------>
DF/5192: E0 08 15 9A 51       If value at 00:70A8 = #$15, jump to address $DF/519A
DF/5197: D0 20 00             Execute event id $0020 subsequently
DF/519A: D0 22 00             Execute event id $0022 subsequently

EVENT [715] ------------------------------------------------------------>
DF/519D: D9 B0 A4 51          If event flag memory address 00:7076 Bit 0 set, jump to address $DF/51A4
DF/51A1: D0 50 00             Execute event id $0050 subsequently
DF/51A4: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/51A6: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/51A9: 42                   <UNKNOWN COMMAND $42>
   DF/51AA: F0 00                Frame Duration: 0
   DF/51AC: 3D AA 51             <UNKNOWN COMMAND $3D: pointer to address $DF/51AA>
DF/51AF: FE                   Return


EVENT [716] ------------------------------------------------------------>
DF/51B0: D8 27 D1 51          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/51D1
DF/51B4: DE 50 D1 51          If event flag memory address 00:708A Bit 0 clear, jump to address $DF/51D1
DF/51B8: D8 18 D1 51          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/51D1
DF/51BC: A0 18                Set event flag memory address 00:7043 Bit 0
DF/51BE: A4 22                Clear event flag memory address 00:7044 Bit 2
DF/51C0: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DF/51C3: FD 9C 93             Play sound effect #$93
DF/51C6: B0 12 00 00          Store #$0000 to 00:7024
DF/51CA: B0 13 00 00          Store #$0000 to 00:7026
DF/51CE: 40 17 27             Execute event id $2717 simultaneously with the following commands
DF/51D1: FE                   Return


EVENT [717] ------------------------------------------------------------>
DF/51D2: F0 00                Duration: 0 frames
DF/51D4: E4 12 FF FF DC 51    If value at 00:7024 = #$FFFF, jump to address $DF/51DC
DF/51DA: B2 12                Increment 00:7024
DF/51DC: B2 13                Increment 00:7026
DF/51DE: E5 13 0A 00 EB 51    If value at 00:7026 = #$000A, jump to address $DF/51EB
DF/51E4: FD 9C 93             Play sound effect #$93
DF/51E7: B0 13 00 00          Store #$0000 to 00:7026
DF/51EB: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
DF/51ED: E2 00 00 FE 51       If value at 00:7000 = #$0000, jump to address $DF/51FE
DF/51F2: DC 21 D2 51          If event flag memory address 00:7044 Bit 1 clear, jump to address $DF/51D2
DF/51F6: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
DF/51F8: C0 00 06             Compare value at 00:7000 to #$0600
DF/51FB: EC D2 51             If Bit 0 of 00:70A0,x set, jump to address $DF/51D2
DF/51FE: 95 02 7F             Fade out music to volume 127; Duration: 2 frames
DF/5201: FD 46 19 07          <UNKNOWN COMMAND $46>
DF/5205: FE                   Return


EVENT [718] ------------------------------------------------------------>
DF/5206: D8 27 4E 53          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/534E
DF/520A: D8 22 4E 53          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/534E
DF/520E: A0 22                Set event flag memory address 00:7044 Bit 2
DF/5210: FD 43                <UNKNOWN COMMAND $FD 43>
DF/5212: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/5214: A4 21                Clear event flag memory address 00:7044 Bit 1
DF/5216: 9B                   Stop sound effect
DF/5217: F0 00                Duration: 0 frames
DF/5219: 9C 8F                Play sound effect #$8F
DF/521B: 95 02 7F             Fade out music to volume 127; Duration: 2 frames
DF/521E: A8 0B 15             Store #$15 to 00:70AB
DF/5221: D1 CB 06             Execute event id $06CB
DF/5224: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DF/5226: 10 C1                Set transition and sequence flags, x2 speed
   DF/5228: 80 19 70             Move object to on-screen coords: (800,896)
   DF/522B: 77                   Object faces up-right
   DF/522C: 10 C0                Set transition and sequence flags, x1 speed
DF/522E: 15 8A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/5230: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/5233: F0 13                Frame Duration: 19
   DF/5235: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5237: 85                   Max sequence speed?
   DF/5238: F0 13                Frame Duration: 19
DF/523A: BA 12                Store value at 00:7024 to 00:7000
DF/523C: 60 EF 84 40          Run Dialogue $04EF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SERGEANT FLUTTER: 
 Mission accomplished!
 Elapsed time is <$02>.<I>


DF/5240: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/5242: 09                   Reset all object properties to default
DF/5243: BA 12                Store value at 00:7024 to 00:7000
DF/5245: C0 08 07             Compare value at 00:7000 to #$0708
DF/5248: ED 4F 52             If Bit 0 of 00:70A0,x clear, jump to address $DF/524F
DF/524B: 62 F7 A4             Run Dialogue $04F7 (Wait until complete)
                              Duration: forever

 Keep working on it.<I><END>


DF/524E: FE                   Return

DF/524F: C0 48 03             Compare value at 00:7000 to #$0348
DF/5252: ED 59 52             If Bit 0 of 00:70A0,x clear, jump to address $DF/5259
DF/5255: 62 F0 A4             Run Dialogue $04F0 (Wait until complete)
                              Duration: forever

 Not bad for a civilian!<I><END>


DF/5258: FE                   Return

DF/5259: C0 D0 02             Compare value at 00:7000 to #$02D0
DF/525C: ED 6E 52             If Bit 0 of 00:70A0,x clear, jump to address $DF/526E
DF/525F: 62 F1 84             Run Dialogue $04F1 (Wait until complete)
                              Duration: forever

 That's quite good.<I>


DF/5262: E9 4B 53             If random number between 0 and 255 > 66, jump to address $DF/534B
DF/5265: 4B 53 B0             Lead to World Map Point $B053
DF/5268: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/526A: 00                   Set Bit 7 of current object (enable object visibility)
DF/526B: D2 14 53             Jump to address $DF/5314
DF/526E: C0 94 02             Compare value at 00:7000 to #$0294
DF/5271: ED 09 53             If Bit 0 of 00:70A0,x clear, jump to address $DF/5309
DF/5274: 62 F2 84             Run Dialogue $04F2 (Wait until complete)
                              Duration: forever

 Distinguishing work, soldier!<I>



DF/5277: DA A7 F7 52          If event flag memory address 00:7094 Bit 7 set, jump to address $DF/52F7
DF/527B: A2 A7                Set event flag memory address 00:7094 Bit 7
DF/527D: 62 F4 A4             Run Dialogue $04F4 (Wait until complete)
                              Duration: forever

 Here's the next best thing!
 A Troopa Pin!<I><END>


DF/5280: FD 5D 00 02          Store MARIO's equipped ACCESSORY to 00:7000
DF/5284: E2 FF 00 93 52       If value at 00:7000 = #$00FF, jump to address $DF/5293
DF/5289: A8 07 5C             Store #$5C to 00:70A7
DF/528C: AC C3 04             Store #$04C3 to 00:7000
DF/528F: D1 F5 0E             Execute event id $0EF5
DF/5292: FE                   Return

DF/5293: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DF/5295: F0 1D                Frame Duration: 29
   DF/5297: D4 03                Start code block, repeat 3 times
   DF/5299: 7B 07                <UNKNOWN COMMAND $7B>
   DF/529B: F0 04                Frame Duration: 4
   DF/529D: D7                   End of code block
DF/529E: 15 B3                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x33 bytes) (Wait until complete)
   DF/52A0: 10 C1                Set transition and sequence flags, x2 speed
   DF/52A2: 4A                   <UNKNOWN COMMAND $4A>
   DF/52A3: 53 02                Shift object down-left 32 pixels
   DF/52A5: 77                   Object faces up-right
   DF/52A6: 06                   Set "moon-walk" Bits
   DF/52A7: 5B 02                Shift object down 32 pixels
   DF/52A9: D4 02                Start code block, repeat 2 times
   DF/52AB: FD 9E                <UNKNOWN COMMAND $9E>
   DF/52AD: 39                   <UNKNOWN COMMAND $39>
   DF/52AE: 63 06                Shift object down-left 6 pixels
   DF/52B0: 67 06                Shift object up-right 6 pixels
   DF/52B2: F0 00                Frame Duration: 0
   DF/52B4: D7                   End of code block
   DF/52B5: FD 9E                <UNKNOWN COMMAND $9E>
   DF/52B7: 86                   Max sequence speed?
   DF/52B8: 60 10                Shift object right 16 pixels
   DF/52BA: 07                   Clear "moon-walk" Bits
   DF/52BB: 75                   Object faces up-left
   DF/52BC: 06                   Set "moon-walk" Bits
   DF/52BD: 60 10                Shift object right 16 pixels
   DF/52BF: D4 02                Start code block, repeat 2 times
   DF/52C1: FD 9E                <UNKNOWN COMMAND $9E>
   DF/52C3: 39                   <UNKNOWN COMMAND $39>
   DF/52C4: 61 06                Shift object down-right 6 pixels
   DF/52C6: 65 06                Shift object up-left 6 pixels
   DF/52C8: F0 00                Frame Duration: 0
   DF/52CA: D7                   End of code block
   DF/52CB: F0 1D                Frame Duration: 29
   DF/52CD: 5A 02                Shift object up 32 pixels
   DF/52CF: 07                   Clear "moon-walk" Bits
   DF/52D0: 46                   <UNKNOWN COMMAND $46>
   DF/52D1: 4B                   <UNKNOWN COMMAND $4B>
   DF/52D2: 73                   Object faces down-left
DF/52D3: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/52D5: D4 03                Start code block, repeat 3 times
   DF/52D7: 7B 07                <UNKNOWN COMMAND $7B>
   DF/52D9: F0 04                Frame Duration: 4
   DF/52DB: D7                   End of code block
DF/52DC: 9C 55                Play sound effect #$55
DF/52DE: A0 5E                Set event flag memory address 00:704B Bit 6
DF/52E0: 00 F2 FE 01          Set Object: MARIO ---> Command: Set object to movement: $01FE
DF/52E4: A8 07 5C             Store #$5C to 00:70A7
DF/52E7: AC C3 04             Store #$04C3 to 00:7000
DF/52EA: 61 20 02             Run Dialogue from 00:7000
                              <UNKNOWN: $20>
                              Position: bottom of screen
                              Box Style: Single line of floating blue text
DF/52ED: 54 00 5C             Equip MARIO with item #$5C (@Troopa Pin  )
DF/52F0: 00 F6                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $F6>
DF/52F2: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/52F6: FE                   Return

DF/52F7: B0 14 01 00          Store #$0001 to 00:7028
DF/52FB: BA 12                Store value at 00:7024 to 00:7000
DF/52FD: C0 B2 02             Compare value at 00:7000 to #$02B2
DF/5300: ED 06 53             If Bit 0 of 00:70A0,x clear, jump to address $DF/5306
DF/5303: E8 4B 53             If random number between 0 and 255 > 128, jump to address $DF/534B
DF/5306: D2 14 53             Jump to address $DF/5314
DF/5309: 62 F3 84             Run Dialogue $04F3 (Wait until complete)
                              Duration: forever

 Very commendable!
 That's quite a time you set.<I>

 You'd be a great Sky Troopa,
 if only you had wings and a shell.<I>



DF/530C: DE A7 7B 52          If event flag memory address 00:7094 Bit 7 clear, jump to address $DF/527B
DF/5310: B0 14 05 00          Store #$0005 to 00:7028
DF/5314: 62 F5 A4             Run Dialogue $04F5 (Wait until complete)
                              Duration: forever

 Here's a little something from me.<I><END>


DF/5317: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/5319: 08 42 89             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
DF/531C: D6 14                Store value at 00:7028 to object memory
DF/531E: 1E 9F                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   DF/5320: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5322: 5E                   <UNKNOWN COMMAND $5E>
   DF/5323: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/5325: 13 03                Layering priority: ...
   DF/5327: FD 0F 03             Object overlaps BG1 & BG2
   DF/532A: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/532D: 97 15                <UNKNOWN COMMAND $97>
   DF/532F: 10 C4                Set transition and sequence flags, x8 speed
   DF/5331: 6A 10                Shift object up 16 pixels
   DF/5333: 10 C0                Set transition and sequence flags, x1 speed
   DF/5335: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5336: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/5338: 7E 50 00             Object jumps #$0050 units
   DF/533B: 43                   <UNKNOWN COMMAND $43>
   DF/533C: F0 05                Frame Duration: 5
   DF/533E: 01                   Clear Bit 7 of current object (disable object visibility)
DF/533F: AC 01 00             Store #$0001 to 00:7000
DF/5342: FD 54                Add # at 00:7000 to total frog coins
DF/5344: D7                   End of code block
DF/5345: F0 1D                Duration: 29 frames
DF/5347: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/5349: 09                   Reset all object properties to default
DF/534A: FE                   Return

DF/534B: 62 F6 A4             Run Dialogue $04F6 (Wait until complete)
                              Duration: forever

 Keep up the great work!<I><END>


DF/534E: FE                   Return


EVENT [719] ------------------------------------------------------------>
DF/534F: F0 00                Duration: 0 frames
DF/5351: 3D 4F 53             <UNKNOWN COMMAND: pointer to address $534F>
DF/5354: 34 00                Change directional maneuverability: 
DF/5356: C8 80                <UNKNOWN COMMAND $C8>
DF/5358: 15 8C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/535A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/535C: 7B 10                <UNKNOWN COMMAND $7B>
   DF/535E: C3                   <UNKNOWN COMMAND $C3>
   DF/535F: 53 02                Shift object down-left 32 pixels
   DF/5361: 5B 0E                Shift object down 224 pixels
   DF/5363: 88                   Object runs away?
   DF/5364: 73                   Object faces down-left
   DF/5365: 9B                   Stop sound effect
DF/5366: A8 0B 15             Store #$15 to 00:70AB
DF/5369: D1 CB 06             Execute event id $06CB
DF/536C: 60 EE A4 40          Run Dialogue $04EE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SERGEANT FLUTTER: Don't give up!
 Sure and steady does it.
 Now try it again.<I><END>


DF/5370: 15 12                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x12 bytes)
   DF/5372: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5374: 7B F0                <UNKNOWN COMMAND $7B>
   DF/5376: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5377: 9E 03 00             <UNKNOWN COMMAND $9E>
   DF/537A: 80 18 71             Move object to on-screen coords: (784,904)
   DF/537D: 5A 0E                Shift object up 224 pixels
   DF/537F: 57 02                Shift object up-right 32 pixels
   DF/5381: 73                   Object faces down-left
   DF/5382: 10 C0                Set transition and sequence flags, x1 speed
DF/5384: A8 0B 00             Store #$00 to 00:70AB
DF/5387: D1 CB 06             Execute event id $06CB
DF/538A: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/538C: A4 21                Clear event flag memory address 00:7044 Bit 1
DF/538E: FE                   Return


EVENT [71A] ------------------------------------------------------------>
DF/538F: 42 CA 53 94 53       <UNKNOWN COMMAND $42>
DF/5394: D8 7C A1 53          If event flag memory address 00:704F Bit 4 set, jump to address $DF/53A1
DF/5398: 60 04 85 42          Run Dialogue $0504 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Ahhh!
 Haven't been here in a while.
 I've been busy traveling around.<I>



DF/539C: A0 7C                Set event flag memory address 00:704F Bit 4
DF/539E: D2 A5 53             Jump to address $DF/53A5
DF/53A1: 60 05 85 42          Run Dialogue $0505 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh! Hello again.<I>



DF/53A5: 62 F8 A4             Run Dialogue $04F8 (Wait until complete)
                              Duration: forever

 Where are you heading?<I>
 Is it Monstro Town by any chance?<I>
  >>  (Yes)
  >>  (Nope)<I><END>


DF/53A8: 66 B2 53             If 2nd option chosen from dialogue prompt, jump to address $DF/53B2
DF/53AB: 60 FA A4 42          Run Dialogue $04FA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Ok, listen up.
 Look for the whirl where the ant
 pops up and proceed after it.<I>

 Keep following it and you'll find
 your way underground.<I>

 Once there, Monstro Town's just
 around the corner.
 I'll see you there.<I><END>


DF/53AF: D2 B6 53             Jump to address $DF/53B6
DF/53B2: 60 F9 A4 42          Run Dialogue $04F9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh, I thought you were lost or
 something.<I>
 Never mind, I'll see you around.<I><END>


DF/53B6: 10 91                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/53B8: 10 C1                Set transition and sequence flags, x2 speed
   DF/53BA: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/53BC: FD 9E                <UNKNOWN COMMAND $9E>
   DF/53BE: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/53BF: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/53C2: 51 03                Shift object down-right 48 pixels
   DF/53C4: 50 07                Shift object right 112 pixels
   DF/53C6: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/53C7: FD F2                <UNKNOWN COMMAND $F2>
DF/53C9: FE                   Return

DF/53CA: 9C 1E                Play sound effect #$1E
DF/53CC: 60 FB A4 42          Run Dialogue $04FB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 What did you do that for?<I>

 You won't get any coins from
 jumping on me. It's Wiggler or
 Shogun you ought to look for.<I><END>


DF/53D0: FE                   Return


EVENT [71B] ------------------------------------------------------------>
DF/53D1: D8 18 FE 53          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/53FE
DF/53D5: A0 18                Set event flag memory address 00:7043 Bit 0
DF/53D7: F0 00                Duration: 0 frames
DF/53D9: 3D D7 53             <UNKNOWN COMMAND: pointer to address $53D7>
DF/53DC: D8 76 FE 53          If event flag memory address 00:704E Bit 6 set, jump to address $DF/53FE
DF/53E0: C5 80                <UNKNOWN COMMAND $C5>
DF/53E2: C0 30 00             Compare value at 00:7000 to #$0030
DF/53E5: EC FE 53             If Bit 0 of 00:70A0,x set, jump to address $DF/53FE
DF/53E8: 17 FF 17             Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $FF>
DF/53EB: F3 A0 00             <UNKNOWN COMMAND $F2>
DF/53EE: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/53F0: 10 C1                Set transition and sequence flags, x2 speed
   DF/53F2: 80 1C 25             Move object to on-screen coords: (912,296)
   DF/53F5: 71                   Object faces down-right
DF/53F6: 60 FD A4 40          Run Dialogue $04FD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 This is a dead end, so it's best
 to turn back now.<I><END>


DF/53FA: 17 F2 CA 02          Set Object: NPC #3 ---> Command: Set object to movement: $02CA
DF/53FE: FE                   Return


EVENT [71C] ------------------------------------------------------------>
DF/53FF: F2 C3 AB             <UNKNOWN COMMAND $F2>
DF/5402: F3 C3 AB             <UNKNOWN COMMAND $F2>
DF/5405: D0 0F 00             Execute event id $000F subsequently

EVENT [71D] ------------------------------------------------------------>
DF/5408: FE                   Return


EVENT [71E] ------------------------------------------------------------>
DF/5409: D1 20 00             Execute event id $0020
DF/540C: D2 1A 54             Jump to address $DF/541A

EVENT [71F] ------------------------------------------------------------>
DF/540F: D1 21 00             Execute event id $0021
DF/5412: 9C 0E                Play sound effect #$0E
DF/5414: 60 99 44 00          Run Dialogue $0499
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

   Found a <ITEM>!

DF/5418: FD 50                Store item to item inventory from 00:70A7
DF/541A: C3                   <UNKNOWN COMMAND $C3>
DF/541B: E2 41 01 32 54       If value at 00:7000 = #$0141, jump to address $DF/5432
DF/5420: FD 31                Screen doesn't move with MARIO
DF/5422: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/5424: 10 43                Set transition flag, x4 speed
   DF/5426: 56 02                Shift object up 32 pixels
   DF/5428: 10 40                Set transition flag, x1 speed
DF/542A: B0 0E 28 00          Store #$0028 to 00:701C
DF/542E: 45 07 36             <UNKNOWN COMMAND $45>
DF/5431: 5D                   Load 00:600F
DF/5432: FE                   Return


EVENT [720] ------------------------------------------------------------>
DF/5433: 30                   <UNKNOWN COMMAND $30>
DF/5434: F0 00                Duration: 0 frames
DF/5436: A8 09 16             Store #$16 to 00:70A9
DF/5439: B0 06 02 00          Store #$0002 to 00:700C
DF/543D: D4 05                Start code block, repeat 5 times
DF/543F: 11 86                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/5441: 10 44                Set transition flag, x8 speed
   DF/5443: 77                   Object faces up-right
   DF/5444: 69 10                Shift object right 16 pixels
   DF/5446: 45                   <UNKNOWN COMMAND $45>
DF/5447: AA 09                Increment 00:70A9
DF/5449: B1 06 02 00          Add #$0002 to 00:700C
DF/544D: D7                   End of code block
DF/544E: 31                   <UNKNOWN COMMAND $31>
DF/544F: B0 1C 80 08          Store #$0880 to 00:7038
DF/5453: B0 1D 80 1C          Store #$1C80 to 00:703A
DF/5457: B0 1E 00 05          Store #$0500 to 00:703C
DF/545B: 40 24 27             Execute event id $2724 simultaneously with the following commands
DF/545E: D8 26 67 54          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/5467
DF/5462: A8 2B 0A             Store #$0A to 00:70CB
DF/5465: A6 AC                Clear event flag memory address 00:7095 Bit 4
DF/5467: D0 25 07             Execute event id $0725 subsequently

EVENT [721] ------------------------------------------------------------>
DF/546A: D8 26 70 54          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/5470
DF/546E: A6 AC                Clear event flag memory address 00:7095 Bit 4
DF/5470: 81                   <UNKNOWN COMMAND $81>
DF/5471: 13 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   DF/5473: 70                   Object faces right
   DF/5474: 14 F9                Isolate top Bits of current object address 0E,x and set Bit(s) $249
   DF/5476: B0 1C 80 0C          Store #$0C80 to 00:7038
DF/547A: B0 1D 80 17          Store #$1780 to 00:703A
DF/547E: B0 1E 00 01          Store #$0100 to 00:703C
DF/5482: A8 09 1B             Store #$1B to 00:70A9
DF/5485: D4 03                Start code block, repeat 3 times
DF/5487: 11 02                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes)
   DF/5489: 6A 04                Shift object up 4 pixels
DF/548B: AA 09                Increment 00:70A9
DF/548D: D7                   End of code block
DF/548E: F0 01                Duration: 1 frames
DF/5490: DE AC EC 54          If event flag memory address 00:7095 Bit 4 clear, jump to address $DF/54EC
DF/5494: BA 17                Store value at 00:702E to 00:7000
DF/5496: C0 09 00             Compare value at 00:7000 to #$0009
DF/5499: ED A6 54             If Bit 0 of 00:70A0,x clear, jump to address $DF/54A6
DF/549C: C0 13 00             Compare value at 00:7000 to #$0013
DF/549F: ED AF 54             If Bit 0 of 00:70A0,x clear, jump to address $DF/54AF
DF/54A2: AF                   Decrement 00:7000
DF/54A3: D2 A7 54             Jump to address $DF/54A7
DF/54A6: AE                   Increment 00:7000
DF/54A7: BB 0B                Store value at 00:7000 to 00:7016
DF/54A9: BC 18 0C             Store value at 00:7030 to 00:7018
DF/54AC: D2 CB 54             Jump to address $DF/54CB
DF/54AF: BC 17 0B             Store value at 00:702E to 00:7016
DF/54B2: BA 18                Store value at 00:7030 to 00:7000
DF/54B4: C0 1D 00             Compare value at 00:7000 to #$001D
DF/54B7: ED C6 54             If Bit 0 of 00:70A0,x clear, jump to address $DF/54C6
DF/54BA: C0 26 00             Compare value at 00:7000 to #$0026
DF/54BD: ED C9 54             If Bit 0 of 00:70A0,x clear, jump to address $DF/54C9
DF/54C0: AD FE FF             Store #$FFFE to 00:7000
DF/54C3: D2 C9 54             Jump to address $DF/54C9
DF/54C6: AD 02 00             Store #$0002 to 00:7000
DF/54C9: BB 0C                Store value at 00:7000 to 00:7018
DF/54CB: 1B 01                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/54CD: 8A                   Object disappears?
DF/54CE: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/54D0: 8A                   Object disappears?
DF/54D1: B1 0B FF FF          Add #$FFFF to 00:7016
DF/54D5: 1C 01                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/54D7: 8A                   Object disappears?
DF/54D8: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/54DA: 8A                   Object disappears?
DF/54DB: B0 1F 1D 00          Store #$001D to 00:703E
DF/54DF: D3 CB 56             Jump to address $DF/56CB
DF/54E2: A2 A5                Set event flag memory address 00:7094 Bit 5
DF/54E4: A8 0B 00             Store #$00 to 00:70AB
DF/54E7: D1 CB 06             Execute event id $06CB
DF/54EA: A6 A5                Clear event flag memory address 00:7094 Bit 5
DF/54EC: B0 16 1B 00          Store #$001B to 00:702C
DF/54F0: A8 09 1B             Store #$1B to 00:70A9
DF/54F3: A8 0A 1C             Store #$1C to 00:70AA
DF/54F6: 11 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/54F8: 21                   <UNKNOWN COMMAND $21>
   DF/54F9: FD 24 11 12          <UNKNOWN COMMAND $24>
   DF/54FD: BB 15                Store value at 00:700C to 00:702A
DF/54FF: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
DF/5501: 12 F2 DF 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01DF
DF/5505: F0 01                Duration: 1 frames
DF/5507: 1E F2 8D 02          Set Object: NPC #10 ---> Command: Set object to movement: $028D
DF/550B: 40 24 27             Execute event id $2724 simultaneously with the following commands
DF/550E: 40 55 67             Execute event id $6755 simultaneously with the following commands
DF/5511: D0 25 07             Execute event id $0725 subsequently

EVENT [722] ------------------------------------------------------------>
DF/5514: B0 1C 80 10          Store #$1080 to 00:7038
DF/5518: B0 1D 80 39          Store #$3980 to 00:703A
DF/551C: B0 1E 00 02          Store #$0200 to 00:703C
DF/5520: 40 24 27             Execute event id $2724 simultaneously with the following commands
DF/5523: 40 27 67             Execute event id $6727 simultaneously with the following commands
DF/5526: 40 28 A7             Execute event id $A728 simultaneously with the following commands
DF/5529: 81                   <UNKNOWN COMMAND $81>
DF/552A: 13 00                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes)
DF/552C: 53 D8                Add 216 frog coins
DF/552E: 26 36                Set Object: NPC #18 ---> Begin action queue for object (Length: 0x36 bytes)
   DF/5530: 55 A8                Shift object up-left 2688 pixels
   DF/5532: 2B 0A A6 AC 9C       <UNKNOWN COMMAND $2B>
   DF/5537: 0B 15                Set Bits $15 of current object address 0A,x
   DF/5539: F2 36 03             <UNKNOWN COMMAND $F2>
   DF/553C: 16                   <UNKNOWN COMMAND $16>
   DF/553D: F2 36 03             <UNKNOWN COMMAND $F2>
   DF/5540: 17                   <UNKNOWN COMMAND $17>
   DF/5541: F2 36 03             <UNKNOWN COMMAND $F2>
   DF/5544: D0 25 07             Set object to movement $0725
   DF/5547: A4 69                Clear event flag memory address 00:704D Bit 1
   DF/5549: D8 26 4F 55          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/554F
   DF/554D: A6 AC                Clear event flag memory address 00:7095 Bit 4
   DF/554F: B0 1C 80 0E          Store #$0E80 to 00:7038
   DF/5553: B0 1D 80 3A          Store #$3A80 to 00:703A
   DF/5557: B0 1E 00 02          Store #$0200 to 00:703C
   DF/555B: A8 09 15             Store #$15 to 00:70A9
   DF/555E: D4 08                Start code block, repeat 8 times
   DF/5560: 11 05                Isolate top Bits of current object address 0D,x and set Bit(s) $5
   DF/5562: 6A 04                Shift object up 4 pixels
   DF/5564: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no

EVENT [723] ------------------------------------------------------------>
DF/5567: AA 09                Increment 00:70A9
DF/5569: D7                   End of code block
DF/556A: D4 03                Start code block, repeat 3 times
DF/556C: 11 02                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes)
   DF/556E: 6A 04                Shift object up 4 pixels
DF/5570: AA 09                Increment 00:70A9
DF/5572: D7                   End of code block
DF/5573: A8 09 15             Store #$15 to 00:70A9
DF/5576: D4 08                Start code block, repeat 8 times
DF/5578: 11 F2 3D 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $033D
DF/557C: AA 09                Increment 00:70A9
DF/557E: D7                   End of code block
DF/557F: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/5581: 40 24 27             Execute event id $2724 simultaneously with the following commands
DF/5584: 40 29 67             Execute event id $6729 simultaneously with the following commands
DF/5587: D0 25 07             Execute event id $0725 subsequently

EVENT [724] ------------------------------------------------------------>
DF/558A: F0 00                Duration: 0 frames
DF/558C: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
DF/558E: E2 00 00 A3 55       If value at 00:7000 = #$0000, jump to address $DF/55A3
DF/5593: 3D 8A 55             <UNKNOWN COMMAND: pointer to address $558A>
DF/5596: BB 1E                Store value at 00:7000 to 00:703C
DF/5598: C4 00                <UNKNOWN COMMAND $C4>
DF/559A: BB 1C                Store value at 00:7000 to 00:7038
DF/559C: C5 00                <UNKNOWN COMMAND $C5>
DF/559E: BB 1D                Store value at 00:7000 to 00:703A
DF/55A0: D2 8A 55             Jump to address $DF/558A
DF/55A3: FD 44                <UNKNOWN COMMAND $FD 44>
DF/55A5: FD 47                <UNKNOWN COMMAND $FD 47>
DF/55A7: FD 46 26 07          <UNKNOWN COMMAND $46>
DF/55AB: FE                   Return


EVENT [725] ------------------------------------------------------------>
DF/55AC: D1 0F 00             Execute event id $000F
DF/55AF: 9C 8F                Play sound effect #$8F
DF/55B1: B4 2B                Store value at 00:70CB to 00:7000
DF/55B3: C0 0A 00             Compare value at 00:7000 to #$000A
DF/55B6: EC DC 55             If Bit 0 of 00:70A0,x set, jump to address $DF/55DC
DF/55B9: C0 04 00             Compare value at 00:7000 to #$0004
DF/55BC: EC D5 55             If Bit 0 of 00:70A0,x set, jump to address $DF/55D5
DF/55BF: C0 02 00             Compare value at 00:7000 to #$0002
DF/55C2: EC CE 55             If Bit 0 of 00:70A0,x set, jump to address $DF/55CE
DF/55C5: 60 27 C5 20          Run Dialogue $0527 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

      This is your last chance!

DF/55C9: 9C 8F                Play sound effect #$8F
DF/55CB: D2 E0 55             Jump to address $DF/55E0
DF/55CE: 60 26 C5 20          Run Dialogue $0526 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

 Only got  <$00>  chances left

DF/55D2: D2 E0 55             Jump to address $DF/55E0
DF/55D5: 60 25 C5 20          Run Dialogue $0525 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

     Got  <$00>  chances

DF/55D9: D2 E0 55             Jump to address $DF/55E0
DF/55DC: 60 24 C5 20          Run Dialogue $0524 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

       Got  <$00>  tries

DF/55E0: 5D                   Load 00:600F
DF/55E1: FE                   Return


EVENT [726] ------------------------------------------------------------>
DF/55E2: 34 00                Change directional maneuverability: 
DF/55E4: F0 00                Duration: 0 frames
DF/55E6: 30                   <UNKNOWN COMMAND $30>
DF/55E7: F0 00                Duration: 0 frames
DF/55E9: 00 F2 07 03          Set Object: MARIO ---> Command: Set object to movement: $0307
DF/55ED: 14 F2 07 03          Set Object: NPC #0 ---> Command: Set object to movement: $0307
DF/55F1: F0 00                Duration: 0 frames
DF/55F3: 3D F1 55             <UNKNOWN COMMAND: pointer to address $55F1>
DF/55F6: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
DF/55F8: 00 FF FD             Set Object: MARIO ---> Command: <UNKNOWN COMMAND $FF>
DF/55FB: 59                   <UNKNOWN COMMAND $59>
DF/55FC: E2 00 00 1F 56       If value at 00:7000 = #$0000, jump to address $DF/561F
DF/5601: 9C 37                Play sound effect #$37
DF/5603: B0 06 05 00          Store #$0005 to 00:700C
DF/5607: D4 07                Start code block, repeat 7 times
DF/5609: FD 59                Store # of current coins to 00:7000
DF/560B: E2 00 00 1A 56       If value at 00:7000 = #$0000, jump to address $DF/561A
DF/5610: 3E 11 00 1A 56       <UNKNOWN COMMAND: pointer to address $561A>
DF/5615: AC 01 00             Store #$0001 to 00:7000
DF/5618: FD 53                Subtract # at 00:7000 from total coins
DF/561A: F0 00                Duration: 0 frames
DF/561C: B2 06                Increment 00:700C
DF/561E: D7                   End of code block
DF/561F: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/5621: AB 2B                Decrement 00:70CB
DF/5623: E0 2B 00 F9 5E       If value at 00:70CB = #$00, jump to address $DF/5EF9
DF/5628: 77 28                Darken screen from black before following commands; Duration: 40 frames
DF/562A: C3                   <UNKNOWN COMMAND $C3>
DF/562B: E2 41 01 64 56       If value at 00:7000 = #$0141, jump to address $DF/5664
DF/5630: E2 C9 01 7C 56       If value at 00:7000 = #$01C9, jump to address $DF/567C
DF/5635: E2 C7 01 4D 56       If value at 00:7000 = #$01C7, jump to address $DF/564D
DF/563A: E2 42 01 85 56       If value at 00:7000 = #$0142, jump to address $DF/5685
DF/563F: E2 CA 01 9D 56       If value at 00:7000 = #$01CA, jump to address $DF/569D
DF/5644: 68 C8 01 16 7B E0    Enter area: $01C8
                              MARIO will be at coords: (720,984) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/564A: D0 2C 07             Execute event id $072C subsequently
DF/564D: BA 1F                Store value at 00:703E to 00:7000
DF/564F: B5 08                Store value at 00:7000 to 00:70A8
DF/5651: C4 90                <UNKNOWN COMMAND $C4>
DF/5653: BB 17                Store value at 00:7000 to 00:702E
DF/5655: C5 90                <UNKNOWN COMMAND $C5>
DF/5657: BB 18                Store value at 00:7000 to 00:7030
DF/5659: 68 C7 01 06 2F E1    Enter area: $01C7
                              MARIO will be at coords: (208,376) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/565F: A0 26                Set event flag memory address 00:7044 Bit 6
DF/5661: D0 21 07             Execute event id $0721 subsequently
DF/5664: 68 41 01 04 3E E7    Enter area: $0141
                              MARIO will be at coords: (128,496) Z=112
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/566A: D3 B5 56             Jump to address $DF/56B5
DF/566D: A2 A5                Set event flag memory address 00:7094 Bit 5
DF/566F: A8 0B 00             Store #$00 to 00:70AB
DF/5672: D1 CB 06             Execute event id $06CB
DF/5675: A6 A5                Clear event flag memory address 00:7094 Bit 5
DF/5677: A0 26                Set event flag memory address 00:7044 Bit 6
DF/5679: D0 20 07             Execute event id $0720 subsequently
DF/567C: 68 C9 01 02 39 E0    Enter area: $01C9
                              MARIO will be at coords: (80,456) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/5682: D0 2B 07             Execute event id $072B subsequently
DF/5685: 68 42 01 08 73 E2    Enter area: $0142
                              MARIO will be at coords: (272,920) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/568B: D3 B5 56             Jump to address $DF/56B5
DF/568E: A2 A5                Set event flag memory address 00:7094 Bit 5
DF/5690: A8 0B 00             Store #$00 to 00:70AB
DF/5693: D1 CB 06             Execute event id $06CB
DF/5696: A6 A5                Clear event flag memory address 00:7094 Bit 5
DF/5698: A0 26                Set event flag memory address 00:7044 Bit 6
DF/569A: D0 22 07             Execute event id $0722 subsequently
DF/569D: 68 CA 01 0A 7A E5    Enter area: $01CA
                              MARIO will be at coords: (320,976) Z=80
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/56A3: D3 B5 56             Jump to address $DF/56B5
DF/56A6: A2 A5                Set event flag memory address 00:7094 Bit 5
DF/56A8: A8 0B 00             Store #$00 to 00:70AB
DF/56AB: D1 CB 06             Execute event id $06CB
DF/56AE: A6 A5                Clear event flag memory address 00:7094 Bit 5
DF/56B0: A0 26                Set event flag memory address 00:7044 Bit 6
DF/56B2: D0 23 07             Execute event id $0723 subsequently
DF/56B5: F0 03                Duration: 3 frames
DF/56B7: 30                   <UNKNOWN COMMAND $30>
DF/56B8: DA AC CB 56          If event flag memory address 00:7095 Bit 4 set, jump to address $DF/56CB
DF/56BC: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/56BE: BD 1C 0B             Exchange values at memory addresses 00:7038 and 00:7016
   DF/56C1: BD 1D 0C             Exchange values at memory addresses 00:703A and 00:7018
   DF/56C4: BD 1E 0D             Exchange values at memory addresses 00:703C and 00:701A
   DF/56C7: 99                   <UNKNOWN COMMAND $99>
DF/56C8: D2 DF 56             Jump to address $DF/56DF
DF/56CB: F0 00                Duration: 0 frames
DF/56CD: BA 1F                Store value at 00:703E to 00:7000
DF/56CF: B5 08                Store value at 00:7000 to 00:70A8
DF/56D1: C8 10                <UNKNOWN COMMAND $C8>
DF/56D3: B1 0D 40 01          Add #$0140 to 00:701A
DF/56D7: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/56D9: 99                   <UNKNOWN COMMAND $99>
   DF/56DA: F0 00                Frame Duration: 0
   DF/56DC: 3D DA 56             <UNKNOWN COMMAND $3D: pointer to address $DF/56DA>
DF/56DF: FE                   Return


EVENT [727] ------------------------------------------------------------>
DF/56E0: F0 00                Duration: 0 frames
DF/56E2: D8 19 E9 56          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/56E9
DF/56E6: D2 E0 56             Jump to address $DF/56E0
DF/56E9: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/56EB: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/56ED: 81                   <UNKNOWN COMMAND $81>
DF/56EE: 13 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   DF/56F0: 53 F0                Shift object down-left 3840 pixels
   DF/56F2: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/56F3: 81 13 00             Move object: right=608px down=0px
DF/56F6: 53 A4                Add 164 frog coins
DF/56F8: 1A D2                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x52 bytes) (Wait until complete)
   DF/56FA: E0                   <UNKNOWN COMMAND $E0>
   DF/56FB: 56 F0                Shift object up 3840 pixels
   DF/56FD: 00                   Set Bit 7 of current object (enable object visibility)
   DF/56FE: 3D 04 57             <UNKNOWN COMMAND $3D: pointer to address $DF/5704>
   DF/5701: D2 FC 56             Jump to address $DF/56FC
   DF/5704: F0 00                Frame Duration: 0
   DF/5706: CA                   Store held joypad register to 00:700C,00:700D
   DF/5707: E7                   <UNKNOWN COMMAND $E7>
   DF/5708: 0F                   <UNKNOWN COMMAND $0F>
   DF/5709: 00                   Set Bit 7 of current object (enable object visibility)
   DF/570A: 22                   <UNKNOWN COMMAND $22>
   DF/570B: 57 3D                Shift object up-right 976 pixels
   DF/570D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/570E: 57 D8                Shift object up-right 3456 pixels
   DF/5710: 1A                   <UNKNOWN COMMAND $1A>
   DF/5711: FC                   <UNKNOWN COMMAND $FC>
   DF/5712: 56 9C                Shift object up 2496 pixels
   DF/5714: 16                   <UNKNOWN COMMAND $16>
   DF/5715: 81 13 04             Move object: right=608px down=32px
   DF/5718: 53 F0                Shift object down-left 3840 pixels
   DF/571A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/571B: 81 13 00             Move object: right=608px down=0px
   DF/571E: 53 D2                Shift object down-left 3360 pixels
   DF/5720: FC                   <UNKNOWN COMMAND $FC>
   DF/5721: 56 F0                Shift object up 3840 pixels
   DF/5723: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5724: 3D 22 57             <UNKNOWN COMMAND $3D: pointer to address $DF/5722>
   DF/5727: D2 FC 56             Jump to address $DF/56FC
   DF/572A: F0 00                Frame Duration: 0
   DF/572C: 3D 32 57             <UNKNOWN COMMAND $3D: pointer to address $DF/5732>
   DF/572F: D2 2A 57             Jump to address $DF/572A
   DF/5732: 30 F0 00             <UNKNOWN COMMAND $30>
   DF/5735: 3D 32 57             <UNKNOWN COMMAND $3D: pointer to address $DF/5732>
   DF/5738: D8 69 32 57          If event flag memory address 00:704D Bit 1 set, jump to address $DF/5732
   DF/573C: 31 D2 2A             <UNKNOWN COMMAND $31>
   DF/573F: 57 DC                Shift object up-right 3520 pixels
   DF/5741: 18                   <UNKNOWN COMMAND $18>
   DF/5742: 45                   <UNKNOWN COMMAND $45>
   DF/5743: 57 FE                Shift object up-right 4064 pixels
   DF/5745: A0 18                Set event flag memory address 00:7043 Bit 0
   DF/5747: B0 13 00 00          Store #$0000 to 00:7026
   DF/574B: C8 14                <UNKNOWN COMMAND $C8>

EVENT [728] ------------------------------------------------------------>

EVENT [729] ------------------------------------------------------------>

EVENT [72A] ------------------------------------------------------------>
DF/574D: D3 0E 58             Jump to address $DF/580E
DF/5750: FD 42                <UNKNOWN COMMAND $FD 42>
DF/5752: F0 00                Duration: 0 frames
DF/5754: CB                   Store joypad register to 00:7000,00:7001
DF/5755: E7 80 00 FC 57       If memory address 00:7000 Bit $0080 set, jump to address $DF/57FC
DF/575A: CA                   Store held joypad register to 00:7000,00:7001
DF/575B: FD B0 0F 00          Isolate Bits $000F of 00:7000
DF/575F: C1 13                Compare values at memory addresses 00:7026 and 00:7000
DF/5761: EB 6E 57             If Bit 1 of 00:70A0,x clear, jump to address $DF/576E
DF/5764: E2 00 00 52 57       If value at 00:7000 = #$0000, jump to address $DF/5752
DF/5769: A0 19                Set event flag memory address 00:7043 Bit 1
DF/576B: D2 EB 57             Jump to address $DF/57EB
DF/576E: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/5770: BB 13                Store value at 00:7000 to 00:7026
DF/5772: E2 09 00 A8 57       If value at 00:7000 = #$0009, jump to address $DF/57A8
DF/5777: E2 05 00 AF 57       If value at 00:7000 = #$0005, jump to address $DF/57AF
DF/577C: E2 0A 00 B6 57       If value at 00:7000 = #$000A, jump to address $DF/57B6
DF/5781: E2 06 00 BD 57       If value at 00:7000 = #$0006, jump to address $DF/57BD
DF/5786: E2 01 00 D2 57       If value at 00:7000 = #$0001, jump to address $DF/57D2
DF/578B: E2 04 00 D9 57       If value at 00:7000 = #$0004, jump to address $DF/57D9
DF/5790: E2 02 00 C4 57       If value at 00:7000 = #$0002, jump to address $DF/57C4
DF/5795: E2 08 00 CB 57       If value at 00:7000 = #$0008, jump to address $DF/57CB
DF/579A: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/579C: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/579F: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/57A1: 10 80                Set sequence flag, x1 speed
   DF/57A3: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/57A4: 9B                   Stop sound effect
DF/57A5: D2 52 57             Jump to address $DF/5752
DF/57A8: B0 0A 03 00          Store #$0003 to 00:7014
DF/57AC: D2 E0 57             Jump to address $DF/57E0
DF/57AF: B0 0A 05 00          Store #$0005 to 00:7014
DF/57B3: D2 E0 57             Jump to address $DF/57E0
DF/57B6: B0 0A 01 00          Store #$0001 to 00:7014
DF/57BA: D2 E0 57             Jump to address $DF/57E0
DF/57BD: B0 0A 07 00          Store #$0007 to 00:7014
DF/57C1: D2 E0 57             Jump to address $DF/57E0
DF/57C4: B0 0A 00 00          Store #$0000 to 00:7014
DF/57C8: D2 E0 57             Jump to address $DF/57E0
DF/57CB: B0 0A 02 00          Store #$0002 to 00:7014
DF/57CF: D2 E0 57             Jump to address $DF/57E0
DF/57D2: B0 0A 04 00          Store #$0004 to 00:7014
DF/57D6: D2 E0 57             Jump to address $DF/57E0
DF/57D9: B0 0A 06 00          Store #$0006 to 00:7014
DF/57DD: D2 E0 57             Jump to address $DF/57E0
DF/57E0: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DF/57E2: FD 9E                <UNKNOWN COMMAND $9E>
   DF/57E4: 30 BA 0A             <UNKNOWN COMMAND $30>
   DF/57E7: 7C                   Object faces right
   DF/57E8: 10 81                Set sequence flag, x2 speed
   DF/57EA: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/57EB: 14 0C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0C bytes)
   DF/57ED: D8 19 F4 57          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/57F4
   DF/57F1: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/57F4: BA 0A                Store value at 00:7014 to 00:700C
   DF/57F6: 7C                   Object faces right
   DF/57F7: 68 01                Shift object right 1 pixels
DF/57F9: D2 52 57             Jump to address $DF/5752
DF/57FC: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/57FE: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/5801: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/5803: 10 80                Set sequence flag, x1 speed
   DF/5805: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/5806: 7F 80 00             Object jumps (with sound effect) #$0080 units
DF/5809: FD 40                <UNKNOWN COMMAND $FD 40>
DF/580B: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/580D: FE                   Return

DF/580E: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/5810: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/5812: 10 C1                Set transition and sequence flags, x2 speed
   DF/5814: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/5817: D4 03                Start code block, repeat 3 times
   DF/5819: FD 9E                <UNKNOWN COMMAND $9E>
   DF/581B: 2B F0 03 D7 C9       <UNKNOWN COMMAND $2B>
DF/5820: 00 BB                Set Object: MARIO ---> Begin action queue for object (Length: 0x3B bytes) (Wait until complete)
   DF/5822: 0A C4                Store #$C4 to current object address 0A,x
   DF/5824: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5825: C1 0B                Compare values at memory addresses 00:7016 and 00:700C
   DF/5827: EA                   <UNKNOWN COMMAND $EA>
   DF/5828: 4C                   <UNKNOWN COMMAND $4C>
   DF/5829: 58 EC                Shift object right 3776 pixels
   DF/582B: 37                   <UNKNOWN COMMAND $37>
   DF/582C: 58 B0                Shift object right 2816 pixels
   DF/582E: 06                   Set "moon-walk" Bits
   DF/582F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5830: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5831: BD 00 0B             Exchange values at memory addresses 00:7000 and 00:7016
   DF/5834: D2 3B 58             Jump to address $DF/583B
   DF/5837: B0 06 04 00          Store #$0004 to 00:700C
   DF/583B: B9 0B                Subtract value at 00:7016 to 00:700C
   DF/583D: FD B6 00 FC          Divide value at 00:7000 by 2^4 and store back
   DF/5841: BB 08                Store value at 00:700C to 00:7010
   DF/5843: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5844: 87 FD                Transfer object to coords of <UNKNOWN>
   DF/5846: 9E 2B 7C             <UNKNOWN COMMAND $9E>
   DF/5849: BA 08                Store value at 00:7010 to 00:700C
   DF/584B: 69 C5                Shift object right 197 pixels
   DF/584D: 00                   Set Bit 7 of current object (enable object visibility)
   DF/584E: C1 0C                Compare values at memory addresses 00:7018 and 00:700C
   DF/5850: EA                   <UNKNOWN COMMAND $EA>
   DF/5851: 75                   Object faces up-left
   DF/5852: 58 EC                Shift object right 3776 pixels
   DF/5854: 60 58                Shift object right 88 pixels
   DF/5856: B0 06 02 00          Store #$0002 to 00:700C
   DF/585A: BD 00 0C             Exchange values at memory addresses 00:7000 and 00:7018
DF/585D: D2 64 58             Jump to address $DF/5864
DF/5860: B0 06 06 00          Store #$0006 to 00:700C
DF/5864: B9 0C                Subtract value at 00:7018 to 00:7000
DF/5866: FD B6 00 FC          Divide value at 00:7000 by 2^4 and store back
DF/586A: BB 09                Store value at 00:7000 to 00:7012
DF/586C: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/586E: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5870: 2B 7C BA 09 69       <UNKNOWN COMMAND $2B>
DF/5875: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/5877: 64 01                Shift object left 1 pixels
   DF/5879: 09                   Reset all object properties to default
   DF/587A: BA 0A                Store value at 00:7014 to 00:700C
   DF/587C: 7C                   Object faces right
   DF/587D: 10 C0                Set transition and sequence flags, x1 speed
   DF/587F: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/5881: 0B 04                Set Bits $4 of current object address 0A,x
DF/5883: FE                   Return


EVENT [72B] ------------------------------------------------------------>
DF/5884: A6 AC                Clear event flag memory address 00:7095 Bit 4
DF/5886: D0 25 07             Execute event id $0725 subsequently

EVENT [72C] ------------------------------------------------------------>
DF/5889: A6 AC                Clear event flag memory address 00:7095 Bit 4
DF/588B: F2 C8 2D             <UNKNOWN COMMAND $F2>
DF/588E: F2 C8 2F             <UNKNOWN COMMAND $F2>
DF/5891: F2 C8 31             <UNKNOWN COMMAND $F2>
DF/5894: F2 C8 33             <UNKNOWN COMMAND $F2>
DF/5897: F2 C8 35             <UNKNOWN COMMAND $F2>
DF/589A: F2 C8 37             <UNKNOWN COMMAND $F2>
DF/589D: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/589F: 63 08                Shift object down-left 8 pixels
   DF/58A1: 71                   Object faces down-right
DF/58A2: 40 3E 27             Execute event id $273E simultaneously with the following commands
DF/58A5: D0 25 07             Execute event id $0725 subsequently

EVENT [72D] ------------------------------------------------------------>
DF/58A8: D1 30 07             Execute event id $0730
DF/58AB: D8 18 C9 58          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/58C9
DF/58AF: A0 18                Set event flag memory address 00:7043 Bit 0
DF/58B1: 9C 09                Play sound effect #$09
DF/58B3: 0C 0A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes)
   DF/58B5: 10 43                Set transition flag, x4 speed
   DF/58B7: 66 04                Shift object up 4 pixels
   DF/58B9: 62 08                Shift object down 8 pixels
   DF/58BB: 66 04                Shift object up 4 pixels
   DF/58BD: 10 40                Set transition flag, x1 speed
DF/58BF: F0 07                Duration: 7 frames
DF/58C1: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/58C3: 06                   Set "moon-walk" Bits
   DF/58C4: 10 45                Set transition flag, 1/2 speed
   DF/58C6: D2 CA 58             Jump to address $DF/58CA
DF/58C9: FE                   Return

DF/58CA: 10 45                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x45 bytes)
   DF/58CC: 5A 05                Shift object up 80 pixels
   DF/58CE: 51 05                Shift object down-right 80 pixels
   DF/58D0: 5B 03                Shift object down 48 pixels
   DF/58D2: 57 07                Shift object up-right 112 pixels
   DF/58D4: 55 02                Shift object up-left 32 pixels
   DF/58D6: 47                   <UNKNOWN COMMAND $47>
   DF/58D7: 45                   <UNKNOWN COMMAND $45>
   DF/58D8: 5A 05                Shift object up 80 pixels
   DF/58DA: 5B 03                Shift object down 48 pixels
   DF/58DC: 55 03                Shift object up-left 48 pixels
   DF/58DE: 5A 05                Shift object up 80 pixels
   DF/58E0: 5B 05                Shift object down 80 pixels
   DF/58E2: 51 03                Shift object down-right 48 pixels
   DF/58E4: 5B 03                Shift object down 48 pixels
   DF/58E6: 53 05                Shift object down-left 80 pixels
   DF/58E8: 5A 05                Shift object up 80 pixels
   DF/58EA: 5B 02                Shift object down 32 pixels
   DF/58EC: 51 02                Shift object down-right 32 pixels
   DF/58EE: 57 0E                Shift object up-right 224 pixels
   DF/58F0: 55 04                Shift object up-left 64 pixels
   DF/58F2: FD 9E                <UNKNOWN COMMAND $9E>
   DF/58F4: 71                   Object faces down-right
   DF/58F5: F0 1D                Frame Duration: 29
   DF/58F7: 10 40                Set transition flag, x1 speed
   DF/58F9: 5B 04                Shift object down 64 pixels
   DF/58FB: 53 11                Shift object down-left 272 pixels
   DF/58FD: FD 9E                <UNKNOWN COMMAND $9E>
   DF/58FF: 71                   Object faces down-right
   DF/5900: F0 3B                Frame Duration: 59
   DF/5902: D2 CA 58             Jump to address $DF/58CA
   DF/5905: 10 FD                Set transition and sequence flags, 
   DF/5907: 10 F2                Set transition and sequence flags, x3 speed
   DF/5909: D6 01                Store value at 00:7002 to object memory
   DF/590B: 52 0A                Shift object down 160 pixels
   DF/590D: FE                   Return Queue


EVENT [72E] ------------------------------------------------------------>

EVENT [72F] ------------------------------------------------------------>
DF/590E: D1 30 07             Execute event id $0730
DF/5911: D8 19 2F 59          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/592F
DF/5915: A0 19                Set event flag memory address 00:7043 Bit 1
DF/5917: 9C 09                Play sound effect #$09
DF/5919: 0C 0A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes)
   DF/591B: 10 43                Set transition flag, x4 speed
   DF/591D: 66 04                Shift object up 4 pixels
   DF/591F: 62 08                Shift object down 8 pixels
   DF/5921: 66 04                Shift object up 4 pixels
   DF/5923: 10 40                Set transition flag, x1 speed
DF/5925: F0 07                Duration: 7 frames
DF/5927: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/5929: 06                   Set "moon-walk" Bits
   DF/592A: 10 45                Set transition flag, 1/2 speed
   DF/592C: D2 30 59             Jump to address $DF/5930
DF/592F: FE                   Return

DF/5930: 10 45                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x45 bytes)
   DF/5932: 47                   <UNKNOWN COMMAND $47>
   DF/5933: 5A 02                Shift object up 32 pixels
   DF/5935: 5B 04                Shift object down 64 pixels
   DF/5937: 57 04                Shift object up-right 64 pixels
   DF/5939: 5A 07                Shift object up 112 pixels
   DF/593B: 10 44                Set transition flag, x8 speed
   DF/593D: 5B 08                Shift object down 128 pixels
   DF/593F: 10 45                Set transition flag, 1/2 speed
   DF/5941: 51 06                Shift object down-right 96 pixels
   DF/5943: 5A 03                Shift object up 48 pixels
   DF/5945: 53 06                Shift object down-left 96 pixels
   DF/5947: 57 0A                Shift object up-right 160 pixels
   DF/5949: 5A 04                Shift object up 64 pixels
   DF/594B: 5B 04                Shift object down 64 pixels
   DF/594D: 55 02                Shift object up-left 32 pixels
   DF/594F: 5B 04                Shift object down 64 pixels
   DF/5951: 51 02                Shift object down-right 32 pixels
   DF/5953: 5A 02                Shift object up 32 pixels
   DF/5955: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5957: 71                   Object faces down-right
   DF/5958: F0 1D                Frame Duration: 29
   DF/595A: 10 40                Set transition flag, x1 speed
   DF/595C: 55 06                Shift object up-left 96 pixels
   DF/595E: 5B 02                Shift object down 32 pixels
   DF/5960: 53 09                Shift object down-left 144 pixels
   DF/5962: 5A 04                Shift object up 64 pixels
   DF/5964: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5966: 71                   Object faces down-right
   DF/5967: F0 3B                Frame Duration: 59
   DF/5969: D2 30 59             Jump to address $DF/5930
   DF/596C: 42                   <UNKNOWN COMMAND $42>
   DF/596D: 74                   Object faces left
   DF/596E: 59                   Shift object right a lot
   DF/596F: AC 59 D2             Store #$D259 to 00:700C
   DF/5972: AC 59 B4             Store #$B459 to 00:700C
   DF/5975: 08 BB 1F             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $1F
                                 ---> Mirrored: no

EVENT [730] ------------------------------------------------------------>
DF/5978: A2 AC                Set event flag memory address 00:7095 Bit 4
DF/597A: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/597C: C3                   <UNKNOWN COMMAND $C3>
DF/597D: E2 41 01 AD 59       If value at 00:7000 = #$0141, jump to address $DF/59AD
DF/5982: E2 C7 01 AD 59       If value at 00:7000 = #$01C7, jump to address $DF/59AD
DF/5987: E2 CA 01 AD 59       If value at 00:7000 = #$01CA, jump to address $DF/59AD
DF/598C: 9C 3A                Play sound effect #$3A
DF/598E: 34 80                Change directional maneuverability: 
DF/5990: F0 00                Duration: 0 frames
DF/5992: 3D AC 59             <UNKNOWN COMMAND: pointer to address $59AC>
DF/5995: 34 FF                Change directional maneuverability: left right down up 
DF/5997: F0 00                Duration: 0 frames
DF/5999: 3D AC 59             <UNKNOWN COMMAND: pointer to address $59AC>
DF/599C: 34 80                Change directional maneuverability: 
DF/599E: D4 05                Start code block, repeat 5 times
DF/59A0: F0 00                Duration: 0 frames
DF/59A2: 3D AC 59             <UNKNOWN COMMAND: pointer to address $59AC>
DF/59A5: CA                   Store held joypad register to 00:7000,00:7001
DF/59A6: E6 FF 00 AC 59       If memory address 00:7000 Bit $00FF set, do NOT jump to address $DF/59AC
DF/59AB: D7                   End of code block
DF/59AC: FE                   Return

DF/59AD: 9C 3A                Play sound effect #$3A
DF/59AF: 34 C0                Change directional maneuverability: 
DF/59B1: F0 00                Duration: 0 frames
DF/59B3: CB                   Store joypad register to 00:7000,00:7001
DF/59B4: E7 80 00 F2 59       If memory address 00:7000 Bit $0080 set, jump to address $DF/59F2
DF/59B9: 3D 2E 5A             <UNKNOWN COMMAND: pointer to address $5A2E>
DF/59BC: 34 FF                Change directional maneuverability: left right down up 
DF/59BE: F0 00                Duration: 0 frames
DF/59C0: CB                   Store joypad register to 00:7000,00:7001
DF/59C1: E7 80 00 F2 59       If memory address 00:7000 Bit $0080 set, jump to address $DF/59F2
DF/59C6: 3D 2E 5A             <UNKNOWN COMMAND: pointer to address $5A2E>
DF/59C9: 34 C0                Change directional maneuverability: 
DF/59CB: D4 05                Start code block, repeat 5 times
DF/59CD: F0 00                Duration: 0 frames
DF/59CF: CB                   Store joypad register to 00:7000,00:7001
DF/59D0: E7 80 00 F2 59       If memory address 00:7000 Bit $0080 set, jump to address $DF/59F2
DF/59D5: 3D 2E 5A             <UNKNOWN COMMAND: pointer to address $5A2E>
DF/59D8: CA                   Store held joypad register to 00:7000,00:7001
DF/59D9: E6 FF 00 DF 59       If memory address 00:7000 Bit $00FF set, do NOT jump to address $DF/59DF
DF/59DE: D7                   End of code block
DF/59DF: 34 FF                Change directional maneuverability: left right down up 
DF/59E1: F0 00                Duration: 0 frames
DF/59E3: CB                   Store joypad register to 00:7000,00:7001
DF/59E4: E7 80 00 F2 59       If memory address 00:7000 Bit $0080 set, jump to address $DF/59F2
DF/59E9: 3D 2E 5A             <UNKNOWN COMMAND: pointer to address $5A2E>
DF/59EC: 39 10 E1 59          <UNKNOWN COMMAND: pointer to address $59E1>
DF/59F0: 5D                   Load 00:600F
DF/59F1: FE                   Return

DF/59F2: C3                   <UNKNOWN COMMAND $C3>
DF/59F3: E2 41 01 F9 59       If value at 00:7000 = #$0141, jump to address $DF/59F9
DF/59F8: FE                   Return

DF/59F9: 34 80                Change directional maneuverability: 
DF/59FB: CA                   Store held joypad register to 00:7000,00:7001
DF/59FC: E7 09 00 0E 5A       If memory address 00:7000 Bit $0009 set, jump to address $DF/5A0E
DF/5A01: E7 06 00 1C 5A       If memory address 00:7000 Bit $0006 set, jump to address $DF/5A1C
DF/5A06: F0 00                Duration: 0 frames
DF/5A08: 3D FB 59             <UNKNOWN COMMAND: pointer to address $59FB>
DF/5A0B: D2 2A 5A             Jump to address $DF/5A2A
DF/5A0E: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/5A10: 10 41                Set transition flag, x2 speed
   DF/5A12: 67 02                Shift object up-right 2 pixels
   DF/5A14: 3D 12 5A             <UNKNOWN COMMAND $3D: pointer to address $DF/5A12>
   DF/5A17: 10 40                Set transition flag, x1 speed
DF/5A19: D2 2A 5A             Jump to address $DF/5A2A
DF/5A1C: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/5A1E: 10 41                Set transition flag, x2 speed
   DF/5A20: 63 02                Shift object down-left 2 pixels
   DF/5A22: 3D 20 5A             <UNKNOWN COMMAND $3D: pointer to address $DF/5A20>
   DF/5A25: 10 40                Set transition flag, x1 speed
DF/5A27: D2 2A 5A             Jump to address $DF/5A2A
DF/5A2A: 34 FF                Change directional maneuverability: left right down up 
DF/5A2C: 5D                   Load 00:600F
DF/5A2D: FE                   Return

DF/5A2E: A0 69                Set event flag memory address 00:704D Bit 1
DF/5A30: 34 00                Change directional maneuverability: 
DF/5A32: C3                   <UNKNOWN COMMAND $C3>
DF/5A33: E2 C7 01 39 5A       If value at 00:7000 = #$01C7, jump to address $DF/5A39
DF/5A38: 30                   <UNKNOWN COMMAND $30>
DF/5A39: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/5A3B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/5A3D: 6A 01                Shift object up 1 pixels
DF/5A3F: BA 1F                Store value at 00:703E to 00:7000
DF/5A41: B5 08                Store value at 00:7000 to 00:70A8
DF/5A43: C8 10                <UNKNOWN COMMAND $C8>
DF/5A45: D3 0E 58             Jump to address $DF/580E
DF/5A48: 34 FF                Change directional maneuverability: left right down up 
DF/5A4A: C3                   <UNKNOWN COMMAND $C3>
DF/5A4B: E2 C7 01 53 5A       If value at 00:7000 = #$01C7, jump to address $DF/5A53
DF/5A50: 31                   <UNKNOWN COMMAND $31>
DF/5A51: A4 69                Clear event flag memory address 00:704D Bit 1
DF/5A53: 5D                   Load 00:600F
DF/5A54: FE                   Return


EVENT [731] ------------------------------------------------------------>
DF/5A55: 81                   <UNKNOWN COMMAND $81>
DF/5A56: 13 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   DF/5A58: 53 B0                Shift object down-left 2816 pixels
   DF/5A5A: 0F                   <UNKNOWN COMMAND $0F>
   DF/5A5B: 08 00 45             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $45
                                 ---> Mirrored: no
DF/5A5E: 33 77 D0 1F          <UNKNOWN COMMAND $32>
DF/5A62: 07 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/5A64: 13 04                Layering priority: 

EVENT [732] ------------------------------------------------------------>
DF/5A66: 53 B0                Add 176 frog coins
DF/5A68: 0F 08                Set Object: BG2 + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   DF/5A6A: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5A6B: 45                   <UNKNOWN COMMAND $45>
   DF/5A6C: 33 77 D0             <UNKNOWN COMMAND $33>
   DF/5A6F: 2E 07 81             <UNKNOWN COMMAND $2E>

EVENT [733] ------------------------------------------------------------>
DF/5A72: 13 00                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes)
DF/5A74: 53 FE                Add 254 frog coins

EVENT [734] ------------------------------------------------------------>
DF/5A76: B6 0A 00              Store a random number from 0 to #$000A to 00:7000
DF/5A79: E2 00 00 7F 5A       If value at 00:7000 = #$0000, jump to address $DF/5A7F
DF/5A7E: FE                   Return

DF/5A7F: F0 00                Duration: 0 frames
DF/5A81: 3D 7F 5A             <UNKNOWN COMMAND: pointer to address $5A7F>
DF/5A84: C7 00                <UNKNOWN COMMAND $C7>
DF/5A86: B1 0A 00 04          Add #$0400 to 00:7014
DF/5A8A: B0 1A CC CC          Store #$CCCC to 00:7034
DF/5A8E: FD 3E 20 35 07 7F 5A <UNKNOWN COMMAND: pointer to address $DF/5A7F
DF/5A95: 9C 2C                Play sound effect #$2C
DF/5A97: FE                   Return


EVENT [735] ------------------------------------------------------------>
DF/5A98: B0 07 CF 00          Store #$00CF to 00:700E
DF/5A9C: D0 11 00             Execute event id $0011 subsequently

EVENT [736] ------------------------------------------------------------>
DF/5A9F: D8 19 06 5B          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/5B06
DF/5AA3: 35 80                Disable Overworld Menu
DF/5AA5: FD 42                <UNKNOWN COMMAND $FD 42>
DF/5AA7: A0 19                Set event flag memory address 00:7043 Bit 1
DF/5AA9: B4 08                Store value at 00:70A8 to 00:7000
DF/5AAB: B5 09                Store value at 00:7000 to 00:70A9
DF/5AAD: 00 95                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DF/5AAF: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5AB1: 3A C9 00 BB 15 C8    <UNKNOWN COMMAND $3A>
   DF/5AB7: 91 10 41 FD          Objects bounces at 253px high arches: right=528px down=520px)
   DF/5ABB: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/5ABC: 88                   Object runs away?
   DF/5ABD: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/5ABF: 10 40                Set transition flag, x1 speed
   DF/5AC1: BA 15                Store value at 00:702A to 00:700C
   DF/5AC3: 7C                   Object faces right
DF/5AC4: CB                   Store joypad register to 00:7000,00:7001
DF/5AC5: E7 80 00 ED 5A       If memory address 00:7000 Bit $0080 set, jump to address $DF/5AED
DF/5ACA: 3D 06 5B             <UNKNOWN COMMAND: pointer to address $5B06>
DF/5ACD: CA                   Store held joypad register to 00:7000,00:7001
DF/5ACE: BB 08                Store value at 00:7000 to 00:7010
DF/5AD0: E7 0A 00 E1 5A       If memory address 00:7000 Bit $000A set, jump to address $DF/5AE1
DF/5AD5: BA 08                Store value at 00:7010 to 00:7000
DF/5AD7: E7 05 00 E7 5A       If memory address 00:7000 Bit $0005 set, jump to address $DF/5AE7
DF/5ADC: F0 00                Duration: 0 frames
DF/5ADE: D2 C4 5A             Jump to address $DF/5AC4
DF/5AE1: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/5AE3: 75                   Object faces up-left
DF/5AE4: D2 DC 5A             Jump to address $DF/5ADC
DF/5AE7: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/5AE9: 71                   Object faces down-right
DF/5AEA: D2 DC 5A             Jump to address $DF/5ADC
DF/5AED: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/5AEF: 7F 6C 00             Object jumps (with sound effect) #$006C units
DF/5AF2: D4 0B                Start code block, repeat 11 times
DF/5AF4: F0 00                Duration: 0 frames
DF/5AF6: CA                   Store held joypad register to 00:7000,00:7001
DF/5AF7: BB 08                Store value at 00:7000 to 00:7010
DF/5AF9: E7 0A 00 0B 5B       If memory address 00:7000 Bit $000A set, jump to address $DF/5B0B
DF/5AFE: BA 08                Store value at 00:7010 to 00:7000
DF/5B00: E7 05 00 28 5B       If memory address 00:7000 Bit $0005 set, jump to address $DF/5B28
DF/5B05: D7                   End of code block
DF/5B06: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/5B08: FD 40                <UNKNOWN COMMAND $FD 40>
DF/5B0A: FE                   Return

DF/5B0B: B4 08                Store value at 00:70A8 to 00:7000
DF/5B0D: E2 17 00 1D 5B       If value at 00:7000 = #$0017, jump to address $DF/5B1D
DF/5B12: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/5B14: 10 41                Set transition flag, x2 speed
   DF/5B16: 55 02                Shift object up-left 32 pixels
   DF/5B18: 10 40                Set transition flag, x1 speed
DF/5B1A: D2 06 5B             Jump to address $DF/5B06
DF/5B1D: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/5B1F: 10 42                Set transition flag, x3 speed
   DF/5B21: 55 03                Shift object up-left 48 pixels
   DF/5B23: 10 40                Set transition flag, x1 speed
DF/5B25: D2 06 5B             Jump to address $DF/5B06
DF/5B28: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/5B2A: 10 41                Set transition flag, x2 speed
   DF/5B2C: 51 02                Shift object down-right 32 pixels
   DF/5B2E: 10 40                Set transition flag, x1 speed
DF/5B30: D2 06 5B             Jump to address $DF/5B06

EVENT [737] ------------------------------------------------------------>
DF/5B33: 41 65 5B             If value at 00:316D = 3, jump to address $DF/5B65
DF/5B36: 30                   <UNKNOWN COMMAND $30>
DF/5B37: 35 FF                Enable Overworld Menu
DF/5B39: 34 00                Change directional maneuverability: 
DF/5B3B: 15 88                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/5B3D: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5B3F: 59                   Shift object right a lot
   DF/5B40: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/5B43: F0 1D                Frame Duration: 29
DF/5B45: F0 00                Duration: 0 frames
DF/5B47: 3E 18 15 45 5B       <UNKNOWN COMMAND: pointer to address $5B45>
DF/5B4C: 9C 3C                Play sound effect #$3C
DF/5B4E: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/5B50: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DF/5B52: 10 81                Set sequence flag, x2 speed
   DF/5B54: 7B 04                <UNKNOWN COMMAND $7B>
   DF/5B56: 7E 90 00             Object jumps #$0090 units
   DF/5B59: 08 43 06             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/5B5C: 48                   <UNKNOWN COMMAND $48>
   DF/5B5D: F0 00                Frame Duration: 0
   DF/5B5F: 3D 5D 5B             <UNKNOWN COMMAND $3D: pointer to address $DF/5B5D>
DF/5B62: D2 FA 55             Jump to address $DF/55FA
DF/5B65: 35 00                Disable Overworld Menu
DF/5B67: 40 39 27             Execute event id $2739 simultaneously with the following commands
DF/5B6A: FE                   Return


EVENT [738] ------------------------------------------------------------>
DF/5B6B: 41 8B 5B             If value at 00:316D = 3, jump to address $DF/5B8B
DF/5B6E: 30                   <UNKNOWN COMMAND $30>
DF/5B6F: 35 FF                Enable Overworld Menu
DF/5B71: 34 00                Change directional maneuverability: 
DF/5B73: 16 88                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/5B75: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5B77: 59                   Shift object right a lot
   DF/5B78: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/5B7B: F0 1D                Frame Duration: 29
DF/5B7D: F0 00                Duration: 0 frames
DF/5B7F: 3E 18 16 7D 5B       <UNKNOWN COMMAND: pointer to address $5B7D>
DF/5B84: 9C 3C                Play sound effect #$3C
DF/5B86: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/5B88: D2 50 5B             Jump to address $DF/5B50
DF/5B8B: 35 00                Disable Overworld Menu
DF/5B8D: 40 3A 27             Execute event id $273A simultaneously with the following commands
DF/5B90: FE                   Return


EVENT [739] ------------------------------------------------------------>
DF/5B91: FD 40                <UNKNOWN COMMAND $FD 40>
DF/5B93: FD 47                <UNKNOWN COMMAND $FD 47>
DF/5B95: FD 46 37 07          <UNKNOWN COMMAND $46>
DF/5B99: FE                   Return


EVENT [73A] ------------------------------------------------------------>
DF/5B9A: FD 40                <UNKNOWN COMMAND $FD 40>
DF/5B9C: FD 47                <UNKNOWN COMMAND $FD 47>
DF/5B9E: FD 46 38 07          <UNKNOWN COMMAND $46>
DF/5BA2: FE                   Return


EVENT [73B] ------------------------------------------------------------>
DF/5BA3: A0 20                Set event flag memory address 00:7044 Bit 0
DF/5BA5: FE                   Return


EVENT [73C] ------------------------------------------------------------>
DF/5BA6: B4 08                Store value at 00:70A8 to 00:7000
DF/5BA8: B5 0E                Store value at 00:7000 to 00:70AE
DF/5BAA: 42 4E 5D 89 5C       <UNKNOWN COMMAND $42>
DF/5BAF: D8 1A 8E 5C          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/5C8E
DF/5BB3: D9 DE CF 5B          If event flag memory address 00:707B Bit 6 set, jump to address $DF/5BCF
DF/5BB7: A1 DE                Set event flag memory address 00:707B Bit 6
DF/5BB9: 60 20 A5 D0          Run Dialogue $0520 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to the Sky Bridge!
 It's a big tourist attraction here.
 Yaaahoo!<I><END>


DF/5BBD: A2 A4                Set event flag memory address 00:7094 Bit 4
DF/5BBF: A8 0B 23             Store #$23 to 00:70AB
DF/5BC2: D1 CB 06             Execute event id $06CB
DF/5BC5: F0 13                Duration: 19 frames
DF/5BC7: A8 0B 00             Store #$00 to 00:70AB
DF/5BCA: D1 CB 06             Execute event id $06CB
DF/5BCD: A6 A4                Clear event flag memory address 00:7094 Bit 4
DF/5BCF: 60 14 A5 D0          Run Dialogue $0514 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Wanna challenge it?<I>
  >>  (Sure)
  >>  (No)<I><END>


DF/5BD3: 66 D9 5B             If 2nd option chosen from dialogue prompt, jump to address $DF/5BD9
DF/5BD6: D2 EA 5B             Jump to address $DF/5BEA
DF/5BD9: F0 09                Duration: 9 frames
DF/5BDB: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/5BDF: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/5BE1: 60 15 A5 D0          Run Dialogue $0515 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Aw, you're chicken! <I><END>


DF/5BE5: 00 F2 37 03          Set Object: MARIO ---> Command: Set object to movement: $0337
DF/5BE9: FE                   Return

DF/5BEA: F0 09                Duration: 9 frames
DF/5BEC: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/5BF0: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/5BF2: 60 19 85 E5          Run Dialogue $0519 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Okay, I'll need 5 coins from you.<I>



DF/5BF6: FD 59                Store # of current coins to 00:7000
DF/5BF8: C0 05 00             Compare value at 00:7000 to #$0005
DF/5BFB: EC 06 5C             If Bit 0 of 00:70A0,x set, jump to address $DF/5C06
DF/5BFE: 62 1A A5             Run Dialogue $051A (Wait until complete)
                              Duration: forever

 Don't have enough coins?
 Then you can't take the challenge!<I><END>


DF/5C01: 00 F2 37 03          Set Object: MARIO ---> Command: Set object to movement: $0337
DF/5C05: FE                   Return

DF/5C06: 9C 37                Play sound effect #$37
DF/5C08: AC 05 00             Store #$0005 to 00:7000
DF/5C0B: FD 53                Subtract # at 00:7000 from total coins
DF/5C0D: DA A1 31 5C          If event flag memory address 00:7094 Bit 1 set, jump to address $DF/5C31
DF/5C11: 60 16 A5 D0          Run Dialogue $0516 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Need an explanation?<I>
  >>  (Yes)
  >>  (No)<I><END>


DF/5C15: 66 29 5C             If 2nd option chosen from dialogue prompt, jump to address $DF/5C29
DF/5C18: F0 09                Duration: 9 frames
DF/5C1A: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/5C1E: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/5C20: A2 A1                Set event flag memory address 00:7094 Bit 1
DF/5C22: 60 17 85 E5          Run Dialogue $0517 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You can cross the Sky Bridge in
 one of 3 ways. However, if you
 fall at any time, you'll lose.<I>

 On the Normal course, you'll make
 it across just by jumping.<I>
 You'll get 5 coins for that.<I>

 On the Special course, the blocks
 will fall if your time runs out.<I>
 You'll get 8 coins there.<I>

 On the Expert course, the blocks
 will fall AND the jumps are harder.<I>
 You'll get a Frog Coin there.<I>

 On all the courses, you'll have to
 jump and avoid the bullet guys.<I>



DF/5C26: D2 31 5C             Jump to address $DF/5C31
DF/5C29: F0 09                Duration: 9 frames
DF/5C2B: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/5C2F: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/5C31: 60 18 A5 D0          Run Dialogue $0518 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Which course do you want?<I>
  >>  (Normal)
  >>  (Special)
  >>  (Expert)<I><END>


DF/5C35: 67 45 5C 50 5C       If 2nd option chosen from dialogue prompt, jump to address $DF/5C45
                              If 3rd option chosen from dialogue prompt, jump to address $DF/5C50
DF/5C3A: B0 13 05 00          Store #$0005 to 00:7026
DF/5C3E: A2 A3                Set event flag memory address 00:7094 Bit 3
DF/5C40: A1 DF                Set event flag memory address 00:707B Bit 7
DF/5C42: D2 58 5C             Jump to address $DF/5C58
DF/5C45: B0 13 08 00          Store #$0008 to 00:7026
DF/5C49: A2 A3                Set event flag memory address 00:7094 Bit 3
DF/5C4B: A5 DF                Clear event flag memory address 00:707B Bit 7
DF/5C4D: D2 58 5C             Jump to address $DF/5C58
DF/5C50: B0 13 01 00          Store #$0001 to 00:7026
DF/5C54: A6 A3                Clear event flag memory address 00:7094 Bit 3
DF/5C56: A5 DF                Clear event flag memory address 00:707B Bit 7
DF/5C58: B0 17 30 00          Store #$0030 to 00:702E
DF/5C5C: B0 16 64 00          Store #$0064 to 00:702C
DF/5C60: 60 22 A5 D0          Run Dialogue $0522 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Yahoo!
 Good luck to ya!<I><END>


DF/5C64: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/5C66: B0 14 01 00          Store #$0001 to 00:7028
DF/5C6A: 25 9A                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DF/5C6C: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/5C6E: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5C70: A1 7F                Set event flag memory address 00:706F Bit 7
   DF/5C72: 80 00 D4             Move object to on-screen coords: (0,672)
   DF/5C75: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/5C76: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/5C77: F0 00                Frame Duration: 0
   DF/5C79: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5C7A: F0 01                Frame Duration: 1
   DF/5C7C: D7                   End of code block
   DF/5C7D: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/5C7F: 0B 50                Set Bits $50 of current object address 0A,x
   DF/5C81: 92 0A 4C 13          Place object at on-screen coords: (320,608) Z=304
   DF/5C85: 73                   Object faces down-left
DF/5C86: 40 C4 26             Execute event id $26C4 simultaneously with the following commands
DF/5C89: 00 F2 37 03          Set Object: MARIO ---> Command: Set object to movement: $0337
DF/5C8D: FE                   Return

DF/5C8E: FD 43                <UNKNOWN COMMAND $FD 43>
DF/5C90: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/5C92: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/5C94: E5 14 03 00 A1 5C    If value at 00:7028 = #$0003, jump to address $DF/5CA1
DF/5C9A: 60 1C 85 E5          Run Dialogue $051C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That was great!


DF/5C9E: D2 FC 5C             Jump to address $DF/5CFC
DF/5CA1: 60 1B A5 D0          Run Dialogue $051B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Yahoo!
 You wanna double your winnings?<I>

 Get double the coins if you make it
 across on the same course in one
 attempt!<I>

 Be warned, the course is harder,
 and if you fall, you won't get
 any coins.<I>

 Still want to try?
  >>  (Yes)
  >>  (No)<I><END>


DF/5CA5: 66 F4 5C             If 2nd option chosen from dialogue prompt, jump to address $DF/5CF4
DF/5CA8: F0 09                Duration: 9 frames
DF/5CAA: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/5CAE: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/5CB0: B2 14                Increment 00:7028
DF/5CB2: FD B6 13 01          Divide value at 00:7026 by 2^255 and store back
DF/5CB6: B1 17 F0 FF          Add #$FFF0 to 00:702E
DF/5CBA: B1 16 EC FF          Add #$FFEC to 00:702C
DF/5CBE: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/5CC0: 10 41                Set transition flag, x2 speed
   DF/5CC2: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/5CC4: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/5CC7: 80 0A 4C             Move object to on-screen coords: (320,608)
   DF/5CCA: F0 00                Frame Duration: 0
   DF/5CCC: 3D CA 5C             <UNKNOWN COMMAND $3D: pointer to address $DF/5CCA>
DF/5CCF: F0 00                Duration: 0 frames
DF/5CD1: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   DF/5CD3: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/5CD5: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/5CD6: 10 45                Set transition flag, 1/2 speed
   DF/5CD8: 4A                   <UNKNOWN COMMAND $4A>
   DF/5CD9: 10 43                Set transition flag, x4 speed
   DF/5CDB: 80 14 68             Move object to on-screen coords: (640,832)
DF/5CDE: 25 88                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/5CE0: 10 45                Set transition flag, 1/2 speed
   DF/5CE2: 4A                   <UNKNOWN COMMAND $4A>
   DF/5CE3: 10 43                Set transition flag, x4 speed
   DF/5CE5: 80 14 68             Move object to on-screen coords: (640,832)
DF/5CE8: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/5CEA: 10 C0                Set transition and sequence flags, x1 speed
   DF/5CEC: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/5CEE: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/5CEF: 0B 04                Set Bits $4 of current object address 0A,x
DF/5CF1: D2 6A 5C             Jump to address $DF/5C6A
DF/5CF4: F0 09                Duration: 9 frames
DF/5CF6: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/5CFA: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/5CFC: 60 1D A5 D0          Run Dialogue $051D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Here you go, as promised.<I><END>


DF/5D00: 25 85                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/5D02: 08 10 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/5D05: F0 27                Frame Duration: 39
DF/5D07: DA A3 18 5D          If event flag memory address 00:7094 Bit 3 set, jump to address $DF/5D18
DF/5D0B: 9C 5E                Play sound effect #$5E
DF/5D0D: BA 13                Store value at 00:7026 to 00:7000
DF/5D0F: FD 54                Add # at 00:7000 to total frog coins
DF/5D11: 60 1E A5 41          Run Dialogue $051E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 
      Received <$00> Frog Coin (s)!<I><END>


DF/5D15: D2 22 5D             Jump to address $DF/5D22
DF/5D18: 9C 0D                Play sound effect #$0D
DF/5D1A: BA 13                Store value at 00:7026 to 00:7000
DF/5D1C: FD 52                Add # at 00:7000 to total coins
DF/5D1E: 60 1F A5 41          Run Dialogue $051F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


           Received <$00> coins<I><END>


DF/5D22: 26 07                Set Object: NPC #18 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/5D24: D4 03                Start code block, repeat 3 times
   DF/5D26: 7B 02                <UNKNOWN COMMAND $7B>
   DF/5D28: F0 00                Frame Duration: 0
   DF/5D2A: D7                   End of code block
DF/5D2B: 25 9A                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DF/5D2D: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/5D2F: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5D31: A1 7F                Set event flag memory address 00:706F Bit 7
   DF/5D33: 80 00 D4             Move object to on-screen coords: (0,672)
   DF/5D36: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/5D37: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/5D38: F0 00                Frame Duration: 0
   DF/5D3A: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5D3B: F0 01                Frame Duration: 1
   DF/5D3D: D7                   End of code block
   DF/5D3E: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/5D40: 0B 50                Set Bits $50 of current object address 0A,x
   DF/5D42: 92 14 68 12          Place object at on-screen coords: (640,832) Z=288
   DF/5D46: 73                   Object faces down-left
DF/5D47: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/5D49: 00 F2 37 03          Set Object: MARIO ---> Command: Set object to movement: $0337
DF/5D4D: FE                   Return

DF/5D4E: 60 20 A5 D0          Run Dialogue $0520 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to the Sky Bridge!
 It's a big tourist attraction here.
 Yaaahoo!<I><END>


DF/5D52: FE                   Return


EVENT [73D] ------------------------------------------------------------>
DF/5D53: B4 08                Store value at 00:70A8 to 00:7000
DF/5D55: B5 0E                Store value at 00:7000 to 00:70AE
DF/5D57: 42 61 5D 5C 5D       <UNKNOWN COMMAND $42>
DF/5D5C: 60 21 A5 D0          Run Dialogue $0521 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Going up?
 I'll give you a boost.
 Just jump on top of me.<I><END>


DF/5D60: FE                   Return

DF/5D61: FD 43                <UNKNOWN COMMAND $FD 43>
DF/5D63: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/5D65: A4 23                Clear event flag memory address 00:7044 Bit 3
DF/5D67: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/5D69: A2 A3                Set event flag memory address 00:7094 Bit 3
DF/5D6B: A1 DF                Set event flag memory address 00:707B Bit 7
DF/5D6D: B0 17 30 00          Store #$0030 to 00:702E
DF/5D71: B0 16 46 00          Store #$0046 to 00:702C
DF/5D75: 25 04                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/5D77: 92 14 68 12          Place object at on-screen coords: (640,832) Z=288
DF/5D7B: C8 90                <UNKNOWN COMMAND $C8>
DF/5D7D: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/5D7F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/5D81: 88                   Object runs away?
   DF/5D82: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DF/5D84: 10 9F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   DF/5D86: 10 41                Set transition flag, x2 speed
   DF/5D88: 75                   Object faces up-left
   DF/5D89: 5A 0A                Shift object up 160 pixels
   DF/5D8B: 56 03                Shift object up 48 pixels
   DF/5D8D: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/5D8F: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5D91: A1 7F                Set event flag memory address 00:706F Bit 7
   DF/5D93: 80 00 D4             Move object to on-screen coords: (0,672)
   DF/5D96: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/5D97: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/5D98: F0 00                Frame Duration: 0
   DF/5D9A: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5D9B: F0 01                Frame Duration: 1
   DF/5D9D: D7                   End of code block
   DF/5D9E: 0B 50                Set Bits $50 of current object address 0A,x
   DF/5DA0: 92 14 70 00          Place object at on-screen coords: (640,896) Z=0
   DF/5DA4: 73                   Object faces down-left
DF/5DA5: FE                   Return


EVENT [73E] ------------------------------------------------------------>
DF/5DA6: A8 09 16             Store #$16 to 00:70A9
DF/5DA9: D4 04                Start code block, repeat 4 times
DF/5DAB: F0 00                Duration: 0 frames
DF/5DAD: F8 C8 23 B5 5D       <UNKNOWN COMMAND $F8>
DF/5DB2: D2 AB 5D             Jump to address $DF/5DAB
DF/5DB5: F2 C8 A3             <UNKNOWN COMMAND $F2>
DF/5DB8: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/5DBA: 08 10 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DF/5DBD: 11 F2 38 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0338
DF/5DC1: F0 43                Duration: 67 frames
DF/5DC3: AA 09                Increment 00:70A9
DF/5DC5: D7                   End of code block
DF/5DC6: F0 13                Duration: 19 frames
DF/5DC8: F0 00                Duration: 0 frames
DF/5DCA: F8 C8 A3 C8 5D       <UNKNOWN COMMAND $F8>
DF/5DCF: F2 C8 A3             <UNKNOWN COMMAND $F2>
DF/5DD2: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/5DD4: A0 18                Set event flag memory address 00:7043 Bit 0
DF/5DD6: F0 01                Duration: 1 frames
DF/5DD8: 1C 06                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/5DDA: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5DDC: 77                   Object faces up-right
   DF/5DDD: 08 10 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DF/5DE0: 11 F2 38 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0338
DF/5DE4: F0 00                Duration: 0 frames
DF/5DE6: F8 C8 A3 E4 5D       <UNKNOWN COMMAND $F8>
DF/5DEB: F2 C8 A3             <UNKNOWN COMMAND $F2>
DF/5DEE: A0 19                Set event flag memory address 00:7043 Bit 1
DF/5DF0: A0 18                Set event flag memory address 00:7043 Bit 0
DF/5DF2: F0 01                Duration: 1 frames
DF/5DF4: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/5DF6: 08 10 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DF/5DF9: 11 F2 38 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0338
DF/5DFD: F0 13                Duration: 19 frames
DF/5DFF: D2 A6 5D             Jump to address $DF/5DA6

EVENT [73F] ------------------------------------------------------------>
DF/5E02: A0 18                Set event flag memory address 00:7043 Bit 0
DF/5E04: 00 A7                Set Object: MARIO ---> Begin action queue for object (Length: 0x27 bytes) (Wait until complete)
   DF/5E06: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/5E08: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/5E0A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5E0C: 69 10                Shift object right 16 pixels
   DF/5E0E: C1 08                Compare values at memory addresses 00:7010 and 00:700C
   DF/5E10: 43                   <UNKNOWN COMMAND $43>
   DF/5E11: 06                   Set "moon-walk" Bits
   DF/5E12: 7E 40 00             Object jumps #$0040 units
   DF/5E15: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/5E17: 42                   <UNKNOWN COMMAND $42>
   DF/5E18: C6 00                Store value at 00:6004 to 00:700C and clear 00:700D
   DF/5E1A: E3                   <UNKNOWN COMMAND $E3>
   DF/5E1B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5E1C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/5E1D: 17                   <UNKNOWN COMMAND $17>
   DF/5E1E: 5E                   <UNKNOWN COMMAND $5E>
   DF/5E1F: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5E21: 16                   <UNKNOWN COMMAND $16>
   DF/5E22: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/5E25: 7E 60 00             Object jumps #$0060 units
   DF/5E28: F0 00                Frame Duration: 0
   DF/5E2A: 3D 28 5E             <UNKNOWN COMMAND $3D: pointer to address $DF/5E28>
DF/5E2D: D2 FA 55             Jump to address $DF/55FA

EVENT [740] ------------------------------------------------------------>
DF/5E30: 95 01 60             Fade out music to volume 96; Duration: 1 frames
DF/5E33: D8 BC 3D 5E          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/5E3D
DF/5E37: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/5E39: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/5E3B: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/5E3D: D0 0F 00             Execute event id $000F subsequently

EVENT [741] ------------------------------------------------------------>
DF/5E40: D8 BC 4B 5E          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/5E4B
DF/5E44: 68 66 80 07 48 60    Enter area: $0066
                              MARIO will be at coords: (224,576) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/5E4A: FE                   Return

DF/5E4B: 68 6C 80 07 48 60    Enter area: $006C
                              MARIO will be at coords: (224,576) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/5E51: FE                   Return


EVENT [742] ------------------------------------------------------------>
DF/5E52: D8 BC 5D 5E          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/5E5D
DF/5E56: 68 66 80 0E 56 60    Enter area: $0066
                              MARIO will be at coords: (448,688) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/5E5C: FE                   Return

DF/5E5D: 68 6C 80 0E 56 60    Enter area: $006C
                              MARIO will be at coords: (448,688) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/5E63: FE                   Return


EVENT [743] ------------------------------------------------------------>
DF/5E64: D8 BC 6F 5E          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/5E6F
DF/5E68: 68 66 80 0A 3A 62    Enter area: $0066
                              MARIO will be at coords: (320,464) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/5E6E: FE                   Return

DF/5E6F: 68 6C 80 0A 3A 62    Enter area: $006C
                              MARIO will be at coords: (320,464) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/5E75: FE                   Return


EVENT [744] ------------------------------------------------------------>
DF/5E76: D8 BC 81 5E          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/5E81
DF/5E7A: 68 66 80 18 46 60    Enter area: $0066
                              MARIO will be at coords: (768,560) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/5E80: FE                   Return

DF/5E81: 68 6C 80 18 46 60    Enter area: $006C
                              MARIO will be at coords: (768,560) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/5E87: FE                   Return


EVENT [745] ------------------------------------------------------------>
DF/5E88: A0 18                Set event flag memory address 00:7043 Bit 0
DF/5E8A: FD 43                <UNKNOWN COMMAND $FD 43>
DF/5E8C: F0 01                Duration: 1 frames
DF/5E8E: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DF/5E90: 06                   Set "moon-walk" Bits
   DF/5E91: 7E 30 00             Object jumps #$0030 units
   DF/5E94: 51 02                Shift object down-right 32 pixels
   DF/5E96: 07                   Clear "moon-walk" Bits
   DF/5E97: 75                   Object faces up-left
DF/5E98: 1C A7                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x27 bytes) (Wait until complete)
   DF/5E9A: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/5E9C: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5E9E: 77                   Object faces up-right
   DF/5E9F: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DF/5EA2: F0 3B                Frame Duration: 59
   DF/5EA4: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/5EA7: 0B 04                Set Bits $4 of current object address 0A,x
   DF/5EA9: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/5EAB: 10 41                Set transition flag, x2 speed
   DF/5EAD: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/5EAF: D4 01                Start code block, repeat 1 times
   DF/5EB1: 53 02                Shift object down-left 32 pixels
   DF/5EB3: F0 00                Frame Duration: 0
   DF/5EB5: FD 3D 1C B3 5E       <UNKNOWN COMMAND $DF: pointer to address 
   DF/5EBA: FD 9E                <UNKNOWN COMMAND $9E>
   DF/5EBC: 16                   <UNKNOWN COMMAND $16>
   DF/5EBD: D7                   End of code block
   DF/5EBE: 53 02                Shift object down-left 32 pixels
   DF/5EC0: 01                   Clear Bit 7 of current object (disable object visibility)
DF/5EC1: FE                   Return


EVENT [746] ------------------------------------------------------------>
DF/5EC2: DA A9 CC 5E          If event flag memory address 00:7095 Bit 1 set, jump to address $DF/5ECC
DF/5EC6: 60 FE A4 D0          Run Dialogue $04FE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: Hey Mario, did ya remember
 to use the save point?<I>

 There's plenty of danger up ahead
 so it's best to save now!<I><END>


DF/5ECA: A2 A9                Set event flag memory address 00:7095 Bit 1
DF/5ECC: 60 FF A4 D0          Run Dialogue $04FF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: You need anything?<I>
 I've got some items to sell.<I><END>


DF/5ED0: 4C 16                Open Shop Menu $16
DF/5ED2: 71                   Lighten screen from black before following commands
DF/5ED3: FE                   Return


EVENT [747] ------------------------------------------------------------>
DF/5ED4: 60 00 A5 D0          Run Dialogue $0500 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: You still hanging around?
 Oh, you want more items, huh?
 Since I'm in a good mood...<I><END>


DF/5ED8: DA AA E2 5E          If event flag memory address 00:7095 Bit 2 set, jump to address $DF/5EE2
DF/5EDC: 60 02 A5 D0          Run Dialogue $0502 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: Just remember...<I>

 I can't always be coming to your
 rescue, you know.<I>

 If there's anything more you need,
 best to buy it now.<I><END>


DF/5EE0: A2 AA                Set event flag memory address 00:7095 Bit 2
DF/5EE2: 4C 17                Open Shop Menu $17
DF/5EE4: 71                   Lighten screen from black before following commands
DF/5EE5: FE                   Return


EVENT [748] ------------------------------------------------------------>
DF/5EE6: D8 27 02 5F          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/5F02
DF/5EEA: A0 27                Set event flag memory address 00:7044 Bit 7
DF/5EEC: 60 E4 A4 41          Run Dialogue $04E4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Giving up?
 Wanna give it another shot?<I>
  >>  (Yes)
  >>  (No)<I><END>


DF/5EF0: 66 F4 5E             If 2nd option chosen from dialogue prompt, jump to address $DF/5EF4
DF/5EF3: FE                   Return

DF/5EF4: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/5EF6: 08 42 0C             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
DF/5EF9: FD A4                Slow down music
DF/5EFB: F0 59                Duration: 89 frames
DF/5EFD: 77 28                Darken screen from black before following commands; Duration: 40 frames
DF/5EFF: D0 1C 0D             Execute event id $0D1C subsequently
DF/5F02: FE                   Return


EVENT [749] ------------------------------------------------------------>
DF/5F03: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/5F05: FE                   Return


EVENT [74A] ------------------------------------------------------------>
DF/5F06: DA AB 2F 5F          If event flag memory address 00:7095 Bit 3 set, jump to address $DF/5F2F
DF/5F0A: DE AA 2F 5F          If event flag memory address 00:7095 Bit 2 clear, jump to address $DF/5F2F
DF/5F0E: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/5F10: 68 08                Shift object right 8 pixels
   DF/5F12: 01                   Clear Bit 7 of current object (disable object visibility)
DF/5F13: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/5F15: 06                   Set "moon-walk" Bits
   DF/5F16: 52 02                Shift object down 32 pixels
   DF/5F18: 07                   Clear "moon-walk" Bits
   DF/5F19: 53 02                Shift object down-left 32 pixels
   DF/5F1B: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/5F1C: F0 3B                Duration: 59 frames
DF/5F1E: 60 01 85 42          Run Dialogue $0501 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CROCO: See ya!

DF/5F22: F0 63                Duration: 99 frames
DF/5F24: 64                   <UNKNOWN COMMAND $64>
DF/5F25: 77 28                Darken screen from black before following commands; Duration: 40 frames
DF/5F27: A2 AB                Set event flag memory address 00:7095 Bit 3
DF/5F29: 68 0A 81 19 5F 60    Enter area: $010A
                              MARIO will be at coords: (816,760) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/5F2F: FE                   Return


EVENT [74B] ------------------------------------------------------------>
DF/5F30: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/5F32: 92 06 19 00          Place object at on-screen coords: (208,200) Z=0
   DF/5F36: 73                   Object faces down-left
DF/5F37: DA AD 5E 5F          If event flag memory address 00:7095 Bit 5 set, jump to address $DF/5F5E
DF/5F3B: DE AB 5E 5F          If event flag memory address 00:7095 Bit 3 clear, jump to address $DF/5F5E
DF/5F3F: 70                   Simultaneously lighten screen from black with following commands
DF/5F40: 14 99                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DF/5F42: 92 05 1C 00          Place object at on-screen coords: (160,224) Z=0
   DF/5F46: 73                   Object faces down-left
   DF/5F47: 10 C1                Set transition and sequence flags, x2 speed
   DF/5F49: D4 01                Start code block, repeat 1 times
   DF/5F4B: 6A 08                Shift object up 8 pixels
   DF/5F4D: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   DF/5F4F: D7                   End of code block
   DF/5F50: 75                   Object faces up-left
   DF/5F51: F0 05                Frame Duration: 5
   DF/5F53: 57 03                Shift object up-right 48 pixels
   DF/5F55: 75                   Object faces up-left
   DF/5F56: F0 05                Frame Duration: 5
   DF/5F58: 73                   Object faces down-left
   DF/5F59: 10 C0                Set transition and sequence flags, x1 speed
DF/5F5B: A2 AD                Set event flag memory address 00:7095 Bit 5
DF/5F5D: FE                   Return

DF/5F5E: D0 0F 00             Execute event id $000F subsequently

EVENT [74C] ------------------------------------------------------------>
DF/5F61: A2 A2                Set event flag memory address 00:7094 Bit 2
DF/5F63: 68 8E 80 13 69 ED    Enter area: $008E
                              MARIO will be at coords: (624,840) Z=208
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/5F69: FE                   Return


EVENT [74D] ------------------------------------------------------------>
DF/5F6A: 35 FF                Enable Overworld Menu
DF/5F6C: FE                   Return


EVENT [74E] ------------------------------------------------------------>

EVENT [74F] ------------------------------------------------------------>
DF/5F6D: 95 01 60             Fade out music to volume 96; Duration: 1 frames
DF/5F70: D8 BC 76 5F          If event flag memory address 00:7057 Bit 4 set, jump to address $DF/5F76
DF/5F74: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/5F76: 71                   Lighten screen from black before following commands
DF/5F77: FE                   Return


EVENT [750] ------------------------------------------------------------>
DF/5F78: B4 08                Store value at 00:70A8 to 00:7000
DF/5F7A: B5 0E                Store value at 00:7000 to 00:70AE
DF/5F7C: FD 58 AC             Store the number of instances in item inventory of item #$AC (Fireworks   ) to 00:7000
DF/5F7F: E2 00 00 89 5F       If value at 00:7000 = #$0000, jump to address $DF/5F89
DF/5F84: 60 11 A5 D0          Run Dialogue $0511 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Sorry I ran out of Fireworks.
 Come back later, okay?<I><END>


DF/5F88: FE                   Return

DF/5F89: D8 6A 91 5F          If event flag memory address 00:704D Bit 2 set, jump to address $DF/5F91
DF/5F8D: 60 08 85 D0          Run Dialogue $0508 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You like fireworks?
 I'm working on my very own
 invention right now.<I>

 I've only got the sparklers down,
 but I ain't giving up!<I>



DF/5F91: 60 09 A5 D0          Run Dialogue $0509 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Wanna buy one for 500 coins?<I>
  >>  (Okay)
  >>  (No thanks)<I><END>


DF/5F95: 66 E8 5F             If 2nd option chosen from dialogue prompt, jump to address $DF/5FE8
DF/5F98: F0 09                Duration: 9 frames
DF/5F9A: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/5F9E: FD 59                Store # of current coins to 00:7000
DF/5FA0: C0 F4 01             Compare value at 00:7000 to #$01F4
DF/5FA3: EC AB 5F             If Bit 0 of 00:70A0,x set, jump to address $DF/5FAB
DF/5FA6: 60 0D A5 D0          Run Dialogue $050D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Aw, that's too bad!
 Come back with more coins.<I><END>


DF/5FAA: FE                   Return

DF/5FAB: 9C 37                Play sound effect #$37
DF/5FAD: AC F4 01             Store #$01F4 to 00:7000
DF/5FB0: FD 53                Subtract # at 00:7000 from total coins
DF/5FB2: B4 4A                Store value at 00:70EA to 00:7000
DF/5FB4: C0 02 00             Compare value at 00:7000 to #$0002
DF/5FB7: ED D1 5F             If Bit 0 of 00:70A0,x clear, jump to address $DF/5FD1
DF/5FBA: C0 04 00             Compare value at 00:7000 to #$0004
DF/5FBD: ED C7 5F             If Bit 0 of 00:70A0,x clear, jump to address $DF/5FC7
DF/5FC0: 60 0C A5 D0          Run Dialogue $050C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Thanks for the purchase!
 The fireworks I'm making now
 won't disappoint you.<I><END>


DF/5FC4: D2 D8 5F             Jump to address $DF/5FD8
DF/5FC7: 60 0B 85 D0          Run Dialogue $050B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Thanks!
 I'm gonna make a name for myself
 with these fireworks.<I>



DF/5FCB: 62 07 A5             Run Dialogue $0507 (Wait until complete)
                              Duration: forever

 Come back with more coins and buy
 my inventions, all right?<I><END>


DF/5FCE: D2 D8 5F             Jump to address $DF/5FD8
DF/5FD1: 60 0A 85 D0          Run Dialogue $050A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Thanks.
 Ya just wait for my masterpiece!<I>



DF/5FD5: 62 07 A5             Run Dialogue $0507 (Wait until complete)
                              Duration: forever

 Come back with more coins and buy
 my inventions, all right?<I><END>


DF/5FD8: E0 4A 05 DF 5F       If value at 00:70EA = #$05, jump to address $DF/5FDF
DF/5FDD: AA 4A                Increment 00:70EA
DF/5FDF: 9C 55                Play sound effect #$55
DF/5FE1: 60 0E A5 42          Run Dialogue $050E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            Got Fireworks<I><END>


DF/5FE5: 50 AC                Put item in inventory: #$AC (Fireworks   )
DF/5FE7: FE                   Return

DF/5FE8: F0 09                Duration: 9 frames
DF/5FEA: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/5FEE: FE                   Return


EVENT [751] ------------------------------------------------------------>
DF/5FEF: 60 23 A5 D0          Run Dialogue $0523 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Sorry we're closed for today.
 Please take your coins with you.<I><END>


DF/5FF3: D8 26 03 60          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/6003
DF/5FF7: BA 15                Store value at 00:702A to 00:7000
DF/5FF9: FD 52                Add # at 00:7000 to total coins
DF/5FFB: 9C 0D                Play sound effect #$0D
DF/5FFD: 60 1F A5 42          Run Dialogue $051F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


           Received <$00> coins<I><END>


DF/6001: A0 26                Set event flag memory address 00:7044 Bit 6
DF/6003: FE                   Return


EVENT [752] ------------------------------------------------------------>
DF/6004: 60 12 A5 D0          Run Dialogue $0512 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The yellow tile will get you to the
 next room. Your fortune determines
 which room you'll arrive at.<I>
 If you're lucky, you'll run into
 Belome and Monstro Town will be
 just beyond him.<I><END>


DF/6008: FE                   Return


EVENT [753] ------------------------------------------------------------>
DF/6009: C2 16 1B 00          Compare value at 00:702C to #$001B
DF/600D: EA 2F 60             If Bit 1 of 00:70A0,x set, jump to address $DF/602F
DF/6010: B0 16 1B 00          Store #$001B to 00:702C
DF/6014: A8 09 1B             Store #$1B to 00:70A9
DF/6017: A8 0A 1C             Store #$1C to 00:70AA
DF/601A: 11 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/601C: 21                   <UNKNOWN COMMAND $21>
   DF/601D: FD 24 11 12          <UNKNOWN COMMAND $24>
   DF/6021: BB 15                Store value at 00:700C to 00:702A
DF/6023: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DF/6025: 12 F2 DF 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01DF
DF/6029: F0 01                Duration: 1 frames
DF/602B: 1D F2 8D 02          Set Object: NPC #9 ---> Command: Set object to movement: $028D
DF/602F: DD E0 38 60          If event flag memory address 00:707C Bit 0 clear, jump to address $DF/6038
DF/6033: A5 E0                Clear event flag memory address 00:707C Bit 0
DF/6035: D0 30 07             Execute event id $0730 subsequently
DF/6038: FE                   Return


EVENT [754] ------------------------------------------------------------>
DF/6039: C2 16 1C 00          Compare value at 00:702C to #$001C
DF/603D: EA 5F 60             If Bit 1 of 00:70A0,x set, jump to address $DF/605F
DF/6040: B0 16 1C 00          Store #$001C to 00:702C
DF/6044: A8 09 1C             Store #$1C to 00:70A9
DF/6047: A8 0A 1B             Store #$1B to 00:70AA
DF/604A: 11 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/604C: 21                   <UNKNOWN COMMAND $21>
   DF/604D: FD 24 11 12          <UNKNOWN COMMAND $24>
   DF/6051: BB 15                Store value at 00:700C to 00:702A
DF/6053: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
DF/6055: 12 F2 DF 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01DF
DF/6059: F0 01                Duration: 1 frames
DF/605B: 1D F2 8D 02          Set Object: NPC #9 ---> Command: Set object to movement: $028D
DF/605F: DD E0 68 60          If event flag memory address 00:707C Bit 0 clear, jump to address $DF/6068
DF/6063: A5 E0                Clear event flag memory address 00:707C Bit 0
DF/6065: D0 30 07             Execute event id $0730 subsequently
DF/6068: FE                   Return


EVENT [755] ------------------------------------------------------------>
DF/6069: F0 00                Duration: 0 frames
DF/606B: 3D 71 60             <UNKNOWN COMMAND: pointer to address $6071>
DF/606E: D2 69 60             Jump to address $DF/6069
DF/6071: 12 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
DF/6073: F0 00                Duration: 0 frames
DF/6075: 3D 71 60             <UNKNOWN COMMAND: pointer to address $6071>
DF/6078: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
DF/607A: C0 80 01             Compare value at 00:7000 to #$0180
DF/607D: ED 69 60             If Bit 0 of 00:70A0,x clear, jump to address $DF/6069
DF/6080: 12 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/6082: D2 69 60             Jump to address $DF/6069

EVENT [756] ------------------------------------------------------------>
DF/6085: 68 41 01 12 1E 65    Enter area: $0141
                              MARIO will be at coords: (576,240) Z=80
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
DF/608B: A0 26                Set event flag memory address 00:7044 Bit 6
DF/608D: D0 20 07             Execute event id $0720 subsequently

EVENT [757] ------------------------------------------------------------>
DF/6090: 68 42 01 1A 58 62    Enter area: $0142
                              MARIO will be at coords: (832,704) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
DF/6096: A0 26                Set event flag memory address 00:7044 Bit 6
DF/6098: D0 22 07             Execute event id $0722 subsequently

EVENT [758] ------------------------------------------------------------>

EVENT [759] ------------------------------------------------------------>

EVENT [75A] ------------------------------------------------------------>

EVENT [75B] ------------------------------------------------------------>
DF/609B: B4 08                Store value at 00:70A8 to 00:7000
DF/609D: B5 0F                Store value at 00:7000 to 00:70AF
DF/609F: DC 19 A8 60          If event flag memory address 00:7043 Bit 1 clear, jump to address $DF/60A8
DF/60A3: 42 87 43 A8 60       <UNKNOWN COMMAND $42>
DF/60A8: DA B8 B6 60          If event flag memory address 00:7097 Bit 0 set, jump to address $DF/60B6
DF/60AC: D1 D1 06             Execute event id $06D1
DF/60AF: DC 1B B5 60          If event flag memory address 00:7043 Bit 3 clear, jump to address $DF/60B5
DF/60B3: A2 B8                Set event flag memory address 00:7097 Bit 0
DF/60B5: FE                   Return

DF/60B6: D3 00 44             Jump to address $DF/4400
DF/60B9: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/60BB: F0 59                Frame Duration: 89
   DF/60BD: F2 3F AD             <UNKNOWN COMMAND $F2>
   DF/60C0: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
DF/60C2: FE                   Return


EVENT [75C] ------------------------------------------------------------>
DF/60C3: B4 08                Store value at 00:70A8 to 00:7000
DF/60C5: B5 0F                Store value at 00:7000 to 00:70AF
DF/60C7: DC 19 D0 60          If event flag memory address 00:7043 Bit 1 clear, jump to address $DF/60D0
DF/60CB: 42 87 43 D0 60       <UNKNOWN COMMAND $42>
DF/60D0: DA B9 DE 60          If event flag memory address 00:7097 Bit 1 set, jump to address $DF/60DE
DF/60D4: D1 D1 06             Execute event id $06D1
DF/60D7: DC 1B DD 60          If event flag memory address 00:7043 Bit 3 clear, jump to address $DF/60DD
DF/60DB: A2 B9                Set event flag memory address 00:7097 Bit 1
DF/60DD: FE                   Return

DF/60DE: D3 00 44             Jump to address $DF/4400
DF/60E1: 1A 07                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/60E3: F0 59                Frame Duration: 89
   DF/60E5: F2 92 B5             <UNKNOWN COMMAND $F2>
   DF/60E8: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
DF/60EA: FE                   Return


EVENT [75D] ------------------------------------------------------------>
DF/60EB: B4 08                Store value at 00:70A8 to 00:7000
DF/60ED: B5 0F                Store value at 00:7000 to 00:70AF
DF/60EF: DC 19 F8 60          If event flag memory address 00:7043 Bit 1 clear, jump to address $DF/60F8
DF/60F3: 42 87 43 F8 60       <UNKNOWN COMMAND $42>
DF/60F8: DA BA 06 61          If event flag memory address 00:7097 Bit 2 set, jump to address $DF/6106
DF/60FC: D1 D1 06             Execute event id $06D1
DF/60FF: DC 1B 05 61          If event flag memory address 00:7043 Bit 3 clear, jump to address $DF/6105
DF/6103: A2 BA                Set event flag memory address 00:7097 Bit 2
DF/6105: FE                   Return

DF/6106: D3 00 44             Jump to address $DF/4400
DF/6109: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/610B: F0 59                Frame Duration: 89
   DF/610D: F2 93 AD             <UNKNOWN COMMAND $F2>
   DF/6110: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
DF/6112: FE                   Return


EVENT [75E] ------------------------------------------------------------>
DF/6113: B4 08                Store value at 00:70A8 to 00:7000
DF/6115: B5 0F                Store value at 00:7000 to 00:70AF
DF/6117: DC 19 20 61          If event flag memory address 00:7043 Bit 1 clear, jump to address $DF/6120
DF/611B: 42 87 43 20 61       <UNKNOWN COMMAND $42>
DF/6120: DA BB 2E 61          If event flag memory address 00:7097 Bit 3 set, jump to address $DF/612E
DF/6124: D1 D1 06             Execute event id $06D1
DF/6127: DC 1B 2D 61          If event flag memory address 00:7043 Bit 3 clear, jump to address $DF/612D
DF/612B: A2 BB                Set event flag memory address 00:7097 Bit 3
DF/612D: FE                   Return

DF/612E: D3 00 44             Jump to address $DF/4400
DF/6131: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/6133: F0 59                Frame Duration: 89
   DF/6135: F2 94 AF             <UNKNOWN COMMAND $F2>
   DF/6138: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
DF/613A: FE                   Return


EVENT [75F] ------------------------------------------------------------>
DF/613B: B4 08                Store value at 00:70A8 to 00:7000
DF/613D: B5 0F                Store value at 00:7000 to 00:70AF
DF/613F: DC 19 48 61          If event flag memory address 00:7043 Bit 1 clear, jump to address $DF/6148
DF/6143: 42 87 43 48 61       <UNKNOWN COMMAND $42>
DF/6148: DA BC 56 61          If event flag memory address 00:7097 Bit 4 set, jump to address $DF/6156
DF/614C: D1 D1 06             Execute event id $06D1
DF/614F: DC 1B 55 61          If event flag memory address 00:7043 Bit 3 clear, jump to address $DF/6155
DF/6153: A2 BC                Set event flag memory address 00:7097 Bit 4
DF/6155: FE                   Return

DF/6156: D3 00 44             Jump to address $DF/4400
DF/6159: 1A 07                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/615B: F0 59                Frame Duration: 89
   DF/615D: F2 3E B5             <UNKNOWN COMMAND $F2>
   DF/6160: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
DF/6162: FE                   Return


EVENT [760] ------------------------------------------------------------>
DF/6163: 35 FF                Enable Overworld Menu
DF/6165: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/6167: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/6169: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/616B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/616D: A2 B2                Set event flag memory address 00:7096 Bit 2
DF/616F: A6 AF                Clear event flag memory address 00:7095 Bit 7
DF/6171: 6A FB 81             Modify BGL of area $81FB
DF/6174: 6B FB 81             Modify physical field of area $81FB
DF/6177: DE B1 81 61          If event flag memory address 00:7096 Bit 1 clear, jump to address $DF/6181
DF/617B: D3 66 62             Jump to address $DF/6266
DF/617E: D2 82 61             Jump to address $DF/6182
DF/6181: 71                   Lighten screen from black before following commands
DF/6182: 40 6B 27             Execute event id $276B simultaneously with the following commands
DF/6185: FE                   Return


EVENT [761] ------------------------------------------------------------>
DF/6186: A6 B2                Clear event flag memory address 00:7096 Bit 2
DF/6188: A6 AE                Clear event flag memory address 00:7095 Bit 6
DF/618A: 71                   Lighten screen from black before following commands
DF/618B: FE                   Return


EVENT [762] ------------------------------------------------------------>
DF/618C: DA AE 96 61          If event flag memory address 00:7095 Bit 6 set, jump to address $DF/6196
DF/6190: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/6192: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/6194: 71                   Lighten screen from black before following commands
DF/6195: FE                   Return

DF/6196: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/6198: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/619A: 71                   Lighten screen from black before following commands
DF/619B: FE                   Return


EVENT [763] ------------------------------------------------------------>
DF/619C: 35 FF                Enable Overworld Menu
DF/619E: A2 AF                Set event flag memory address 00:7095 Bit 7
DF/61A0: 6A FB 01             Modify BGL of area $01FB
DF/61A3: 6B FB 01             Modify physical field of area $01FB
DF/61A6: DE B1 B0 61          If event flag memory address 00:7096 Bit 1 clear, jump to address $DF/61B0
DF/61AA: D3 66 62             Jump to address $DF/6266
DF/61AD: D2 B1 61             Jump to address $DF/61B1
DF/61B0: 71                   Lighten screen from black before following commands
DF/61B1: 40 6C 27             Execute event id $276C simultaneously with the following commands
DF/61B4: FE                   Return


EVENT [764] ------------------------------------------------------------>
DF/61B5: DA B2 C8 61          If event flag memory address 00:7096 Bit 2 set, jump to address $DF/61C8
DF/61B9: A0 48                Set event flag memory address 00:7049 Bit 0
DF/61BB: 35 00                Disable Overworld Menu
DF/61BD: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/61BF: 92 0E 09 12          Place object at on-screen coords: (464,72) Z=288
   DF/61C3: 7E 00 00             Object jumps #$0000 units
DF/61C6: 70                   Simultaneously lighten screen from black with following commands
DF/61C7: FE                   Return

DF/61C8: 71                   Lighten screen from black before following commands
DF/61C9: A6 B2                Clear event flag memory address 00:7096 Bit 2
DF/61CB: FE                   Return


EVENT [765] ------------------------------------------------------------>
DF/61CC: DA B0 D5 61          If event flag memory address 00:7096 Bit 0 set, jump to address $DF/61D5
DF/61D0: FD 46 66 07          <UNKNOWN COMMAND $46>
DF/61D4: FE                   Return

DF/61D5: 71                   Lighten screen from black before following commands
DF/61D6: FE                   Return


EVENT [766] ------------------------------------------------------------>
DF/61D7: F0 07                Duration: 7 frames
DF/61D9: B0 07 B8 00          Store #$00B8 to 00:700E
DF/61DD: 49                   Engage in battle with formation pack from 00:700E
DF/61DE: A1 E5                Set event flag memory address 00:707C Bit 5
DF/61E0: A5 E6                Clear event flag memory address 00:707C Bit 6
DF/61E2: A5 E7                Clear event flag memory address 00:707C Bit 7
DF/61E4: D1 18 00             Execute event id $0018
DF/61E7: 6B 67 80             Modify physical field of area $8067
DF/61EA: 6A 67 C0             Modify BGL of area $C067
DF/61ED: 71                   Lighten screen from black before following commands
DF/61EE: FD 5B                Restore all HP
DF/61F0: FD 5C                Restore all FP
DF/61F2: A2 B0                Set event flag memory address 00:7096 Bit 0
DF/61F4: FE                   Return


EVENT [767] ------------------------------------------------------------>
DF/61F5: D1 41 00             Execute event id $0041
DF/61F8: DA AF 03 62          If event flag memory address 00:7095 Bit 7 set, jump to address $DF/6203
DF/61FC: 68 EF 80 1D 25 4A    Enter area: $00EF
                              MARIO will be at coords: (944,296) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/6202: FE                   Return

DF/6203: A2 B1                Set event flag memory address 00:7096 Bit 1
DF/6205: E4 13 05 00 39 62    If value at 00:7026 = #$0005, jump to address $DF/6239
DF/620B: E4 13 04 00 32 62    If value at 00:7026 = #$0004, jump to address $DF/6232
DF/6211: E4 13 03 00 2B 62    If value at 00:7026 = #$0003, jump to address $DF/622B
DF/6217: E4 13 02 00 24 62    If value at 00:7026 = #$0002, jump to address $DF/6224
DF/621D: 68 DB 81 16 74 4A    Enter area: $01DB
                              MARIO will be at coords: (704,928) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/6223: FE                   Return

DF/6224: 68 DB 81 1B 56 49    Enter area: $01DB
                              MARIO will be at coords: (864,688) Z=144
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/622A: FE                   Return

DF/622B: 68 DB 81 13 52 4C    Enter area: $01DB
                              MARIO will be at coords: (608,656) Z=192
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/6231: FE                   Return

DF/6232: 68 DB 81 19 48 4C    Enter area: $01DB
                              MARIO will be at coords: (800,576) Z=192
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/6238: FE                   Return

DF/6239: 68 DB 81 1C 6A 49    Enter area: $01DB
                              MARIO will be at coords: (896,848) Z=144
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/623F: FE                   Return


EVENT [768] ------------------------------------------------------------>
DF/6240: A2 B1                Set event flag memory address 00:7096 Bit 1
DF/6242: D1 41 00             Execute event id $0041
DF/6245: 68 B2 81 08 23 45    Enter area: $01B2
                              MARIO will be at coords: (272,280) Z=80
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/624B: FE                   Return


EVENT [769] ------------------------------------------------------------>
DF/624C: A2 AE                Set event flag memory address 00:7095 Bit 6
DF/624E: DA B3 55 62          If event flag memory address 00:7096 Bit 3 set, jump to address $DF/6255
DF/6252: 6B DA 81             Modify physical field of area $81DA
DF/6255: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/6257: 10 44                Set transition flag, x8 speed
   DF/6259: 65 04                Shift object up-left 4 pixels
   DF/625B: 62 08                Shift object down 8 pixels
   DF/625D: 73                   Object faces down-left
   DF/625E: 0B 80                Set Bits $80 of current object address 0A,x
DF/6260: DA B1 66 62          If event flag memory address 00:7096 Bit 1 set, jump to address $DF/6266
DF/6264: 71                   Lighten screen from black before following commands
DF/6265: FE                   Return

DF/6266: 70                   Simultaneously lighten screen from black with following commands
DF/6267: 00 98                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   DF/6269: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/626B: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/626D: 93 00 FF FE          Place object: right=16px down=1016px up=480px
   DF/6271: 7E 70 00             Object jumps #$0070 units
   DF/6274: 42                   <UNKNOWN COMMAND $42>
   DF/6275: 0B 04                Set Bits $4 of current object address 0A,x
   DF/6277: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/6279: F0 00                Frame Duration: 0
   DF/627B: 3D 79 62             <UNKNOWN COMMAND $3D: pointer to address $DF/6279>
   DF/627E: FD 9E                <UNKNOWN COMMAND $9E>
   DF/6280: 3A A6 B1 FE D1 41    <UNKNOWN COMMAND $3A>

EVENT [76A] ------------------------------------------------------------>
DF/6286: 00 A2                Set Object: MARIO ---> Begin action queue for object (Length: 0x22 bytes) (Wait until complete)
   DF/6288: B1 68 DA 81          Add #$81DA to 00:70D0
   DF/628C: 14 23                Isolate top Bits of current object address 0E,x and set Bit(s) $35
   DF/628E: 48                   <UNKNOWN COMMAND $48>
   DF/628F: FE                   Return Queue


EVENT [76B] ------------------------------------------------------------>
DF/6290: F0 00                Duration: 0 frames
DF/6292: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
DF/6294: C0 00 04             Compare value at 00:7000 to #$0400
DF/6297: EC 90 62             If Bit 0 of 00:70A0,x set, jump to address $DF/6290
DF/629A: 00 F9                Set Object: MARIO ---> Command: Remove Object
DF/629C: A0 48                Set event flag memory address 00:7049 Bit 0
DF/629E: 35 00                Disable Overworld Menu
DF/62A0: 68 BD 81 03 1C 4A    Enter area: $01BD
                              MARIO will be at coords: (96,224) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/62A6: FE                   Return


EVENT [76C] ------------------------------------------------------------>
DF/62A7: F0 00                Duration: 0 frames
DF/62A9: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
DF/62AB: C0 00 07             Compare value at 00:7000 to #$0700
DF/62AE: EC A7 62             If Bit 0 of 00:70A0,x set, jump to address $DF/62A7
DF/62B1: FD 47                <UNKNOWN COMMAND $FD 47>
DF/62B3: 00 F9                Set Object: MARIO ---> Command: Remove Object
DF/62B5: A0 48                Set event flag memory address 00:7049 Bit 0
DF/62B7: 35 00                Disable Overworld Menu
DF/62B9: 68 FB 81 0E 09 4A    Enter area: $01FB
                              MARIO will be at coords: (464,72) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/62BF: FE                   Return


EVENT [76D] ------------------------------------------------------------>
DF/62C0: D8 18 E9 62          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/62E9
DF/62C4: A0 18                Set event flag memory address 00:7043 Bit 0
DF/62C6: D1 30 07             Execute event id $0730
DF/62C9: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   DF/62CB: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/62CD: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/62CF: 06                   Set "moon-walk" Bits
   DF/62D0: 10 45                Set transition flag, 1/2 speed
   DF/62D2: 57 04                Shift object up-right 64 pixels
   DF/62D4: 45                   <UNKNOWN COMMAND $45>
   DF/62D5: 53 04                Shift object down-left 64 pixels
   DF/62D7: 41                   <UNKNOWN COMMAND $41>
   DF/62D8: 73                   Object faces down-left
DF/62D9: 15 0E                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0E bytes)
   DF/62DB: 06                   Set "moon-walk" Bits
   DF/62DC: 10 45                Set transition flag, 1/2 speed
   DF/62DE: 53 04                Shift object down-left 64 pixels
   DF/62E0: 41                   <UNKNOWN COMMAND $41>
   DF/62E1: 57 04                Shift object up-right 64 pixels
   DF/62E3: 45                   <UNKNOWN COMMAND $45>
   DF/62E4: 73                   Object faces down-left
   DF/62E5: F0 00                Frame Duration: 0
   DF/62E7: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/62E9: FE                   Return


EVENT [76E] ------------------------------------------------------------>
DF/62EA: 68 BB 81 14 19 E0    Enter area: $01BB
                              MARIO will be at coords: (656,200) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/62F0: FE                   Return


EVENT [76F] ------------------------------------------------------------>
DF/62F1: DA AE FC 62          If event flag memory address 00:7095 Bit 6 set, jump to address $DF/62FC
DF/62F5: 68 BD 81 07 15 60    Enter area: $01BD
                              MARIO will be at coords: (240,168) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/62FB: FE                   Return

DF/62FC: 68 DA 81 14 15 68    Enter area: $01DA
                              MARIO will be at coords: (656,168) Z=128
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/6302: FE                   Return


EVENT [770] ------------------------------------------------------------>
DF/6303: B0 07 D5 00          Store #$00D5 to 00:700E
DF/6307: 49                   Engage in battle with formation pack from 00:700E
DF/6308: D8 01 3C 63          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/633C
DF/630C: D8 00 EA 32          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/32EA
DF/6310: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DF/6312: 71                   Lighten screen from black before following commands
DF/6313: DA B3 3B 63          If event flag memory address 00:7096 Bit 3 set, jump to address $DF/633B
DF/6317: F0 00                Duration: 0 frames
DF/6319: 3E 18 14 17 63       <UNKNOWN COMMAND: pointer to address $6317>
DF/631E: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/6320: F2 DA 29             <UNKNOWN COMMAND $F2>
DF/6323: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/6325: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/6327: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/632A: 10 41                Set transition flag, x2 speed
   DF/632C: 7E 80 00             Object jumps #$0080 units
   DF/632F: 52 03                Shift object down 48 pixels
   DF/6331: 10 C0                Set transition and sequence flags, x1 speed
   DF/6333: 09                   Reset all object properties to default
   DF/6334: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DF/6336: A2 B3                Set event flag memory address 00:7096 Bit 3
DF/6338: 6B DA 83             Modify physical field of area $83DA
DF/633B: FE                   Return

DF/633C: 70                   Simultaneously lighten screen from black with following commands
DF/633D: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/633F: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/6341: FE                   Return


EVENT [771] ------------------------------------------------------------>
DF/6342: DA B0 62 63          If event flag memory address 00:7096 Bit 0 set, jump to address $DF/6362
DF/6346: 00 F9                Set Object: MARIO ---> Command: Remove Object
DF/6348: 9C 13                Play sound effect #$13
DF/634A: F0 31                Duration: 49 frames
DF/634C: 76 B4                Simultaneously darken screen from black with following commands; Duration: 180 frames
DF/634E: 9C 5B                Play sound effect #$5B
DF/6350: 0C 89                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/6352: 10 43                Set transition flag, x4 speed
   DF/6354: D4 3B                Start code block, repeat 59 times
   DF/6356: 60 08                Shift object right 8 pixels
   DF/6358: 64 08                Shift object left 8 pixels
   DF/635A: D7                   End of code block
DF/635B: 68 67 80 17 36 40    Enter area: $0067
                              MARIO will be at coords: (736,432) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/6361: FE                   Return

DF/6362: 68 67 00 17 36 40    Enter area: $0067
                              MARIO will be at coords: (736,432) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
DF/6368: 70                   Simultaneously lighten screen from black with following commands
DF/6369: A0 48                Set event flag memory address 00:7049 Bit 0
DF/636B: 35 00                Disable Overworld Menu
DF/636D: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/636F: 92 18 36 12          Place object at on-screen coords: (768,432) Z=288
   DF/6373: 7E 00 00             Object jumps #$0000 units
DF/6376: FE                   Return


EVENT [772] ------------------------------------------------------------>
DF/6377: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   DF/6379: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
DF/637B: FE                   Return


EVENT [773] ------------------------------------------------------------>
DF/637C: B0 07 D5 00          Store #$00D5 to 00:700E
DF/6380: 49                   Engage in battle with formation pack from 00:700E
DF/6381: D8 01 3C 63          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/633C
DF/6385: D8 00 EA 32          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/32EA
DF/6389: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DF/638B: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/638D: 71                   Lighten screen from black before following commands
DF/638E: 10 F2 39 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0339
DF/6392: FE                   Return


EVENT [774] ------------------------------------------------------------>
DF/6393: B0 07 D6 00          Store #$00D6 to 00:700E
DF/6397: 49                   Engage in battle with formation pack from 00:700E
DF/6398: D8 01 3C 63          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/633C
DF/639C: D8 00 EA 32          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/32EA
DF/63A0: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DF/63A2: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/63A4: 71                   Lighten screen from black before following commands
DF/63A5: 10 F2 3A 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $033A
DF/63A9: FE                   Return


EVENT [775] ------------------------------------------------------------>
DF/63AA: 30                   <UNKNOWN COMMAND $30>
DF/63AB: E8 B5 63             If random number between 0 and 255 > 128, jump to address $DF/63B5
DF/63AE: B0 07 88 00          Store #$0088 to 00:700E
DF/63B2: D2 B9 63             Jump to address $DF/63B9
DF/63B5: B0 07 89 00          Store #$0089 to 00:700E
DF/63B9: 49                   Engage in battle with formation pack from 00:700E
DF/63BA: D8 01 C7 63          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/63C7
DF/63BE: D8 00 EA 32          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/32EA
DF/63C2: 10 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/63C4: 01                   Clear Bit 7 of current object (disable object visibility)
DF/63C5: A0 68                Set event flag memory address 00:704D Bit 0
DF/63C7: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/63C9: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
DF/63CB: 31                   <UNKNOWN COMMAND $31>
DF/63CC: 71                   Lighten screen from black before following commands
DF/63CD: B0 0E 02 00          Store #$0002 to 00:701C
DF/63D1: FE                   Return


EVENT [776] ------------------------------------------------------------>
DF/63D2: 30                   <UNKNOWN COMMAND $30>
DF/63D3: E8 DD 63             If random number between 0 and 255 > 128, jump to address $DF/63DD
DF/63D6: B0 07 7A 00          Store #$007A to 00:700E
DF/63DA: D2 B9 63             Jump to address $DF/63B9
DF/63DD: B0 07 7B 00          Store #$007B to 00:700E
DF/63E1: D2 B9 63             Jump to address $DF/63B9

EVENT [777] ------------------------------------------------------------>
DF/63E4: 30                   <UNKNOWN COMMAND $30>
DF/63E5: B0 07 D3 00          Store #$00D3 to 00:700E
DF/63E9: D2 B9 63             Jump to address $DF/63B9

EVENT [778] ------------------------------------------------------------>
DF/63EC: 35 00                Disable Overworld Menu
DF/63EE: A0 19                Set event flag memory address 00:7043 Bit 1
DF/63F0: 10 0F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0F bytes)
   DF/63F2: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/63F4: FD 9E                <UNKNOWN COMMAND $9E>
   DF/63F6: 42                   <UNKNOWN COMMAND $42>
   DF/63F7: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/63FA: 10 41                Set transition flag, x2 speed
   DF/63FC: 51 02                Shift object down-right 32 pixels
   DF/63FE: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/63FF: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/6401: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DF/6403: 10 44                Set transition flag, x8 speed
   DF/6405: 5B 03                Shift object down 48 pixels
   DF/6407: 10 40                Set transition flag, x1 speed
   DF/6409: FD 9E                <UNKNOWN COMMAND $9E>
   DF/640B: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/640D: 08 41 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
DF/6410: B0 0E 5A 00          Store #$005A to 00:701C
DF/6414: 45 7A 07             <UNKNOWN COMMAND $45>
DF/6417: FE                   Return


EVENT [779] ------------------------------------------------------------>
DF/6418: D8 19 8C 64          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/648C
DF/641C: D8 18 8C 64          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/648C
DF/6420: A0 18                Set event flag memory address 00:7043 Bit 0
DF/6422: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/6424: C8 00                <UNKNOWN COMMAND $C8>
DF/6426: B1 0D 00 08          Add #$0800 to 00:701A
DF/642A: CA                   Store held joypad register to 00:7000,00:7001
DF/642B: E6 0F 00 6A 64       If memory address 00:7000 Bit $000F set, do NOT jump to address $DF/646A
DF/6430: CA                   Store held joypad register to 00:7000,00:7001
DF/6431: E7 40 00 38 64       If memory address 00:7000 Bit $0040 set, jump to address $DF/6438
DF/6436: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/6438: C9 00                <UNKNOWN COMMAND $C9>
DF/643A: E2 06 00 54 64       If value at 00:7000 = #$0006, jump to address $DF/6454
DF/643F: E2 07 00 5B 64       If value at 00:7000 = #$0007, jump to address $DF/645B
DF/6444: E2 00 00 66 64       If value at 00:7000 = #$0000, jump to address $DF/6466
DF/6449: B1 0B 40 FF          Add #$FF40 to 00:7016
DF/644D: B1 0C C0 00          Add #$00C0 to 00:7018
DF/6451: D2 6A 64             Jump to address $DF/646A
DF/6454: B1 0C 80 FE          Add #$FE80 to 00:7018
DF/6458: D2 6A 64             Jump to address $DF/646A
DF/645B: B1 0B 80 01          Add #$0180 to 00:7016
DF/645F: B1 0C 40 FF          Add #$FF40 to 00:7018
DF/6463: D2 6A 64             Jump to address $DF/646A
DF/6466: B1 0B 80 01          Add #$0180 to 00:7016
DF/646A: 1C 20                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x20 bytes)
   DF/646C: DC 1A 72 64          If event flag memory address 00:7043 Bit 2 clear, jump to address $DF/6472
   DF/6470: F0 03                Frame Duration: 3
   DF/6472: 99                   <UNKNOWN COMMAND $99>
   DF/6473: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   DF/6475: FD 9E                <UNKNOWN COMMAND $9E>
   DF/6477: 4E                   <UNKNOWN COMMAND $4E>
   DF/6478: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6479: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/647B: 10 44                Set transition flag, x8 speed
   DF/647D: 5B 08                Shift object down 128 pixels
   DF/647F: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/6481: D4 07                Start code block, repeat 7 times
   DF/6483: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6484: F0 00                Frame Duration: 0
   DF/6486: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/6487: F0 00                Frame Duration: 0
   DF/6489: D7                   End of code block
   DF/648A: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/648C: FE                   Return


EVENT [77A] ------------------------------------------------------------>
DF/648D: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/648F: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/6490: 09                   Reset all object properties to default
DF/6491: 35 FF                Enable Overworld Menu
DF/6493: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/6495: FE                   Return


EVENT [77B] ------------------------------------------------------------>
DF/6496: D8 18 A8 64          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/64A8
DF/649A: A0 18                Set event flag memory address 00:7043 Bit 0
DF/649C: B0 13 01 00          Store #$0001 to 00:7026
DF/64A0: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/64A2: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/64A4: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/64A6: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/64A8: FE                   Return


EVENT [77C] ------------------------------------------------------------>
DF/64A9: D8 19 BB 64          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/64BB
DF/64AD: A0 19                Set event flag memory address 00:7043 Bit 1
DF/64AF: B0 13 02 00          Store #$0002 to 00:7026
DF/64B3: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/64B5: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/64B7: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/64B9: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/64BB: FE                   Return


EVENT [77D] ------------------------------------------------------------>
DF/64BC: D8 1A CE 64          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/64CE
DF/64C0: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/64C2: B0 13 03 00          Store #$0003 to 00:7026
DF/64C6: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/64C8: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/64CA: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/64CC: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/64CE: FE                   Return


EVENT [77E] ------------------------------------------------------------>
DF/64CF: D8 1B E1 64          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/64E1
DF/64D3: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/64D5: B0 13 04 00          Store #$0004 to 00:7026
DF/64D9: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/64DB: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/64DD: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/64DF: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/64E1: FE                   Return


EVENT [77F] ------------------------------------------------------------>
DF/64E2: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/64E4: 9C 3A                Play sound effect #$3A
DF/64E6: E0 08 15 FF 64       If value at 00:70A8 = #$15, jump to address $DF/64FF
DF/64EB: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/64ED: 73                   Object faces down-left
   DF/64EE: 06                   Set "moon-walk" Bits
   DF/64EF: 10 40                Set transition flag, x1 speed
   DF/64F1: 55 08                Shift object up-left 128 pixels
DF/64F3: D3 13 65             Jump to address $DF/6513
DF/64F6: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/64F8: 10 41                Set transition flag, x2 speed
   DF/64FA: 51 08                Shift object down-right 128 pixels
   DF/64FC: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
DF/64FE: FE                   Return

DF/64FF: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/6501: 73                   Object faces down-left
   DF/6502: 06                   Set "moon-walk" Bits
   DF/6503: 10 40                Set transition flag, x1 speed
   DF/6505: 51 08                Shift object down-right 128 pixels
DF/6507: D3 13 65             Jump to address $DF/6513
DF/650A: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/650C: 10 41                Set transition flag, x2 speed
   DF/650E: 55 08                Shift object up-left 128 pixels
   DF/6510: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
DF/6512: FE                   Return

DF/6513: 34 FF                Change directional maneuverability: left right down up 
DF/6515: F0 00                Duration: 0 frames
DF/6517: 3D 1D 65             <UNKNOWN COMMAND: pointer to address $651D>
DF/651A: D2 15 65             Jump to address $DF/6515
DF/651D: FE                   Return


EVENT [780] ------------------------------------------------------------>
DF/651E: D8 1C 30 65          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/6530
DF/6522: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/6524: B0 13 05 00          Store #$0005 to 00:7026
DF/6528: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/652A: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/652C: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/652E: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/6530: FE                   Return


EVENT [781] ------------------------------------------------------------>
DF/6531: 30                   <UNKNOWN COMMAND $30>
DF/6532: B0 07 D4 00          Store #$00D4 to 00:700E
DF/6536: D2 B9 63             Jump to address $DF/63B9

EVENT [782] ------------------------------------------------------------>
DF/6539: A0 20                Set event flag memory address 00:7044 Bit 0
DF/653B: FE                   Return


EVENT [783] ------------------------------------------------------------>
DF/653C: A4 20                Clear event flag memory address 00:7044 Bit 0
DF/653E: FE                   Return


EVENT [784] ------------------------------------------------------------>
DF/653F: D8 CC 4A 65          If event flag memory address 00:7059 Bit 4 set, jump to address $DF/654A
DF/6543: 68 D5 81 0F 37 A5    Enter area: $01D5
                              MARIO will be at coords: (496,440) Z=80
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/6549: FE                   Return

DF/654A: 68 96 81 0F 37 A5    Enter area: $0196
                              MARIO will be at coords: (496,440) Z=80
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/6550: FE                   Return


EVENT [785] ------------------------------------------------------------>

EVENT [786] ------------------------------------------------------------>

EVENT [787] ------------------------------------------------------------>

EVENT [788] ------------------------------------------------------------>

EVENT [789] ------------------------------------------------------------>

EVENT [78A] ------------------------------------------------------------>

EVENT [78B] ------------------------------------------------------------>

EVENT [78C] ------------------------------------------------------------>

EVENT [78D] ------------------------------------------------------------>

EVENT [78E] ------------------------------------------------------------>

EVENT [78F] ------------------------------------------------------------>

EVENT [790] ------------------------------------------------------------>

EVENT [791] ------------------------------------------------------------>

EVENT [792] ------------------------------------------------------------>

EVENT [793] ------------------------------------------------------------>

EVENT [794] ------------------------------------------------------------>

EVENT [795] ------------------------------------------------------------>

EVENT [796] ------------------------------------------------------------>

EVENT [797] ------------------------------------------------------------>

EVENT [798] ------------------------------------------------------------>

EVENT [799] ------------------------------------------------------------>

EVENT [79A] ------------------------------------------------------------>

EVENT [79B] ------------------------------------------------------------>

EVENT [79C] ------------------------------------------------------------>

EVENT [79D] ------------------------------------------------------------>

EVENT [79E] ------------------------------------------------------------>

EVENT [79F] ------------------------------------------------------------>

EVENT [7A0] ------------------------------------------------------------>

EVENT [7A1] ------------------------------------------------------------>

EVENT [7A2] ------------------------------------------------------------>

EVENT [7A3] ------------------------------------------------------------>

EVENT [7A4] ------------------------------------------------------------>

EVENT [7A5] ------------------------------------------------------------>

EVENT [7A6] ------------------------------------------------------------>

EVENT [7A7] ------------------------------------------------------------>

EVENT [7A8] ------------------------------------------------------------>

EVENT [7A9] ------------------------------------------------------------>

EVENT [7AA] ------------------------------------------------------------>

EVENT [7AB] ------------------------------------------------------------>

EVENT [7AC] ------------------------------------------------------------>

EVENT [7AD] ------------------------------------------------------------>

EVENT [7AE] ------------------------------------------------------------>

EVENT [7AF] ------------------------------------------------------------>

EVENT [7B0] ------------------------------------------------------------>

EVENT [7B1] ------------------------------------------------------------>

EVENT [7B2] ------------------------------------------------------------>

EVENT [7B3] ------------------------------------------------------------>

EVENT [7B4] ------------------------------------------------------------>

EVENT [7B5] ------------------------------------------------------------>

EVENT [7B6] ------------------------------------------------------------>

EVENT [7B7] ------------------------------------------------------------>

EVENT [7B8] ------------------------------------------------------------>

EVENT [7B9] ------------------------------------------------------------>

EVENT [7BA] ------------------------------------------------------------>

EVENT [7BB] ------------------------------------------------------------>

EVENT [7BC] ------------------------------------------------------------>

EVENT [7BD] ------------------------------------------------------------>

EVENT [7BE] ------------------------------------------------------------>

EVENT [7BF] ------------------------------------------------------------>

EVENT [7C0] ------------------------------------------------------------>

EVENT [7C1] ------------------------------------------------------------>

EVENT [7C2] ------------------------------------------------------------>

EVENT [7C3] ------------------------------------------------------------>

EVENT [7C4] ------------------------------------------------------------>

EVENT [7C5] ------------------------------------------------------------>

EVENT [7C6] ------------------------------------------------------------>

EVENT [7C7] ------------------------------------------------------------>

EVENT [7C8] ------------------------------------------------------------>

EVENT [7C9] ------------------------------------------------------------>

EVENT [7CA] ------------------------------------------------------------>

EVENT [7CB] ------------------------------------------------------------>

EVENT [7CC] ------------------------------------------------------------>

EVENT [7CD] ------------------------------------------------------------>

EVENT [7CE] ------------------------------------------------------------>

EVENT [7CF] ------------------------------------------------------------>

EVENT [7D0] ------------------------------------------------------------>

EVENT [7D1] ------------------------------------------------------------>

EVENT [7D2] ------------------------------------------------------------>

EVENT [7D3] ------------------------------------------------------------>

EVENT [7D4] ------------------------------------------------------------>

EVENT [7D5] ------------------------------------------------------------>

EVENT [7D6] ------------------------------------------------------------>

EVENT [7D7] ------------------------------------------------------------>

EVENT [7D8] ------------------------------------------------------------>

EVENT [7D9] ------------------------------------------------------------>

EVENT [7DA] ------------------------------------------------------------>

EVENT [7DB] ------------------------------------------------------------>

EVENT [7DC] ------------------------------------------------------------>

EVENT [7DD] ------------------------------------------------------------>

EVENT [7DE] ------------------------------------------------------------>

EVENT [7DF] ------------------------------------------------------------>

EVENT [7E0] ------------------------------------------------------------>

EVENT [7E1] ------------------------------------------------------------>

EVENT [7E2] ------------------------------------------------------------>

EVENT [7E3] ------------------------------------------------------------>

EVENT [7E4] ------------------------------------------------------------>

EVENT [7E5] ------------------------------------------------------------>

EVENT [7E6] ------------------------------------------------------------>

EVENT [7E7] ------------------------------------------------------------>

EVENT [7E8] ------------------------------------------------------------>

EVENT [7E9] ------------------------------------------------------------>

EVENT [7EA] ------------------------------------------------------------>

EVENT [7EB] ------------------------------------------------------------>

EVENT [7EC] ------------------------------------------------------------>

EVENT [7ED] ------------------------------------------------------------>

EVENT [7EE] ------------------------------------------------------------>

EVENT [7EF] ------------------------------------------------------------>

EVENT [7F0] ------------------------------------------------------------>

EVENT [7F1] ------------------------------------------------------------>

EVENT [7F2] ------------------------------------------------------------>

EVENT [7F3] ------------------------------------------------------------>

EVENT [7F4] ------------------------------------------------------------>

EVENT [7F5] ------------------------------------------------------------>

EVENT [7F6] ------------------------------------------------------------>

EVENT [7F7] ------------------------------------------------------------>

EVENT [7F8] ------------------------------------------------------------>

EVENT [7F9] ------------------------------------------------------------>

EVENT [7FA] ------------------------------------------------------------>

EVENT [7FB] ------------------------------------------------------------>

EVENT [7FC] ------------------------------------------------------------>

EVENT [7FD] ------------------------------------------------------------>

EVENT [7FE] ------------------------------------------------------------>

EVENT [7FF] ------------------------------------------------------------>
DF/6551: FF                   Return all


EVENT [800] ------------------------------------------------------------>
DF/6552: A2 9D                Set event flag memory address 00:7093 Bit 5
DF/6554: DA 46 71 65          If event flag memory address 00:7088 Bit 6 set, jump to address $DF/6571
DF/6558: B4 1D                Store value at 00:70BD to 00:7000
DF/655A: E2 00 00 66 65       If value at 00:7000 = #$0000, jump to address $DF/6566
DF/655F: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/6561: D6 00                Store value at 00:7000 to object memory
   DF/6563: 63 02                Shift object down-left 2 pixels
   DF/6565: D7                   End of code block
DF/6566: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/6568: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/656B: D8 27 E0 70          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/70E0
DF/656F: 71                   Lighten screen from black before following commands
DF/6570: FE                   Return

DF/6571: A2 46                Set event flag memory address 00:7088 Bit 6
DF/6573: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/6575: 92 0B 3E 08          Place object at on-screen coords: (352,496) Z=128
   DF/6579: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/657C: D8 27 E0 70          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/70E0
DF/6580: 71                   Lighten screen from black before following commands
DF/6581: FE                   Return


EVENT [801] ------------------------------------------------------------>
DF/6582: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/6584: 67 07                Shift object up-right 7 pixels
   DF/6586: 61 02                Shift object down-right 2 pixels
   DF/6588: 73                   Object faces down-left
   DF/6589: 10 85                Set sequence flag, 1/2 speed
   DF/658B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/658C: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/658E: 65 04                Shift object up-left 4 pixels
   DF/6590: 71                   Object faces down-right
   DF/6591: 10 85                Set sequence flag, 1/2 speed
   DF/6593: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/6594: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/6596: 10 85                Set sequence flag, 1/2 speed
   DF/6598: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
DF/659B: 71                   Lighten screen from black before following commands
DF/659C: FE                   Return


EVENT [802] ------------------------------------------------------------>
DF/659D: AA 1D                Increment 00:70BD
DF/659F: 14 A1                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x21 bytes) (Wait until complete)
   DF/65A1: F0 00                Frame Duration: 0
   DF/65A3: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/65A6: F0 05                Frame Duration: 5
   DF/65A8: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/65AB: F0 0E                Frame Duration: 14
   DF/65AD: 10 41                Set transition flag, x2 speed
   DF/65AF: 5A 03                Shift object up 48 pixels
   DF/65B1: 10 42                Set transition flag, x3 speed
   DF/65B3: 5A 01                Shift object up 16 pixels
   DF/65B5: 10 43                Set transition flag, x4 speed
   DF/65B7: 5A 01                Shift object up 16 pixels
   DF/65B9: 10 44                Set transition flag, x8 speed
   DF/65BB: 5B 03                Shift object down 48 pixels
   DF/65BD: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/65C0: 5B 02                Shift object down 32 pixels
DF/65C2: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/65C4: 7E 6C 00             Object jumps #$006C units
DF/65C7: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/65C9: 7E 6C 00             Object jumps #$006C units
DF/65CC: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/65CE: 7E 6C 00             Object jumps #$006C units
DF/65D1: 9C 49                Play sound effect #$49
DF/65D3: 0C 8E                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/65D5: 10 43                Set transition flag, x4 speed
   DF/65D7: 62 16                Shift object down 22 pixels
   DF/65D9: 66 16                Shift object up 22 pixels
   DF/65DB: 62 0E                Shift object down 14 pixels
   DF/65DD: 66 0E                Shift object up 14 pixels
   DF/65DF: 62 08                Shift object down 8 pixels
   DF/65E1: 66 08                Shift object up 8 pixels
DF/65E3: E0 1D 01 FC 65       If value at 00:70BD = #$01, jump to address $DF/65FC
DF/65E8: E0 1D 02 01 66       If value at 00:70BD = #$02, jump to address $DF/6601
DF/65ED: E0 1D 03 06 66       If value at 00:70BD = #$03, jump to address $DF/6606
DF/65F2: E0 1D 07 0B 66       If value at 00:70BD = #$07, jump to address $DF/660B
DF/65F7: 60 93 AB 40          Run Dialogue $0B93 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Don't you dig these vibes?<I><END>


DF/65FB: FE                   Return

DF/65FC: 60 90 AB 40          Run Dialogue $0B90 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You there!
 Rumor has it that you're quite
 an accomplished jumper.<I><END>


DF/6600: FE                   Return

DF/6601: 60 91 AB 40          Run Dialogue $0B91 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I may be out-jumped,
 but you're totally out-pumped!<I><END>


DF/6605: FE                   Return

DF/6606: 60 92 AB 40          Run Dialogue $0B92 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 ...The strong, silent type, eh?<I><END>


DF/660A: FE                   Return

DF/660B: 60 93 AB 40          Run Dialogue $0B93 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Don't you dig these vibes?<I><END>


DF/660F: A2 46                Set event flag memory address 00:7088 Bit 6
DF/6611: FE                   Return


EVENT [803] ------------------------------------------------------------>
DF/6612: DA 47 32 66          If event flag memory address 00:7088 Bit 7 set, jump to address $DF/6632
DF/6616: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/6618: 10 44                Set transition flag, x8 speed
   DF/661A: 90 0B 05 00          Objects bounces 0px high to on-screen coords: (368,40)
DF/661E: 17 8D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/6620: 92 10 10 00          Place object at on-screen coords: (512,128) Z=0
   DF/6624: 61 08                Shift object down-right 8 pixels
   DF/6626: 61 10                Shift object down-right 16 pixels
   DF/6628: 77                   Object faces up-right
   DF/6629: 00                   Set Bit 7 of current object (enable object visibility)
   DF/662A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/662B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/662D: 71                   Lighten screen from black before following commands
DF/662E: D2 92 66             Jump to address $DF/6692
DF/6631: FE                   Return

DF/6632: 17 0E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes)
   DF/6634: 10 80                Set sequence flag, x1 speed
   DF/6636: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/6637: 92 0F 13 00          Place object at on-screen coords: (496,152) Z=0
   DF/663B: 61 08                Shift object down-right 8 pixels
   DF/663D: 67 02                Shift object up-right 2 pixels
   DF/663F: 73                   Object faces down-left
   DF/6640: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/6641: 00                   Set Bit 7 of current object (enable object visibility)
DF/6642: 14 13                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x13 bytes)
   DF/6644: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/6646: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/6648: 10 80                Set sequence flag, x1 speed
   DF/664A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/664B: 92 0D 11 02          Place object at on-screen coords: (432,136) Z=32
   DF/664F: 61 0C                Shift object down-right 12 pixels
   DF/6651: 63 04                Shift object down-left 4 pixels
   DF/6653: 73                   Object faces down-left
   DF/6654: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6655: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/6657: 15 13                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes)
   DF/6659: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/665B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/665D: 10 80                Set sequence flag, x1 speed
   DF/665F: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/6660: 92 0E 12 02          Place object at on-screen coords: (448,144) Z=32
   DF/6664: 61 08                Shift object down-right 8 pixels
   DF/6666: 63 04                Shift object down-left 4 pixels
   DF/6668: 73                   Object faces down-left
   DF/6669: 00                   Set Bit 7 of current object (enable object visibility)
   DF/666A: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/666C: 16 93                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DF/666E: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/6670: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/6672: 10 80                Set sequence flag, x1 speed
   DF/6674: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/6675: 92 0E 13 02          Place object at on-screen coords: (464,152) Z=32
   DF/6679: 61 04                Shift object down-right 4 pixels
   DF/667B: 63 04                Shift object down-left 4 pixels
   DF/667D: 73                   Object faces down-left
   DF/667E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/667F: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/6681: 15 F2 6E 03          Set Object: NPC #1 ---> Command: Set object to movement: $036E
DF/6685: 14 F2 6F 03          Set Object: NPC #0 ---> Command: Set object to movement: $036F
DF/6689: 16 F2 6F 03          Set Object: NPC #2 ---> Command: Set object to movement: $036F
DF/668D: 6B 8E 81             Modify physical field of area $818E
DF/6690: 71                   Lighten screen from black before following commands
DF/6691: FE                   Return


EVENT [804] ------------------------------------------------------------>
DF/6692: F0 1D                Duration: 29 frames
DF/6694: 60 A1 AB D0          Run Dialogue $0BA1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Yes, just a minute!
 I'll be there in a second.<I><END>


DF/6698: F0 1D                Duration: 29 frames
DF/669A: 17 92                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/669C: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/669D: F0 1D                Frame Duration: 29
   DF/669F: 10 81                Set sequence flag, x2 speed
   DF/66A1: 53 02                Shift object down-left 32 pixels
   DF/66A3: F0 1D                Frame Duration: 29
   DF/66A5: 06                   Set "moon-walk" Bits
   DF/66A6: 10 43                Set transition flag, x4 speed
   DF/66A8: 57 01                Shift object up-right 16 pixels
   DF/66AA: 9C 2D                Play sound effect #$2D
   DF/66AC: F0 1D                Frame Duration: 29
DF/66AE: 60 A2 AB D0          Run Dialogue $0BA2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh my!<I><END>


DF/66B2: F0 0E                Duration: 14 frames
DF/66B4: 18 8B                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/66B6: 92 0D 17 00          Place object at on-screen coords: (432,184) Z=0
   DF/66BA: 77                   Object faces up-right
   DF/66BB: 06                   Set "moon-walk" Bits
   DF/66BC: 61 08                Shift object down-right 8 pixels
   DF/66BE: 00                   Set Bit 7 of current object (enable object visibility)
   DF/66BF: 61 08                Shift object down-right 8 pixels
DF/66C1: F0 13                Duration: 19 frames
DF/66C3: 60 A3 AB 62          Run Dialogue $0BA3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:
 Goomba, what are you doing here?<I><END>


DF/66C7: F0 3B                Duration: 59 frames
DF/66C9: 17 88                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/66CB: 10 45                Set transition flag, 1/2 speed
   DF/66CD: 63 0F                Shift object down-left 15 pixels
   DF/66CF: 10 80                Set sequence flag, x1 speed
   DF/66D1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/66D2: 07                   Clear "moon-walk" Bits
DF/66D3: F0 13                Duration: 19 frames
DF/66D5: 60 A4 AB D0          Run Dialogue $0BA4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GOOMBA: Bowser...
 It's been ages, hasn't it?<I>

 Sorry about going AWOL on you.
 I ran away because I was scared
 to fight Smithy.<I>

 A lot has happened since then,
 but look how far I've come.
 I'm managing this store now.<I>

 And look, here are my little ones.
 Come on, show your manners and
 greet Uncle Bowser.<I><END>


DF/66D9: 14 14                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/66DB: F0 05                Frame Duration: 5
   DF/66DD: 92 0E 10 00          Place object at on-screen coords: (448,128) Z=0
   DF/66E1: 61 0C                Shift object down-right 12 pixels
   DF/66E3: 73                   Object faces down-left
   DF/66E4: 06                   Set "moon-walk" Bits
   DF/66E5: 00                   Set Bit 7 of current object (enable object visibility)
   DF/66E6: 9C 4D                Play sound effect #$4D
   DF/66E8: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DF/66EB: 63 14                Shift object down-left 20 pixels
   DF/66ED: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/66EE: 07                   Clear "moon-walk" Bits
DF/66EF: 15 10                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x10 bytes)
   DF/66F1: 92 0E 11 00          Place object at on-screen coords: (464,136) Z=0
   DF/66F5: 61 08                Shift object down-right 8 pixels
   DF/66F7: 73                   Object faces down-left
   DF/66F8: 06                   Set "moon-walk" Bits
   DF/66F9: 00                   Set Bit 7 of current object (enable object visibility)
   DF/66FA: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DF/66FD: 63 14                Shift object down-left 20 pixels
   DF/66FF: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/6700: 07                   Clear "moon-walk" Bits
DF/6701: 16 92                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/6703: F0 07                Frame Duration: 7
   DF/6705: 92 0F 12 00          Place object at on-screen coords: (480,144) Z=0
   DF/6709: 61 04                Shift object down-right 4 pixels
   DF/670B: 73                   Object faces down-left
   DF/670C: 06                   Set "moon-walk" Bits
   DF/670D: 00                   Set Bit 7 of current object (enable object visibility)
   DF/670E: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DF/6711: 63 14                Shift object down-left 20 pixels
   DF/6713: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/6714: 07                   Clear "moon-walk" Bits
DF/6715: F0 0E                Duration: 14 frames
DF/6717: 60 A5 AB D0          Run Dialogue $0BA5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TRIPLETS: 
           Hi Uncle Bowser!<I><END>


DF/671B: F0 2C                Duration: 44 frames
DF/671D: 60 A6 AB D0          Run Dialogue $0BA6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Although I can't fight for you,
 I still have some items you can use.<I>

 Maybe you'll find it in your heart
 to forgive me if I can help you get
 equipped!<I><END>


DF/6721: F0 0E                Duration: 14 frames
DF/6723: 60 AA 2B 62          Run Dialogue $0BAA
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: ....<I>....<I>Don't worry.<I>

 I'm not angry with you.
 I've got new troops now, and
 we're going to reclaim my castle!<I>

 You go on with your life here.<I>
 I wish you the best.<I><END>


DF/6727: FD 61                <UNKNOWN COMMAND $FD 61>
DF/6729: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/672B: 71                   Object faces down-right
DF/672C: 65                   <UNKNOWN COMMAND $65>
DF/672D: 64                   <UNKNOWN COMMAND $64>
DF/672E: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/6730: 77                   Object faces up-right
DF/6731: 18 87                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/6733: F0 09                Frame Duration: 9
   DF/6735: 10 45                Set transition flag, 1/2 speed
   DF/6737: 65 08                Shift object up-left 8 pixels
   DF/6739: 01                   Clear Bit 7 of current object (disable object visibility)
DF/673A: A2 47                Set event flag memory address 00:7088 Bit 7
DF/673C: 15 F2 6E 03          Set Object: NPC #1 ---> Command: Set object to movement: $036E
DF/6740: 14 F2 6F 03          Set Object: NPC #0 ---> Command: Set object to movement: $036F
DF/6744: 16 F2 6F 03          Set Object: NPC #2 ---> Command: Set object to movement: $036F
DF/6748: 6B 8E 81             Modify physical field of area $818E
DF/674B: FE                   Return


EVENT [805] ------------------------------------------------------------>
DF/674C: 60 A7 AB D0          Run Dialogue $0BA7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TRIPLETS:
 We want to help too!
 Please, please, can we?<I><END>


DF/6750: 4C 14                Open Shop Menu $14
DF/6752: 71                   Lighten screen from black before following commands
DF/6753: FE                   Return


EVENT [806] ------------------------------------------------------------>
DF/6754: 60 A8 AB D0          Run Dialogue $0BA8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GOOMBA: What can I get you?<I><END>


DF/6758: 4C 11                Open Shop Menu $11
DF/675A: 71                   Lighten screen from black before following commands
DF/675B: FE                   Return


EVENT [807] ------------------------------------------------------------>
DF/675C: D1 41 00             Execute event id $0041
DF/675F: 68 AB 09 1D 2E 40    Enter area: $01AB
                              MARIO will be at coords: (928,368) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$08>
DF/6765: A0 26                Set event flag memory address 00:7044 Bit 6
DF/6767: D0 30 06             Execute event id $0630 subsequently

EVENT [808] ------------------------------------------------------------>
DF/676A: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/676C: A8 07 7C             Store #$7C to 00:70A7
DF/676F: AC 8F 0B             Store #$0B8F to 00:7000
DF/6772: D1 F4 0E             Execute event id $0EF4
DF/6775: F2 44 29             <UNKNOWN COMMAND $F2>
DF/6778: A2 97                Set event flag memory address 00:7092 Bit 7
DF/677A: FE                   Return


EVENT [809] ------------------------------------------------------------>
DF/677B: 19 09                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/677D: 63 08                Shift object down-left 8 pixels
   DF/677F: 65 02                Shift object up-left 2 pixels
   DF/6781: 10 85                Set sequence flag, 1/2 speed
   DF/6783: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/6786: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/6788: 10 85                Set sequence flag, 1/2 speed
   DF/678A: 67 03                Shift object up-right 3 pixels
   DF/678C: 73                   Object faces down-left
   DF/678D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/678E: 71                   Lighten screen from black before following commands
DF/678F: FE                   Return


EVENT [80A] ------------------------------------------------------------>
DF/6790: 60 AB AB 42          Run Dialogue $0BAB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  >> Breeze
  >> Gust
  >> Blast<I><END>


DF/6794: 67 A6 67 B3 67       If 2nd option chosen from dialogue prompt, jump to address $DF/67A6
                              If 3rd option chosen from dialogue prompt, jump to address $DF/67B3
DF/6799: 19 8A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/679B: F0 04                Frame Duration: 4
   DF/679D: FD 9E                <UNKNOWN COMMAND $9E>
   DF/679F: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/67A0: 10 85                Set sequence flag, 1/2 speed
   DF/67A2: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/67A5: FE                   Return

DF/67A6: 19 8A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/67A8: F0 04                Frame Duration: 4
   DF/67AA: FD 9E                <UNKNOWN COMMAND $9E>
   DF/67AC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/67AD: 10 80                Set sequence flag, x1 speed
   DF/67AF: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/67B2: FE                   Return

DF/67B3: 19 8A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/67B5: F0 04                Frame Duration: 4
   DF/67B7: FD 9E                <UNKNOWN COMMAND $9E>
   DF/67B9: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/67BA: 10 81                Set sequence flag, x2 speed
   DF/67BC: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/67BF: FE                   Return


EVENT [80B] ------------------------------------------------------------>
DF/67C0: DA 50 5A 6A          If event flag memory address 00:708A Bit 0 set, jump to address $DF/6A5A
DF/67C4: DA 49 00 68          If event flag memory address 00:7089 Bit 1 set, jump to address $DF/6800
DF/67C8: 60 A0 AB D0          Run Dialogue $0BA0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MONSTERMAMA:
 Oh, my! A traveler from afar.<I>

 Welcome to Monstro Town, where
 many of our kind mingle.
 I'm the landlady, Monstermama.<I><END>


DF/67CC: 00 19                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes)
   DF/67CE: F0 04                Frame Duration: 4
   DF/67D0: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/67D2: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/67D4: 10 C3                Set transition and sequence flags, x4 speed
   DF/67D6: 90 0F 4E 00          Objects bounces 0px high to on-screen coords: (480,624)
   DF/67DA: 71                   Object faces down-right
   DF/67DB: F0 13                Frame Duration: 19
   DF/67DD: 9C 51                Play sound effect #$51
   DF/67DF: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DF/67E2: F0 1D                Frame Duration: 29
   DF/67E4: 09                   Reset all object properties to default
   DF/67E5: F0 13                Frame Duration: 19
DF/67E7: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/67E9: F0 0E                Frame Duration: 14
   DF/67EB: 75                   Object faces up-left
DF/67EC: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/67F0: 60 9F AB D0          Run Dialogue $0B9F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MONSTERMAMA: A star, you say?<I>
 Oh you're here to see OUR star!<I>

 She's upstairs, so feel free to go
 and take a look for yourself.<I><END>


DF/67F4: DA 48 0D 68          If event flag memory address 00:7089 Bit 0 set, jump to address $DF/680D
DF/67F8: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/67FA: F0 0E                Frame Duration: 14
   DF/67FC: 73                   Object faces down-left
DF/67FD: A2 49                Set event flag memory address 00:7089 Bit 1
DF/67FF: FE                   Return

DF/6800: DA 48 09 68          If event flag memory address 00:7089 Bit 0 set, jump to address $DF/6809
DF/6804: 60 9E AB D0          Run Dialogue $0B9E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MONSTERMAMA:
 If it's a star you're looking for,
 there's one upstairs.<I><END>


DF/6808: FE                   Return

DF/6809: 60 9D AB D0          Run Dialogue $0B9D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MONSTERMAMA:
 So what do you think?
 Isn't our star adorable?<I>

 She's so talented too!
 Folks come to see her from afar.<I><END>


DF/680D: 00 2A                Set Object: MARIO ---> Begin action queue for object (Length: 0x2A bytes)
   DF/680F: F0 04                Frame Duration: 4
   DF/6811: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/6813: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/6815: 10 C3                Set transition and sequence flags, x4 speed
   DF/6817: 90 0F 4E 00          Objects bounces 0px high to on-screen coords: (480,624)
   DF/681B: 71                   Object faces down-right
   DF/681C: F0 13                Frame Duration: 19
   DF/681E: 08 40 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/6821: 9C 38                Play sound effect #$38
   DF/6823: F0 1D                Frame Duration: 29
   DF/6825: 09                   Reset all object properties to default
   DF/6826: F0 1D                Frame Duration: 29
   DF/6828: 9C 51                Play sound effect #$51
   DF/682A: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DF/682D: F0 1D                Frame Duration: 29
   DF/682F: 9C 1B                Play sound effect #$1B
   DF/6831: 08 4A 9E             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1E
                                 ---> Mirrored: yes
   DF/6834: F0 1D                Frame Duration: 29
   DF/6836: 09                   Reset all object properties to default
   DF/6837: F0 13                Frame Duration: 19
DF/6839: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/683B: F0 0E                Frame Duration: 14
   DF/683D: 75                   Object faces up-left
   DF/683E: F0 1D                Frame Duration: 29
DF/6840: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/6844: 60 9C AB D0          Run Dialogue $0B9C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MONSTERMAMA: Starbees...?<I>
 Oh, Star Piece!
 Nope, not familiar with 'em.<I>

 So you came all the way out here
 to search for a Star Piece?
 It must be REALLY important.<I>

 This is the last place on land.
 If you can't find it here...<I>

 
       The only place left, is UP!<I><END>


DF/6848: 00 98                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   DF/684A: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/684D: F0 2C                Frame Duration: 44
   DF/684F: 10 80                Set sequence flag, x1 speed
   DF/6851: 08 43 03             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/6854: F0 2C                Frame Duration: 44
   DF/6856: 09                   Reset all object properties to default
   DF/6857: 10 C1                Set transition and sequence flags, x2 speed
   DF/6859: 9C 1E                Play sound effect #$1E
   DF/685B: 7E 30 00             Object jumps #$0030 units
   DF/685E: 51 01                Shift object down-right 16 pixels
   DF/6860: F0 1D                Frame Duration: 29
DF/6862: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/6866: 60 9B AB D0          Run Dialogue $0B9B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MONSTERMAMA:
 So! You wanna go there?
 Ha! You're an open book!<I>

 Ok, here's what you need to do.
 There's a secret passage to the
 sky at...Bean Valley!<I>

 But first you must scale the cliff
 beyond the desert to get there.<I>

 Since you're such a nice guy, I'll
 introduce you to someone that can
 help you.<I><END>


DF/686A: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/686C: F0 0E                Frame Duration: 14
   DF/686E: 73                   Object faces down-left
   DF/686F: F0 27                Frame Duration: 39
DF/6871: 60 AC AB D0          Run Dialogue $0BAC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


        Sky Troopas, I need you!<I><END>


DF/6875: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/6877: F0 0E                Frame Duration: 14
   DF/6879: 73                   Object faces down-left
DF/687A: F0 3B                Duration: 59 frames
DF/687C: 9E 00 00             <UNKNOWN>
DF/687F: 9C 7A                Play sound effect #$7A
DF/6881: 9E 05 64             <UNKNOWN>
DF/6884: F0 3B                Duration: 59 frames
DF/6886: F0 3B                Duration: 59 frames
DF/6888: F0 3B                Duration: 59 frames
DF/688A: F0 3B                Duration: 59 frames
DF/688C: F0 3B                Duration: 59 frames
DF/688E: 9C 10                Play sound effect #$10
DF/6890: F0 0E                Duration: 14 frames
DF/6892: 9C 7B                Play sound effect #$7B
DF/6894: 16 28                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x28 bytes)
   DF/6896: 08 48 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/6899: 92 0D 53 03          Place object at on-screen coords: (432,664) Z=48
   DF/689D: 63 08                Shift object down-left 8 pixels
   DF/689F: 61 08                Shift object down-right 8 pixels
   DF/68A1: 77                   Object faces up-right
   DF/68A2: 10 42                Set transition flag, x3 speed
   DF/68A4: 00                   Set Bit 7 of current object (enable object visibility)
   DF/68A5: F0 00                Frame Duration: 0
   DF/68A7: 3E 2F 16 A5 68       <UNKNOWN COMMAND $3E: pointer to address $DF/68A5>
   DF/68AC: 57 05                Shift object up-right 80 pixels
   DF/68AE: 10 41                Set transition flag, x2 speed
   DF/68B0: 57 01                Shift object up-right 16 pixels
   DF/68B2: 10 40                Set transition flag, x1 speed
   DF/68B4: 67 08                Shift object up-right 8 pixels
   DF/68B6: 09                   Reset all object properties to default
   DF/68B7: 10 45                Set transition flag, 1/2 speed
   DF/68B9: 67 08                Shift object up-right 8 pixels
   DF/68BB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/68BC: A0 18                Set event flag memory address 00:7043 Bit 0
DF/68BE: 17 28                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x28 bytes)
   DF/68C0: F0 13                Frame Duration: 19
   DF/68C2: 08 48 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/68C5: 92 0D 53 03          Place object at on-screen coords: (432,664) Z=48
   DF/68C9: 63 08                Shift object down-left 8 pixels
   DF/68CB: 77                   Object faces up-right
   DF/68CC: 10 42                Set transition flag, x3 speed
   DF/68CE: 00                   Set Bit 7 of current object (enable object visibility)
   DF/68CF: F0 00                Frame Duration: 0
   DF/68D1: 3E 2F 17 CF 68       <UNKNOWN COMMAND $3E: pointer to address $DF/68CF>
   DF/68D6: 57 04                Shift object up-right 64 pixels
   DF/68D8: 10 41                Set transition flag, x2 speed
   DF/68DA: 57 01                Shift object up-right 16 pixels
   DF/68DC: 10 40                Set transition flag, x1 speed
   DF/68DE: 67 08                Shift object up-right 8 pixels
   DF/68E0: 09                   Reset all object properties to default
   DF/68E1: 10 45                Set transition flag, 1/2 speed
   DF/68E3: 67 08                Shift object up-right 8 pixels
   DF/68E5: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/68E6: A0 18                Set event flag memory address 00:7043 Bit 0
DF/68E8: 18 28                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x28 bytes)
   DF/68EA: F0 13                Frame Duration: 19
   DF/68EC: 08 48 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/68EF: 92 0E 54 03          Place object at on-screen coords: (448,672) Z=48
   DF/68F3: 63 08                Shift object down-left 8 pixels
   DF/68F5: 77                   Object faces up-right
   DF/68F6: 10 42                Set transition flag, x3 speed
   DF/68F8: 00                   Set Bit 7 of current object (enable object visibility)
   DF/68F9: F0 00                Frame Duration: 0
   DF/68FB: 3E 2F 18 F9 68       <UNKNOWN COMMAND $3E: pointer to address $DF/68F9>
   DF/6900: 57 04                Shift object up-right 64 pixels
   DF/6902: 10 41                Set transition flag, x2 speed
   DF/6904: 57 01                Shift object up-right 16 pixels
   DF/6906: 10 40                Set transition flag, x1 speed
   DF/6908: 67 08                Shift object up-right 8 pixels
   DF/690A: 09                   Reset all object properties to default
   DF/690B: 10 45                Set transition flag, 1/2 speed
   DF/690D: 67 08                Shift object up-right 8 pixels
   DF/690F: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/6910: A0 18                Set event flag memory address 00:7043 Bit 0
DF/6912: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/6914: F0 45                Frame Duration: 69
   DF/6916: 77                   Object faces up-right
DF/6917: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/6919: F0 45                Frame Duration: 69
   DF/691B: 77                   Object faces up-right
DF/691C: 9E 02 00             <UNKNOWN>
DF/691F: F0 04                Duration: 4 frames
DF/6921: 60 C8 AB 40          Run Dialogue $0BC8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SERGEANT FLUTTER:
 What was our flying time, troops?<I><END>


DF/6925: 60 C9 AB 40          Run Dialogue $0BC9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TROOPS:
 ....8.52 seconds, Sergeant!<I><END>


DF/6929: F0 13                Duration: 19 frames
DF/692B: 17 1A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/692D: 10 41                Set transition flag, x2 speed
   DF/692F: 9C 86                Play sound effect #$86
   DF/6931: 73                   Object faces down-left
   DF/6932: 06                   Set "moon-walk" Bits
   DF/6933: F0 13                Frame Duration: 19
   DF/6935: 9C 86                Play sound effect #$86
   DF/6937: 55 01                Shift object up-left 16 pixels
   DF/6939: F0 0E                Frame Duration: 14
   DF/693B: 9C 86                Play sound effect #$86
   DF/693D: 57 01                Shift object up-right 16 pixels
   DF/693F: F0 0E                Frame Duration: 14
   DF/6941: 9C 86                Play sound effect #$86
   DF/6943: 51 01                Shift object down-right 16 pixels
   DF/6945: F0 0E                Frame Duration: 14
DF/6947: 18 12                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x12 bytes)
   DF/6949: 10 41                Set transition flag, x2 speed
   DF/694B: 73                   Object faces down-left
   DF/694C: 06                   Set "moon-walk" Bits
   DF/694D: F0 13                Frame Duration: 19
   DF/694F: 51 01                Shift object down-right 16 pixels
   DF/6951: F0 0E                Frame Duration: 14
   DF/6953: 57 01                Shift object up-right 16 pixels
   DF/6955: F0 0E                Frame Duration: 14
   DF/6957: 55 01                Shift object up-left 16 pixels
   DF/6959: F0 0E                Frame Duration: 14
DF/695B: 16 98                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   DF/695D: 10 41                Set transition flag, x2 speed
   DF/695F: 73                   Object faces down-left
   DF/6960: F0 13                Frame Duration: 19
   DF/6962: 53 01                Shift object down-left 16 pixels
   DF/6964: F0 0E                Frame Duration: 14
   DF/6966: F0 13                Frame Duration: 19
   DF/6968: F0 1D                Frame Duration: 29
   DF/696A: 10 80                Set sequence flag, x1 speed
   DF/696C: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/696F: F0 22                Frame Duration: 34
   DF/6971: 9C 85                Play sound effect #$85
   DF/6973: F0 0E                Frame Duration: 14
DF/6975: 60 CA AB 40          Run Dialogue $0BCA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SERGEANT FLUTTER:
 Sky Troopas reporting for duty,
 MA'AM!<I>

 We're 0.52 seconds late!<I>

 I hold myself personally
 accountable for the delay, Ma'am!<I><END>


DF/6979: 60 CB AB 62          Run Dialogue $0BCB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MONSTERMAMA:
 Still as rigid as ever about your
 rules and regulations?<I>

 No need to bother with the
 protocol around me, Sergeant.
 I've got a favor to ask of you.<I><END>


DF/697D: F0 04                Duration: 4 frames
DF/697F: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/6981: 09                   Reset all object properties to default
DF/6982: F0 04                Duration: 4 frames
DF/6984: 60 CC AB 40          Run Dialogue $0BCC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SERGEANT FLUTTER:
 Yes Ma'am!
 Anything we can do for a civilian.<I><END>


DF/6988: F0 0E                Duration: 14 frames
DF/698A: 60 CD AB 62          Run Dialogue $0BCD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MONSTERMAMA:
 This fellow here REALLY wants to
 get to Bean Valley.<I>

 Could you help him scale the cliff?<I><END>


DF/698E: F0 09                Duration: 9 frames
DF/6990: 16 89                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/6992: 10 82                Set sequence flag, x3 speed
   DF/6994: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/6997: F0 13                Frame Duration: 19
   DF/6999: 10 80                Set sequence flag, x1 speed
DF/699B: 60 CE AB 40          Run Dialogue $0BCE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SERGEANT FLUTTER:
 Understood, Ma'am!<I>

 The orders are:
 Get Mustache over the cliff!<I>
 We WILL succeed!<I><END>


DF/699F: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/69A1: 09                   Reset all object properties to default
   DF/69A2: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/69A3: 77                   Object faces up-right
DF/69A4: F0 09                Duration: 9 frames
DF/69A6: 60 CF AB 40          Run Dialogue $0BCF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 We will now deploy ourselves to
 the cliff at Land's End.<I>

 Troopas, keep a tight formation!<I><END>


DF/69AA: 9C 7C                Play sound effect #$7C
DF/69AC: 16 11                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/69AE: 09                   Reset all object properties to default
   DF/69AF: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/69B0: 73                   Object faces down-left
   DF/69B1: F0 1D                Frame Duration: 29
   DF/69B3: 10 81                Set sequence flag, x2 speed
   DF/69B5: F0 2C                Frame Duration: 44
   DF/69B7: 10 82                Set sequence flag, x3 speed
   DF/69B9: F0 2C                Frame Duration: 44
   DF/69BB: 10 83                Set sequence flag, x4 speed
   DF/69BD: F0 3B                Frame Duration: 59
DF/69BF: 17 10                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x10 bytes)
   DF/69C1: F0 1D                Frame Duration: 29
   DF/69C3: 10 81                Set sequence flag, x2 speed
   DF/69C5: F0 2C                Frame Duration: 44
   DF/69C7: 10 82                Set sequence flag, x3 speed
   DF/69C9: F0 2C                Frame Duration: 44
   DF/69CB: 10 83                Set sequence flag, x4 speed
   DF/69CD: F0 3B                Frame Duration: 59
   DF/69CF: 07                   Clear "moon-walk" Bits
   DF/69D0: 73                   Object faces down-left
DF/69D1: 18 90                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DF/69D3: F0 1D                Frame Duration: 29
   DF/69D5: 10 81                Set sequence flag, x2 speed
   DF/69D7: F0 2C                Frame Duration: 44
   DF/69D9: 10 82                Set sequence flag, x3 speed
   DF/69DB: F0 2C                Frame Duration: 44
   DF/69DD: 10 83                Set sequence flag, x4 speed
   DF/69DF: F0 3B                Frame Duration: 59
   DF/69E1: 07                   Clear "moon-walk" Bits
   DF/69E2: 73                   Object faces down-left
DF/69E3: 60 D0 AB 40          Run Dialogue $0BD0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 We have lift off!<I><END>


DF/69E7: A8 0E 00             Store #$00 to 00:70AE
DF/69EA: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/69EC: 9C 7B                Play sound effect #$7B
DF/69EE: 16 1A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/69F0: 06                   Set "moon-walk" Bits
   DF/69F1: 10 46                Set transition flag, 1/4 speed
   DF/69F3: 67 08                Shift object up-right 8 pixels
   DF/69F5: A4 18                Clear event flag memory address 00:7043 Bit 0
   DF/69F7: F0 00                Frame Duration: 0
   DF/69F9: 3E 2F 16 F7 69       <UNKNOWN COMMAND $3E: pointer to address $DF/69F7>
   DF/69FE: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/6A01: F0 00                Frame Duration: 0
   DF/6A03: 10 42                Set transition flag, x3 speed
   DF/6A05: 10 85                Set sequence flag, 1/2 speed
   DF/6A07: 53 07                Shift object down-left 112 pixels
   DF/6A09: 01                   Clear Bit 7 of current object (disable object visibility)
DF/6A0A: 17 18                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x18 bytes)
   DF/6A0C: 06                   Set "moon-walk" Bits
   DF/6A0D: 10 46                Set transition flag, 1/4 speed
   DF/6A0F: 67 08                Shift object up-right 8 pixels
   DF/6A11: F0 00                Frame Duration: 0
   DF/6A13: 3E 2F 17 11 6A       <UNKNOWN COMMAND $3E: pointer to address $DF/6A11>
   DF/6A18: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/6A1B: F0 00                Frame Duration: 0
   DF/6A1D: 10 42                Set transition flag, x3 speed
   DF/6A1F: 10 85                Set sequence flag, 1/2 speed
   DF/6A21: 53 08                Shift object down-left 128 pixels
   DF/6A23: 01                   Clear Bit 7 of current object (disable object visibility)
DF/6A24: 18 9E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x1E bytes) (Wait until complete)
   DF/6A26: 06                   Set "moon-walk" Bits
   DF/6A27: 10 46                Set transition flag, 1/4 speed
   DF/6A29: 67 08                Shift object up-right 8 pixels
   DF/6A2B: F0 00                Frame Duration: 0
   DF/6A2D: 3E 2F 18 2B 6A       <UNKNOWN COMMAND $3E: pointer to address $DF/6A2B>
   DF/6A32: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/6A35: F0 00                Frame Duration: 0
   DF/6A37: 10 42                Set transition flag, x3 speed
   DF/6A39: 10 85                Set sequence flag, 1/2 speed
   DF/6A3B: 53 08                Shift object down-left 128 pixels
   DF/6A3D: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/6A3E: 9C 10                Play sound effect #$10
   DF/6A40: F0 0E                Frame Duration: 14
   DF/6A42: 9C 00                Play sound effect #$00
DF/6A44: A0 18                Set event flag memory address 00:7043 Bit 0
DF/6A46: F0 59                Duration: 89 frames
DF/6A48: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/6A4A: 75                   Object faces up-left
DF/6A4B: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/6A4D: 71                   Object faces down-right
DF/6A4E: 60 D1 AB 60          Run Dialogue $0BD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MONSTERMAMA:
 They're odd, but trustworthy!
 Good luck with your search!<I><END>


DF/6A52: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/6A54: 73                   Object faces down-left
DF/6A55: A2 50                Set event flag memory address 00:708A Bit 0
DF/6A57: A1 40                Set event flag memory address 00:7068 Bit 0
DF/6A59: FE                   Return

DF/6A5A: 60 D2 AB D0          Run Dialogue $0BD2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MONSTERMAMA:
      Hope you find your star!<I><END>


DF/6A5E: FE                   Return


EVENT [80C] ------------------------------------------------------------>
DF/6A5F: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/6A61: 65 03                Shift object up-left 3 pixels
   DF/6A63: 67 0E                Shift object up-right 14 pixels
   DF/6A65: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/6A68: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/6A6A: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/6A6C: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/6A6E: 65 05                Shift object up-left 5 pixels
   DF/6A70: 63 03                Shift object down-left 3 pixels
DF/6A72: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/6A74: 67 05                Shift object up-right 5 pixels
   DF/6A76: 61 03                Shift object down-right 3 pixels
   DF/6A78: 73                   Object faces down-left
   DF/6A79: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/6A7A: 71                   Lighten screen from black before following commands
DF/6A7B: FE                   Return


EVENT [80D] ------------------------------------------------------------>
DF/6A7C: 95 00 00             Fade out music to volume 0; Duration: 0 frames
DF/6A7F: F0 0E                Duration: 14 frames
DF/6A81: 14 EF                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x6F bytes) (Wait until complete)
   DF/6A83: 10 45                Set transition flag, 1/2 speed
   DF/6A85: F0 04                Frame Duration: 4
   DF/6A87: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
   DF/6A8A: F0 09                Frame Duration: 9
   DF/6A8C: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/6A8F: F0 04                Frame Duration: 4
   DF/6A91: 08 48 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/6A94: 65 03                Shift object up-left 3 pixels
   DF/6A96: 9C 26                Play sound effect #$26
   DF/6A98: F0 13                Frame Duration: 19
   DF/6A9A: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/6A9D: F0 04                Frame Duration: 4
   DF/6A9F: 61 03                Shift object down-right 3 pixels
   DF/6AA1: 9C 27                Play sound effect #$27
   DF/6AA3: F0 09                Frame Duration: 9
   DF/6AA5: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DF/6AA8: F0 09                Frame Duration: 9
   DF/6AAA: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/6AAD: F0 04                Frame Duration: 4
   DF/6AAF: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DF/6AB2: 65 03                Shift object up-left 3 pixels
   DF/6AB4: 9C 28                Play sound effect #$28
   DF/6AB6: F0 13                Frame Duration: 19
   DF/6AB8: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/6ABB: F0 04                Frame Duration: 4
   DF/6ABD: 61 03                Shift object down-right 3 pixels
   DF/6ABF: 9C 29                Play sound effect #$29
   DF/6AC1: F0 09                Frame Duration: 9
   DF/6AC3: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   DF/6AC6: F0 09                Frame Duration: 9
   DF/6AC8: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/6ACB: F0 03                Frame Duration: 3
   DF/6ACD: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
   DF/6AD0: F0 00                Frame Duration: 0
   DF/6AD2: 7F 25 00             Object jumps (with sound effect) #$0025 units
   DF/6AD5: F0 04                Frame Duration: 4
   DF/6AD7: 9C 25                Play sound effect #$25
   DF/6AD9: F0 17                Frame Duration: 23
   DF/6ADB: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/6ADE: F0 07                Frame Duration: 7
   DF/6AE0: 9C 28                Play sound effect #$28
   DF/6AE2: F0 1D                Frame Duration: 29
   DF/6AE4: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   DF/6AE7: 9C 29                Play sound effect #$29
   DF/6AE9: F0 1D                Frame Duration: 29
   DF/6AEB: 08 48 94             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: yes
   DF/6AEE: 9C 2A                Play sound effect #$2A
   DF/6AF0: F0 1D                Frame Duration: 29
DF/6AF2: A2 48                Set event flag memory address 00:7089 Bit 0
DF/6AF4: 95 05 64             Fade out music to volume 100; Duration: 5 frames
DF/6AF7: FE                   Return


EVENT [80E] ------------------------------------------------------------>
DF/6AF8: DA 94 02 6B          If event flag memory address 00:7092 Bit 4 set, jump to address $DF/6B02
DF/6AFC: 60 4A AA 40          Run Dialogue $0A4A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Sometimes if you jump at the right
 places, a treasure box will pop
 out of thin air.<I>

 Anything like this happen to you?<I>

 These treasure boxes are known as
 Surprise Boxes, because they
 appear out of nowhere.<I><END>


DF/6B00: A2 94                Set event flag memory address 00:7092 Bit 4
DF/6B02: B4 28                Store value at 00:70C8 to 00:7000
DF/6B04: BB 12                Store value at 00:7000 to 00:7024
DF/6B06: AC 27 00             Store #$0027 to 00:7000
DF/6B09: B9 12                Subtract value at 00:7024 to 00:7000
DF/6B0B: E2 00 00 15 6B       If value at 00:7000 = #$0000, jump to address $DF/6B15
DF/6B10: 60 4B AA 40          Run Dialogue $0A4B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You think you've found them all,
 but there are still <$00> left.<I><END>


DF/6B14: FE                   Return

DF/6B15: 60 4C AA 40          Run Dialogue $0A4C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Wow, you've found them all.<I><END>


DF/6B19: FE                   Return


EVENT [80F] ------------------------------------------------------------>
DF/6B1A: FD AC C0             Store value at 7F:F8C0 to 00:7000
DF/6B1D: 00 DA                Set Object: MARIO ---> Begin action queue for object (Length: 0x5A bytes) (Wait until complete)
   DF/6B1F: 92 99 6B DA          Place object at on-screen coords: (816,856) Z=416
   DF/6B23: 90 7E 6B DA          Objects bounces 218px high to on-screen coords: (4048,856)
   DF/6B27: 91 55 6B A2          Objects bounces at 162px high arches: right=2736px down=856px)
   DF/6B2B: 91 60 40 AA          Objects bounces at 170px high arches: right=3072px down=512px)
   DF/6B2F: 40                   <UNKNOWN COMMAND $40>
   DF/6B30: C0 1E 00             Compare value at 00:700C to #$001E
   DF/6B33: EC                   <UNKNOWN COMMAND $EC>
   DF/6B34: 3B 6B 60 41 AA 40    <UNKNOWN COMMAND $3B>
   DF/6B3A: FE                   Return Queue

DF/6B3B: 60 42 AA 40          Run Dialogue $0A42 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Yeah, if you could do that, you'd
 deserve a prize!<I><END>


DF/6B3F: A8 07 51             Store #$51 to 00:70A7
DF/6B42: AC 46 0A             Store #$0A46 to 00:7000
DF/6B45: D1 F5 0E             Execute event id $0EF5
DF/6B48: A2 90                Set event flag memory address 00:7092 Bit 0
DF/6B4A: FD AC C0             Store value at 7F:F8C0 to 00:7000
DF/6B4D: 00 C0                Set Object: MARIO ---> Begin action queue for object (Length: 0x40 bytes) (Wait until complete)
   DF/6B4F: 64 00                Shift object left 0 pixels
   DF/6B51: EC                   <UNKNOWN COMMAND $EC>
   DF/6B52: 89                   Object disappears?
   DF/6B53: 6B FE                <UNKNOWN COMMAND: frame duration=254?>
   DF/6B55: 60 43                Shift object right 67 pixels
   DF/6B57: AA 40                Increment 00:70E0
   DF/6B59: C0 1E 00             Compare value at 00:700C to #$001E
   DF/6B5C: EC                   <UNKNOWN COMMAND $EC>
   DF/6B5D: 64 6B                Shift object left 107 pixels
   DF/6B5F: 60 44                Shift object right 68 pixels
   DF/6B61: AA 40                Increment 00:70E0
   DF/6B63: FE                   Return Queue

DF/6B64: 60 45 AA 40          Run Dialogue $0A45 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Wow, you did it!
 You made over 30 jumps.<I>

 All right, here's your prize.<I><END>


DF/6B68: A8 07 51             Store #$51 to 00:70A7
DF/6B6B: AC 46 0A             Store #$0A46 to 00:7000
DF/6B6E: D1 F5 0E             Execute event id $0EF5
DF/6B71: A2 90                Set event flag memory address 00:7092 Bit 0
DF/6B73: FD AC C0             Store value at 7F:F8C0 to 00:7000
DF/6B76: 00 C0                Set Object: MARIO ---> Begin action queue for object (Length: 0x40 bytes) (Wait until complete)
   DF/6B78: 64 00                Shift object left 0 pixels
   DF/6B7A: EC                   <UNKNOWN COMMAND $EC>
   DF/6B7B: 89                   Object disappears?
   DF/6B7C: 6B FE                <UNKNOWN COMMAND: frame duration=254?>
   DF/6B7E: 60 43                Shift object right 67 pixels
   DF/6B80: AA 40                Increment 00:70E0
   DF/6B82: C0 64 00             Compare value at 00:700C to #$0064
   DF/6B85: EC                   <UNKNOWN COMMAND $EC>
   DF/6B86: 89                   Object disappears?
   DF/6B87: 6B FE                <UNKNOWN COMMAND: frame duration=254?>
   DF/6B89: 60 47                Shift object right 71 pixels
   DF/6B8B: AA 40                Increment 00:70E0
   DF/6B8D: A8 07 45             Store #$45 to 00:70A7
   DF/6B90: AC 49 0A             Store #$0A49 to 00:700C
   DF/6B93: D1                   <UNKNOWN COMMAND $D1>
   DF/6B94: F5                   <UNKNOWN COMMAND $F5>
   DF/6B95: 0E A2                <UNKNOWN COMMAND $0E>
   DF/6B97: 92 FE 60 48          Place object at on-screen coords: (4032,768) Z=128
   DF/6B9B: AA 40                Increment 00:70E0
   DF/6B9D: FE                   Return Queue


EVENT [810] ------------------------------------------------------------>
DF/6B9E: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   DF/6BA0: 10 44                Set transition flag, x8 speed
   DF/6BA2: 50 02                Shift object right 32 pixels
   DF/6BA4: 56 01                Shift object up 16 pixels
   DF/6BA6: 66 08                Shift object up 8 pixels
DF/6BA8: DA 55 DB 6B          If event flag memory address 00:708A Bit 5 set, jump to address $DF/6BDB
DF/6BAC: DA 52 CA 6B          If event flag memory address 00:708A Bit 2 set, jump to address $DF/6BCA
DF/6BB0: DA 51 C0 6B          If event flag memory address 00:708A Bit 1 set, jump to address $DF/6BC0
DF/6BB4: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/6BB6: 82 06 0D             Place object at on-screen coords: (208,104)
   DF/6BB9: 77                   Object faces up-right
   DF/6BBA: 00                   Set Bit 7 of current object (enable object visibility)
DF/6BBB: 71                   Lighten screen from black before following commands
DF/6BBC: D2 FA 6B             Jump to address $DF/6BFA
DF/6BBF: FE                   Return

DF/6BC0: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/6BC2: 92 05 0F 00          Place object at on-screen coords: (176,120) Z=0
   DF/6BC6: 73                   Object faces down-left
   DF/6BC7: 00                   Set Bit 7 of current object (enable object visibility)
DF/6BC8: 71                   Lighten screen from black before following commands
DF/6BC9: FE                   Return

DF/6BCA: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/6BCC: 82 05 09             Place object at on-screen coords: (176,72)
   DF/6BCF: 71                   Object faces down-right
   DF/6BD0: 00                   Set Bit 7 of current object (enable object visibility)
DF/6BD1: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/6BD3: 92 05 0F 00          Place object at on-screen coords: (176,120) Z=0
   DF/6BD7: 73                   Object faces down-left
   DF/6BD8: 00                   Set Bit 7 of current object (enable object visibility)
DF/6BD9: 71                   Lighten screen from black before following commands
DF/6BDA: FE                   Return

DF/6BDB: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/6BDD: 82 05 0E             Place object at on-screen coords: (160,112)
   DF/6BE0: 73                   Object faces down-left
   DF/6BE1: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6BE2: FD 0B                Clear Bit 3,4 of object address 08,x
DF/6BE4: 14 8A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/6BE6: 92 06 10 00          Place object at on-screen coords: (192,128) Z=0
   DF/6BEA: 73                   Object faces down-left
   DF/6BEB: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6BEC: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/6BEE: FD 0B                Clear Bit 3,4 of object address 08,x
DF/6BF0: 14 F2 EE 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EE
DF/6BF4: 15 F2 EE 03          Set Object: NPC #1 ---> Command: Set object to movement: $03EE
DF/6BF8: 71                   Lighten screen from black before following commands
DF/6BF9: FE                   Return


EVENT [811] ------------------------------------------------------------>
DF/6BFA: F0 2C                Duration: 44 frames
DF/6BFC: 60 D4 AB 60          Run Dialogue $0BD4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Who is it?
 Sorry, but the Sensei isn't in.<I><END>


DF/6C00: F0 1D                Duration: 29 frames
DF/6C02: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/6C04: 73                   Object faces down-left
   DF/6C05: F0 1D                Frame Duration: 29
   DF/6C07: 10 80                Set sequence flag, x1 speed
   DF/6C09: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/6C0C: F0 0E                Frame Duration: 14
   DF/6C0E: 09                   Reset all object properties to default
DF/6C0F: 60 D5 AB 60          Run Dialogue $0BD5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh my gosh!<I><END>


DF/6C13: F0 0E                Duration: 14 frames
DF/6C15: 16 8B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/6C17: 92 03 13 00          Place object at on-screen coords: (112,152) Z=0
   DF/6C1B: 77                   Object faces up-right
   DF/6C1C: 06                   Set "moon-walk" Bits
   DF/6C1D: 61 08                Shift object down-right 8 pixels
   DF/6C1F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6C20: 61 08                Shift object down-right 8 pixels
DF/6C22: F0 13                Duration: 19 frames
DF/6C24: 60 D6 AB 62          Run Dialogue $0BD6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:
               Jagger?!<I><END>


DF/6C28: F0 3B                Duration: 59 frames
DF/6C2A: 15 88                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/6C2C: 10 81                Set sequence flag, x2 speed
   DF/6C2E: 10 40                Set transition flag, x1 speed
   DF/6C30: 53 02                Shift object down-left 32 pixels
   DF/6C32: 09                   Reset all object properties to default
   DF/6C33: 07                   Clear "moon-walk" Bits
DF/6C34: F0 13                Duration: 19 frames
DF/6C36: 60 D7 AB 60          Run Dialogue $0BD7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

JAGGER: Bowser!
 I haven't seen you for so long.<I>

 I've been studying here at the
 dojo under the Sensei Jinx
 because...<I>

 To tell you the truth, I...
 I knew I couldn't beat Smithy.<I>

 That's why I'm here now.
 Someday I'm going to return and
 make you proud!<I><END>


DF/6C3A: F0 0E                Duration: 14 frames
DF/6C3C: 60 D8 2B 62          Run Dialogue $0BD8
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: ..<I>..<I>Don't worry about me.<I>

 I've got new Troopas now, and
 we're going to take back my castle.<I>

 You stick to your guns!<I>
 Train like there's no tomorrow!<I><END>


DF/6C40: FD 61                <UNKNOWN COMMAND $FD 61>
DF/6C42: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/6C44: 71                   Object faces down-right
DF/6C45: 65                   <UNKNOWN COMMAND $65>
DF/6C46: 64                   <UNKNOWN COMMAND $64>
DF/6C47: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/6C49: 77                   Object faces up-right
DF/6C4A: 16 87                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/6C4C: F0 09                Frame Duration: 9
   DF/6C4E: 10 45                Set transition flag, 1/2 speed
   DF/6C50: 65 08                Shift object up-left 8 pixels
   DF/6C52: 01                   Clear Bit 7 of current object (disable object visibility)
DF/6C53: A2 51                Set event flag memory address 00:708A Bit 1
DF/6C55: FE                   Return


EVENT [812] ------------------------------------------------------------>
DF/6C56: DA 55 09 6D          If event flag memory address 00:708A Bit 5 set, jump to address $DF/6D09
DF/6C5A: DA 52 04 6D          If event flag memory address 00:708A Bit 2 set, jump to address $DF/6D04
DF/6C5E: 60 D9 AB D0          Run Dialogue $0BD9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JAGGER: My Sensei is out right
 now, but he'll be back shortly.<I>

 In the meantime, will you accept a
 challenge from me?<I>
  >>  (Sure)
  >>  (No)<I><END>


DF/6C62: 66 FF 6C             If 2nd option chosen from dialogue prompt, jump to address $DF/6CFF
DF/6C65: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/6C67: 10 80                Set sequence flag, x1 speed
   DF/6C69: 73                   Object faces down-left
DF/6C6A: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/6C6C: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/6C6E: 10 C1                Set transition and sequence flags, x2 speed
   DF/6C70: 80 05 10             Move object to on-screen coords: (160,128)
   DF/6C73: 77                   Object faces up-right
DF/6C74: 60 DB AB D0          Run Dialogue $0BDB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JAGGER: Great!
 You know that I'm not going to
 make it easy for you, right?<I><END>


DF/6C78: F0 1D                Duration: 29 frames
DF/6C7A: FD 31                Screen doesn't move with MARIO
DF/6C7C: 15 13                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes)
   DF/6C7E: 06                   Set "moon-walk" Bits
   DF/6C7F: 10 41                Set transition flag, x2 speed
   DF/6C81: 7E 35 00             Object jumps #$0035 units
   DF/6C84: 57 01                Shift object up-right 16 pixels
   DF/6C86: F0 13                Frame Duration: 19
   DF/6C88: 10 80                Set sequence flag, x1 speed
   DF/6C8A: 9C 65                Play sound effect #$65
   DF/6C8C: 08 50 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/6C8F: F0 2C                Frame Duration: 44
DF/6C91: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/6C93: 06                   Set "moon-walk" Bits
   DF/6C94: 10 41                Set transition flag, x2 speed
   DF/6C96: 7E 35 00             Object jumps #$0035 units
   DF/6C99: 53 01                Shift object down-left 16 pixels
   DF/6C9B: F0 13                Frame Duration: 19
   DF/6C9D: 10 80                Set sequence flag, x1 speed
   DF/6C9F: 08 54 02             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/6CA2: F0 2C                Frame Duration: 44
DF/6CA4: 4A BD 00 2E          Engage in battle with formation pack #$00BD in background #$2E
DF/6CA8: FD 5B                Restore all HP
DF/6CAA: FD 5C                Restore all FP
DF/6CAC: D8 00 BC 6C          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/6CBC
DF/6CB0: D8 01 BC 6C          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/6CBC
DF/6CB4: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/6CB6: 92 06 08 03          Place object at on-screen coords: (192,64) Z=48
   DF/6CBA: 73                   Object faces down-left
   DF/6CBB: 00                   Set Bit 7 of current object (enable object visibility)
DF/6CBC: 71                   Lighten screen from black before following commands
DF/6CBD: 15 0B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/6CBF: F0 45                Frame Duration: 69
   DF/6CC1: 09                   Reset all object properties to default
   DF/6CC2: 73                   Object faces down-left
   DF/6CC3: 07                   Clear "moon-walk" Bits
   DF/6CC4: F0 1D                Frame Duration: 29
   DF/6CC6: 10 C5                Set transition and sequence flags, 1/2 speed
   DF/6CC8: 53 01                Shift object down-left 16 pixels
DF/6CCA: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/6CCC: F0 45                Frame Duration: 69
   DF/6CCE: 09                   Reset all object properties to default
   DF/6CCF: 77                   Object faces up-right
   DF/6CD0: 07                   Clear "moon-walk" Bits
   DF/6CD1: F0 1D                Frame Duration: 29
   DF/6CD3: 10 C5                Set transition and sequence flags, 1/2 speed
   DF/6CD5: 57 01                Shift object up-right 16 pixels
   DF/6CD7: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/6CD9: 10 C0                Set transition and sequence flags, x1 speed
DF/6CDB: FD 30                Screen moves with MARIO
DF/6CDD: F0 1D                Duration: 29 frames
DF/6CDF: D8 01 FA 6C          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/6CFA
DF/6CE3: DC 00 F3 6C          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/6CF3
DF/6CE7: FD A2                Stop music playback
DF/6CE9: 95 00 64             Fade out music to volume 100; Duration: 0 frames
DF/6CEC: 91 33                Play music: #$33
DF/6CEE: 60 DC AB D0          Run Dialogue $0BDC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JAGGER: Yea! I did it!
 I never thought I'd beat Mario!<I>

 You didn't let me win did you?
 Come back anytime, and we'll try
 it again if you want.<I><END>


DF/6CF2: FE                   Return

DF/6CF3: 60 DD AB 60          Run Dialogue $0BDD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

JAGGER: Yikes!
 I guess that was to be expected.<I>

 Mario, you're a top-notch fighter!<I><END>


DF/6CF7: D2 0E 6D             Jump to address $DF/6D0E
DF/6CFA: 60 20 AA D0          Run Dialogue $0A20 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JAGGER: It's not like Mario to
 run away from a fight. So, the Super Jump is your
 specialty right?<I>

 Those multiple jumps of yours
 are pretty amazing!<I>

 I heard that your record for
 consecutive jumps stands at <$00>.
 How DO you do it?<I><END>


DF/6CFE: FE                   Return

DF/6CFF: 60 DA AB D0          Run Dialogue $0BDA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JAGGER: Wow!
 I'm flattered to think that YOU'RE
 afraid of me.<I><END>


DF/6D03: FE                   Return

DF/6D04: 60 E4 AB D0          Run Dialogue $0BE4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JAGGER:
 Now this should be interesting.
 Can you beat THE master, Mario?<I><END>


DF/6D08: FE                   Return

DF/6D09: 60 18 AD D0          Run Dialogue $0D18 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JAGGER: Mario Sensei, the new
 regimen will strengthen us, right?<I><END>


DF/6D0D: FE                   Return


EVENT [813] ------------------------------------------------------------>
DF/6D0E: 60 DE AB 62          Run Dialogue $0BDE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???:
 You did well for your inexperience,
 Jagger.<I><END>


DF/6D12: 15 91                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/6D14: 10 81                Set sequence flag, x2 speed
   DF/6D16: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/6D19: F0 2C                Frame Duration: 44
   DF/6D1B: 09                   Reset all object properties to default
   DF/6D1C: 77                   Object faces up-right
   DF/6D1D: F0 2C                Frame Duration: 44
   DF/6D1F: 10 C2                Set transition and sequence flags, x3 speed
   DF/6D21: 80 05 09             Move object to on-screen coords: (176,72)
   DF/6D24: 77                   Object faces up-right
DF/6D25: 60 DF AB 62          Run Dialogue $0BDF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

JAGGER:
 Sensei!
 Have you been here all along?<I><END>


DF/6D29: 60 E0 AB 62          Run Dialogue $0BE0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

JINX: Hmmm.
 You felt my Ki, didn't you?
 Not bad for a novice!<I><END>


DF/6D2D: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/6D2F: F0 4F                Frame Duration: 79
   DF/6D31: 07                   Clear "moon-walk" Bits
   DF/6D32: 71                   Object faces down-right
DF/6D33: 14 92                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/6D35: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/6D37: F0 0E                Frame Duration: 14
   DF/6D39: 71                   Object faces down-right
   DF/6D3A: F0 1D                Frame Duration: 29
   DF/6D3C: 10 40                Set transition flag, x1 speed
   DF/6D3E: 10 80                Set sequence flag, x1 speed
   DF/6D40: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/6D42: 7F 30 00             Object jumps (with sound effect) #$0030 units
   DF/6D45: 51 01                Shift object down-right 16 pixels
DF/6D47: 14 DE                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x5E bytes) (Wait until complete)
   DF/6D49: F0 04                Frame Duration: 4
   DF/6D4B: 10 45                Set transition flag, 1/2 speed
   DF/6D4D: 51 02                Shift object down-right 32 pixels
   DF/6D4F: 53 02                Shift object down-left 32 pixels
   DF/6D51: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/6D53: 10 46                Set transition flag, 1/4 speed
   DF/6D55: 53 01                Shift object down-left 16 pixels
   DF/6D57: F0 0E                Frame Duration: 14
   DF/6D59: 09                   Reset all object properties to default
   DF/6D5A: 06                   Set "moon-walk" Bits
   DF/6D5B: 10 43                Set transition flag, x4 speed
   DF/6D5D: 10 81                Set sequence flag, x2 speed
   DF/6D5F: 7E 30 00             Object jumps #$0030 units
   DF/6D62: FD 9E                <UNKNOWN COMMAND $9E>
   DF/6D64: 79                   Object turns down
   DF/6D65: 61 04                Shift object down-right 4 pixels
   DF/6D67: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/6D68: 61 08                Shift object down-right 8 pixels
   DF/6D6A: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6D6B: 61 04                Shift object down-right 4 pixels
   DF/6D6D: F0 00                Frame Duration: 0
   DF/6D6F: 07                   Clear "moon-walk" Bits
   DF/6D70: F0 00                Frame Duration: 0
   DF/6D72: 75                   Object faces up-left
   DF/6D73: F0 00                Frame Duration: 0
   DF/6D75: 06                   Set "moon-walk" Bits
   DF/6D76: F0 00                Frame Duration: 0
   DF/6D78: 7E 30 00             Object jumps #$0030 units
   DF/6D7B: FD 9E                <UNKNOWN COMMAND $9E>
   DF/6D7D: 79                   Object turns down
   DF/6D7E: 63 04                Shift object down-left 4 pixels
   DF/6D80: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/6D81: 63 20                Shift object down-left 32 pixels
   DF/6D83: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6D84: 63 04                Shift object down-left 4 pixels
   DF/6D86: F0 00                Frame Duration: 0
   DF/6D88: 07                   Clear "moon-walk" Bits
   DF/6D89: F0 00                Frame Duration: 0
   DF/6D8B: 77                   Object faces up-right
   DF/6D8C: F0 00                Frame Duration: 0
   DF/6D8E: 06                   Set "moon-walk" Bits
   DF/6D8F: F0 00                Frame Duration: 0
   DF/6D91: 7E 30 00             Object jumps #$0030 units
   DF/6D94: FD 9E                <UNKNOWN COMMAND $9E>
   DF/6D96: 79                   Object turns down
   DF/6D97: 65 04                Shift object up-left 4 pixels
   DF/6D99: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/6D9A: 65 0A                Shift object up-left 10 pixels
   DF/6D9C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6D9D: 65 04                Shift object up-left 4 pixels
   DF/6D9F: F0 00                Frame Duration: 0
   DF/6DA1: 07                   Clear "moon-walk" Bits
   DF/6DA2: F0 00                Frame Duration: 0
   DF/6DA4: 77                   Object faces up-right
   DF/6DA5: F0 04                Frame Duration: 4
DF/6DA7: 60 E2 AB 60          Run Dialogue $0BE2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

JINX: Your fighting style...
 It isn't as foolproof as you think.<I><END>


DF/6DAB: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DF/6DAD: 10 C0                Set transition and sequence flags, x1 speed
   DF/6DAF: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/6DB2: F0 13                Frame Duration: 19
   DF/6DB4: 09                   Reset all object properties to default
   DF/6DB5: 73                   Object faces down-left
DF/6DB6: 14 C1                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x41 bytes) (Wait until complete)
   DF/6DB8: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/6DBA: F0 18                Frame Duration: 24
   DF/6DBC: FD 9E                <UNKNOWN COMMAND $9E>
   DF/6DBE: 79                   Object turns down
   DF/6DBF: 65 04                Shift object up-left 4 pixels
   DF/6DC1: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/6DC2: 65 0A                Shift object up-left 10 pixels
   DF/6DC4: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6DC5: 65 04                Shift object up-left 4 pixels
   DF/6DC7: F0 00                Frame Duration: 0
   DF/6DC9: 07                   Clear "moon-walk" Bits
   DF/6DCA: F0 00                Frame Duration: 0
   DF/6DCC: 71                   Object faces down-right
   DF/6DCD: F0 00                Frame Duration: 0
   DF/6DCF: 06                   Set "moon-walk" Bits
   DF/6DD0: F0 00                Frame Duration: 0
   DF/6DD2: FD 9E                <UNKNOWN COMMAND $9E>
   DF/6DD4: 79                   Object turns down
   DF/6DD5: 67 04                Shift object up-right 4 pixels
   DF/6DD7: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/6DD8: 67 10                Shift object up-right 16 pixels
   DF/6DDA: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6DDB: 67 04                Shift object up-right 4 pixels
   DF/6DDD: F0 00                Frame Duration: 0
   DF/6DDF: 07                   Clear "moon-walk" Bits
   DF/6DE0: F0 00                Frame Duration: 0
   DF/6DE2: 73                   Object faces down-left
   DF/6DE3: F0 00                Frame Duration: 0
   DF/6DE5: 06                   Set "moon-walk" Bits
   DF/6DE6: F0 00                Frame Duration: 0
   DF/6DE8: FD 9E                <UNKNOWN COMMAND $9E>
   DF/6DEA: 79                   Object turns down
   DF/6DEB: 61 04                Shift object down-right 4 pixels
   DF/6DED: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/6DEE: 61 0A                Shift object down-right 10 pixels
   DF/6DF0: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6DF1: 61 04                Shift object down-right 4 pixels
   DF/6DF3: F0 00                Frame Duration: 0
   DF/6DF5: 73                   Object faces down-left
   DF/6DF6: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/6DF8: 07                   Clear "moon-walk" Bits
DF/6DF9: 60 E7 AB 60          Run Dialogue $0BE7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

JINX:
    I'll accept a challenge any day.<I><END>


DF/6DFD: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/6DFF: 10 C1                Set transition and sequence flags, x2 speed
   DF/6E01: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/6E04: F0 1D                Frame Duration: 29
   DF/6E06: 10 C0                Set transition and sequence flags, x1 speed
   DF/6E08: F0 1D                Frame Duration: 29
   DF/6E0A: 09                   Reset all object properties to default
   DF/6E0B: 77                   Object faces up-right
   DF/6E0C: F0 09                Frame Duration: 9
DF/6E0E: A2 52                Set event flag memory address 00:708A Bit 2
DF/6E10: FE                   Return


EVENT [814] ------------------------------------------------------------>
DF/6E11: DA 55 77 6F          If event flag memory address 00:708A Bit 5 set, jump to address $DF/6F77
DF/6E15: 60 E3 AB D0          Run Dialogue $0BE3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: You wish to challenge me?
  >>  (Yes)
  >>  (No)<I><END>


DF/6E19: 66 6D 6F             If 2nd option chosen from dialogue prompt, jump to address $DF/6F6D
DF/6E1C: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/6E1E: 10 80                Set sequence flag, x1 speed
   DF/6E20: 73                   Object faces down-left
DF/6E21: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/6E23: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/6E25: 10 C1                Set transition and sequence flags, x2 speed
   DF/6E27: 80 05 10             Move object to on-screen coords: (160,128)
   DF/6E2A: 77                   Object faces up-right
DF/6E2B: DA 54 41 6E          If event flag memory address 00:708A Bit 4 set, jump to address $DF/6E41
DF/6E2F: DA 53 3A 6E          If event flag memory address 00:708A Bit 3 set, jump to address $DF/6E3A
DF/6E33: 60 E6 AB D0          Run Dialogue $0BE6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: All right.
 Let's see what you're capable of.<I><END>


DF/6E37: D2 45 6E             Jump to address $DF/6E45
DF/6E3A: 60 E9 AB D0          Run Dialogue $0BE9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: All right, you asked for it.
 And no crying if you get hurt!<I><END>


DF/6E3E: D2 45 6E             Jump to address $DF/6E45
DF/6E41: 60 EA AB D0          Run Dialogue $0BEA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: Watch closely, Jagger.
 You're about to see your Sensei
 in action.<I><END>


DF/6E45: F0 1D                Duration: 29 frames
DF/6E47: FD 31                Screen doesn't move with MARIO
DF/6E49: 14 11                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/6E4B: 06                   Set "moon-walk" Bits
   DF/6E4C: 10 41                Set transition flag, x2 speed
   DF/6E4E: 7E 35 00             Object jumps #$0035 units
   DF/6E51: 57 01                Shift object up-right 16 pixels
   DF/6E53: F0 13                Frame Duration: 19
   DF/6E55: 10 80                Set sequence flag, x1 speed
   DF/6E57: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/6E5A: F0 2C                Frame Duration: 44
DF/6E5C: 00 97                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DF/6E5E: 06                   Set "moon-walk" Bits
   DF/6E5F: 10 41                Set transition flag, x2 speed
   DF/6E61: 7E 35 00             Object jumps #$0035 units
   DF/6E64: 53 01                Shift object down-left 16 pixels
   DF/6E66: F0 13                Frame Duration: 19
   DF/6E68: 10 80                Set sequence flag, x1 speed
   DF/6E6A: 08 54 02             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/6E6D: 9C 60                Play sound effect #$60
   DF/6E6F: F0 0E                Frame Duration: 14
   DF/6E71: 9C 60                Play sound effect #$60
   DF/6E73: F0 1D                Frame Duration: 29
DF/6E75: DA 54 8B 6E          If event flag memory address 00:708A Bit 4 set, jump to address $DF/6E8B
DF/6E79: DA 53 84 6E          If event flag memory address 00:708A Bit 3 set, jump to address $DF/6E84
DF/6E7D: 4A B2 00 2E          Engage in battle with formation pack #$00B2 in background #$2E
DF/6E81: D2 92 6E             Jump to address $DF/6E92
DF/6E84: 4A BB 00 2E          Engage in battle with formation pack #$00BB in background #$2E
DF/6E88: D2 92 6E             Jump to address $DF/6E92
DF/6E8B: 4A BC 00 2E          Engage in battle with formation pack #$00BC in background #$2E
DF/6E8F: D2 92 6E             Jump to address $DF/6E92
DF/6E92: FD 5B                Restore all HP
DF/6E94: FD 5C                Restore all FP
DF/6E96: F0 00                Duration: 0 frames
DF/6E98: FD A2                Stop music playback
DF/6E9A: 95 00 64             Fade out music to volume 100; Duration: 0 frames
DF/6E9D: 91 33                Play music: #$33
DF/6E9F: F0 00                Duration: 0 frames
DF/6EA1: 71                   Lighten screen from black before following commands
DF/6EA2: 14 0B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/6EA4: F0 45                Frame Duration: 69
   DF/6EA6: 09                   Reset all object properties to default
   DF/6EA7: 73                   Object faces down-left
   DF/6EA8: 07                   Clear "moon-walk" Bits
   DF/6EA9: F0 1D                Frame Duration: 29
   DF/6EAB: 10 C5                Set transition and sequence flags, 1/2 speed
   DF/6EAD: 53 01                Shift object down-left 16 pixels
DF/6EAF: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/6EB1: F0 45                Frame Duration: 69
   DF/6EB3: 09                   Reset all object properties to default
   DF/6EB4: 77                   Object faces up-right
   DF/6EB5: 07                   Clear "moon-walk" Bits
   DF/6EB6: F0 1D                Frame Duration: 29
   DF/6EB8: 10 C5                Set transition and sequence flags, 1/2 speed
   DF/6EBA: 57 01                Shift object up-right 16 pixels
   DF/6EBC: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/6EBE: 10 C0                Set transition and sequence flags, x1 speed
DF/6EC0: FD 30                Screen moves with MARIO
DF/6EC2: F0 1D                Duration: 29 frames
DF/6EC4: D8 01 72 6F          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/6F72
DF/6EC8: D8 00 68 6F          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/6F68
DF/6ECC: DA 54 E2 6E          If event flag memory address 00:708A Bit 4 set, jump to address $DF/6EE2
DF/6ED0: DA 53 DB 6E          If event flag memory address 00:708A Bit 3 set, jump to address $DF/6EDB
DF/6ED4: 60 EB AB D0          Run Dialogue $0BEB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: I guess I underestimated you.
 You pack quite a punch!<I>

 But don't let it go to your head,
 because I let you HAVE that round.
 Let's have a rematch.<I><END>


DF/6ED8: A2 53                Set event flag memory address 00:708A Bit 3
DF/6EDA: FE                   Return

DF/6EDB: 60 EC AB D0          Run Dialogue $0BEC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: Still haven't had enough?<I>

 It isn't often that I have someone
 this competitive to spar with!<I>

 All right, this match will be the 
 one that counts, since I'm placing
 my reputation on the line!<I><END>


DF/6EDF: A2 54                Set event flag memory address 00:708A Bit 4
DF/6EE1: FE                   Return

DF/6EE2: 60 0B AD D0          Run Dialogue $0D0B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: Whoa......<I>
 You ARE the stronger champion,
 no doubt about it.<I>

 My reputation was staked on this
 last fight, so I've lost the title
 of Sensei.<I>

 From today, you are the Sensei
 of this dojo.<I>

 Please take this belt, which only
 the highest ranking fighter in the
 dojo can wear.<I><END>


DF/6EE6: F0 1D                Duration: 29 frames
DF/6EE8: A8 07 5A             Store #$5A to 00:70A7
DF/6EEB: AC 0D 0D             Store #$0D0D to 00:7000
DF/6EEE: D1 F5 0E             Execute event id $0EF5
DF/6EF1: F0 1D                Duration: 29 frames
DF/6EF3: 60 0C AD D0          Run Dialogue $0D0C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We will rename the dojo, Mario
 Style Dojo, and incorporate your
 jump technique into the training.<I><END>


DF/6EF7: F0 0E                Duration: 14 frames
DF/6EF9: 14 BC                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x3C bytes) (Wait until complete)
   DF/6EFB: 10 C3                Set transition and sequence flags, x4 speed
   DF/6EFD: 07                   Clear "moon-walk" Bits
   DF/6EFE: 51 01                Shift object down-right 16 pixels
   DF/6F00: 53 04                Shift object down-left 64 pixels
   DF/6F02: 55 01                Shift object up-left 16 pixels
   DF/6F04: 53 01                Shift object down-left 16 pixels
   DF/6F06: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/6F07: 9C 10                Play sound effect #$10
   DF/6F09: F0 4A                Frame Duration: 74
   DF/6F0B: 9C 16                Play sound effect #$16
   DF/6F0D: F0 3B                Frame Duration: 59
   DF/6F0F: 9C 3A                Play sound effect #$3A
   DF/6F11: F0 2C                Frame Duration: 44
   DF/6F13: 9C 19                Play sound effect #$19
   DF/6F15: F0 07                Frame Duration: 7
   DF/6F17: 9C 19                Play sound effect #$19
   DF/6F19: F0 07                Frame Duration: 7
   DF/6F1B: 9C 19                Play sound effect #$19
   DF/6F1D: F0 27                Frame Duration: 39
   DF/6F1F: 9C 19                Play sound effect #$19
   DF/6F21: F0 07                Frame Duration: 7
   DF/6F23: 9C 19                Play sound effect #$19
   DF/6F25: F0 07                Frame Duration: 7
   DF/6F27: 9C 19                Play sound effect #$19
   DF/6F29: F0 45                Frame Duration: 69
   DF/6F2B: 9C 10                Play sound effect #$10
   DF/6F2D: 00                   Set Bit 7 of current object (enable object visibility)
   DF/6F2E: 57 01                Shift object up-right 16 pixels
   DF/6F30: 51 01                Shift object down-right 16 pixels
   DF/6F32: 57 04                Shift object up-right 64 pixels
   DF/6F34: 55 01                Shift object up-left 16 pixels
   DF/6F36: 73                   Object faces down-left
DF/6F37: F0 2C                Duration: 44 frames
DF/6F39: 60 0E AD D0          Run Dialogue $0D0E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: Jagger and I will start our
 training immediately.<I><END>


DF/6F3D: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/6F3F: 10 40                Set transition flag, x1 speed
   DF/6F41: 06                   Set "moon-walk" Bits
   DF/6F42: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/6F44: 51 01                Shift object down-right 16 pixels
   DF/6F46: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
DF/6F48: 15 88                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/6F4A: 10 C1                Set transition and sequence flags, x2 speed
   DF/6F4C: 80 05 0E             Move object to on-screen coords: (160,112)
   DF/6F4F: 73                   Object faces down-left
   DF/6F50: 10 C0                Set transition and sequence flags, x1 speed
DF/6F52: F0 3B                Duration: 59 frames
DF/6F54: 60 0F AD D0          Run Dialogue $0D0F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 1000 warm up jumps!
 Ready, begin!<I><END>


DF/6F58: F0 0E                Duration: 14 frames
DF/6F5A: 14 F2 EE 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EE
DF/6F5E: 15 F2 EE 03          Set Object: NPC #1 ---> Command: Set object to movement: $03EE
DF/6F62: 6A 44 C1             Modify BGL of area $C144
DF/6F65: A2 55                Set event flag memory address 00:708A Bit 5
DF/6F67: FE                   Return

DF/6F68: 60 E8 AB D0          Run Dialogue $0BE8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: Do you know what your weak
 point is? You haven't put in
 enough training time.<I>

 But don't worry, in time you'll
 grow stronger.
 Come back after you level up.<I><END>


DF/6F6C: FE                   Return

DF/6F6D: 60 E5 AB D0          Run Dialogue $0BE5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: Tsk tsk.
 Afraid are we?<I><END>


DF/6F71: FE                   Return

DF/6F72: 60 ED AB D0          Run Dialogue $0BED (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: How disappointing!
 Running away during the middle of
 a match?<I>

 Come back when you've leveled up
 sufficiently, and we'll try again.<I><END>


DF/6F76: FE                   Return

DF/6F77: 60 19 AD D0          Run Dialogue $0D19 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

JINX: Master!
 Share your wisdom with us!<I><END>


DF/6F7B: FE                   Return


EVENT [815] ------------------------------------------------------------>
DF/6F7C: 60 FC A4 40          Run Dialogue $04FC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I've been all around the world.<I>

 But the strangest person I met,
 is this old geezer in Rose Town.<I>

 He really is weird, but definitely
 worth meeting.<I><END>


DF/6F80: FE                   Return


EVENT [816] ------------------------------------------------------------>
DF/6F81: DA 50 97 6F          If event flag memory address 00:708A Bit 0 set, jump to address $DF/6F97
DF/6F85: DE 49 97 6F          If event flag memory address 00:7089 Bit 1 clear, jump to address $DF/6F97
DF/6F89: DE 48 97 6F          If event flag memory address 00:7089 Bit 0 clear, jump to address $DF/6F97
DF/6F8D: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/6F8F: 77                   Object faces up-right
DF/6F90: 60 9D AB D0          Run Dialogue $0B9D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MONSTERMAMA:
 So what do you think?
 Isn't our star adorable?<I>

 She's so talented too!
 Folks come to see her from afar.<I><END>


DF/6F94: D2 0D 68             Jump to address $DF/680D
DF/6F97: 68 44 81 07 36 64    Enter area: $0144
                              MARIO will be at coords: (224,432) Z=64
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/6F9D: FE                   Return


EVENT [817] ------------------------------------------------------------>

EVENT [818] ------------------------------------------------------------>
DF/6F9E: 9C 0E                Play sound effect #$0E
DF/6FA0: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/6FA2: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DF/6FA4: 16 F2 0E 00          Set Object: NPC #2 ---> Command: Set object to movement: $000E
DF/6FA8: FE                   Return


EVENT [819] ------------------------------------------------------------>
DF/6FA9: DA 9B CE 6F          If event flag memory address 00:7093 Bit 3 set, jump to address $DF/6FCE
DF/6FAD: 9C 05                Play sound effect #$05
DF/6FAF: 16 F2 07 00          Set Object: NPC #2 ---> Command: Set object to movement: $0007
DF/6FB3: C7 10                <UNKNOWN COMMAND $C7>
DF/6FB5: BA 0A                Store value at 00:7014 to 00:7000
DF/6FB7: AD 60 02             Store #$0260 to 00:7000
DF/6FBA: BB 0A                Store value at 00:7000 to 00:7014
DF/6FBC: 9C 5E                Play sound effect #$5E
DF/6FBE: 3F 13 BE 6F          <UNKNOWN COMMAND: pointer to address $6FBE>
DF/6FC2: 53 01                Add 1 frog coins
DF/6FC4: A2 9B                Set event flag memory address 00:7093 Bit 3
DF/6FC6: F2 0B AD             <UNKNOWN COMMAND $F2>
DF/6FC9: F2 0B 2B             <UNKNOWN COMMAND $F2>
DF/6FCC: AA 28                Increment 00:70C8
DF/6FCE: FE                   Return


EVENT [81A] ------------------------------------------------------------>
DF/6FCF: 68 5F 01 1D 2D C0    Enter area: $015F
                              MARIO will be at coords: (944,360) Z=0
                              MARIO will face: up
                              <UNKNOWN=#$00>
DF/6FD5: 0C 02                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes)
   DF/6FD7: 60 0C                Shift object right 12 pixels
DF/6FD9: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/6FDB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/6FDC: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DF/6FDF: 0D F2 3F 02          Set Object: BG1 ---> Command: Set object to movement: $023F
DF/6FE3: 73 46                Lighten screen from black before following commands; Duration: 70 frames
DF/6FE5: F0 3B                Duration: 59 frames
DF/6FE7: 14 9A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DF/6FE9: 10 40                Set transition flag, x1 speed
   DF/6FEB: 52 01                Shift object down 16 pixels
   DF/6FED: F0 1D                Frame Duration: 29
   DF/6FEF: 52 01                Shift object down 16 pixels
   DF/6FF1: F0 1D                Frame Duration: 29
   DF/6FF3: 52 01                Shift object down 16 pixels
   DF/6FF5: F0 1D                Frame Duration: 29
   DF/6FF7: 52 01                Shift object down 16 pixels
   DF/6FF9: F0 1D                Frame Duration: 29
   DF/6FFB: 52 01                Shift object down 16 pixels
   DF/6FFD: F0 1D                Frame Duration: 29
   DF/6FFF: 52 01                Shift object down 16 pixels
   DF/7001: F0 1D                Frame Duration: 29
DF/7003: DA 56 21 70          If event flag memory address 00:708A Bit 6 set, jump to address $DF/7021
DF/7007: 60 F0 AB 62          Run Dialogue $0BF0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                Greetings.<I>


  I am Culex, Dark Knight of Vanda.<I>

 I have crossed into this dimension
     to fight for the Dark Mage.<I>

   But this world is uninhabitable
          for me and my kind.
   I must return to my own world.<I>

  Before I go, though, I would like
 to challenge your strongest knight.<I>

    Will you accept my challenge?<I><END>


DF/700B: 60 F1 AB 62          Run Dialogue $0BF1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You will enter combat against me?<I>
   >>  (Yes)
   >>  (Uh...)<I><END>


DF/700F: A2 56                Set event flag memory address 00:708A Bit 6
DF/7011: 66 2B 70             If 2nd option chosen from dialogue prompt, jump to address $DF/702B
DF/7014: 60 F5 AB 62          Run Dialogue $0BF5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                En garde!<I><END>


DF/7018: 4A D8 00 2F          Engage in battle with formation pack #$00D8 in background #$2F
DF/701C: DC 00 6A 70          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/706A
DF/7020: FB                   Reset game, choose game

DF/7021: 60 F3 AB 62          Run Dialogue $0BF3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CULEX: 
    You have returned to accept
             my challenge?<I>

        Now will you fight me?
  >>  (Yes)
  >>  (No)<I><END>


DF/7025: 66 2B 70             If 2nd option chosen from dialogue prompt, jump to address $DF/702B
DF/7028: D2 14 70             Jump to address $DF/7014
DF/702B: 60 F2 AB 62          Run Dialogue $0BF2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

      You are wise to hesitate.<I>

   Without any weapon or armor,
         you have no chance.<I><END>


DF/702F: D2 32 70             Jump to address $DF/7032
DF/7032: 14 9A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   DF/7034: 10 40                Set transition flag, x1 speed
   DF/7036: 56 01                Shift object up 16 pixels
   DF/7038: F0 1D                Frame Duration: 29
   DF/703A: 56 01                Shift object up 16 pixels
   DF/703C: F0 1D                Frame Duration: 29
   DF/703E: 56 01                Shift object up 16 pixels
   DF/7040: F0 1D                Frame Duration: 29
   DF/7042: 56 01                Shift object up 16 pixels
   DF/7044: F0 1D                Frame Duration: 29
   DF/7046: 56 01                Shift object up 16 pixels
   DF/7048: F0 1D                Frame Duration: 29
   DF/704A: 56 01                Shift object up 16 pixels
   DF/704C: F0 1D                Frame Duration: 29
DF/704E: DA 9C 5B 70          If event flag memory address 00:7093 Bit 4 set, jump to address $DF/705B
DF/7052: 68 44 01 0B 3F 64    Enter area: $0144
                              MARIO will be at coords: (368,504) Z=64
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
DF/7058: D2 52 65             Jump to address $DF/6552
DF/705B: 6B 44 01             Modify physical field of area $0144
DF/705E: 6A 44 C3             Modify BGL of area $C344
DF/7061: 68 44 01 0B 3F 64    Enter area: $0144
                              MARIO will be at coords: (368,504) Z=64
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
DF/7067: D2 52 65             Jump to address $DF/6552
DF/706A: 71                   Lighten screen from black before following commands
DF/706B: F0 04                Duration: 4 frames
DF/706D: 91 3A                Play music: #$3A
DF/706F: F0 3B                Duration: 59 frames
DF/7071: 60 F4 AB 62          Run Dialogue $0BF4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

                  Ahhhh!<I>
              Your spirit....
             ....is strong!<I>

  
       Thank you, brave knight.<I>

     I will treasure this memento
          of my journey here.<I>

  Perhaps in another time, another
   game, we may have been mortal
               enemies...<I>

  Let us part as comrades in arms.<I>

                Take this.<I>
           Treasure it as a
        keepsake of our fight.<I><END>


DF/7075: F0 0E                Duration: 14 frames
DF/7077: A8 07 5E             Store #$5E to 00:70A7
DF/707A: AC 1B 0D             Store #$0D1B to 00:7000
DF/707D: D1 F5 0E             Execute event id $0EF5
DF/7080: F0 0E                Duration: 14 frames
DF/7082: 60 1A AD 62          Run Dialogue $0D1A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CULEX: 
      Farewell, champion knight!<I><END>


DF/7086: A2 9C                Set event flag memory address 00:7093 Bit 4
DF/7088: FD 5B                Restore all HP
DF/708A: FD 5C                Restore all FP
DF/708C: D2 32 70             Jump to address $DF/7032

EVENT [81B] ------------------------------------------------------------>
DF/708F: 60 07 AD 02          Run Dialogue $0D07 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            It's been sealed<I><END>


DF/7093: A8 07 8A             Store #$8A to 00:70A7
DF/7096: FD 5E                Store value at 00:70A7 to 00:7000
DF/7098: E2 00 00 B5 70       If value at 00:7000 = #$0000, jump to address $DF/70B5
DF/709D: F0 0E                Duration: 14 frames
DF/709F: 60 08 AD 42          Run Dialogue $0D08 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

                  Look!
   The Shiny Stone is reacting!<I><END>


DF/70A3: F0 0E                Duration: 14 frames
DF/70A5: 6B 44 81             Modify physical field of area $8144
DF/70A8: 9C 51                Play sound effect #$51
DF/70AA: F0 0E                Duration: 14 frames
DF/70AC: 60 09 AD 42          Run Dialogue $0D09 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

      The seal has been broken!<I><END>


DF/70B0: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/70B2: F2 44 2D             <UNKNOWN COMMAND $F2>
DF/70B5: FE                   Return


EVENT [81C] ------------------------------------------------------------>

EVENT [81D] ------------------------------------------------------------>

EVENT [81E] ------------------------------------------------------------>
DF/70B6: A8 3F 26             Store #$26 to 00:70DF
DF/70B9: A0 97                Set event flag memory address 00:7052 Bit 7
DF/70BB: B4 08                Store value at 00:70A8 to 00:7000
DF/70BD: B5 26                Store value at 00:7000 to 00:70C6
DF/70BF: 34 00                Change directional maneuverability: 
DF/70C1: FD 31                Screen doesn't move with MARIO
DF/70C3: 31                   <UNKNOWN COMMAND $31>
DF/70C4: 9C 96                Play sound effect #$96
DF/70C6: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DF/70CA: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/70CC: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/70CE: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/70CF: 10 44                Set transition flag, x8 speed
   DF/70D1: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/70D3: 5A 0E                Shift object up 224 pixels
   DF/70D5: B4 26                Store value at 00:70C6 to 00:700C
   DF/70D7: B5 09                Store value at 00:700C to 00:70A9
   DF/70D9: C8 91                <UNKNOWN COMMAND $C8>
   DF/70DB: 8A                   Object disappears?
   DF/70DC: FE                   Return Queue

DF/70DD: 75                   Darken screen from normal before following commands
DF/70DE: FD 4A                Save Game

EVENT [81F] ------------------------------------------------------------>
DF/70E0: 34 00                Change directional maneuverability: 
DF/70E2: FD 31                Screen doesn't move with MARIO
DF/70E4: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/70E6: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/70E8: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/70EA: 09                   Reset all object properties to default
   DF/70EB: 72                   Object faces down
   DF/70EC: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/70EE: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
DF/70EF: 71                   Lighten screen from black before following commands
DF/70F0: 00 9E                Set Object: MARIO ---> Begin action queue for object (Length: 0x1E bytes) (Wait until complete)
   DF/70F2: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/70F4: F0 00                Frame Duration: 0
   DF/70F6: 3D F4 70             <UNKNOWN COMMAND $3D: pointer to address $DF/70F4>
   DF/70F9: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/70FB: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/70FD: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/70FF: 7F A5 00             Object jumps (with sound effect) #$00A5 units
   DF/7102: F0 13                Frame Duration: 19
   DF/7104: 0B 04                Set Bits $4 of current object address 0A,x
   DF/7106: 42                   <UNKNOWN COMMAND $42>
   DF/7107: F0 00                Frame Duration: 0
   DF/7109: 3D 07 71             <UNKNOWN COMMAND $3D: pointer to address $DF/7107>
   DF/710C: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   DF/710E: 0B F0                Set Bits $F0 of current object address 0A,x
DF/7110: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/7114: FD 30                Screen moves with MARIO
DF/7116: 34 FF                Change directional maneuverability: left right down up 
DF/7118: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/711A: FE                   Return


EVENT [820] ------------------------------------------------------------>
DF/711B: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/711D: 07                   Clear "moon-walk" Bits
   DF/711E: 61 08                Shift object down-right 8 pixels
   DF/7120: 73                   Object faces down-left
   DF/7121: F0 00                Frame Duration: 0
DF/7123: 18 89                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/7125: 65 04                Shift object up-left 4 pixels
   DF/7127: 66 09                Shift object up 9 pixels
   DF/7129: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/712C: 13 01                Layering priority: Normal
DF/712E: 71                   Lighten screen from black before following commands
DF/712F: FE                   Return


EVENT [821] ------------------------------------------------------------>
DF/7130: FD 40                <UNKNOWN COMMAND $FD 40>
DF/7132: A0 4D                Set event flag memory address 00:7049 Bit 5
DF/7134: 17 8A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/7136: F0 01                Frame Duration: 1
   DF/7138: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DF/713B: F0 03                Frame Duration: 3
   DF/713D: 08 48 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
DF/7140: F0 01                Duration: 1 frames
DF/7142: 80                   <UNKNOWN COMMAND $80>
DF/7143: AE                   Increment 00:7000
DF/7144: 09 93                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DF/7146: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7147: 81 13 00             Move object: right=608px down=0px
   DF/714A: 93 95 08 00          Place object: right=672px down=64px up=0px
   DF/714E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/714F: 94 F0 1D 10          Place object: right=240px down=29px up=16px
   DF/7153: 41                   <UNKNOWN COMMAND $41>
   DF/7154: 10 81                Set sequence flag, x2 speed
   DF/7156: 80 05 31             Move object to on-screen coords: (176,392)
DF/7159: 75                   Darken screen from normal before following commands
DF/715A: 10 40                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes)
   DF/715C: 08 42 88             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/715F: 7F 78 00             Object jumps (with sound effect) #$0078 units
   DF/7162: 65 20                Shift object up-left 32 pixels
   DF/7164: F0 04                Frame Duration: 4
   DF/7166: 8F                   <UNKNOWN COMMAND $8F>
   DF/7167: 19                   <UNKNOWN COMMAND $19>
   DF/7168: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7169: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/716A: 9C 36                Play sound effect #$36
   DF/716C: FD 5B                <UNKNOWN COMMAND $5B>
   DF/716E: FD 5C                <UNKNOWN COMMAND $5C>
   DF/7170: F0 77                Frame Duration: 119
   DF/7172: 6A 8F                Shift object up 143 pixels
   DF/7174: C1 00                Compare values at memory addresses 00:7000 and 00:700C
   DF/7176: 89                   Object disappears?
   DF/7177: 67 10                Shift object up-right 16 pixels
   DF/7179: 62 02                Shift object down 2 pixels
   DF/717B: 10 85                Set sequence flag, 1/2 speed
   DF/717D: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DF/7180: F0 04                Frame Duration: 4
   DF/7182: 73                   Object faces down-left
   DF/7183: 78                   Object faces down
   DF/7184: DA 4B D7 72          If event flag memory address 00:7089 Bit 3 set, jump to address $DF/72D7
   DF/7188: A2 4B                Set event flag memory address 00:7089 Bit 3
   DF/718A: F0 95                Frame Duration: 149
   DF/718C: 14 F2                Isolate top Bits of current object address 0E,x and set Bit(s) $242
   DF/718E: 38                   <UNKNOWN COMMAND $38>
   DF/718F: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/7190: F0 3B                Frame Duration: 59
   DF/7192: 60 96                Shift object right 150 pixels
   DF/7194: AB 40                Decrement 00:70E0
   DF/7196: F0 13                Frame Duration: 19
   DF/7198: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   DF/719A: 38                   <UNKNOWN COMMAND $38>
   DF/719B: 02                   Set Bit 4,6 of current object (enable all sequence playback)
DF/719C: F0 3B                Duration: 59 frames
DF/719E: 60 94 AB 40          Run Dialogue $0B94 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hi, I'm The Big Boo.<I><END>


DF/71A2: F0 13                Duration: 19 frames
DF/71A4: 16 F2 38 02          Set Object: NPC #2 ---> Command: Set object to movement: $0238
DF/71A8: F0 3B                Duration: 59 frames
DF/71AA: 60 95 AB 40          Run Dialogue $0B95 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 And I'm Dry Bones...<I><END>


DF/71AE: F0 13                Duration: 19 frames
DF/71B0: 60 97 AB 40          Run Dialogue $0B97 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

    We are the 3 Musty Fears!<I><END>


DF/71B4: F0 3B                Duration: 59 frames
DF/71B6: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/71B8: 71                   Object faces down-right
   DF/71B9: F0 1D                Frame Duration: 29
DF/71BB: 60 98 AB 40          Run Dialogue $0B98 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GREAPER:
 He's sleeping.<I><END>


DF/71BF: F0 0E                Duration: 14 frames
DF/71C1: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/71C3: 75                   Object faces up-left
   DF/71C4: F0 1D                Frame Duration: 29
DF/71C6: 60 99 AB 40          Run Dialogue $0B99 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DRY BONES:
 Boy, he sure is.<I><END>


DF/71CA: F0 1D                Duration: 29 frames
DF/71CC: 60 9A AB 40          Run Dialogue $0B9A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

THE BIG BOO:
 Check those bubbles
 coming out of his nose!<I><END>


DF/71D0: F0 13                Duration: 19 frames
DF/71D2: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/71D4: 73                   Object faces down-left
DF/71D5: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/71D7: 73                   Object faces down-left
DF/71D8: F0 13                Duration: 19 frames
DF/71DA: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/71DC: 10 45                Set transition flag, 1/2 speed
   DF/71DE: 5B 01                Shift object down 16 pixels
DF/71E0: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/71E2: 10 45                Set transition flag, 1/2 speed
   DF/71E4: 5B 01                Shift object down 16 pixels
DF/71E6: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/71E8: 10 45                Set transition flag, 1/2 speed
   DF/71EA: 5B 01                Shift object down 16 pixels
DF/71EC: F0 09                Duration: 9 frames
DF/71EE: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/71F0: 10 45                Set transition flag, 1/2 speed
   DF/71F2: 53 02                Shift object down-left 32 pixels
   DF/71F4: 71                   Object faces down-right
DF/71F5: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/71F7: 10 45                Set transition flag, 1/2 speed
   DF/71F9: 53 02                Shift object down-left 32 pixels
   DF/71FB: 75                   Object faces up-left
DF/71FC: F0 2C                Duration: 44 frames
DF/71FE: 15 F2 66 03          Set Object: NPC #1 ---> Command: Set object to movement: $0366
DF/7202: 60 AD AB 40          Run Dialogue $0BAD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

THE BIG BOO: Maybe he can still
 hear us while he's asleep?<I>

 Hey you! We want to play a round
 of Find the Flag.<I><END>


DF/7206: 15 F2 67 03          Set Object: NPC #1 ---> Command: Set object to movement: $0367
DF/720A: F0 13                Duration: 19 frames
DF/720C: 14 F2 68 03          Set Object: NPC #0 ---> Command: Set object to movement: $0368
DF/7210: 60 AE AB 40          Run Dialogue $0BAE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GREAPER: Right!
 We'll each hide a flag
 somewhere around the world.<I><END>


DF/7214: 14 F2 69 03          Set Object: NPC #0 ---> Command: Set object to movement: $0369
DF/7218: F0 13                Duration: 19 frames
DF/721A: 16 F2 6A 03          Set Object: NPC #2 ---> Command: Set object to movement: $036A
DF/721E: 60 AF AB 40          Run Dialogue $0BAF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DRY BONES: Yeah.
 Find all three flags, and
 you'll get an awesome prize.<I><END>


DF/7222: 16 F2 6B 03          Set Object: NPC #2 ---> Command: Set object to movement: $036B
DF/7226: F0 13                Duration: 19 frames
DF/7228: 60 B0 AB 40          Run Dialogue $0BB0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

3 MUSTY FEARS:
 We'll go and hide the flags.<I>

 See you when we get back!<I><END>


DF/722C: F0 09                Duration: 9 frames
DF/722E: 14 F2 39 02          Set Object: NPC #0 ---> Command: Set object to movement: $0239
DF/7232: 15 F2 39 02          Set Object: NPC #1 ---> Command: Set object to movement: $0239
DF/7236: 16 F2 39 02          Set Object: NPC #2 ---> Command: Set object to movement: $0239
DF/723A: F0 6D                Duration: 109 frames
DF/723C: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/723E: 10 85                Set sequence flag, 1/2 speed
   DF/7240: 09                   Reset all object properties to default
   DF/7241: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/7242: F0 13                Frame Duration: 19
   DF/7244: 10 40                Set transition flag, x1 speed
   DF/7246: 80 05 2F             Move object to on-screen coords: (176,376)
DF/7249: 60 B1 AB 40          Run Dialogue $0BB1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 They'll be back!<I><END>


DF/724D: 17 8D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/724F: 80 08 2E             Move object to on-screen coords: (256,368)
   DF/7252: F0 01                Frame Duration: 1
   DF/7254: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DF/7257: F0 03                Frame Duration: 3
   DF/7259: 08 48 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
DF/725C: F0 6D                Duration: 109 frames
DF/725E: 14 F2 38 02          Set Object: NPC #0 ---> Command: Set object to movement: $0238
DF/7262: F0 2C                Duration: 44 frames
DF/7264: 60 B2 AB 40          Run Dialogue $0BB2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GREAPER: I'm back!<I>
 I hid my flag...
 behind a wooden flower.<I><END>


DF/7268: F0 1D                Duration: 29 frames
DF/726A: 16 F2 38 02          Set Object: NPC #2 ---> Command: Set object to movement: $0238
DF/726E: F0 2C                Duration: 44 frames
DF/7270: 60 B3 AB 40          Run Dialogue $0BB3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DRY BONES: I'm hooooome!<I>
 My flag's under a green bed.<I><END>


DF/7274: F0 1D                Duration: 29 frames
DF/7276: 15 F2 38 02          Set Object: NPC #1 ---> Command: Set object to movement: $0238
DF/727A: F0 2C                Duration: 44 frames
DF/727C: 60 B4 AB 40          Run Dialogue $0BB4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

THE BIG BOO: I'm back!<I>
 You'll never guess my spot!
 It's between O and A.<I>

 Our flags are invisible, so search
 VERY carefully when you think
 you've found the spot!<I><END>


DF/7280: F0 1D                Duration: 29 frames
DF/7282: 60 B5 AB 40          Run Dialogue $0BB5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

3 MUSTY FEARS:
 Don't forget what we told you!<I><END>


DF/7286: 14 F2 39 02          Set Object: NPC #0 ---> Command: Set object to movement: $0239
DF/728A: 15 F2 39 02          Set Object: NPC #1 ---> Command: Set object to movement: $0239
DF/728E: 16 F2 39 02          Set Object: NPC #2 ---> Command: Set object to movement: $0239
DF/7292: F0 3B                Duration: 59 frames
DF/7294: 80                   <UNKNOWN COMMAND $80>
DF/7295: 00 00                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes)
DF/7297: 93                   Fade out music
DF/7298: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/729A: 95 00                Transfer object to coords of MARIO
DF/729C: 64                   <UNKNOWN COMMAND $64>
DF/729D: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/729F: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/72A2: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/72A4: 9C 1E                Play sound effect #$1E
   DF/72A6: 10 83                Set sequence flag, x4 speed
   DF/72A8: 08 40 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DF/72AB: F0 0E                Frame Duration: 14
   DF/72AD: 10 80                Set sequence flag, x1 speed
DF/72AF: 95 06 64             Fade out music to volume 100; Duration: 6 frames
DF/72B2: CB                   Store joypad register to 00:7000,00:7001
DF/72B3: F0 00                Duration: 0 frames
DF/72B5: FD B0 80 00          Isolate Bits $0080 of 00:7000
DF/72B9: E2 80 00 C1 72       If value at 00:7000 = #$0080, jump to address $DF/72C1
DF/72BE: D2 B2 72             Jump to address $DF/72B2
DF/72C1: 6A 8F 41             Modify BGL of area $418F
DF/72C4: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/72C6: 09                   Reset all object properties to default
   DF/72C7: 10 80                Set sequence flag, x1 speed
   DF/72C9: 7F 78 00             Object jumps (with sound effect) #$0078 units
   DF/72CC: 62 20                Shift object down 32 pixels
   DF/72CE: 10 C0                Set transition and sequence flags, x1 speed
DF/72D0: F0 00                Duration: 0 frames
DF/72D2: 9C 3A                Play sound effect #$3A
DF/72D4: A4 4D                Clear event flag memory address 00:7049 Bit 5
DF/72D6: FE                   Return


EVENT [822] ------------------------------------------------------------>
DF/72D7: F0 3B                Duration: 59 frames
DF/72D9: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/72DB: 92 04 2C 01          Place object at on-screen coords: (128,352) Z=16
   DF/72DF: 71                   Object faces down-right
   DF/72E0: F0 00                Frame Duration: 0
DF/72E2: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/72E4: 92 05 2B 01          Place object at on-screen coords: (176,344) Z=16
   DF/72E8: 61 08                Shift object down-right 8 pixels
   DF/72EA: 73                   Object faces down-left
   DF/72EB: F0 00                Frame Duration: 0
DF/72ED: 16 87                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/72EF: 92 05 2F 01          Place object at on-screen coords: (176,376) Z=16
   DF/72F3: 75                   Object faces up-left
   DF/72F4: F0 00                Frame Duration: 0
DF/72F6: DE 4C 77 73          If event flag memory address 00:7089 Bit 4 clear, jump to address $DF/7377
DF/72FA: DE 4D 77 73          If event flag memory address 00:7089 Bit 5 clear, jump to address $DF/7377
DF/72FE: DE 4E 77 73          If event flag memory address 00:7089 Bit 6 clear, jump to address $DF/7377
DF/7302: 14 F2 38 02          Set Object: NPC #0 ---> Command: Set object to movement: $0238
DF/7306: 15 F2 38 02          Set Object: NPC #1 ---> Command: Set object to movement: $0238
DF/730A: 16 F2 38 02          Set Object: NPC #2 ---> Command: Set object to movement: $0238
DF/730E: DA 4F ED 73          If event flag memory address 00:7089 Bit 7 set, jump to address $DF/73ED
DF/7312: F0 59                Duration: 89 frames
DF/7314: 60 BE AB 40          Run Dialogue $0BBE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

3 MUSTY FEARS: Good job!
 You found all three flags.<I><END>


DF/7318: F0 3B                Duration: 59 frames
DF/731A: 14 F2 68 03          Set Object: NPC #0 ---> Command: Set object to movement: $0368
DF/731E: 60 BF AB 40          Run Dialogue $0BBF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GREAPER:
 Hey, you're not half bad!<I><END>


DF/7322: 14 F2 69 03          Set Object: NPC #0 ---> Command: Set object to movement: $0369
DF/7326: F0 1D                Duration: 29 frames
DF/7328: 16 F2 6A 03          Set Object: NPC #2 ---> Command: Set object to movement: $036A
DF/732C: 60 C0 AB 40          Run Dialogue $0BC0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DRY BONES:
 You did pretty well!<I><END>


DF/7330: 16 F2 6B 03          Set Object: NPC #2 ---> Command: Set object to movement: $036B
DF/7334: F0 1D                Duration: 29 frames
DF/7336: 15 F2 66 03          Set Object: NPC #1 ---> Command: Set object to movement: $0366
DF/733A: 60 C1 AB 40          Run Dialogue $0BC1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

THE BIG BOO:
 We had a great time, too.
 Thanks for playing our game!<I><END>


DF/733E: 15 F2 67 03          Set Object: NPC #1 ---> Command: Set object to movement: $0367
DF/7342: F0 3B                Duration: 59 frames
DF/7344: 60 C2 AB 40          Run Dialogue $0BC2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

3 MUSTY FEARS:
 Now the grand prize give-away!<I><END>


DF/7348: F0 2C                Duration: 44 frames
DF/734A: 14 F2 68 03          Set Object: NPC #0 ---> Command: Set object to movement: $0368
DF/734E: 16 F2 6A 03          Set Object: NPC #2 ---> Command: Set object to movement: $036A
DF/7352: 15 F2 66 03          Set Object: NPC #1 ---> Command: Set object to movement: $0366
DF/7356: F0 95                Duration: 149 frames
DF/7358: 14 F2 69 03          Set Object: NPC #0 ---> Command: Set object to movement: $0369
DF/735C: 16 F2 6B 03          Set Object: NPC #2 ---> Command: Set object to movement: $036B
DF/7360: 15 F2 67 03          Set Object: NPC #1 ---> Command: Set object to movement: $0367
DF/7364: F0 3B                Duration: 59 frames
DF/7366: A2 4F                Set event flag memory address 00:7089 Bit 7
DF/7368: 51 A1                Remove item in inventory: #$A1 (Big Boo Flag)
DF/736A: 51 A2                Remove item in inventory: #$A2 (DryBonesFlag)
DF/736C: 51 A3                Remove item in inventory: #$A3 (Greaper Flag)
DF/736E: 54 00 59             Equip MARIO with item #$59 (@Ghost Medal )
DF/7371: 9C 55                Play sound effect #$55
DF/7373: D2 82 72             Jump to address $DF/7282
DF/7376: FE                   Return

DF/7377: 14 F2 38 02          Set Object: NPC #0 ---> Command: Set object to movement: $0238
DF/737B: 15 F2 38 02          Set Object: NPC #1 ---> Command: Set object to movement: $0238
DF/737F: 16 F2 38 02          Set Object: NPC #2 ---> Command: Set object to movement: $0238
DF/7383: F0 59                Duration: 89 frames
DF/7385: 14 F2 68 03          Set Object: NPC #0 ---> Command: Set object to movement: $0368
DF/7389: DA 4E 94 73          If event flag memory address 00:7089 Bit 6 set, jump to address $DF/7394
DF/738D: 60 B6 AB 40          Run Dialogue $0BB6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GREAPER:
 My flag's behind a wooden flower.<I><END>


DF/7391: D2 98 73             Jump to address $DF/7398
DF/7394: 60 B7 AB 40          Run Dialogue $0BB7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GREAPER:
 So you found my flag, huh?<I><END>


DF/7398: 14 F2 69 03          Set Object: NPC #0 ---> Command: Set object to movement: $0369
DF/739C: F0 1D                Duration: 29 frames
DF/739E: 16 F2 6A 03          Set Object: NPC #2 ---> Command: Set object to movement: $036A
DF/73A2: DA 4D AD 73          If event flag memory address 00:7089 Bit 5 set, jump to address $DF/73AD
DF/73A6: 60 B8 AB 40          Run Dialogue $0BB8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DRY BONES:
 My flag's underneath a green bed.<I><END>


DF/73AA: D2 B1 73             Jump to address $DF/73B1
DF/73AD: 60 B9 AB 40          Run Dialogue $0BB9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DRY BONES:
 Oh, you found my flag!<I><END>


DF/73B1: 16 F2 6B 03          Set Object: NPC #2 ---> Command: Set object to movement: $036B
DF/73B5: F0 1D                Duration: 29 frames
DF/73B7: 15 F2 66 03          Set Object: NPC #1 ---> Command: Set object to movement: $0366
DF/73BB: DA 4C C6 73          If event flag memory address 00:7089 Bit 4 set, jump to address $DF/73C6
DF/73BF: 60 BA AB 40          Run Dialogue $0BBA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

THE BIG BOO:
 My flag's between O and A.<I><END>


DF/73C3: D2 CA 73             Jump to address $DF/73CA
DF/73C6: 60 BB AB 40          Run Dialogue $0BBB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

THE BIG BOO:
 Whoa, you found my flag.<I><END>


DF/73CA: 15 F2 67 03          Set Object: NPC #1 ---> Command: Set object to movement: $0367
DF/73CE: F0 3B                Duration: 59 frames
DF/73D0: D2 82 72             Jump to address $DF/7282

EVENT [823] ------------------------------------------------------------>
DF/73D3: 60 BC AB D0          Run Dialogue $0BBC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


        Feel free to rest here.
        ~The 3 MUSTY FEARS<I><END>


DF/73D7: FE                   Return


EVENT [824] ------------------------------------------------------------>
DF/73D8: DA 4D EC 73          If event flag memory address 00:7089 Bit 5 set, jump to address $DF/73EC
DF/73DC: DE 4B EC 73          If event flag memory address 00:7089 Bit 3 clear, jump to address $DF/73EC
DF/73E0: A8 07 A2             Store #$A2 to 00:70A7
DF/73E3: AC BD 0B             Store #$0BBD to 00:7000
DF/73E6: D1 F4 0E             Execute event id $0EF4
DF/73E9: A2 4D                Set event flag memory address 00:7089 Bit 5
DF/73EB: FE                   Return

DF/73EC: FE                   Return


EVENT [825] ------------------------------------------------------------>
DF/73ED: F0 59                Duration: 89 frames
DF/73EF: FD 5D 00 02          Store MARIO's equipped ACCESSORY to 00:7000
DF/73F3: E2 59 00 01 74       If value at 00:7000 = #$0059, jump to address $DF/7401
DF/73F8: 60 C4 AB 40          Run Dialogue $0BC4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hey, he's not wearing our medal!<I><END>


DF/73FC: F0 1D                Duration: 29 frames
DF/73FE: D2 82 72             Jump to address $DF/7282
DF/7401: 60 C3 AB 40          Run Dialogue $0BC3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

3 MUSTY FEARS:
 Look! He's wearing our medal!<I><END>


DF/7405: F0 1D                Duration: 29 frames
DF/7407: D2 82 72             Jump to address $DF/7282

EVENT [826] ------------------------------------------------------------>
DF/740A: DA 9C 13 74          If event flag memory address 00:7093 Bit 4 set, jump to address $DF/7413
DF/740E: 60 0A AD 40          Run Dialogue $0D0A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 It's really weird.
 Sometimes I hear the guy next door.<I>

 He's always mumbling about a
 Crystal-this and an Evil-that.<I>

 Isn't a Crystal some kind of a
 shiny rock...or something?
 I know I've seen those somewhere!<I><END>


DF/7412: FE                   Return

DF/7413: 60 1C AD 40          Run Dialogue $0D1C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I think our neighbor moved away.<I><END>


DF/7417: FE                   Return


EVENT [827] ------------------------------------------------------------>

EVENT [828] ------------------------------------------------------------>
DF/7418: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/741A: 55 01                Shift object up-left 16 pixels
   DF/741C: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/741F: 71                   Lighten screen from black before following commands
DF/7420: FE                   Return


EVENT [829] ------------------------------------------------------------>
DF/7421: 60 8D AB D0          Run Dialogue $0B8D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         Thanks for coming by.<I><END>


DF/7425: FE                   Return


EVENT [82A] ------------------------------------------------------------>
DF/7426: DE 9B 2E 74          If event flag memory address 00:7093 Bit 3 clear, jump to address $DF/742E
DF/742A: 16 F3 B2 02          Set Object: NPC #2 ---> Command: Set object to movement: $02B2
DF/742E: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7430: 65 08                Shift object up-left 8 pixels
   DF/7432: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/7435: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7437: 67 06                Shift object up-right 6 pixels
   DF/7439: 73                   Object faces down-left
   DF/743A: F0 00                Frame Duration: 0
DF/743C: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/743E: 67 06                Shift object up-right 6 pixels
   DF/7440: 73                   Object faces down-left
   DF/7441: F0 00                Frame Duration: 0
DF/7443: 71                   Lighten screen from black before following commands
DF/7444: DA 9B 53 74          If event flag memory address 00:7093 Bit 3 set, jump to address $DF/7453
DF/7448: D1 04 0E             Execute event id $0E04
DF/744B: DE CF 53 74          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/7453
DF/744F: 9C 95                Play sound effect #$95
DF/7451: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/7453: FE                   Return


EVENT [82B] ------------------------------------------------------------>
DF/7454: 60 8E AB D0          Run Dialogue $0B8E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


            See you around.<I><END>


DF/7458: FE                   Return


EVENT [82C] ------------------------------------------------------------>
DF/7459: DA 64 61 74          If event flag memory address 00:708C Bit 4 set, jump to address $DF/7461
DF/745D: 4B 26 C0             Lead to World Map Point $C026
DF/7460: FE                   Return

DF/7461: 4B 2C C0             Lead to World Map Point $C02C
DF/7464: FE                   Return


EVENT [82D] ------------------------------------------------------------>

EVENT [82E] ------------------------------------------------------------>

EVENT [82F] ------------------------------------------------------------>

EVENT [830] ------------------------------------------------------------>
DF/7465: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7467: 61 08                Shift object down-right 8 pixels
   DF/7469: 73                   Object faces down-left
   DF/746A: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/746C: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/746E: 66 02                Shift object up 2 pixels
   DF/7470: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/7473: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/7475: 66 02                Shift object up 2 pixels
   DF/7477: 64 01                Shift object left 1 pixels
   DF/7479: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/747C: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/747E: 66 03                Shift object up 3 pixels
   DF/7480: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/7483: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/7485: 71                   Lighten screen from black before following commands
DF/7486: FE                   Return


EVENT [831] ------------------------------------------------------------>
DF/7487: D8 19 99 74          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/7499
DF/748B: D8 1B 94 74          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/7494
DF/748F: 14 F2 62 03          Set Object: NPC #0 ---> Command: Set object to movement: $0362
DF/7493: FE                   Return

DF/7494: 14 F2 64 03          Set Object: NPC #0 ---> Command: Set object to movement: $0364
DF/7498: FE                   Return

DF/7499: FE                   Return


EVENT [832] ------------------------------------------------------------>
DF/749A: D8 1A AC 74          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/74AC
DF/749E: D8 1B A7 74          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/74A7
DF/74A2: 14 F2 60 03          Set Object: NPC #0 ---> Command: Set object to movement: $0360
DF/74A6: FE                   Return

DF/74A7: 14 F2 65 03          Set Object: NPC #0 ---> Command: Set object to movement: $0365
DF/74AB: FE                   Return

DF/74AC: FE                   Return


EVENT [833] ------------------------------------------------------------>
DF/74AD: D8 1B BF 74          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/74BF
DF/74B1: D8 1A BA 74          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/74BA
DF/74B5: 14 F2 61 03          Set Object: NPC #0 ---> Command: Set object to movement: $0361
DF/74B9: FE                   Return

DF/74BA: 14 F2 63 03          Set Object: NPC #0 ---> Command: Set object to movement: $0363
DF/74BE: FE                   Return

DF/74BF: FE                   Return


EVENT [834] ------------------------------------------------------------>
DF/74C0: D8 1A D0 74          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/74D0
DF/74C4: D8 1B 5E 75          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/755E
DF/74C8: 60 0F AA D0          Run Dialogue $0A0F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

HINOPIO:
 Welcome to the item shop!<I><END>


DF/74CC: 4C 12                Open Shop Menu $12
DF/74CE: 71                   Lighten screen from black before following commands
DF/74CF: FE                   Return

DF/74D0: 60 10 AA D0          Run Dialogue $0A10 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

HINOPIO:
 Welcome to the inn!<I>
 30 coins will get you a room.
  >>  (Okay)
  >>  (No thanks)<I><END>


DF/74D4: 66 59 75             If 2nd option chosen from dialogue prompt, jump to address $DF/7559
DF/74D7: FD 59                Store # of current coins to 00:7000
DF/74D9: C0 1E 00             Compare value at 00:7000 to #$001E
DF/74DC: EC E4 74             If Bit 0 of 00:70A0,x set, jump to address $DF/74E4
DF/74DF: 60 12 AA D0          Run Dialogue $0A12 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You don't have enough coins.<I>
 Come back when you get more.<I><END>


DF/74E3: FE                   Return

DF/74E4: AC 1E 00             Store #$001E to 00:7000
DF/74E7: FD 53                Subtract # at 00:7000 from total coins
DF/74E9: 60 14 AA D0          Run Dialogue $0A14 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're staying?<I>
 Great!
 I'll get everything ready for you.<I><END>


DF/74ED: 95 02 00             Fade out music to volume 0; Duration: 2 frames
DF/74F0: 8F                   <UNKNOWN COMMAND $8F>
DF/74F1: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   DF/74F3: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/74F4: F0 09                Frame Duration: 9
   DF/74F6: 9C 36                Play sound effect #$36
   DF/74F8: F0 31                Frame Duration: 49
   DF/74FA: 00                   Set Bit 7 of current object (enable object visibility)
   DF/74FB: 83 08 4A             Place object: right=256px down=592px
   DF/74FE: 1E                   <UNKNOWN COMMAND $1E>
   DF/74FF: F0 3B                Frame Duration: 59
   DF/7501: 8F                   <UNKNOWN COMMAND $8F>
   DF/7502: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7503: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7504: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7505: F0 1D                Duration: 29 frames
DF/7507: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   DF/7509: 92 08 38 02          Place object at on-screen coords: (256,448) Z=32
   DF/750D: 61 08                Shift object down-right 8 pixels
   DF/750F: 63 08                Shift object down-left 8 pixels
   DF/7511: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DF/7514: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/7516: 77                   Object faces up-right
DF/7517: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/7519: 10 43                Set transition flag, x4 speed
   DF/751B: 90 04 29 00          Objects bounces 0px high to on-screen coords: (144,328)
DF/751F: F0 1D                Duration: 29 frames
DF/7521: 8F                   <UNKNOWN COMMAND $8F>
DF/7522: 00 28                Set Object: MARIO ---> Begin action queue for object (Length: 0x28 bytes)
   DF/7524: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/7525: F0 09                Frame Duration: 9
   DF/7527: 95 06                Transfer object to coords of <UNKNOWN>
   DF/7529: 64 F0                Shift object left 240 pixels
   DF/752B: 09                   Reset all object properties to default
   DF/752C: CB                   Store joypad register to 00:700C,00:700D
   DF/752D: F0 00                Frame Duration: 0
   DF/752F: FD B0 80 00          Isolate Bits $0080 of 00:700C
   DF/7533: E2                   <UNKNOWN COMMAND $E2>
   DF/7534: 80 00 3B             Move object to on-screen coords: (16,472)
   DF/7537: 75                   Object faces up-left
   DF/7538: D2 2C 75             Jump to address $DF/752C
   DF/753B: 8F                   <UNKNOWN COMMAND $8F>
   DF/753C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/753D: FF                   Return Queue All


DF/753E: 05 00                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes)
DF/7540: 8A 09 10             Set 0 palettes from $37A200
DF/7543: 80                   <UNKNOWN COMMAND $80>
DF/7544: 7F                   <UNKNOWN COMMAND $7F>
DF/7545: 78                   <UNKNOWN COMMAND $78>
DF/7546: 00 F0 3B                Set Object: MARIO ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DF/7549: 10 C0                Set transition and sequence flags, x1 speed
   DF/754B: 60 15                Shift object right 21 pixels
   DF/754D: AA D0                Increment 00:7170
   DF/754F: 14 81                Isolate top Bits of current object address 0E,x and set Bit(s) $129
   DF/7551: 73                   Object faces down-left
   DF/7552: F0 13                Frame Duration: 19
   DF/7554: FD 5B                <UNKNOWN COMMAND $5B>
   DF/7556: FD 5C                <UNKNOWN COMMAND $5C>
   DF/7558: FE                   Return Queue

DF/7559: 60 13 AA D0          Run Dialogue $0A13 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You can't stay?
 Oh, all right...<I><END>


DF/755D: FE                   Return

DF/755E: 60 11 AA D0          Run Dialogue $0A11 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

HINOPIO:
 Welcome to the armor shop!<I><END>


DF/7562: 4C 13                Open Shop Menu $13
DF/7564: 71                   Lighten screen from black before following commands
DF/7565: FE                   Return


EVENT [835] ------------------------------------------------------------>

EVENT [836] ------------------------------------------------------------>

EVENT [837] ------------------------------------------------------------>

EVENT [838] ------------------------------------------------------------>

EVENT [839] ------------------------------------------------------------>

EVENT [83A] ------------------------------------------------------------>

EVENT [83B] ------------------------------------------------------------>

EVENT [83C] ------------------------------------------------------------>
DF/7566: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/7568: 62 07                Shift object down 7 pixels
DF/756A: D8 FC AD 75          If event flag memory address 00:705F Bit 4 set, jump to address $DF/75AD
DF/756E: DA 81 8A 75          If event flag memory address 00:7090 Bit 1 set, jump to address $DF/758A
DF/7572: DA 96 8A 75          If event flag memory address 00:7092 Bit 6 set, jump to address $DF/758A
DF/7576: 8A 08 6F             Set 0 palettes from $37ADE0
DF/7579: DA 95 92 75          If event flag memory address 00:7092 Bit 5 set, jump to address $DF/7592
DF/757D: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/757F: 67 06                Shift object up-right 6 pixels
   DF/7581: 73                   Object faces down-left
   DF/7582: FD 0F 01             Object overlaps <UNKNOWN>
   DF/7585: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/7588: 10 86                Set sequence flag, 1/4 speed
DF/758A: 91 3D                Play music: #$3D
DF/758C: D8 27 A9 75          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/75A9
DF/7590: 71                   Lighten screen from black before following commands
DF/7591: FE                   Return

DF/7592: 91 3D                Play music: #$3D
DF/7594: DA 99 A3 75          If event flag memory address 00:7093 Bit 1 set, jump to address $DF/75A3
DF/7598: 16 89                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/759A: 82 13 10             Place object at on-screen coords: (608,128)
   DF/759D: 67 08                Shift object up-right 8 pixels
   DF/759F: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/75A2: 00                   Set Bit 7 of current object (enable object visibility)
DF/75A3: D8 27 A9 75          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/75A9
DF/75A7: 71                   Lighten screen from black before following commands
DF/75A8: FE                   Return

DF/75A9: D1 51 00             Execute event id $0051
DF/75AC: FE                   Return

DF/75AD: 91 32                Play music: #$32
DF/75AF: D2 A3 75             Jump to address $DF/75A3
DF/75B2: FE                   Return


EVENT [83D] ------------------------------------------------------------>
DF/75B3: DA 95 53 76          If event flag memory address 00:7092 Bit 5 set, jump to address $DF/7653
DF/75B7: DA 96 53 76          If event flag memory address 00:7092 Bit 6 set, jump to address $DF/7653
DF/75BB: 95 00 00             Fade out music to volume 0; Duration: 0 frames
DF/75BE: 60 10 AD 60          Run Dialogue $0D10 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                   DODO!<I><END>


DF/75C2: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/75C4: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/75C6: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/75C8: 08 42 83             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/75CB: F0 1D                Frame Duration: 29
   DF/75CD: 09                   Reset all object properties to default
   DF/75CE: 10 C3                Set transition and sequence flags, x4 speed
   DF/75D0: 80 11 0F             Move object to on-screen coords: (560,120)
   DF/75D3: F0 01                Frame Duration: 1
   DF/75D5: 71                   Object faces down-right
DF/75D6: F0 27                Duration: 39 frames
DF/75D8: 60 11 AD 60          Run Dialogue $0D11 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Did you display the
 statues properly?<I><END>


DF/75DC: F0 09                Duration: 9 frames
DF/75DE: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/75E0: 08 48 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
DF/75E3: F0 1D                Duration: 29 frames
DF/75E5: 60 12 AD 60          Run Dialogue $0D12 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Fine! Now polish them
 to a fine luster and make them a
 tribute to my beauty!<I><END>


DF/75E9: F0 4F                Duration: 79 frames
DF/75EB: 15 8C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/75ED: 09                   Reset all object properties to default
   DF/75EE: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/75EF: F0 1D                Frame Duration: 29
   DF/75F1: 10 45                Set transition flag, 1/2 speed
   DF/75F3: 10 85                Set sequence flag, 1/2 speed
   DF/75F5: 63 06                Shift object down-left 6 pixels
   DF/75F7: F0 0E                Frame Duration: 14
DF/75F9: 60 13 AD 60          Run Dialogue $0D13 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Pay attention to me!<I>
 Hurry up, and DON'T let me catch
 you dozing again.<I><END>


DF/75FD: 00 95                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DF/75FF: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/7602: 7F 30 00             Object jumps (with sound effect) #$0030 units
   DF/7605: F0 1D                Frame Duration: 29
   DF/7607: 09                   Reset all object properties to default
   DF/7608: 07                   Clear "moon-walk" Bits
   DF/7609: 10 C3                Set transition and sequence flags, x4 speed
   DF/760B: 57 01                Shift object up-right 16 pixels
   DF/760D: 51 07                Shift object down-right 112 pixels
   DF/760F: 0B 04                Set Bits $4 of current object address 0A,x
   DF/7611: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/7613: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7614: 68 6E 00 02 38 20    Enter area: $006E
                              MARIO will be at coords: (64,448) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$00>
DF/761A: 0C 89                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/761C: 10 43                Set transition flag, x4 speed
   DF/761E: 80 01 31             Move object to on-screen coords: (48,392)
   DF/7621: 55 01                Shift object up-left 16 pixels
   DF/7623: 60 0D                Shift object right 13 pixels
DF/7625: 8A 08 6F             Set 0 palettes from $37ADE0
DF/7628: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/762A: 63 03                Shift object down-left 3 pixels
   DF/762C: 65 03                Shift object up-left 3 pixels
   DF/762E: 77                   Object faces up-right
DF/762F: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7631: 63 03                Shift object down-left 3 pixels
   DF/7633: 65 03                Shift object up-left 3 pixels
   DF/7635: 77                   Object faces up-right
DF/7636: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7638: 63 03                Shift object down-left 3 pixels
   DF/763A: 65 03                Shift object up-left 3 pixels
   DF/763C: 77                   Object faces up-right
DF/763D: 71                   Lighten screen from black before following commands
DF/763E: FD 31                Screen doesn't move with MARIO
DF/7640: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/7642: 10 C3                Set transition and sequence flags, x4 speed
   DF/7644: 51 0A                Shift object down-right 160 pixels
   DF/7646: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/7649: 53 02                Shift object down-left 32 pixels
   DF/764B: 77                   Object faces up-right
   DF/764C: 10 C0                Set transition and sequence flags, x1 speed
DF/764E: F0 3B                Duration: 59 frames
DF/7650: D2 08 77             Jump to address $DF/7708
DF/7653: FE                   Return


EVENT [83E] ------------------------------------------------------------>

EVENT [83F] ------------------------------------------------------------>

EVENT [840] ------------------------------------------------------------>
DF/7654: D8 FC A2 76          If event flag memory address 00:705F Bit 4 set, jump to address $DF/76A2
DF/7658: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/765A: 63 03                Shift object down-left 3 pixels
   DF/765C: 65 03                Shift object up-left 3 pixels
   DF/765E: 77                   Object faces up-right
DF/765F: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7661: 63 03                Shift object down-left 3 pixels
   DF/7663: 65 03                Shift object up-left 3 pixels
   DF/7665: 77                   Object faces up-right
DF/7666: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7668: 63 03                Shift object down-left 3 pixels
   DF/766A: 65 03                Shift object up-left 3 pixels
   DF/766C: 77                   Object faces up-right
DF/766D: DA 96 A0 76          If event flag memory address 00:7092 Bit 6 set, jump to address $DF/76A0
DF/7671: DA 81 A0 76          If event flag memory address 00:7090 Bit 1 set, jump to address $DF/76A0
DF/7675: DA 93 9B 76          If event flag memory address 00:7092 Bit 3 set, jump to address $DF/769B
DF/7679: 8A 08 6F             Set 0 palettes from $37ADE0
DF/767C: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/767E: 92 06 44 02          Place object at on-screen coords: (192,544) Z=32
   DF/7682: 77                   Object faces up-right
DF/7683: 17 08                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/7685: 92 08 45 00          Place object at on-screen coords: (272,552) Z=0
   DF/7689: 00                   Set Bit 7 of current object (enable object visibility)
   DF/768A: 63 09                Shift object down-left 9 pixels
   DF/768C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/768D: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/768F: 67 05                Shift object up-right 5 pixels
DF/7691: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7693: 10 43                Set transition flag, x4 speed
   DF/7695: 80 02 35             Move object to on-screen coords: (80,424)
DF/7698: D2 BF 76             Jump to address $DF/76BF
DF/769B: 8A 08 6F             Set 0 palettes from $37ADE0
DF/769E: 71                   Lighten screen from black before following commands
DF/769F: FE                   Return

DF/76A0: 71                   Lighten screen from black before following commands
DF/76A1: FE                   Return

DF/76A2: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/76A4: 63 05                Shift object down-left 5 pixels
   DF/76A6: 65 01                Shift object up-left 1 pixels
   DF/76A8: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/76AB: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/76AD: 63 05                Shift object down-left 5 pixels
   DF/76AF: 65 01                Shift object up-left 1 pixels
   DF/76B1: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/76B4: 16 87                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/76B6: 63 05                Shift object down-left 5 pixels
   DF/76B8: 65 01                Shift object up-left 1 pixels
   DF/76BA: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/76BD: 71                   Lighten screen from black before following commands
DF/76BE: FE                   Return


EVENT [841] ------------------------------------------------------------>
DF/76BF: 72 3C                Simultaneously lighten screen from black with following commands; Duration: 60 frames
DF/76C1: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/76C3: 10 46                Set transition flag, 1/4 speed
   DF/76C5: D4 04                Start code block, repeat 4 times
   DF/76C7: 63 01                Shift object down-left 1 pixels
   DF/76C9: F0 13                Frame Duration: 19
   DF/76CB: D7                   End of code block
DF/76CC: 16 8A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/76CE: 06                   Set "moon-walk" Bits
   DF/76CF: 10 46                Set transition flag, 1/4 speed
   DF/76D1: D4 04                Start code block, repeat 4 times
   DF/76D3: 63 01                Shift object down-left 1 pixels
   DF/76D5: F0 13                Frame Duration: 19
   DF/76D7: D7                   End of code block
DF/76D8: 17 A5                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x25 bytes) (Wait until complete)
   DF/76DA: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/76DB: 06                   Set "moon-walk" Bits
   DF/76DC: F0 1D                Frame Duration: 29
   DF/76DE: 10 81                Set sequence flag, x2 speed
   DF/76E0: 10 45                Set transition flag, 1/2 speed
   DF/76E2: 57 01                Shift object up-right 16 pixels
   DF/76E4: F0 13                Frame Duration: 19
   DF/76E6: 10 85                Set sequence flag, 1/2 speed
   DF/76E8: 08 50 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/76EB: F0 59                Frame Duration: 89
   DF/76ED: 07                   Clear "moon-walk" Bits
   DF/76EE: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/76EF: 09                   Reset all object properties to default
   DF/76F0: 10 41                Set transition flag, x2 speed
   DF/76F2: 10 81                Set sequence flag, x2 speed
   DF/76F4: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/76F7: F0 1D                Frame Duration: 29
   DF/76F9: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/76FC: 55 0F                Shift object up-left 240 pixels
   DF/76FE: 01                   Clear Bit 7 of current object (disable object visibility)
DF/76FF: F0 3B                Duration: 59 frames
DF/7701: 9C 10                Play sound effect #$10
DF/7703: F0 1D                Duration: 29 frames
DF/7705: A2 93                Set event flag memory address 00:7092 Bit 3
DF/7707: FE                   Return


EVENT [842] ------------------------------------------------------------>
DF/7708: 95 00 00             Fade out music to volume 0; Duration: 0 frames
DF/770B: 91 01                Play music: #$01
DF/770D: FD A2                Stop music playback
DF/770F: 60 20 AD 42          Run Dialogue $0D20 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

                 Uh oh...
    Dodo's in a pretty bad mood.<I>

  Keep up your statue disguise and
   jump to avoid getting pecked.<I>

        Get ready because he's
           coming this way!<I><END>


DF/7713: F0 1D                Duration: 29 frames
DF/7715: 34 00                Change directional maneuverability: 
DF/7717: F0 00                Duration: 0 frames
DF/7719: F0 09                Duration: 9 frames
DF/771B: 9C 10                Play sound effect #$10
DF/771D: F0 3B                Duration: 59 frames
DF/771F: 34 80                Change directional maneuverability: 
DF/7721: F0 00                Duration: 0 frames
DF/7723: 91 01                Play music: #$01
DF/7725: F0 8E                Duration: 142 frames
DF/7727: F0 EA                Duration: 234 frames
DF/7729: F0 75                Duration: 117 frames
DF/772B: 17 A2                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x22 bytes) (Wait until complete)
   DF/772D: 82 02 38             Place object at on-screen coords: (64,448)
   DF/7730: 63 05                Shift object down-left 5 pixels
   DF/7732: 61 10                Shift object down-right 16 pixels
   DF/7734: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/7735: 08 08 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/7738: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7739: F0 1E                Frame Duration: 30
   DF/773B: 08 08 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DF/773E: F0 1E                Frame Duration: 30
   DF/7740: 10 85                Set sequence flag, 1/2 speed
   DF/7742: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/7743: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/7744: 08 10 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/7747: F0 41                Frame Duration: 65
   DF/7749: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/774A: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/774D: F0 10                Frame Duration: 16
DF/774F: D3 0D 7B             Jump to address $DF/7B0D
DF/7752: F0 0C                Duration: 12 frames
DF/7754: D3 1E 7B             Jump to address $DF/7B1E
DF/7757: F0 0C                Duration: 12 frames
DF/7759: D3 0D 7B             Jump to address $DF/7B0D
DF/775C: D3 51 7B             Jump to address $DF/7B51
DF/775F: D3 EF 79             Jump to address $DF/79EF
DF/7762: F0 0B                Duration: 11 frames
DF/7764: D3 0D 7B             Jump to address $DF/7B0D
DF/7767: F0 0C                Duration: 12 frames
DF/7769: D3 1E 7B             Jump to address $DF/7B1E
DF/776C: F0 0B                Duration: 11 frames
DF/776E: D3 0D 7B             Jump to address $DF/7B0D
DF/7771: D3 51 7B             Jump to address $DF/7B51
DF/7774: D3 FD 79             Jump to address $DF/79FD
DF/7777: F0 0B                Duration: 11 frames
DF/7779: D3 0D 7B             Jump to address $DF/7B0D
DF/777C: F0 0C                Duration: 12 frames
DF/777E: D3 1E 7B             Jump to address $DF/7B1E
DF/7781: F0 0B                Duration: 11 frames
DF/7783: D3 0D 7B             Jump to address $DF/7B0D
DF/7786: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/7788: 08 08 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/778B: 73                   Object faces down-left
DF/778C: B0 00 00 00          Store #$0000 to 00:7000
DF/7790: A6 57                Clear event flag memory address 00:708A Bit 7
DF/7792: D4 12                Start code block, repeat 18 times
DF/7794: F0 00                Duration: 0 frames
DF/7796: CB                   Store joypad register to 00:7000,00:7001
DF/7797: E6 80 00 9E 77       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/779E
DF/779C: A2 57                Set event flag memory address 00:708A Bit 7
DF/779E: D7                   End of code block
DF/779F: DA 57 4D 7A          If event flag memory address 00:708A Bit 7 set, jump to address $DF/7A4D
DF/77A3: 17 0A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/77A5: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/77A6: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/77A7: 10 80                Set sequence flag, x1 speed
   DF/77A9: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/77AC: F0 13                Frame Duration: 19
   DF/77AE: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/77AF: A6 57                Clear event flag memory address 00:708A Bit 7
DF/77B1: B0 00 00 00          Store #$0000 to 00:7000
DF/77B5: D4 16                Start code block, repeat 22 times
DF/77B7: F0 00                Duration: 0 frames
DF/77B9: CB                   Store joypad register to 00:7000,00:7001
DF/77BA: E6 80 00 C1 77       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/77C1
DF/77BF: A2 57                Set event flag memory address 00:708A Bit 7
DF/77C1: D7                   End of code block
DF/77C2: DE 57 91 7A          If event flag memory address 00:708A Bit 7 clear, jump to address $DF/7A91
DF/77C6: B0 00 00 00          Store #$0000 to 00:7000
DF/77CA: F0 10                Duration: 16 frames
DF/77CC: D3 0D 7B             Jump to address $DF/7B0D
DF/77CF: F0 0C                Duration: 12 frames
DF/77D1: D3 1E 7B             Jump to address $DF/7B1E
DF/77D4: F0 0B                Duration: 11 frames
DF/77D6: D3 0D 7B             Jump to address $DF/7B0D
DF/77D9: F0 49                Duration: 73 frames
DF/77DB: 17 AE                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x2E bytes) (Wait until complete)
   DF/77DD: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/77DE: 10 41                Set transition flag, x2 speed
   DF/77E0: 10 82                Set sequence flag, x3 speed
   DF/77E2: 06                   Set "moon-walk" Bits
   DF/77E3: 08 10 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/77E6: 55 03                Shift object up-left 48 pixels
   DF/77E8: F0 18                Frame Duration: 24
   DF/77EA: 73                   Object faces down-left
   DF/77EB: 10 42                Set transition flag, x3 speed
   DF/77ED: 10 80                Set sequence flag, x1 speed
   DF/77EF: 08 08 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/77F2: F0 23                Frame Duration: 35
   DF/77F4: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/77F5: D4 08                Start code block, repeat 8 times
   DF/77F7: 08 10 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DF/77FA: F0 01                Frame Duration: 1
   DF/77FC: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/77FF: F0 01                Frame Duration: 1
   DF/7801: D7                   End of code block
   DF/7802: 08 50 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DF/7805: F0 31                Frame Duration: 49
   DF/7807: 08 08 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/780A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/780B: F0 04                Duration: 4 frames
DF/780D: B0 12 00 00          Store #$0000 to 00:7024
DF/7811: B0 00 00 00          Store #$0000 to 00:7000
DF/7815: A6 57                Clear event flag memory address 00:708A Bit 7
DF/7817: D4 11                Start code block, repeat 17 times
DF/7819: F0 00                Duration: 0 frames
DF/781B: CB                   Store joypad register to 00:7000,00:7001
DF/781C: E6 80 00 23 78       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/7823
DF/7821: A2 57                Set event flag memory address 00:708A Bit 7
DF/7823: D7                   End of code block
DF/7824: DA 57 4D 7A          If event flag memory address 00:708A Bit 7 set, jump to address $DF/7A4D
DF/7828: B2 12                Increment 00:7024
DF/782A: E5 12 07 00 11 78    If value at 00:7024 = #$0007, jump to address $DF/7811
DF/7830: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/7832: 08 08 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/7835: 71                   Object faces down-right
DF/7836: F0 11                Duration: 17 frames
DF/7838: D3 0D 7B             Jump to address $DF/7B0D
DF/783B: F0 0C                Duration: 12 frames
DF/783D: D3 1E 7B             Jump to address $DF/7B1E
DF/7840: F0 0B                Duration: 11 frames
DF/7842: D3 0D 7B             Jump to address $DF/7B0D
DF/7845: D3 51 7B             Jump to address $DF/7B51
DF/7848: D3 0B 7A             Jump to address $DF/7A0B
DF/784B: F0 0B                Duration: 11 frames
DF/784D: D3 2F 7B             Jump to address $DF/7B2F
DF/7850: F0 0C                Duration: 12 frames
DF/7852: D3 40 7B             Jump to address $DF/7B40
DF/7855: F0 0B                Duration: 11 frames
DF/7857: D3 2F 7B             Jump to address $DF/7B2F
DF/785A: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/785C: 08 08 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/785F: 73                   Object faces down-left
DF/7860: B0 00 00 00          Store #$0000 to 00:7000
DF/7864: A6 57                Clear event flag memory address 00:708A Bit 7
DF/7866: D4 12                Start code block, repeat 18 times
DF/7868: F0 00                Duration: 0 frames
DF/786A: CB                   Store joypad register to 00:7000,00:7001
DF/786B: E6 80 00 72 78       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/7872
DF/7870: A2 57                Set event flag memory address 00:708A Bit 7
DF/7872: D7                   End of code block
DF/7873: DA 57 4D 7A          If event flag memory address 00:708A Bit 7 set, jump to address $DF/7A4D
DF/7877: 17 0A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/7879: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/787A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/787B: 10 80                Set sequence flag, x1 speed
   DF/787D: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/7880: F0 13                Frame Duration: 19
   DF/7882: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/7883: A6 57                Clear event flag memory address 00:708A Bit 7
DF/7885: B0 00 00 00          Store #$0000 to 00:7000
DF/7889: D4 16                Start code block, repeat 22 times
DF/788B: F0 00                Duration: 0 frames
DF/788D: CB                   Store joypad register to 00:7000,00:7001
DF/788E: E6 80 00 95 78       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/7895
DF/7893: A2 57                Set event flag memory address 00:708A Bit 7
DF/7895: D7                   End of code block
DF/7896: DE 57 91 7A          If event flag memory address 00:708A Bit 7 clear, jump to address $DF/7A91
DF/789A: B0 00 00 00          Store #$0000 to 00:7000
DF/789E: F0 11                Duration: 17 frames
DF/78A0: D3 40 7B             Jump to address $DF/7B40
DF/78A3: F0 0C                Duration: 12 frames
DF/78A5: D3 2F 7B             Jump to address $DF/7B2F
DF/78A8: F0 0C                Duration: 12 frames
DF/78AA: D3 40 7B             Jump to address $DF/7B40
DF/78AD: D3 51 7B             Jump to address $DF/7B51
DF/78B0: D3 FD 79             Jump to address $DF/79FD
DF/78B3: 17 99                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DF/78B5: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/78B8: F0 16                Frame Duration: 22
   DF/78BA: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/78BD: F0 2C                Frame Duration: 44
   DF/78BF: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/78C2: F0 2C                Frame Duration: 44
   DF/78C4: 10 41                Set transition flag, x2 speed
   DF/78C6: 10 83                Set sequence flag, x4 speed
   DF/78C8: 08 00 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/78CB: 51 03                Shift object down-right 48 pixels
   DF/78CD: FE                   Return Queue

DF/78CE: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/78D0: 08 08 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/78D3: 73                   Object faces down-left
DF/78D4: B0 00 00 00          Store #$0000 to 00:7000
DF/78D8: A6 57                Clear event flag memory address 00:708A Bit 7
DF/78DA: D4 03                Start code block, repeat 3 times
DF/78DC: F0 00                Duration: 0 frames
DF/78DE: CB                   Store joypad register to 00:7000,00:7001
DF/78DF: E6 80 00 E6 78       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/78E6
DF/78E4: A2 57                Set event flag memory address 00:708A Bit 7
DF/78E6: D7                   End of code block
DF/78E7: DA 57 4D 7A          If event flag memory address 00:708A Bit 7 set, jump to address $DF/7A4D
DF/78EB: 17 0A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/78ED: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/78EE: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/78EF: 10 80                Set sequence flag, x1 speed
   DF/78F1: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/78F4: F0 13                Frame Duration: 19
   DF/78F6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/78F7: A6 57                Clear event flag memory address 00:708A Bit 7
DF/78F9: B0 00 00 00          Store #$0000 to 00:7000
DF/78FD: D4 16                Start code block, repeat 22 times
DF/78FF: F0 00                Duration: 0 frames
DF/7901: CB                   Store joypad register to 00:7000,00:7001
DF/7902: E6 80 00 09 79       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/7909
DF/7907: A2 57                Set event flag memory address 00:708A Bit 7
DF/7909: D7                   End of code block
DF/790A: DE 57 91 7A          If event flag memory address 00:708A Bit 7 clear, jump to address $DF/7A91
DF/790E: B0 00 00 00          Store #$0000 to 00:7000
DF/7912: F0 10                Duration: 16 frames
DF/7914: D3 0D 7B             Jump to address $DF/7B0D
DF/7917: F0 0C                Duration: 12 frames
DF/7919: D3 1E 7B             Jump to address $DF/7B1E
DF/791C: F0 0C                Duration: 12 frames
DF/791E: D3 0D 7B             Jump to address $DF/7B0D
DF/7921: D3 51 7B             Jump to address $DF/7B51
DF/7924: D3 0B 7A             Jump to address $DF/7A0B
DF/7927: F0 0B                Duration: 11 frames
DF/7929: D3 2F 7B             Jump to address $DF/7B2F
DF/792C: F0 0C                Duration: 12 frames
DF/792E: D3 40 7B             Jump to address $DF/7B40
DF/7931: F0 0B                Duration: 11 frames
DF/7933: D3 2F 7B             Jump to address $DF/7B2F
DF/7936: 17 CF                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x4F bytes) (Wait until complete)
   DF/7938: 08 08 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/793B: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/793C: 73                   Object faces down-left
   DF/793D: F0 0F                Frame Duration: 15
   DF/793F: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/7940: 10 80                Set sequence flag, x1 speed
   DF/7942: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/7945: F0 08                Frame Duration: 8
   DF/7947: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/7948: F0 07                Frame Duration: 7
   DF/794A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/794B: 75                   Object faces up-left
   DF/794C: 08 48 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/794F: F0 2C                Frame Duration: 44
   DF/7951: 10 40                Set transition flag, x1 speed
   DF/7953: 10 80                Set sequence flag, x1 speed
   DF/7955: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/7956: F0 13                Frame Duration: 19
   DF/7958: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/795B: 55 09                Shift object up-left 144 pixels
   DF/795D: 10 43                Set transition flag, x4 speed
   DF/795F: 10 83                Set sequence flag, x4 speed
   DF/7961: 55 03                Shift object up-left 48 pixels
   DF/7963: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/7964: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/7965: F0 08                Frame Duration: 8
   DF/7967: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/7969: F0 25                Frame Duration: 37
   DF/796B: 82 7F 42             Place object at on-screen coords: (4064,528)
   DF/796E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/796F: 08 00 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/7972: 51 0E                Shift object down-right 224 pixels
   DF/7974: F0 13                Frame Duration: 19
   DF/7976: 82 0B 4B             Place object at on-screen coords: (368,600)
   DF/7979: 63 05                Shift object down-left 5 pixels
   DF/797B: 08 00 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/797E: 75                   Object faces up-left
   DF/797F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7980: 55 09                Shift object up-left 144 pixels
   DF/7982: 73                   Object faces down-left
   DF/7983: 08 00 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/7986: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/7987: F0 18                Duration: 24 frames
DF/7989: 17 0A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/798B: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/798C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/798D: 10 80                Set sequence flag, x1 speed
   DF/798F: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/7992: F0 13                Frame Duration: 19
   DF/7994: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/7995: A6 57                Clear event flag memory address 00:708A Bit 7
DF/7997: B0 00 00 00          Store #$0000 to 00:7000
DF/799B: D4 16                Start code block, repeat 22 times
DF/799D: F0 00                Duration: 0 frames
DF/799F: CB                   Store joypad register to 00:7000,00:7001
DF/79A0: E6 80 00 A7 79       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/79A7
DF/79A5: A2 57                Set event flag memory address 00:708A Bit 7
DF/79A7: D7                   End of code block
DF/79A8: DE 57 4D 7A          If event flag memory address 00:708A Bit 7 clear, jump to address $DF/7A4D
DF/79AC: B0 00 00 00          Store #$0000 to 00:7000
DF/79B0: F0 1D                Duration: 29 frames
DF/79B2: 34 00                Change directional maneuverability: 
DF/79B4: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/79B6: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/79B8: 17 88                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/79BA: 10 85                Set sequence flag, 1/2 speed
   DF/79BC: 08 50 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/79BF: F0 59                Frame Duration: 89
   DF/79C1: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/79C2: F0 13                Duration: 19 frames
DF/79C4: 17 8A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/79C6: 07                   Clear "moon-walk" Bits
   DF/79C7: 75                   Object faces up-left
   DF/79C8: 08 00 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/79CB: 10 C1                Set transition and sequence flags, x2 speed
   DF/79CD: 55 0B                Shift object up-left 176 pixels
   DF/79CF: 01                   Clear Bit 7 of current object (disable object visibility)
DF/79D0: F0 3B                Duration: 59 frames
DF/79D2: 9C 10                Play sound effect #$10
DF/79D4: F0 1D                Duration: 29 frames
DF/79D6: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/79D8: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DF/79DB: 57 02                Shift object up-right 32 pixels
   DF/79DD: 72                   Object faces down
   DF/79DE: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/79E1: F0 3B                Frame Duration: 59
DF/79E3: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/79E7: A2 95                Set event flag memory address 00:7092 Bit 5
DF/79E9: F2 70 2A             <UNKNOWN COMMAND $F2>
DF/79EC: FD 30                Screen moves with MARIO
DF/79EE: FE                   Return


EVENT [843] ------------------------------------------------------------>
DF/79EF: 14 8B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/79F1: 10 C1                Set transition and sequence flags, x2 speed
   DF/79F3: 06                   Set "moon-walk" Bits
   DF/79F4: 63 05                Shift object down-left 5 pixels
   DF/79F6: 67 05                Shift object up-right 5 pixels
   DF/79F8: 63 03                Shift object down-left 3 pixels
   DF/79FA: 67 03                Shift object up-right 3 pixels
DF/79FC: FE                   Return


EVENT [844] ------------------------------------------------------------>
DF/79FD: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/79FF: 10 C1                Set transition and sequence flags, x2 speed
   DF/7A01: 06                   Set "moon-walk" Bits
   DF/7A02: 63 05                Shift object down-left 5 pixels
   DF/7A04: 67 05                Shift object up-right 5 pixels
   DF/7A06: 63 03                Shift object down-left 3 pixels
   DF/7A08: 67 03                Shift object up-right 3 pixels
DF/7A0A: FE                   Return


EVENT [845] ------------------------------------------------------------>
DF/7A0B: 16 8B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/7A0D: 10 C1                Set transition and sequence flags, x2 speed
   DF/7A0F: 06                   Set "moon-walk" Bits
   DF/7A10: 63 05                Shift object down-left 5 pixels
   DF/7A12: 67 05                Shift object up-right 5 pixels
   DF/7A14: 63 03                Shift object down-left 3 pixels
   DF/7A16: 67 03                Shift object up-right 3 pixels
DF/7A18: FE                   Return


EVENT [846] ------------------------------------------------------------>
DF/7A19: A6 57                Clear event flag memory address 00:708A Bit 7
DF/7A1B: B0 00 00 00          Store #$0000 to 00:7000
DF/7A1F: D4 1D                Start code block, repeat 29 times
DF/7A21: F0 00                Duration: 0 frames
DF/7A23: CB                   Store joypad register to 00:7000,00:7001
DF/7A24: E6 80 00 2B 7A       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/7A2B
DF/7A29: A2 57                Set event flag memory address 00:708A Bit 7
DF/7A2B: D7                   End of code block
DF/7A2C: DE 57 4D 7A          If event flag memory address 00:708A Bit 7 clear, jump to address $DF/7A4D
DF/7A30: B0 00 00 00          Store #$0000 to 00:7000
DF/7A34: FE                   Return


EVENT [847] ------------------------------------------------------------>
DF/7A35: B0 00 00 00          Store #$0000 to 00:7000
DF/7A39: A6 57                Clear event flag memory address 00:708A Bit 7
DF/7A3B: D4 13                Start code block, repeat 19 times
DF/7A3D: F0 00                Duration: 0 frames
DF/7A3F: CB                   Store joypad register to 00:7000,00:7001
DF/7A40: E6 80 00 47 7A       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/7A47
DF/7A45: A2 57                Set event flag memory address 00:708A Bit 7
DF/7A47: D7                   End of code block
DF/7A48: DA 57 4D 7A          If event flag memory address 00:708A Bit 7 set, jump to address $DF/7A4D
DF/7A4C: FE                   Return


EVENT [848] ------------------------------------------------------------>
DF/7A4D: 94                   Stop music
DF/7A4E: 17 8C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/7A50: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/7A53: F0 13                Frame Duration: 19
   DF/7A55: 10 80                Set sequence flag, x1 speed
   DF/7A57: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/7A5A: F0 2C                Frame Duration: 44
DF/7A5C: 17 0F                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/7A5E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/7A5F: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/7A60: 10 C3                Set transition and sequence flags, x4 speed
   DF/7A62: 08 00 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/7A65: 55 09                Shift object up-left 144 pixels
   DF/7A67: 55 02                Shift object up-left 32 pixels
   DF/7A69: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/7A6A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/7A6B: F0 27                Frame Duration: 39
DF/7A6D: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7A6F: F0 3B                Frame Duration: 59
   DF/7A71: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
DF/7A74: F0 3B                Duration: 59 frames
DF/7A76: 9C 10                Play sound effect #$10
DF/7A78: F0 3B                Duration: 59 frames
DF/7A7A: D8 22 95 7B          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/7B95
DF/7A7E: 60 14 AD 60          Run Dialogue $0D14 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: What?<I>
 You saw a statue move?
 Don't be ridiculous.<I>

 You're just stalling, so you won't
 have to polish them!<I><END>


DF/7A82: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/7A84: 09                   Reset all object properties to default
DF/7A85: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/7A87: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/7A89: A0 22                Set event flag memory address 00:7044 Bit 2
DF/7A8B: F0 1D                Duration: 29 frames
DF/7A8D: D2 26 7C             Jump to address $DF/7C26
DF/7A90: FE                   Return


EVENT [849] ------------------------------------------------------------>
DF/7A91: 94                   Stop music
DF/7A92: 34 00                Change directional maneuverability: 
DF/7A94: FD 31                Screen doesn't move with MARIO
DF/7A96: 0C 0C                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0C bytes)
   DF/7A98: F0 0E                Frame Duration: 14
   DF/7A9A: 9C 16                Play sound effect #$16
   DF/7A9C: 67 04                Shift object up-right 4 pixels
   DF/7A9E: 63 04                Shift object down-left 4 pixels
   DF/7AA0: 67 02                Shift object up-right 2 pixels
   DF/7AA2: 63 02                Shift object down-left 2 pixels
DF/7AA4: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7AA6: F0 31                Frame Duration: 49
   DF/7AA8: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/7AAB: 00 A7                Set Object: MARIO ---> Begin action queue for object (Length: 0x27 bytes) (Wait until complete)
   DF/7AAD: 06                   Set "moon-walk" Bits
   DF/7AAE: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/7AAF: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/7AB0: 10 80                Set sequence flag, x1 speed
   DF/7AB2: 08 42 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/7AB5: F0 04                Frame Duration: 4
   DF/7AB7: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/7AB8: 10 41                Set transition flag, x2 speed
   DF/7ABA: 08 52 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/7ABD: 53 01                Shift object down-left 16 pixels
   DF/7ABF: F0 18                Frame Duration: 24
   DF/7AC1: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/7AC2: 10 83                Set sequence flag, x4 speed
   DF/7AC4: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/7AC7: F0 13                Frame Duration: 19
   DF/7AC9: 09                   Reset all object properties to default
   DF/7ACA: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/7ACB: 10 C0                Set transition and sequence flags, x1 speed
   DF/7ACD: 10 41                Set transition flag, x2 speed
   DF/7ACF: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/7AD2: 57 01                Shift object up-right 16 pixels
DF/7AD4: F0 27                Duration: 39 frames
DF/7AD6: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/7AD8: 10 80                Set sequence flag, x1 speed
   DF/7ADA: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/7ADD: F0 3B                Frame Duration: 59
DF/7ADF: 17 08                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/7AE1: 10 C3                Set transition and sequence flags, x4 speed
   DF/7AE3: 08 00 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/7AE6: 55 0B                Shift object up-left 176 pixels
   DF/7AE8: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7AE9: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7AEB: F0 3B                Frame Duration: 59
   DF/7AED: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
DF/7AF0: F0 3B                Duration: 59 frames
DF/7AF2: 9C 10                Play sound effect #$10
DF/7AF4: F0 3B                Duration: 59 frames
DF/7AF6: D8 22 95 7B          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/7B95
DF/7AFA: 60 15 AD 60          Run Dialogue $0D15 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: What?
 The statue was ticklish?<I>
 Is that what you said?<I>

 If you try stalling just one more
 time, I'm gonna have your feathers
 plucked for my pillow. Now SCAT!<I><END>


DF/7AFE: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/7B00: 09                   Reset all object properties to default
DF/7B01: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/7B03: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/7B05: A0 22                Set event flag memory address 00:7044 Bit 2
DF/7B07: F0 1D                Duration: 29 frames
DF/7B09: D2 26 7C             Jump to address $DF/7C26
DF/7B0C: FE                   Return


EVENT [84A] ------------------------------------------------------------>
DF/7B0D: 17 8E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/7B0F: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/7B10: 10 C0                Set transition and sequence flags, x1 speed
   DF/7B12: 10 85                Set sequence flag, 1/2 speed
   DF/7B14: 08 50 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/7B17: F0 0B                Frame Duration: 11
   DF/7B19: 08 50 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/7B1C: 41                   <UNKNOWN COMMAND $41>
DF/7B1D: FE                   Return


EVENT [84B] ------------------------------------------------------------>
DF/7B1E: 17 8E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/7B20: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/7B21: 10 C0                Set transition and sequence flags, x1 speed
   DF/7B23: 10 85                Set sequence flag, 1/2 speed
   DF/7B25: 08 50 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/7B28: F0 0B                Frame Duration: 11
   DF/7B2A: 08 50 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/7B2D: 41                   <UNKNOWN COMMAND $41>
DF/7B2E: FE                   Return


EVENT [84C] ------------------------------------------------------------>
DF/7B2F: 17 8E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/7B31: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/7B32: 10 C0                Set transition and sequence flags, x1 speed
   DF/7B34: 10 85                Set sequence flag, 1/2 speed
   DF/7B36: 08 50 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/7B39: F0 0B                Frame Duration: 11
   DF/7B3B: 08 50 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DF/7B3E: 45                   <UNKNOWN COMMAND $45>
DF/7B3F: FE                   Return


EVENT [84D] ------------------------------------------------------------>
DF/7B40: 17 8E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/7B42: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/7B43: 10 C0                Set transition and sequence flags, x1 speed
   DF/7B45: 10 85                Set sequence flag, 1/2 speed
   DF/7B47: 08 50 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/7B4A: F0 0B                Frame Duration: 11
   DF/7B4C: 08 50 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   DF/7B4F: 45                   <UNKNOWN COMMAND $45>
DF/7B50: FE                   Return


EVENT [84E] ------------------------------------------------------------>
DF/7B51: 17 94                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DF/7B53: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/7B54: 10 C0                Set transition and sequence flags, x1 speed
   DF/7B56: F0 02                Frame Duration: 2
   DF/7B58: 73                   Object faces down-left
   DF/7B59: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/7B5C: F0 0E                Frame Duration: 14
   DF/7B5E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/7B5F: 08 10 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/7B62: F0 12                Frame Duration: 18
   DF/7B64: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/7B67: FE                   Return


EVENT [84F] ------------------------------------------------------------>
DF/7B68: 17 8C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/7B6A: 10 C1                Set transition and sequence flags, x2 speed
   DF/7B6C: 10 80                Set sequence flag, x1 speed
   DF/7B6E: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/7B71: F0 09                Frame Duration: 9
   DF/7B73: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/7B76: FE                   Return


EVENT [850] ------------------------------------------------------------>
DF/7B77: 17 8C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/7B79: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/7B7A: 10 C1                Set transition and sequence flags, x2 speed
   DF/7B7C: 08 50 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/7B7F: 41                   <UNKNOWN COMMAND $41>
   DF/7B80: F0 01                Frame Duration: 1
   DF/7B82: 08 50 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
DF/7B85: FE                   Return


EVENT [851] ------------------------------------------------------------>
DF/7B86: 17 8C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/7B88: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/7B89: 10 C1                Set transition and sequence flags, x2 speed
   DF/7B8B: 08 50 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/7B8E: 41                   <UNKNOWN COMMAND $41>
   DF/7B8F: F0 01                Frame Duration: 1
   DF/7B91: 08 50 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
DF/7B94: FE                   Return


EVENT [852] ------------------------------------------------------------>
DF/7B95: 60 16 AD 60          Run Dialogue $0D16 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: STOP BOTHERING ME!<I>
 If you're so worried, why don't
 you go give it a good peck!<I><END>


DF/7B99: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/7B9B: 09                   Reset all object properties to default
DF/7B9C: 34 00                Change directional maneuverability: 
DF/7B9E: F0 3B                Duration: 59 frames
DF/7BA0: 95 05 00             Fade out music to volume 0; Duration: 5 frames
DF/7BA3: 17 9D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   DF/7BA5: 82 02 38             Place object at on-screen coords: (64,448)
   DF/7BA8: 63 05                Shift object down-left 5 pixels
   DF/7BAA: 61 10                Shift object down-right 16 pixels
   DF/7BAC: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/7BAF: 10 83                Set sequence flag, x4 speed
   DF/7BB1: 10 41                Set transition flag, x2 speed
   DF/7BB3: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7BB4: 51 09                Shift object down-right 144 pixels
   DF/7BB6: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/7BB9: F0 1D                Frame Duration: 29
   DF/7BBB: 10 85                Set sequence flag, 1/2 speed
   DF/7BBD: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/7BC0: F0 77                Frame Duration: 119
DF/7BC2: 17 14                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/7BC4: 08 48 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/7BC7: F0 27                Frame Duration: 39
   DF/7BC9: 08 48 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/7BCC: F0 27                Frame Duration: 39
   DF/7BCE: 08 48 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   DF/7BD1: F0 27                Frame Duration: 39
   DF/7BD3: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DF/7BD6: F0 27                Frame Duration: 39
DF/7BD8: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/7BDA: F0 27                Frame Duration: 39
   DF/7BDC: F0 27                Frame Duration: 39
   DF/7BDE: F0 1D                Frame Duration: 29
   DF/7BE0: 10 83                Set sequence flag, x4 speed
   DF/7BE2: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/7BE5: F0 31                Frame Duration: 49
DF/7BE7: 4A D0 00 16          Engage in battle with formation pack #$00D0 in background #$16
DF/7BEB: DC 00 F0 7B          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/7BF0
DF/7BEF: FB                   Reset game, choose game

DF/7BF0: FD 30                Screen moves with MARIO
DF/7BF2: 8A 08 54             Set 0 palettes from $37AA80
DF/7BF5: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7BF7: 10 81                Set sequence flag, x2 speed
   DF/7BF9: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/7BFC: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/7BFE: 09                   Reset all object properties to default
   DF/7BFF: 77                   Object faces up-right
DF/7C00: 71                   Lighten screen from black before following commands
DF/7C01: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/7C03: F0 3B                Frame Duration: 59
   DF/7C05: 75                   Object faces up-left
   DF/7C06: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/7C09: 10 C3                Set transition and sequence flags, x4 speed
   DF/7C0B: 55 0B                Shift object up-left 176 pixels
   DF/7C0D: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7C0E: F0 22                Duration: 34 frames
DF/7C10: 9C 10                Play sound effect #$10
DF/7C12: F0 09                Duration: 9 frames
DF/7C14: A2 96                Set event flag memory address 00:7092 Bit 6
DF/7C16: F2 70 2A             <UNKNOWN COMMAND $F2>
DF/7C19: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/7C1D: 34 FF                Change directional maneuverability: left right down up 
DF/7C1F: FD 5B                Restore all HP
DF/7C21: FD 5C                Restore all FP
DF/7C23: 91 3D                Play music: #$3D
DF/7C25: FE                   Return


EVENT [853] ------------------------------------------------------------>
DF/7C26: F0 09                Duration: 9 frames
DF/7C28: 9C 10                Play sound effect #$10
DF/7C2A: F0 3B                Duration: 59 frames
DF/7C2C: 34 80                Change directional maneuverability: 
DF/7C2E: F0 00                Duration: 0 frames
DF/7C30: 91 01                Play music: #$01
DF/7C32: F0 8E                Duration: 142 frames
DF/7C34: F0 EA                Duration: 234 frames
DF/7C36: F0 82                Duration: 130 frames
DF/7C38: D2 2B 77             Jump to address $DF/772B

EVENT [854] ------------------------------------------------------------>
DF/7C3B: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/7C3D: A8 07 5B             Store #$5B to 00:70A7
DF/7C40: AC 17 0D             Store #$0D17 to 00:7000
DF/7C43: D1 F5 0E             Execute event id $0EF5
DF/7C46: F2 70 2C             <UNKNOWN COMMAND $F2>
DF/7C49: A2 99                Set event flag memory address 00:7093 Bit 1
DF/7C4B: FE                   Return


EVENT [855] ------------------------------------------------------------>
DF/7C4C: D8 FC 57 7C          If event flag memory address 00:705F Bit 4 set, jump to address $DF/7C57
DF/7C50: 68 73 80 1F 14 A0    Enter area: $0073
                              MARIO will be at coords: (992,160) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/7C56: FE                   Return

DF/7C57: 68 F5 81 1F 14 A0    Enter area: $01F5
                              MARIO will be at coords: (992,160) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/7C5D: FE                   Return


EVENT [856] ------------------------------------------------------------>

EVENT [857] ------------------------------------------------------------>

EVENT [858] ------------------------------------------------------------>

EVENT [859] ------------------------------------------------------------>

EVENT [85A] ------------------------------------------------------------>

EVENT [85B] ------------------------------------------------------------>

EVENT [85C] ------------------------------------------------------------>

EVENT [85D] ------------------------------------------------------------>

EVENT [85E] ------------------------------------------------------------>

EVENT [85F] ------------------------------------------------------------>

EVENT [860] ------------------------------------------------------------>
DF/7C5E: A8 1B 02             Store #$02 to 00:70BB
DF/7C61: 71                   Lighten screen from black before following commands
DF/7C62: FE                   Return


EVENT [861] ------------------------------------------------------------>
DF/7C63: 6A DE C1             Modify BGL of area $C1DE
DF/7C66: 6A DE C3             Modify BGL of area $C3DE
DF/7C69: 6A DE C5             Modify BGL of area $C5DE
DF/7C6C: 6A DE C7             Modify BGL of area $C7DE
DF/7C6F: 6A DE C9             Modify BGL of area $C9DE
DF/7C72: 6B DE 81             Modify physical field of area $81DE
DF/7C75: 40 01 2D             Execute event id $2D01 simultaneously with the following commands
DF/7C78: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/7C7A: 77                   Object faces up-right
   DF/7C7B: F0 00                Frame Duration: 0
DF/7C7D: 19 06                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/7C7F: 10 43                Set transition flag, x4 speed
   DF/7C81: 63 0E                Shift object down-left 14 pixels
   DF/7C83: 61 08                Shift object down-right 8 pixels
DF/7C85: 1A 06                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/7C87: 10 43                Set transition flag, x4 speed
   DF/7C89: 63 0E                Shift object down-left 14 pixels
   DF/7C8B: 61 08                Shift object down-right 8 pixels
DF/7C8D: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/7C8F: 10 43                Set transition flag, x4 speed
   DF/7C91: 63 0E                Shift object down-left 14 pixels
   DF/7C93: 61 08                Shift object down-right 8 pixels
DF/7C95: C4 80                <UNKNOWN COMMAND $C4>
DF/7C97: E3 10 00 A5 7C       If value at 00:7000 != #$0010, jump to address $DF/7CA5
DF/7C9C: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/7C9E: 92 10 2A 0A          Place object at on-screen coords: (512,336) Z=160
   DF/7CA2: 73                   Object faces down-left
   DF/7CA3: F0 00                Frame Duration: 0
DF/7CA5: 71                   Lighten screen from black before following commands
DF/7CA6: FE                   Return


EVENT [862] ------------------------------------------------------------>
DF/7CA7: 10 F2 A2 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $03A2
DF/7CAB: FE                   Return


EVENT [863] ------------------------------------------------------------>
DF/7CAC: 6B DF 81             Modify physical field of area $81DF
DF/7CAF: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/7CB1: 65 08                Shift object up-left 8 pixels
DF/7CB3: 17 02                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/7CB5: 61 08                Shift object down-right 8 pixels
DF/7CB7: 18 02                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/7CB9: 61 08                Shift object down-right 8 pixels
DF/7CBB: 19 02                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/7CBD: 65 08                Shift object up-left 8 pixels
DF/7CBF: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/7CC1: 61 08                Shift object down-right 8 pixels
DF/7CC3: 1B 82                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/7CC5: 61 08                Shift object down-right 8 pixels
DF/7CC7: C4 80                <UNKNOWN COMMAND $C4>
DF/7CC9: E3 0C 00 E4 7C       If value at 00:7000 != #$000C, jump to address $DF/7CE4
DF/7CCE: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7CD0: 92 02 42 00          Place object at on-screen coords: (64,528) Z=0
   DF/7CD4: 77                   Object faces up-right
DF/7CD5: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7CD7: 92 02 43 00          Place object at on-screen coords: (80,536) Z=0
   DF/7CDB: 77                   Object faces up-right
DF/7CDC: 14 F2 E5 03          Set Object: NPC #0 ---> Command: Set object to movement: $03E5
DF/7CE0: 15 F2 E5 03          Set Object: NPC #1 ---> Command: Set object to movement: $03E5
DF/7CE4: 71                   Lighten screen from black before following commands
DF/7CE5: FE                   Return


EVENT [864] ------------------------------------------------------------>
DF/7CE6: D8 18 EC 7C          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/7CEC
DF/7CEA: A0 18                Set event flag memory address 00:7043 Bit 0
DF/7CEC: FE                   Return


EVENT [865] ------------------------------------------------------------>
DF/7CED: F2 DD A9             <UNKNOWN COMMAND $F2>
DF/7CF0: F2 DD AB             <UNKNOWN COMMAND $F2>
DF/7CF3: F2 DD AD             <UNKNOWN COMMAND $F2>
DF/7CF6: F2 DD AF             <UNKNOWN COMMAND $F2>
DF/7CF9: F2 DD B1             <UNKNOWN COMMAND $F2>
DF/7CFC: F2 DD B3             <UNKNOWN COMMAND $F2>
DF/7CFF: F2 DE AB             <UNKNOWN COMMAND $F2>
DF/7D02: F2 DE AD             <UNKNOWN COMMAND $F2>
DF/7D05: F2 DE AF             <UNKNOWN COMMAND $F2>
DF/7D08: F2 DE B1             <UNKNOWN COMMAND $F2>
DF/7D0B: F2 DF AD             <UNKNOWN COMMAND $F2>
DF/7D0E: F2 DF AF             <UNKNOWN COMMAND $F2>
DF/7D11: F2 DF B1             <UNKNOWN COMMAND $F2>
DF/7D14: F2 DF B3             <UNKNOWN COMMAND $F2>
DF/7D17: F2 C5 AB             <UNKNOWN COMMAND $F2>
DF/7D1A: F2 C5 AD             <UNKNOWN COMMAND $F2>
DF/7D1D: F2 C5 AF             <UNKNOWN COMMAND $F2>
DF/7D20: F2 C5 B1             <UNKNOWN COMMAND $F2>
DF/7D23: F2 C5 B3             <UNKNOWN COMMAND $F2>
DF/7D26: F2 C5 B5             <UNKNOWN COMMAND $F2>
DF/7D29: 4B 04 C0             Lead to World Map Point $C004
DF/7D2C: FE                   Return


EVENT [866] ------------------------------------------------------------>

EVENT [867] ------------------------------------------------------------>

EVENT [868] ------------------------------------------------------------>

EVENT [869] ------------------------------------------------------------>

EVENT [86A] ------------------------------------------------------------>

EVENT [86B] ------------------------------------------------------------>

EVENT [86C] ------------------------------------------------------------>

EVENT [86D] ------------------------------------------------------------>

EVENT [86E] ------------------------------------------------------------>

EVENT [86F] ------------------------------------------------------------>

EVENT [870] ------------------------------------------------------------>
DF/7D2D: 71                   Lighten screen from black before following commands
DF/7D2E: FE                   Return


EVENT [871] ------------------------------------------------------------>
DF/7D2F: D8 19 9D 7D          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/7D9D
DF/7D33: A0 19                Set event flag memory address 00:7043 Bit 1
DF/7D35: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/7D37: 92 08 36 00          Place object at on-screen coords: (256,432) Z=0
   DF/7D3B: 73                   Object faces down-left
   DF/7D3C: 09                   Reset all object properties to default
DF/7D3D: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7D3F: 92 06 39 00          Place object at on-screen coords: (208,456) Z=0
   DF/7D43: 73                   Object faces down-left
DF/7D44: DA 9E 4E 7D          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/7D4E
DF/7D48: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/7D4C: F0 3B                Duration: 59 frames
DF/7D4E: 3E 22 15 4E 7D       <UNKNOWN COMMAND: pointer to address $7D4E>
DF/7D53: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/7D57: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/7D59: F0 04                Frame Duration: 4
   DF/7D5B: 7D                   Object faces down-left
   DF/7D5C: 15 15                Clear Bits $7 of current object address 0C,x and set Bit(s) $21
DF/7D5E: 89                   <UNKNOWN COMMAND $89>
DF/7D5F: 73 00                Lighten screen from black before following commands; Duration: 0 frames
DF/7D61: F0 27                Duration: 39 frames
DF/7D63: 08 50                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x50 bytes)
   DF/7D65: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/7D66: F0 3B                Frame Duration: 59
   DF/7D68: 4A                   <UNKNOWN COMMAND $4A>
   DF/7D69: E0                   <UNKNOWN COMMAND $E0>
   DF/7D6A: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7D6B: 07                   Clear "moon-walk" Bits
   DF/7D6C: DC 00 78 7D          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/7D78
   DF/7D70: FD 5B                <UNKNOWN COMMAND $5B>
   DF/7D72: FD 5C                <UNKNOWN COMMAND $5C>
   DF/7D74: D0 1C 0D             Set object to movement $0D1C
   DF/7D77: FE                   Return Queue

DF/7D78: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7D7A: 92 05 37 00          Place object at on-screen coords: (176,440) Z=0
   DF/7D7E: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7D7F: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7D81: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
   DF/7D85: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7D86: 6A CB C1             Modify BGL of area $C1CB
DF/7D89: 6B CB 81             Modify physical field of area $81CB
DF/7D8C: 6A CB C3             Modify BGL of area $C3CB
DF/7D8F: 6B CB 83             Modify physical field of area $83CB
DF/7D92: 71                   Lighten screen from black before following commands
DF/7D93: 3E 22 14 93 7D       <UNKNOWN COMMAND: pointer to address $7D93>
DF/7D98: 3E 22 15 93 7D       <UNKNOWN COMMAND: pointer to address $7D93>
DF/7D9D: FE                   Return


EVENT [872] ------------------------------------------------------------>
DF/7D9E: D8 1A 0E 7E          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/7E0E
DF/7DA2: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/7DA4: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/7DA6: 92 0C 2E 00          Place object at on-screen coords: (384,368) Z=0
   DF/7DAA: 73                   Object faces down-left
   DF/7DAB: 09                   Reset all object properties to default
DF/7DAC: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7DAE: 92 0A 31 00          Place object at on-screen coords: (336,392) Z=0
   DF/7DB2: 73                   Object faces down-left
DF/7DB3: DA 9E BD 7D          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/7DBD
DF/7DB7: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/7DBB: F0 3B                Duration: 59 frames
DF/7DBD: 3E 22 16 BD 7D       <UNKNOWN COMMAND: pointer to address $7DBD>
DF/7DC2: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/7DC6: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/7DC8: F0 04                Frame Duration: 4
   DF/7DCA: 7D                   Object faces down-left
   DF/7DCB: 16                   <UNKNOWN COMMAND $16>
DF/7DCC: 16 8B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/7DCE: 73                   Object faces down-left
   DF/7DCF: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7DD0: F0 27                Frame Duration: 39
   DF/7DD2: 10 85                Set sequence flag, 1/2 speed
   DF/7DD4: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/7DD7: F0 3B                Frame Duration: 59
DF/7DD9: 4A E1 00 07          Engage in battle with formation pack #$00E1 in background #$07
DF/7DDD: DC 00 E9 7D          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/7DE9
DF/7DE1: FD 5B                Restore all HP
DF/7DE3: FD 5C                Restore all FP
DF/7DE5: D0 1C 0D             Execute event id $0D1C subsequently
DF/7DE8: FE                   Return

DF/7DE9: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7DEB: 92 09 2F 00          Place object at on-screen coords: (304,376) Z=0
   DF/7DEF: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7DF0: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7DF2: 92 0B 33 00          Place object at on-screen coords: (368,408) Z=0
   DF/7DF6: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7DF7: 6A CB C5             Modify BGL of area $C5CB
DF/7DFA: 6B CB 85             Modify physical field of area $85CB
DF/7DFD: 6A CB C7             Modify BGL of area $C7CB
DF/7E00: 6B CB 87             Modify physical field of area $87CB
DF/7E03: 71                   Lighten screen from black before following commands
DF/7E04: 3E 22 14 04 7E       <UNKNOWN COMMAND: pointer to address $7E04>
DF/7E09: 3E 22 16 04 7E       <UNKNOWN COMMAND: pointer to address $7E04>
DF/7E0E: FE                   Return


EVENT [873] ------------------------------------------------------------>
DF/7E0F: D8 1B 7F 7E          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/7E7F
DF/7E13: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/7E15: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/7E17: 92 10 26 00          Place object at on-screen coords: (512,304) Z=0
   DF/7E1B: 73                   Object faces down-left
   DF/7E1C: 09                   Reset all object properties to default
DF/7E1D: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7E1F: 92 0E 29 00          Place object at on-screen coords: (464,328) Z=0
   DF/7E23: 73                   Object faces down-left
DF/7E24: DA 9E 2E 7E          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/7E2E
DF/7E28: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/7E2C: F0 3B                Duration: 59 frames
DF/7E2E: 3E 22 17 2E 7E       <UNKNOWN COMMAND: pointer to address $7E2E>
DF/7E33: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/7E37: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/7E39: F0 04                Frame Duration: 4
   DF/7E3B: 7D                   Object faces down-left
   DF/7E3C: 17                   <UNKNOWN COMMAND $17>
DF/7E3D: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/7E3F: 73                   Object faces down-left
   DF/7E40: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7E41: F0 27                Frame Duration: 39
   DF/7E43: 10 80                Set sequence flag, x1 speed
   DF/7E45: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/7E48: F0 31                Frame Duration: 49
DF/7E4A: 4A E2 00 07          Engage in battle with formation pack #$00E2 in background #$07
DF/7E4E: DC 00 5A 7E          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/7E5A
DF/7E52: FD 5B                Restore all HP
DF/7E54: FD 5C                Restore all FP
DF/7E56: D0 1C 0D             Execute event id $0D1C subsequently
DF/7E59: FE                   Return

DF/7E5A: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7E5C: 92 0D 27 00          Place object at on-screen coords: (432,312) Z=0
   DF/7E60: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7E61: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7E63: 92 0F 2B 00          Place object at on-screen coords: (496,344) Z=0
   DF/7E67: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7E68: 6A CB C9             Modify BGL of area $C9CB
DF/7E6B: 6B CB 89             Modify physical field of area $89CB
DF/7E6E: 6A CB CB             Modify BGL of area $CBCB
DF/7E71: 6B CB 8B             Modify physical field of area $8BCB
DF/7E74: 71                   Lighten screen from black before following commands
DF/7E75: 3E 22 14 75 7E       <UNKNOWN COMMAND: pointer to address $7E75>
DF/7E7A: 3E 22 17 75 7E       <UNKNOWN COMMAND: pointer to address $7E75>
DF/7E7F: FE                   Return


EVENT [874] ------------------------------------------------------------>
DF/7E80: D8 1C F0 7E          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/7EF0
DF/7E84: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/7E86: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/7E88: 92 14 1E 00          Place object at on-screen coords: (640,240) Z=0
   DF/7E8C: 73                   Object faces down-left
   DF/7E8D: 09                   Reset all object properties to default
DF/7E8E: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7E90: 92 12 21 00          Place object at on-screen coords: (592,264) Z=0
   DF/7E94: 73                   Object faces down-left
DF/7E95: DA 9E 9F 7E          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/7E9F
DF/7E99: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/7E9D: F0 3B                Duration: 59 frames
DF/7E9F: 3E 22 18 9F 7E       <UNKNOWN COMMAND: pointer to address $7E9F>
DF/7EA4: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/7EA8: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/7EAA: F0 04                Frame Duration: 4
   DF/7EAC: 7D                   Object faces down-left
   DF/7EAD: 18                   <UNKNOWN COMMAND $18>
DF/7EAE: 18 8B                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/7EB0: 73                   Object faces down-left
   DF/7EB1: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7EB2: F0 27                Frame Duration: 39
   DF/7EB4: 10 85                Set sequence flag, 1/2 speed
   DF/7EB6: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/7EB9: F0 3B                Frame Duration: 59
DF/7EBB: 4A E3 00 07          Engage in battle with formation pack #$00E3 in background #$07
DF/7EBF: DC 00 CB 7E          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/7ECB
DF/7EC3: FD 5B                Restore all HP
DF/7EC5: FD 5C                Restore all FP
DF/7EC7: D0 1C 0D             Execute event id $0D1C subsequently
DF/7ECA: FE                   Return

DF/7ECB: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7ECD: 92 11 1F 00          Place object at on-screen coords: (560,248) Z=0
   DF/7ED1: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7ED2: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7ED4: 92 13 23 00          Place object at on-screen coords: (624,280) Z=0
   DF/7ED8: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7ED9: 6A CB CD             Modify BGL of area $CDCB
DF/7EDC: 6B CB 8D             Modify physical field of area $8DCB
DF/7EDF: 6A CB CF             Modify BGL of area $CFCB
DF/7EE2: 6B CB 8F             Modify physical field of area $8FCB
DF/7EE5: 71                   Lighten screen from black before following commands
DF/7EE6: 3E 22 14 E6 7E       <UNKNOWN COMMAND: pointer to address $7EE6>
DF/7EEB: 3E 22 18 E6 7E       <UNKNOWN COMMAND: pointer to address $7EE6>
DF/7EF0: FE                   Return


EVENT [875] ------------------------------------------------------------>
DF/7EF1: 71                   Lighten screen from black before following commands
DF/7EF2: FE                   Return


EVENT [876] ------------------------------------------------------------>
DF/7EF3: D8 19 63 7F          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/7F63
DF/7EF7: A0 19                Set event flag memory address 00:7043 Bit 1
DF/7EF9: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/7EFB: 92 08 36 00          Place object at on-screen coords: (256,432) Z=0
   DF/7EFF: 73                   Object faces down-left
   DF/7F00: 09                   Reset all object properties to default
DF/7F01: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7F03: 92 06 39 00          Place object at on-screen coords: (208,456) Z=0
   DF/7F07: 73                   Object faces down-left
DF/7F08: DA 9E 12 7F          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/7F12
DF/7F0C: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/7F10: F0 3B                Duration: 59 frames
DF/7F12: 3E 22 15 12 7F       <UNKNOWN COMMAND: pointer to address $7F12>
DF/7F17: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/7F1B: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/7F1D: F0 04                Frame Duration: 4
   DF/7F1F: 7D                   Object faces down-left
   DF/7F20: 15 15                Clear Bits $7 of current object address 0C,x and set Bit(s) $21
DF/7F22: 8B                   <UNKNOWN COMMAND $8B>
DF/7F23: 73 00                Lighten screen from black before following commands; Duration: 0 frames
DF/7F25: F0 27                Duration: 39 frames
DF/7F27: 10 85                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7F29: 08 50 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/7F2C: F0 3B                Frame Duration: 59
DF/7F2E: 4A E4 00 07          Engage in battle with formation pack #$00E4 in background #$07
DF/7F32: DC 00 3E 7F          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/7F3E
DF/7F36: FD 5B                Restore all HP
DF/7F38: FD 5C                Restore all FP
DF/7F3A: D0 1C 0D             Execute event id $0D1C subsequently
DF/7F3D: FE                   Return

DF/7F3E: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7F40: 92 05 37 00          Place object at on-screen coords: (176,440) Z=0
   DF/7F44: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7F45: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7F47: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
   DF/7F4B: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7F4C: 6A CC C1             Modify BGL of area $C1CC
DF/7F4F: 6B CC 81             Modify physical field of area $81CC
DF/7F52: 6A CC C3             Modify BGL of area $C3CC
DF/7F55: 6B CC 83             Modify physical field of area $83CC
DF/7F58: 71                   Lighten screen from black before following commands
DF/7F59: 3E 22 14 59 7F       <UNKNOWN COMMAND: pointer to address $7F59>
DF/7F5E: 3E 22 15 59 7F       <UNKNOWN COMMAND: pointer to address $7F59>
DF/7F63: FE                   Return


EVENT [877] ------------------------------------------------------------>
DF/7F64: D8 1A D4 7F          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/7FD4
DF/7F68: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/7F6A: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/7F6C: 92 0C 2E 00          Place object at on-screen coords: (384,368) Z=0
   DF/7F70: 73                   Object faces down-left
   DF/7F71: 09                   Reset all object properties to default
DF/7F72: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7F74: 92 0A 31 01          Place object at on-screen coords: (336,392) Z=16
   DF/7F78: 73                   Object faces down-left
DF/7F79: DA 9E 83 7F          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/7F83
DF/7F7D: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/7F81: F0 3B                Duration: 59 frames
DF/7F83: 3E 22 16 83 7F       <UNKNOWN COMMAND: pointer to address $7F83>
DF/7F88: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/7F8C: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/7F8E: F0 04                Frame Duration: 4
   DF/7F90: 7D                   Object faces down-left
   DF/7F91: 16                   <UNKNOWN COMMAND $16>
DF/7F92: 16 8B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/7F94: 73                   Object faces down-left
   DF/7F95: 00                   Set Bit 7 of current object (enable object visibility)
   DF/7F96: F0 27                Frame Duration: 39
   DF/7F98: 10 80                Set sequence flag, x1 speed
   DF/7F9A: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/7F9D: F0 3B                Frame Duration: 59
DF/7F9F: 4A E5 00 07          Engage in battle with formation pack #$00E5 in background #$07
DF/7FA3: DC 00 AF 7F          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/7FAF
DF/7FA7: FD 5B                Restore all HP
DF/7FA9: FD 5C                Restore all FP
DF/7FAB: D0 1C 0D             Execute event id $0D1C subsequently
DF/7FAE: FE                   Return

DF/7FAF: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/7FB1: 92 09 2F 00          Place object at on-screen coords: (304,376) Z=0
   DF/7FB5: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7FB6: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7FB8: 92 0B 33 00          Place object at on-screen coords: (368,408) Z=0
   DF/7FBC: 01                   Clear Bit 7 of current object (disable object visibility)
DF/7FBD: 6A CC C5             Modify BGL of area $C5CC
DF/7FC0: 6B CC 85             Modify physical field of area $85CC
DF/7FC3: 6A CC C7             Modify BGL of area $C7CC
DF/7FC6: 6B CC 87             Modify physical field of area $87CC
DF/7FC9: 71                   Lighten screen from black before following commands
DF/7FCA: 3E 22 14 CA 7F       <UNKNOWN COMMAND: pointer to address $7FCA>
DF/7FCF: 3E 22 16 CA 7F       <UNKNOWN COMMAND: pointer to address $7FCA>
DF/7FD4: FE                   Return


EVENT [878] ------------------------------------------------------------>
DF/7FD5: D8 1B 45 80          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/8045
DF/7FD9: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/7FDB: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/7FDD: 92 10 26 00          Place object at on-screen coords: (512,304) Z=0
   DF/7FE1: 73                   Object faces down-left
   DF/7FE2: 09                   Reset all object properties to default
DF/7FE3: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/7FE5: 92 0E 29 01          Place object at on-screen coords: (464,328) Z=16
   DF/7FE9: 73                   Object faces down-left
DF/7FEA: DA 9E F4 7F          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/7FF4
DF/7FEE: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/7FF2: F0 3B                Duration: 59 frames
DF/7FF4: 3E 22 17 F4 7F       <UNKNOWN COMMAND: pointer to address $7FF4>
DF/7FF9: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/7FFD: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/7FFF: F0 04                Frame Duration: 4
   DF/8001: 7D                   Object faces down-left
   DF/8002: 17                   <UNKNOWN COMMAND $17>
DF/8003: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/8005: 73                   Object faces down-left
   DF/8006: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8007: F0 27                Frame Duration: 39
   DF/8009: 10 80                Set sequence flag, x1 speed
   DF/800B: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/800E: F0 3B                Frame Duration: 59
DF/8010: 4A E6 00 07          Engage in battle with formation pack #$00E6 in background #$07
DF/8014: DC 00 20 80          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8020
DF/8018: FD 5B                Restore all HP
DF/801A: FD 5C                Restore all FP
DF/801C: D0 1C 0D             Execute event id $0D1C subsequently
DF/801F: FE                   Return

DF/8020: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/8022: 92 0D 27 00          Place object at on-screen coords: (432,312) Z=0
   DF/8026: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8027: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8029: 92 0F 2B 00          Place object at on-screen coords: (496,344) Z=0
   DF/802D: 01                   Clear Bit 7 of current object (disable object visibility)
DF/802E: 6A CC C9             Modify BGL of area $C9CC
DF/8031: 6B CC 89             Modify physical field of area $89CC
DF/8034: 6A CC CB             Modify BGL of area $CBCC
DF/8037: 6B CC 8B             Modify physical field of area $8BCC
DF/803A: 71                   Lighten screen from black before following commands
DF/803B: 3E 22 14 3B 80       <UNKNOWN COMMAND: pointer to address $803B>
DF/8040: 3E 22 17 3B 80       <UNKNOWN COMMAND: pointer to address $803B>
DF/8045: FE                   Return


EVENT [879] ------------------------------------------------------------>
DF/8046: D8 1C B6 80          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/80B6
DF/804A: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/804C: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/804E: 92 14 1E 00          Place object at on-screen coords: (640,240) Z=0
   DF/8052: 73                   Object faces down-left
   DF/8053: 09                   Reset all object properties to default
DF/8054: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8056: 92 12 21 00          Place object at on-screen coords: (592,264) Z=0
   DF/805A: 73                   Object faces down-left
DF/805B: DA 9E 65 80          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/8065
DF/805F: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/8063: F0 3B                Duration: 59 frames
DF/8065: 3E 22 18 65 80       <UNKNOWN COMMAND: pointer to address $8065>
DF/806A: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/806E: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8070: F0 04                Frame Duration: 4
   DF/8072: 7D                   Object faces down-left
   DF/8073: 18                   <UNKNOWN COMMAND $18>
DF/8074: 18 8B                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/8076: 73                   Object faces down-left
   DF/8077: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8078: F0 27                Frame Duration: 39
   DF/807A: 10 80                Set sequence flag, x1 speed
   DF/807C: 08 50 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/807F: F0 40                Frame Duration: 64
DF/8081: 4A E7 00 07          Engage in battle with formation pack #$00E7 in background #$07
DF/8085: DC 00 91 80          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8091
DF/8089: FD 5B                Restore all HP
DF/808B: FD 5C                Restore all FP
DF/808D: D0 1C 0D             Execute event id $0D1C subsequently
DF/8090: FE                   Return

DF/8091: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/8093: 92 11 1F 00          Place object at on-screen coords: (560,248) Z=0
   DF/8097: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8098: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/809A: 92 13 23 00          Place object at on-screen coords: (624,280) Z=0
   DF/809E: 01                   Clear Bit 7 of current object (disable object visibility)
DF/809F: 6A CC CD             Modify BGL of area $CDCC
DF/80A2: 6B CC 8D             Modify physical field of area $8DCC
DF/80A5: 6A CC CF             Modify BGL of area $CFCC
DF/80A8: 6B CC 8F             Modify physical field of area $8FCC
DF/80AB: 71                   Lighten screen from black before following commands
DF/80AC: 3E 22 14 AC 80       <UNKNOWN COMMAND: pointer to address $80AC>
DF/80B1: 3E 22 18 AC 80       <UNKNOWN COMMAND: pointer to address $80AC>
DF/80B6: FE                   Return


EVENT [87A] ------------------------------------------------------------>
DF/80B7: 71                   Lighten screen from black before following commands
DF/80B8: FE                   Return


EVENT [87B] ------------------------------------------------------------>
DF/80B9: D8 19 27 81          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/8127
DF/80BD: A0 19                Set event flag memory address 00:7043 Bit 1
DF/80BF: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/80C1: 92 08 36 00          Place object at on-screen coords: (256,432) Z=0
   DF/80C5: 73                   Object faces down-left
   DF/80C6: 09                   Reset all object properties to default
DF/80C7: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/80C9: 92 06 39 00          Place object at on-screen coords: (208,456) Z=0
   DF/80CD: 73                   Object faces down-left
DF/80CE: DA 9E D8 80          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/80D8
DF/80D2: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/80D6: F0 3B                Duration: 59 frames
DF/80D8: 3E 22 15 D8 80       <UNKNOWN COMMAND: pointer to address $80D8>
DF/80DD: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/80E1: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/80E3: F0 04                Frame Duration: 4
   DF/80E5: 7D                   Object faces down-left
   DF/80E6: 15 15                Clear Bits $7 of current object address 0C,x and set Bit(s) $21
DF/80E8: 89                   <UNKNOWN COMMAND $89>
DF/80E9: 73 00                Lighten screen from black before following commands; Duration: 0 frames
DF/80EB: F0 27                Duration: 39 frames
DF/80ED: 08 40                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes)
   DF/80EF: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/80F0: F0 3B                Frame Duration: 59
   DF/80F2: 4A                   <UNKNOWN COMMAND $4A>
   DF/80F3: E8                   <UNKNOWN COMMAND $E8>
   DF/80F4: 00                   Set Bit 7 of current object (enable object visibility)
   DF/80F5: 07                   Clear "moon-walk" Bits
   DF/80F6: DC 00 02 81          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8102
   DF/80FA: FD 5B                <UNKNOWN COMMAND $5B>
   DF/80FC: FD 5C                <UNKNOWN COMMAND $5C>
   DF/80FE: D0 1C 0D             Set object to movement $0D1C
   DF/8101: FE                   Return Queue

DF/8102: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/8104: 92 05 37 00          Place object at on-screen coords: (176,440) Z=0
   DF/8108: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8109: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/810B: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
   DF/810F: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8110: 6A CD C1             Modify BGL of area $C1CD
DF/8113: 6B CD 81             Modify physical field of area $81CD
DF/8116: 6A CD C3             Modify BGL of area $C3CD
DF/8119: 6B CD 83             Modify physical field of area $83CD
DF/811C: 71                   Lighten screen from black before following commands
DF/811D: 3E 22 14 1D 81       <UNKNOWN COMMAND: pointer to address $811D>
DF/8122: 3E 22 15 1D 81       <UNKNOWN COMMAND: pointer to address $811D>
DF/8127: FE                   Return


EVENT [87C] ------------------------------------------------------------>
DF/8128: D8 1A 9B 81          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/819B
DF/812C: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/812E: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/8130: 92 0C 2E 00          Place object at on-screen coords: (384,368) Z=0
   DF/8134: 73                   Object faces down-left
   DF/8135: 09                   Reset all object properties to default
DF/8136: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8138: 92 0A 31 00          Place object at on-screen coords: (336,392) Z=0
   DF/813C: 73                   Object faces down-left
DF/813D: DA 9E 47 81          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/8147
DF/8141: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/8145: F0 3B                Duration: 59 frames
DF/8147: 3E 22 16 47 81       <UNKNOWN COMMAND: pointer to address $8147>
DF/814C: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/8150: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8152: F0 04                Frame Duration: 4
   DF/8154: 7D                   Object faces down-left
   DF/8155: 16                   <UNKNOWN COMMAND $16>
DF/8156: 16 8E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/8158: 73                   Object faces down-left
   DF/8159: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/815C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/815D: F0 27                Frame Duration: 39
   DF/815F: 10 80                Set sequence flag, x1 speed
   DF/8161: 08 50 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/8164: F0 3B                Frame Duration: 59
DF/8166: 4A E9 00 07          Engage in battle with formation pack #$00E9 in background #$07
DF/816A: DC 00 76 81          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8176
DF/816E: FD 5B                Restore all HP
DF/8170: FD 5C                Restore all FP
DF/8172: D0 1C 0D             Execute event id $0D1C subsequently
DF/8175: FE                   Return

DF/8176: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/8178: 92 09 2F 00          Place object at on-screen coords: (304,376) Z=0
   DF/817C: 01                   Clear Bit 7 of current object (disable object visibility)
DF/817D: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/817F: 92 0B 33 00          Place object at on-screen coords: (368,408) Z=0
   DF/8183: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8184: 6A CD C5             Modify BGL of area $C5CD
DF/8187: 6B CD 85             Modify physical field of area $85CD
DF/818A: 6A CD C7             Modify BGL of area $C7CD
DF/818D: 6B CD 87             Modify physical field of area $87CD
DF/8190: 71                   Lighten screen from black before following commands
DF/8191: 3E 22 14 91 81       <UNKNOWN COMMAND: pointer to address $8191>
DF/8196: 3E 22 16 91 81       <UNKNOWN COMMAND: pointer to address $8191>
DF/819B: FE                   Return


EVENT [87D] ------------------------------------------------------------>
DF/819C: D8 1B 0C 82          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/820C
DF/81A0: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/81A2: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/81A4: 92 10 26 00          Place object at on-screen coords: (512,304) Z=0
   DF/81A8: 73                   Object faces down-left
   DF/81A9: 09                   Reset all object properties to default
DF/81AA: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/81AC: 92 0E 29 00          Place object at on-screen coords: (464,328) Z=0
   DF/81B0: 73                   Object faces down-left
DF/81B1: DA 9E BB 81          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/81BB
DF/81B5: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/81B9: F0 3B                Duration: 59 frames
DF/81BB: 3E 22 17 BB 81       <UNKNOWN COMMAND: pointer to address $81BB>
DF/81C0: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/81C4: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/81C6: F0 04                Frame Duration: 4
   DF/81C8: 7D                   Object faces down-left
   DF/81C9: 17                   <UNKNOWN COMMAND $17>
DF/81CA: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/81CC: 73                   Object faces down-left
   DF/81CD: 00                   Set Bit 7 of current object (enable object visibility)
   DF/81CE: F0 27                Frame Duration: 39
   DF/81D0: 10 80                Set sequence flag, x1 speed
   DF/81D2: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/81D5: F0 31                Frame Duration: 49
DF/81D7: 4A EA 00 07          Engage in battle with formation pack #$00EA in background #$07
DF/81DB: DC 00 E7 81          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/81E7
DF/81DF: FD 5B                Restore all HP
DF/81E1: FD 5C                Restore all FP
DF/81E3: D0 1C 0D             Execute event id $0D1C subsequently
DF/81E6: FE                   Return

DF/81E7: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/81E9: 92 0D 27 00          Place object at on-screen coords: (432,312) Z=0
   DF/81ED: 01                   Clear Bit 7 of current object (disable object visibility)
DF/81EE: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/81F0: 92 0F 2B 00          Place object at on-screen coords: (496,344) Z=0
   DF/81F4: 01                   Clear Bit 7 of current object (disable object visibility)
DF/81F5: 6A CD C9             Modify BGL of area $C9CD
DF/81F8: 6B CD 89             Modify physical field of area $89CD
DF/81FB: 6A CD CB             Modify BGL of area $CBCD
DF/81FE: 6B CD 8B             Modify physical field of area $8BCD
DF/8201: 71                   Lighten screen from black before following commands
DF/8202: 3E 22 14 02 82       <UNKNOWN COMMAND: pointer to address $8202>
DF/8207: 3E 22 17 02 82       <UNKNOWN COMMAND: pointer to address $8202>
DF/820C: FE                   Return


EVENT [87E] ------------------------------------------------------------>
DF/820D: D8 1C 8D 82          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/828D
DF/8211: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/8213: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/8215: 92 14 1E 00          Place object at on-screen coords: (640,240) Z=0
   DF/8219: 73                   Object faces down-left
   DF/821A: 09                   Reset all object properties to default
DF/821B: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/821D: 92 12 21 00          Place object at on-screen coords: (592,264) Z=0
   DF/8221: 73                   Object faces down-left
DF/8222: DA 9E 2C 82          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/822C
DF/8226: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/822A: F0 3B                Duration: 59 frames
DF/822C: 3E 22 18 2C 82       <UNKNOWN COMMAND: pointer to address $822C>
DF/8231: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/8235: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8237: F0 04                Frame Duration: 4
   DF/8239: 7D                   Object faces down-left
   DF/823A: 18                   <UNKNOWN COMMAND $18>
DF/823B: 18 9B                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   DF/823D: 73                   Object faces down-left
   DF/823E: 08 50 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/8241: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8242: F0 22                Frame Duration: 34
   DF/8244: 10 43                Set transition flag, x4 speed
   DF/8246: 5A 02                Shift object up 32 pixels
   DF/8248: 10 41                Set transition flag, x2 speed
   DF/824A: 6B 06                <UNKNOWN COMMAND: frame duration=6?>
   DF/824C: 6A 06                Shift object up 6 pixels
   DF/824E: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DF/8250: 6A 04                Shift object up 4 pixels
   DF/8252: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DF/8254: 6A 02                Shift object up 2 pixels
   DF/8256: F0 13                Frame Duration: 19
DF/8258: 4A EB 00 07          Engage in battle with formation pack #$00EB in background #$07
DF/825C: DC 00 68 82          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8268
DF/8260: FD 5B                Restore all HP
DF/8262: FD 5C                Restore all FP
DF/8264: D0 1C 0D             Execute event id $0D1C subsequently
DF/8267: FE                   Return

DF/8268: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/826A: 92 11 1F 00          Place object at on-screen coords: (560,248) Z=0
   DF/826E: 01                   Clear Bit 7 of current object (disable object visibility)
DF/826F: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8271: 92 13 23 00          Place object at on-screen coords: (624,280) Z=0
   DF/8275: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8276: 6A CD CD             Modify BGL of area $CDCD
DF/8279: 6B CD 8D             Modify physical field of area $8DCD
DF/827C: 6A CD CF             Modify BGL of area $CFCD
DF/827F: 6B CD 8F             Modify physical field of area $8FCD
DF/8282: 71                   Lighten screen from black before following commands
DF/8283: 3E 22 14 83 82       <UNKNOWN COMMAND: pointer to address $8283>
DF/8288: 3E 22 18 83 82       <UNKNOWN COMMAND: pointer to address $8283>
DF/828D: FE                   Return


EVENT [87F] ------------------------------------------------------------>
DF/828E: 71                   Lighten screen from black before following commands
DF/828F: FE                   Return


EVENT [880] ------------------------------------------------------------>
DF/8290: D8 19 00 83          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/8300
DF/8294: A0 19                Set event flag memory address 00:7043 Bit 1
DF/8296: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/8298: 92 08 36 00          Place object at on-screen coords: (256,432) Z=0
   DF/829C: 73                   Object faces down-left
   DF/829D: 09                   Reset all object properties to default
DF/829E: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/82A0: 92 06 39 00          Place object at on-screen coords: (208,456) Z=0
   DF/82A4: 73                   Object faces down-left
DF/82A5: DA 9E AF 82          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/82AF
DF/82A9: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/82AD: F0 3B                Duration: 59 frames
DF/82AF: 3E 22 15 AF 82       <UNKNOWN COMMAND: pointer to address $82AF>
DF/82B4: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/82B8: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/82BA: F0 04                Frame Duration: 4
   DF/82BC: 7D                   Object faces down-left
   DF/82BD: 15 15                Clear Bits $7 of current object address 0C,x and set Bit(s) $21
DF/82BF: 8B                   <UNKNOWN COMMAND $8B>
DF/82C0: 73 00                Lighten screen from black before following commands; Duration: 0 frames
DF/82C2: F0 27                Duration: 39 frames
DF/82C4: 10 80                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
DF/82C6: 08 50                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x50 bytes)
   DF/82C8: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/82C9: F0 31                Frame Duration: 49
   DF/82CB: 4A                   <UNKNOWN COMMAND $4A>
   DF/82CC: EC                   <UNKNOWN COMMAND $EC>
   DF/82CD: 00                   Set Bit 7 of current object (enable object visibility)
   DF/82CE: 07                   Clear "moon-walk" Bits
   DF/82CF: DC 00 DB 82          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/82DB
   DF/82D3: FD 5B                <UNKNOWN COMMAND $5B>
   DF/82D5: FD 5C                <UNKNOWN COMMAND $5C>
   DF/82D7: D0 1C 0D             Set object to movement $0D1C
   DF/82DA: FE                   Return Queue

DF/82DB: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/82DD: 92 05 37 00          Place object at on-screen coords: (176,440) Z=0
   DF/82E1: 01                   Clear Bit 7 of current object (disable object visibility)
DF/82E2: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/82E4: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
   DF/82E8: 01                   Clear Bit 7 of current object (disable object visibility)
DF/82E9: 6A CE C1             Modify BGL of area $C1CE
DF/82EC: 6B CE 81             Modify physical field of area $81CE
DF/82EF: 6A CE C3             Modify BGL of area $C3CE
DF/82F2: 6B CE 83             Modify physical field of area $83CE
DF/82F5: 71                   Lighten screen from black before following commands
DF/82F6: 3E 22 14 F6 82       <UNKNOWN COMMAND: pointer to address $82F6>
DF/82FB: 3E 22 15 F6 82       <UNKNOWN COMMAND: pointer to address $82F6>
DF/8300: FE                   Return


EVENT [881] ------------------------------------------------------------>
DF/8301: D8 1A 71 83          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/8371
DF/8305: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/8307: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/8309: 92 0C 2E 00          Place object at on-screen coords: (384,368) Z=0
   DF/830D: 73                   Object faces down-left
   DF/830E: 09                   Reset all object properties to default
DF/830F: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8311: 92 0A 31 01          Place object at on-screen coords: (336,392) Z=16
   DF/8315: 73                   Object faces down-left
DF/8316: DA 9E 20 83          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/8320
DF/831A: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/831E: F0 3B                Duration: 59 frames
DF/8320: 3E 22 16 20 83       <UNKNOWN COMMAND: pointer to address $8320>
DF/8325: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/8329: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/832B: F0 04                Frame Duration: 4
   DF/832D: 7D                   Object faces down-left
   DF/832E: 16                   <UNKNOWN COMMAND $16>
DF/832F: 16 8B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/8331: 73                   Object faces down-left
   DF/8332: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8333: F0 27                Frame Duration: 39
   DF/8335: 10 80                Set sequence flag, x1 speed
   DF/8337: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/833A: F0 31                Frame Duration: 49
DF/833C: 4A ED 00 07          Engage in battle with formation pack #$00ED in background #$07
DF/8340: DC 00 4C 83          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/834C
DF/8344: FD 5B                Restore all HP
DF/8346: FD 5C                Restore all FP
DF/8348: D0 1C 0D             Execute event id $0D1C subsequently
DF/834B: FE                   Return

DF/834C: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/834E: 92 09 2F 00          Place object at on-screen coords: (304,376) Z=0
   DF/8352: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8353: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8355: 92 0B 33 00          Place object at on-screen coords: (368,408) Z=0
   DF/8359: 01                   Clear Bit 7 of current object (disable object visibility)
DF/835A: 6A CE C5             Modify BGL of area $C5CE
DF/835D: 6B CE 85             Modify physical field of area $85CE
DF/8360: 6A CE C7             Modify BGL of area $C7CE
DF/8363: 6B CE 87             Modify physical field of area $87CE
DF/8366: 71                   Lighten screen from black before following commands
DF/8367: 3E 22 14 67 83       <UNKNOWN COMMAND: pointer to address $8367>
DF/836C: 3E 22 16 67 83       <UNKNOWN COMMAND: pointer to address $8367>
DF/8371: FE                   Return


EVENT [882] ------------------------------------------------------------>
DF/8372: D8 1B E2 83          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/83E2
DF/8376: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/8378: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/837A: 92 10 26 00          Place object at on-screen coords: (512,304) Z=0
   DF/837E: 73                   Object faces down-left
   DF/837F: 09                   Reset all object properties to default
DF/8380: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8382: 92 0E 29 00          Place object at on-screen coords: (464,328) Z=0
   DF/8386: 73                   Object faces down-left
DF/8387: DA 9E 91 83          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/8391
DF/838B: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/838F: F0 3B                Duration: 59 frames
DF/8391: 3E 22 17 91 83       <UNKNOWN COMMAND: pointer to address $8391>
DF/8396: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/839A: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/839C: F0 04                Frame Duration: 4
   DF/839E: 7D                   Object faces down-left
   DF/839F: 17                   <UNKNOWN COMMAND $17>
DF/83A0: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/83A2: 73                   Object faces down-left
   DF/83A3: 00                   Set Bit 7 of current object (enable object visibility)
   DF/83A4: F0 27                Frame Duration: 39
   DF/83A6: 10 80                Set sequence flag, x1 speed
   DF/83A8: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/83AB: F0 45                Frame Duration: 69
DF/83AD: 4A EE 00 07          Engage in battle with formation pack #$00EE in background #$07
DF/83B1: DC 00 BD 83          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/83BD
DF/83B5: FD 5B                Restore all HP
DF/83B7: FD 5C                Restore all FP
DF/83B9: D0 1C 0D             Execute event id $0D1C subsequently
DF/83BC: FE                   Return

DF/83BD: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/83BF: 92 0D 27 00          Place object at on-screen coords: (432,312) Z=0
   DF/83C3: 01                   Clear Bit 7 of current object (disable object visibility)
DF/83C4: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/83C6: 92 0F 2B 00          Place object at on-screen coords: (496,344) Z=0
   DF/83CA: 01                   Clear Bit 7 of current object (disable object visibility)
DF/83CB: 6A CE C9             Modify BGL of area $C9CE
DF/83CE: 6B CE 89             Modify physical field of area $89CE
DF/83D1: 6A CE CB             Modify BGL of area $CBCE
DF/83D4: 6B CE 8B             Modify physical field of area $8BCE
DF/83D7: 71                   Lighten screen from black before following commands
DF/83D8: 3E 22 14 D8 83       <UNKNOWN COMMAND: pointer to address $83D8>
DF/83DD: 3E 22 17 D8 83       <UNKNOWN COMMAND: pointer to address $83D8>
DF/83E2: FE                   Return


EVENT [883] ------------------------------------------------------------>
DF/83E3: D8 1C 53 84          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/8453
DF/83E7: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/83E9: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/83EB: 92 14 1E 00          Place object at on-screen coords: (640,240) Z=0
   DF/83EF: 73                   Object faces down-left
   DF/83F0: 09                   Reset all object properties to default
DF/83F1: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/83F3: 92 12 21 00          Place object at on-screen coords: (592,264) Z=0
   DF/83F7: 73                   Object faces down-left
DF/83F8: DA 9E 02 84          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/8402
DF/83FC: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/8400: F0 3B                Duration: 59 frames
DF/8402: 3E 22 18 02 84       <UNKNOWN COMMAND: pointer to address $8402>
DF/8407: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/840B: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/840D: F0 04                Frame Duration: 4
   DF/840F: 7D                   Object faces down-left
   DF/8410: 18                   <UNKNOWN COMMAND $18>
DF/8411: 18 8B                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/8413: 73                   Object faces down-left
   DF/8414: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8415: F0 27                Frame Duration: 39
   DF/8417: 10 80                Set sequence flag, x1 speed
   DF/8419: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/841C: F0 31                Frame Duration: 49
DF/841E: 4A EF 00 07          Engage in battle with formation pack #$00EF in background #$07
DF/8422: DC 00 2E 84          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/842E
DF/8426: FD 5B                Restore all HP
DF/8428: FD 5C                Restore all FP
DF/842A: D0 1C 0D             Execute event id $0D1C subsequently
DF/842D: FE                   Return

DF/842E: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/8430: 92 11 1F 00          Place object at on-screen coords: (560,248) Z=0
   DF/8434: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8435: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8437: 92 13 23 00          Place object at on-screen coords: (624,280) Z=0
   DF/843B: 01                   Clear Bit 7 of current object (disable object visibility)
DF/843C: 6A CE CD             Modify BGL of area $CDCE
DF/843F: 6B CE 8D             Modify physical field of area $8DCE
DF/8442: 6A CE CF             Modify BGL of area $CFCE
DF/8445: 6B CE 8F             Modify physical field of area $8FCE
DF/8448: 71                   Lighten screen from black before following commands
DF/8449: 3E 22 14 49 84       <UNKNOWN COMMAND: pointer to address $8449>
DF/844E: 3E 22 18 49 84       <UNKNOWN COMMAND: pointer to address $8449>
DF/8453: FE                   Return


EVENT [884] ------------------------------------------------------------>
DF/8454: 71                   Lighten screen from black before following commands
DF/8455: FE                   Return


EVENT [885] ------------------------------------------------------------>
DF/8456: D8 19 C6 84          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/84C6
DF/845A: A0 19                Set event flag memory address 00:7043 Bit 1
DF/845C: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/845E: 92 08 36 00          Place object at on-screen coords: (256,432) Z=0
   DF/8462: 73                   Object faces down-left
   DF/8463: 09                   Reset all object properties to default
DF/8464: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8466: 92 06 39 00          Place object at on-screen coords: (208,456) Z=0
   DF/846A: 73                   Object faces down-left
DF/846B: DA 9E 75 84          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/8475
DF/846F: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/8473: F0 3B                Duration: 59 frames
DF/8475: 3E 22 15 75 84       <UNKNOWN COMMAND: pointer to address $8475>
DF/847A: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/847E: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8480: F0 04                Frame Duration: 4
   DF/8482: 7D                   Object faces down-left
   DF/8483: 15 15                Clear Bits $7 of current object address 0C,x and set Bit(s) $21
DF/8485: 8B                   <UNKNOWN COMMAND $8B>
DF/8486: 73 00                Lighten screen from black before following commands; Duration: 0 frames
DF/8488: F0 27                Duration: 39 frames
DF/848A: 10 80                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
DF/848C: 08 50                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x50 bytes)
   DF/848E: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/848F: F0 31                Frame Duration: 49
   DF/8491: 4A                   <UNKNOWN COMMAND $4A>
   DF/8492: F0 00                Frame Duration: 0
   DF/8494: 07                   Clear "moon-walk" Bits
   DF/8495: DC 00 A1 84          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/84A1
   DF/8499: FD 5B                <UNKNOWN COMMAND $5B>
   DF/849B: FD 5C                <UNKNOWN COMMAND $5C>
   DF/849D: D0 1C 0D             Set object to movement $0D1C
   DF/84A0: FE                   Return Queue

DF/84A1: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/84A3: 92 05 37 00          Place object at on-screen coords: (176,440) Z=0
   DF/84A7: 01                   Clear Bit 7 of current object (disable object visibility)
DF/84A8: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/84AA: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
   DF/84AE: 01                   Clear Bit 7 of current object (disable object visibility)
DF/84AF: 6A 78 C1             Modify BGL of area $C178
DF/84B2: 6B 78 81             Modify physical field of area $8178
DF/84B5: 6A 78 C3             Modify BGL of area $C378
DF/84B8: 6B 78 83             Modify physical field of area $8378
DF/84BB: 71                   Lighten screen from black before following commands
DF/84BC: 3E 22 14 BC 84       <UNKNOWN COMMAND: pointer to address $84BC>
DF/84C1: 3E 22 15 BC 84       <UNKNOWN COMMAND: pointer to address $84BC>
DF/84C6: FE                   Return


EVENT [886] ------------------------------------------------------------>
DF/84C7: D8 1A 37 85          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/8537
DF/84CB: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/84CD: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/84CF: 92 0C 2E 00          Place object at on-screen coords: (384,368) Z=0
   DF/84D3: 73                   Object faces down-left
   DF/84D4: 09                   Reset all object properties to default
DF/84D5: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/84D7: 92 0A 31 01          Place object at on-screen coords: (336,392) Z=16
   DF/84DB: 73                   Object faces down-left
DF/84DC: DA 9E E6 84          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/84E6
DF/84E0: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/84E4: F0 3B                Duration: 59 frames
DF/84E6: 3E 22 16 E6 84       <UNKNOWN COMMAND: pointer to address $84E6>
DF/84EB: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/84EF: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/84F1: F0 04                Frame Duration: 4
   DF/84F3: 7D                   Object faces down-left
   DF/84F4: 16                   <UNKNOWN COMMAND $16>
DF/84F5: 16 8B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/84F7: 73                   Object faces down-left
   DF/84F8: 00                   Set Bit 7 of current object (enable object visibility)
   DF/84F9: F0 27                Frame Duration: 39
   DF/84FB: 10 80                Set sequence flag, x1 speed
   DF/84FD: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/8500: F0 31                Frame Duration: 49
DF/8502: 4A F1 00 07          Engage in battle with formation pack #$00F1 in background #$07
DF/8506: DC 00 12 85          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8512
DF/850A: FD 5B                Restore all HP
DF/850C: FD 5C                Restore all FP
DF/850E: D0 1C 0D             Execute event id $0D1C subsequently
DF/8511: FE                   Return

DF/8512: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/8514: 92 09 2F 00          Place object at on-screen coords: (304,376) Z=0
   DF/8518: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8519: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/851B: 92 0B 33 00          Place object at on-screen coords: (368,408) Z=0
   DF/851F: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8520: 6A 78 C5             Modify BGL of area $C578
DF/8523: 6B 78 85             Modify physical field of area $8578
DF/8526: 6A 78 C7             Modify BGL of area $C778
DF/8529: 6B 78 87             Modify physical field of area $8778
DF/852C: 71                   Lighten screen from black before following commands
DF/852D: 3E 22 14 2D 85       <UNKNOWN COMMAND: pointer to address $852D>
DF/8532: 3E 22 16 2D 85       <UNKNOWN COMMAND: pointer to address $852D>
DF/8537: FE                   Return


EVENT [887] ------------------------------------------------------------>
DF/8538: D8 1B A8 85          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/85A8
DF/853C: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/853E: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/8540: 92 10 26 00          Place object at on-screen coords: (512,304) Z=0
   DF/8544: 73                   Object faces down-left
   DF/8545: 09                   Reset all object properties to default
DF/8546: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8548: 92 0E 29 00          Place object at on-screen coords: (464,328) Z=0
   DF/854C: 73                   Object faces down-left
DF/854D: DA 9E 57 85          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/8557
DF/8551: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/8555: F0 3B                Duration: 59 frames
DF/8557: 3E 22 17 57 85       <UNKNOWN COMMAND: pointer to address $8557>
DF/855C: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/8560: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8562: F0 04                Frame Duration: 4
   DF/8564: 7D                   Object faces down-left
   DF/8565: 17                   <UNKNOWN COMMAND $17>
DF/8566: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/8568: 73                   Object faces down-left
   DF/8569: 00                   Set Bit 7 of current object (enable object visibility)
   DF/856A: F0 27                Frame Duration: 39
   DF/856C: 10 80                Set sequence flag, x1 speed
   DF/856E: 08 50 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/8571: F0 45                Frame Duration: 69
DF/8573: 4A F2 00 07          Engage in battle with formation pack #$00F2 in background #$07
DF/8577: DC 00 83 85          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8583
DF/857B: FD 5B                Restore all HP
DF/857D: FD 5C                Restore all FP
DF/857F: D0 1C 0D             Execute event id $0D1C subsequently
DF/8582: FE                   Return

DF/8583: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/8585: 92 0D 27 00          Place object at on-screen coords: (432,312) Z=0
   DF/8589: 01                   Clear Bit 7 of current object (disable object visibility)
DF/858A: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/858C: 92 0F 2B 00          Place object at on-screen coords: (496,344) Z=0
   DF/8590: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8591: 6A 78 C9             Modify BGL of area $C978
DF/8594: 6B 78 89             Modify physical field of area $8978
DF/8597: 6A 78 CB             Modify BGL of area $CB78
DF/859A: 6B 78 8B             Modify physical field of area $8B78
DF/859D: 71                   Lighten screen from black before following commands
DF/859E: 3E 22 14 9E 85       <UNKNOWN COMMAND: pointer to address $859E>
DF/85A3: 3E 22 17 9E 85       <UNKNOWN COMMAND: pointer to address $859E>
DF/85A8: FE                   Return


EVENT [888] ------------------------------------------------------------>
DF/85A9: D8 1C 19 86          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/8619
DF/85AD: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/85AF: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/85B1: 92 14 1E 00          Place object at on-screen coords: (640,240) Z=0
   DF/85B5: 73                   Object faces down-left
   DF/85B6: 09                   Reset all object properties to default
DF/85B7: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/85B9: 92 12 21 01          Place object at on-screen coords: (592,264) Z=16
   DF/85BD: 73                   Object faces down-left
DF/85BE: DA 9E C8 85          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/85C8
DF/85C2: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/85C6: F0 3B                Duration: 59 frames
DF/85C8: 3E 22 18 C8 85       <UNKNOWN COMMAND: pointer to address $85C8>
DF/85CD: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/85D1: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/85D3: F0 04                Frame Duration: 4
   DF/85D5: 7D                   Object faces down-left
   DF/85D6: 18                   <UNKNOWN COMMAND $18>
DF/85D7: 18 8B                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/85D9: 73                   Object faces down-left
   DF/85DA: 00                   Set Bit 7 of current object (enable object visibility)
   DF/85DB: F0 27                Frame Duration: 39
   DF/85DD: 10 80                Set sequence flag, x1 speed
   DF/85DF: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/85E2: F0 31                Frame Duration: 49
DF/85E4: 4A F3 00 07          Engage in battle with formation pack #$00F3 in background #$07
DF/85E8: DC 00 F4 85          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/85F4
DF/85EC: FD 5B                Restore all HP
DF/85EE: FD 5C                Restore all FP
DF/85F0: D0 1C 0D             Execute event id $0D1C subsequently
DF/85F3: FE                   Return

DF/85F4: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/85F6: 92 11 1F 00          Place object at on-screen coords: (560,248) Z=0
   DF/85FA: 01                   Clear Bit 7 of current object (disable object visibility)
DF/85FB: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/85FD: 92 13 23 00          Place object at on-screen coords: (624,280) Z=0
   DF/8601: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8602: 6A 78 CD             Modify BGL of area $CD78
DF/8605: 6B 78 8D             Modify physical field of area $8D78
DF/8608: 6A 78 CF             Modify BGL of area $CF78
DF/860B: 6B 78 8F             Modify physical field of area $8F78
DF/860E: 71                   Lighten screen from black before following commands
DF/860F: 3E 22 14 0F 86       <UNKNOWN COMMAND: pointer to address $860F>
DF/8614: 3E 22 18 0F 86       <UNKNOWN COMMAND: pointer to address $860F>
DF/8619: FE                   Return


EVENT [889] ------------------------------------------------------------>
DF/861A: 71                   Lighten screen from black before following commands
DF/861B: FE                   Return


EVENT [88A] ------------------------------------------------------------>
DF/861C: D8 19 91 86          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/8691
DF/8620: A0 19                Set event flag memory address 00:7043 Bit 1
DF/8622: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/8624: 92 08 36 00          Place object at on-screen coords: (256,432) Z=0
   DF/8628: 73                   Object faces down-left
   DF/8629: 09                   Reset all object properties to default
DF/862A: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/862C: 92 06 39 00          Place object at on-screen coords: (208,456) Z=0
   DF/8630: 73                   Object faces down-left
DF/8631: DA 9E 3B 86          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/863B
DF/8635: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/8639: F0 3B                Duration: 59 frames
DF/863B: 3E 22 15 3B 86       <UNKNOWN COMMAND: pointer to address $863B>
DF/8640: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/8644: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8646: F0 04                Frame Duration: 4
   DF/8648: 7D                   Object faces down-left
   DF/8649: 15 15                Clear Bits $7 of current object address 0C,x and set Bit(s) $21
DF/864B: 90                   <UNKNOWN COMMAND $90>
DF/864C: 73 08                Lighten screen from black before following commands; Duration: 8 frames
DF/864E: 40 08 00             Execute event id $0008 simultaneously with the following commands
DF/8651: F0 1D                Duration: 29 frames
DF/8653: 10 43                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x43 bytes)
   DF/8655: 56 03                Shift object up 48 pixels
   DF/8657: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/865A: F0 1D                Frame Duration: 29
   DF/865C: 4A                   <UNKNOWN COMMAND $4A>
   DF/865D: F4                   <UNKNOWN COMMAND $F4>
   DF/865E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/865F: 07                   Clear "moon-walk" Bits
   DF/8660: DC 00 6C 86          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/866C
   DF/8664: FD 5B                <UNKNOWN COMMAND $5B>
   DF/8666: FD 5C                <UNKNOWN COMMAND $5C>
   DF/8668: D0 1C 0D             Set object to movement $0D1C
   DF/866B: FE                   Return Queue

DF/866C: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/866E: 92 05 37 00          Place object at on-screen coords: (176,440) Z=0
   DF/8672: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8673: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8675: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
   DF/8679: 01                   Clear Bit 7 of current object (disable object visibility)
DF/867A: 6A 79 C1             Modify BGL of area $C179
DF/867D: 6B 79 81             Modify physical field of area $8179
DF/8680: 6A 79 C3             Modify BGL of area $C379
DF/8683: 6B 79 83             Modify physical field of area $8379
DF/8686: 71                   Lighten screen from black before following commands
DF/8687: 3E 22 14 87 86       <UNKNOWN COMMAND: pointer to address $8687>
DF/868C: 3E 22 15 87 86       <UNKNOWN COMMAND: pointer to address $8687>
DF/8691: FE                   Return


EVENT [88B] ------------------------------------------------------------>
DF/8692: D8 1A 02 87          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/8702
DF/8696: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/8698: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/869A: 92 0C 2E 00          Place object at on-screen coords: (384,368) Z=0
   DF/869E: 73                   Object faces down-left
   DF/869F: 09                   Reset all object properties to default
DF/86A0: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/86A2: 92 0A 31 01          Place object at on-screen coords: (336,392) Z=16
   DF/86A6: 73                   Object faces down-left
DF/86A7: DA 9E B1 86          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/86B1
DF/86AB: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/86AF: F0 3B                Duration: 59 frames
DF/86B1: 3E 22 16 B1 86       <UNKNOWN COMMAND: pointer to address $86B1>
DF/86B6: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/86BA: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/86BC: F0 04                Frame Duration: 4
   DF/86BE: 7D                   Object faces down-left
   DF/86BF: 16                   <UNKNOWN COMMAND $16>
DF/86C0: 16 8B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/86C2: 73                   Object faces down-left
   DF/86C3: 00                   Set Bit 7 of current object (enable object visibility)
   DF/86C4: F0 27                Frame Duration: 39
   DF/86C6: 10 80                Set sequence flag, x1 speed
   DF/86C8: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/86CB: F0 31                Frame Duration: 49
DF/86CD: 4A F5 00 07          Engage in battle with formation pack #$00F5 in background #$07
DF/86D1: DC 00 DD 86          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/86DD
DF/86D5: FD 5B                Restore all HP
DF/86D7: FD 5C                Restore all FP
DF/86D9: D0 1C 0D             Execute event id $0D1C subsequently
DF/86DC: FE                   Return

DF/86DD: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/86DF: 92 09 2F 00          Place object at on-screen coords: (304,376) Z=0
   DF/86E3: 01                   Clear Bit 7 of current object (disable object visibility)
DF/86E4: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/86E6: 92 0B 33 00          Place object at on-screen coords: (368,408) Z=0
   DF/86EA: 01                   Clear Bit 7 of current object (disable object visibility)
DF/86EB: 6A 79 C5             Modify BGL of area $C579
DF/86EE: 6B 79 85             Modify physical field of area $8579
DF/86F1: 6A 79 C7             Modify BGL of area $C779
DF/86F4: 6B 79 87             Modify physical field of area $8779
DF/86F7: 71                   Lighten screen from black before following commands
DF/86F8: 3E 22 14 F8 86       <UNKNOWN COMMAND: pointer to address $86F8>
DF/86FD: 3E 22 16 F8 86       <UNKNOWN COMMAND: pointer to address $86F8>
DF/8702: FE                   Return


EVENT [88C] ------------------------------------------------------------>
DF/8703: D8 1B 76 87          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/8776
DF/8707: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/8709: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/870B: 92 10 26 00          Place object at on-screen coords: (512,304) Z=0
   DF/870F: 73                   Object faces down-left
   DF/8710: 09                   Reset all object properties to default
DF/8711: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8713: 92 0E 29 00          Place object at on-screen coords: (464,328) Z=0
   DF/8717: 73                   Object faces down-left
DF/8718: DA 9E 22 87          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/8722
DF/871C: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/8720: F0 3B                Duration: 59 frames
DF/8722: 3E 22 17 22 87       <UNKNOWN COMMAND: pointer to address $8722>
DF/8727: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/872B: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/872D: F0 04                Frame Duration: 4
   DF/872F: 7D                   Object faces down-left
   DF/8730: 17                   <UNKNOWN COMMAND $17>
DF/8731: 17 8E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/8733: 73                   Object faces down-left
   DF/8734: 08 48 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/8737: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8738: F0 27                Frame Duration: 39
   DF/873A: 10 80                Set sequence flag, x1 speed
   DF/873C: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/873F: F0 31                Frame Duration: 49
DF/8741: 4A F6 00 07          Engage in battle with formation pack #$00F6 in background #$07
DF/8745: DC 00 51 87          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8751
DF/8749: FD 5B                Restore all HP
DF/874B: FD 5C                Restore all FP
DF/874D: D0 1C 0D             Execute event id $0D1C subsequently
DF/8750: FE                   Return

DF/8751: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/8753: 92 0D 27 00          Place object at on-screen coords: (432,312) Z=0
   DF/8757: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8758: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/875A: 92 0F 2B 00          Place object at on-screen coords: (496,344) Z=0
   DF/875E: 01                   Clear Bit 7 of current object (disable object visibility)
DF/875F: 6A 79 C9             Modify BGL of area $C979
DF/8762: 6B 79 89             Modify physical field of area $8979
DF/8765: 6A 79 CB             Modify BGL of area $CB79
DF/8768: 6B 79 8B             Modify physical field of area $8B79
DF/876B: 71                   Lighten screen from black before following commands
DF/876C: 3E 22 14 6C 87       <UNKNOWN COMMAND: pointer to address $876C>
DF/8771: 3E 22 17 6C 87       <UNKNOWN COMMAND: pointer to address $876C>
DF/8776: FE                   Return


EVENT [88D] ------------------------------------------------------------>
DF/8777: D8 1C E7 87          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/87E7
DF/877B: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/877D: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/877F: 92 14 1E 00          Place object at on-screen coords: (640,240) Z=0
   DF/8783: 73                   Object faces down-left
   DF/8784: 09                   Reset all object properties to default
DF/8785: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8787: 92 12 21 00          Place object at on-screen coords: (592,264) Z=0
   DF/878B: 73                   Object faces down-left
DF/878C: DA 9E 96 87          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/8796
DF/8790: 14 F3 EC 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EC
DF/8794: F0 3B                Duration: 59 frames
DF/8796: 3E 22 18 96 87       <UNKNOWN COMMAND: pointer to address $8796>
DF/879B: 14 F2 ED 03          Set Object: NPC #0 ---> Command: Set object to movement: $03ED
DF/879F: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/87A1: F0 04                Frame Duration: 4
   DF/87A3: 7D                   Object faces down-left
   DF/87A4: 18                   <UNKNOWN COMMAND $18>
DF/87A5: 18 8B                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/87A7: 73                   Object faces down-left
   DF/87A8: 00                   Set Bit 7 of current object (enable object visibility)
   DF/87A9: F0 27                Frame Duration: 39
   DF/87AB: 10 80                Set sequence flag, x1 speed
   DF/87AD: 08 50 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/87B0: F0 45                Frame Duration: 69
DF/87B2: 4A F7 00 07          Engage in battle with formation pack #$00F7 in background #$07
DF/87B6: DC 00 C2 87          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/87C2
DF/87BA: FD 5B                Restore all HP
DF/87BC: FD 5C                Restore all FP
DF/87BE: D0 1C 0D             Execute event id $0D1C subsequently
DF/87C1: FE                   Return

DF/87C2: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/87C4: 92 11 1F 00          Place object at on-screen coords: (560,248) Z=0
   DF/87C8: 01                   Clear Bit 7 of current object (disable object visibility)
DF/87C9: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/87CB: 92 13 23 00          Place object at on-screen coords: (624,280) Z=0
   DF/87CF: 01                   Clear Bit 7 of current object (disable object visibility)
DF/87D0: 6A 79 CD             Modify BGL of area $CD79
DF/87D3: 6B 79 8D             Modify physical field of area $8D79
DF/87D6: 6A 79 CF             Modify BGL of area $CF79
DF/87D9: 6B 79 8F             Modify physical field of area $8F79
DF/87DC: 71                   Lighten screen from black before following commands
DF/87DD: 3E 22 14 DD 87       <UNKNOWN COMMAND: pointer to address $87DD>
DF/87E2: 3E 22 18 DD 87       <UNKNOWN COMMAND: pointer to address $87DD>
DF/87E7: FE                   Return


EVENT [88E] ------------------------------------------------------------>

EVENT [88F] ------------------------------------------------------------>

EVENT [890] ------------------------------------------------------------>

EVENT [891] ------------------------------------------------------------>

EVENT [892] ------------------------------------------------------------>

EVENT [893] ------------------------------------------------------------>

EVENT [894] ------------------------------------------------------------>

EVENT [895] ------------------------------------------------------------>

EVENT [896] ------------------------------------------------------------>

EVENT [897] ------------------------------------------------------------>

EVENT [898] ------------------------------------------------------------>

EVENT [899] ------------------------------------------------------------>

EVENT [89A] ------------------------------------------------------------>

EVENT [89B] ------------------------------------------------------------>

EVENT [89C] ------------------------------------------------------------>

EVENT [89D] ------------------------------------------------------------>

EVENT [89E] ------------------------------------------------------------>

EVENT [89F] ------------------------------------------------------------>

EVENT [8A0] ------------------------------------------------------------>
DF/87E8: DA 9E F1 87          If event flag memory address 00:7093 Bit 6 set, jump to address $DF/87F1
DF/87EC: 71                   Lighten screen from black before following commands
DF/87ED: D2 0C 88             Jump to address $DF/880C
DF/87F0: FE                   Return

DF/87F1: 8A 0B 8A             Set 0 palettes from $37B140
DF/87F4: 8A 09 8B             Set 0 palettes from $37B160
DF/87F7: 14 F2 0E 00          Set Object: NPC #0 ---> Command: Set object to movement: $000E
DF/87FB: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/87FD: 82 18 62             Place object at on-screen coords: (768,784)
   DF/8800: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8801: 71                   Object faces down-right
   DF/8802: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8803: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8805: 92 1B 68 07          Place object at on-screen coords: (864,832) Z=112
   DF/8809: 00                   Set Bit 7 of current object (enable object visibility)
DF/880A: 71                   Lighten screen from black before following commands
DF/880B: FE                   Return


EVENT [8A1] ------------------------------------------------------------>
DF/880C: F0 1D                Duration: 29 frames
DF/880E: 95 07 00             Fade out music to volume 0; Duration: 7 frames
DF/8811: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/8813: 10 40                Set transition flag, x1 speed
   DF/8815: 57 04                Shift object up-right 64 pixels
DF/8817: 16 A3                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x23 bytes) (Wait until complete)
   DF/8819: 82 19 65             Place object at on-screen coords: (816,808)
   DF/881C: 73                   Object faces down-left
   DF/881D: FD 9E                <UNKNOWN COMMAND $9E>
   DF/881F: 2C D4 01             <UNKNOWN COMMAND $2C>
   DF/8822: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8823: F0 01                Frame Duration: 1
   DF/8825: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/8826: F0 03                Frame Duration: 3
   DF/8828: D7                   End of code block
   DF/8829: D4 01                Start code block, repeat 1 times
   DF/882B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/882C: F0 01                Frame Duration: 1
   DF/882E: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/882F: F0 01                Frame Duration: 1
   DF/8831: D7                   End of code block
   DF/8832: D4 01                Start code block, repeat 1 times
   DF/8834: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8835: F0 00                Frame Duration: 0
   DF/8837: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/8838: F0 00                Frame Duration: 0
   DF/883A: D7                   End of code block
   DF/883B: 00                   Set Bit 7 of current object (enable object visibility)
DF/883C: F0 3B                Duration: 59 frames
DF/883E: 60 50 AD D0          Run Dialogue $0D50 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 This..is..Smithy's castle!<I>

 No trespassers..allowed.<I><END>


DF/8842: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8844: 10 80                Set sequence flag, x1 speed
   DF/8846: 08 50 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DF/8849: F0 4F                Duration: 79 frames
DF/884B: 4A D1 00 07          Engage in battle with formation pack #$00D1 in background #$07
DF/884F: DC 00 54 88          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8854
DF/8853: FB                   Reset game, choose game

DF/8854: 71                   Lighten screen from black before following commands
DF/8855: 91 33                Play music: #$33
DF/8857: F0 3B                Duration: 59 frames
DF/8859: 89                   <UNKNOWN COMMAND $89>
DF/885A: EC 0B 8A             If Bit 0 of 00:70A0,x set, jump to address $DF/8A0B
DF/885D: F0 77                Duration: 119 frames
DF/885F: 16 8F                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/8861: 09                   Reset all object properties to default
   DF/8862: F0 3B                Frame Duration: 59
   DF/8864: 71                   Object faces down-right
   DF/8865: F0 0B                Frame Duration: 11
   DF/8867: 73                   Object faces down-left
   DF/8868: F0 0B                Frame Duration: 11
   DF/886A: 71                   Object faces down-right
   DF/886B: F0 0B                Frame Duration: 11
   DF/886D: 73                   Object faces down-left
   DF/886E: F0 0B                Frame Duration: 11
DF/8870: F0 1D                Duration: 29 frames
DF/8872: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/8874: 92 17 69 00          Place object at on-screen coords: (752,840) Z=0
   DF/8878: 77                   Object faces up-right
   DF/8879: 06                   Set "moon-walk" Bits
   DF/887A: 61 08                Shift object down-right 8 pixels
   DF/887C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/887D: 61 08                Shift object down-right 8 pixels
DF/887F: F0 13                Duration: 19 frames
DF/8881: 60 51 AD 62          Run Dialogue $0D51 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: 
               Magikoopa!<I><END>


DF/8885: F0 0E                Duration: 14 frames
DF/8887: 60 52 AD 60          Run Dialogue $0D52 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MAGIKOOPA: Huh..where am I?
 Bowser, hello!
 How have you been?<I>

 I, uh, made it back here SOMEHOW,
 but it seems like I've been
 brainwashed or something.<I>

 I can't seem to remember ANYTHING.
 Have I done something...wrong?<I><END>


DF/888B: 60 53 AD 62          Run Dialogue $0D53 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Uh, <I>don't <I>worry about it.<I>
 Let's just put it behind us.<I>

 It's great running into a loyal
 Koopa Trooper like you.<I><END>


DF/888F: F0 0E                Duration: 14 frames
DF/8891: 60 54 AD 60          Run Dialogue $0D54 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MAGIKOOPA: I'm glad!
 It looks like you've got some tough
 new troopers now.<I>

 But my magic can still help you.<I><END>


DF/8895: 16 A6                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x26 bytes) (Wait until complete)
   DF/8897: 71                   Object faces down-right
   DF/8898: F0 3B                Frame Duration: 59
   DF/889A: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DF/889D: F0 03                Frame Duration: 3
   DF/889F: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DF/88A2: F0 03                Frame Duration: 3
   DF/88A4: 08 48 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/88A7: F0 03                Frame Duration: 3
   DF/88A9: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/88AC: F0 03                Frame Duration: 3
   DF/88AE: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DF/88B1: F0 03                Frame Duration: 3
   DF/88B3: 08 48 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   DF/88B6: F0 03                Frame Duration: 3
   DF/88B8: 08 48 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
   DF/88BB: F0 0E                Frame Duration: 14
DF/88BD: 60 55 AD 60          Run Dialogue $0D55 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Watch this!<I>
            Ho'o<I>kala<I>ku<I>pua!<I><END>


DF/88C1: 16 9E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1E bytes) (Wait until complete)
   DF/88C3: F0 09                Frame Duration: 9
   DF/88C5: 08 48 8D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
   DF/88C8: F0 03                Frame Duration: 3
   DF/88CA: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DF/88CD: F0 03                Frame Duration: 3
   DF/88CF: D4 04                Start code block, repeat 4 times
   DF/88D1: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DF/88D4: F0 03                Frame Duration: 3
   DF/88D6: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
   DF/88D9: F0 03                Frame Duration: 3
   DF/88DB: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
   DF/88DE: F0 03                Frame Duration: 3
   DF/88E0: D7                   End of code block
DF/88E1: 8A 09 8B             Set 0 palettes from $37B160
DF/88E4: F0 04                Duration: 4 frames
DF/88E6: 14 F2 0E 00          Set Object: NPC #0 ---> Command: Set object to movement: $000E
DF/88EA: 14 9E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1E bytes) (Wait until complete)
   DF/88EC: 9C 37                Play sound effect #$37
   DF/88EE: D4 01                Start code block, repeat 1 times
   DF/88F0: 00                   Set Bit 7 of current object (enable object visibility)
   DF/88F1: F0 01                Frame Duration: 1
   DF/88F3: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/88F4: F0 03                Frame Duration: 3
   DF/88F6: D7                   End of code block
   DF/88F7: D4 01                Start code block, repeat 1 times
   DF/88F9: 00                   Set Bit 7 of current object (enable object visibility)
   DF/88FA: F0 01                Frame Duration: 1
   DF/88FC: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/88FD: F0 01                Frame Duration: 1
   DF/88FF: D7                   End of code block
   DF/8900: D4 01                Start code block, repeat 1 times
   DF/8902: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8903: F0 00                Frame Duration: 0
   DF/8905: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/8906: F0 00                Frame Duration: 0
   DF/8908: D7                   End of code block
   DF/8909: 00                   Set Bit 7 of current object (enable object visibility)
DF/890A: F0 2C                Duration: 44 frames
DF/890C: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/890E: 09                   Reset all object properties to default
   DF/890F: 73                   Object faces down-left
   DF/8910: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8911: F0 09                Duration: 9 frames
DF/8913: 60 56 AD 60          Run Dialogue $0D56 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MAGIKOOPA: This magic treasure
 box will never run out of coins.<I>

 Just keep on hitting it.<I><END>


DF/8917: 16 88                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/8919: 10 C1                Set transition and sequence flags, x2 speed
   DF/891B: 55 03                Shift object up-left 48 pixels
   DF/891D: 71                   Object faces down-right
   DF/891E: 10 80                Set sequence flag, x1 speed
   DF/8920: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8921: 60 57 AD 60          Run Dialogue $0D57 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MAGIKOOPA: 
 I'll be here if you need me.<I>

 Come by whenever you need to
 rejuvenate your HP and magic.<I><END>


DF/8925: 15 87                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/8927: F0 09                Frame Duration: 9
   DF/8929: 10 45                Set transition flag, 1/2 speed
   DF/892B: 65 08                Shift object up-left 8 pixels
   DF/892D: 01                   Clear Bit 7 of current object (disable object visibility)
DF/892E: F0 0E                Duration: 14 frames
DF/8930: A2 9E                Set event flag memory address 00:7093 Bit 6
DF/8932: FD 5B                Restore all HP
DF/8934: FD 5C                Restore all FP
DF/8936: FE                   Return


EVENT [8A2] ------------------------------------------------------------>
DF/8937: 60 58 AD D0          Run Dialogue $0D58 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MAGIKOOPA: 
 You've come to the right person!<I><END>


DF/893B: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/893D: 71                   Object faces down-right
DF/893E: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/8940: 10 C1                Set transition and sequence flags, x2 speed
   DF/8942: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/8944: 80 19 64             Move object to on-screen coords: (800,800)
   DF/8947: 75                   Object faces up-left
DF/8948: 34 00                Change directional maneuverability: 
DF/894A: F0 1D                Duration: 29 frames
DF/894C: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/894E: 10 80                Set sequence flag, x1 speed
   DF/8950: 08 50 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DF/8953: F0 4F                Frame Duration: 79
   DF/8955: 09                   Reset all object properties to default
DF/8956: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DF/8958: 10 C0                Set transition and sequence flags, x1 speed
   DF/895A: 0B F0                Set Bits $F0 of current object address 0A,x
   DF/895C: F0 36                Frame Duration: 54
   DF/895E: 08 4A 8F             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DF/8961: F0 1D                Frame Duration: 29
   DF/8963: 09                   Reset all object properties to default
DF/8964: F0 3B                Duration: 59 frames
DF/8966: 9C 47                Play sound effect #$47
DF/8968: 80                   <UNKNOWN COMMAND $80>
DF/8969: 88                   <UNKNOWN COMMAND $88>
DF/896A: A2 3F                Set event flag memory address 00:7087 Bit 7
DF/896C: 03 80                Set Object: GENO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
DF/896E: 00 80                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
DF/8970: 3F 03 82 FD          <UNKNOWN COMMAND: pointer to address $FD82>
DF/8974: 5B                   <UNKNOWN COMMAND $5B>
DF/8975: FD 5C                Restore all FP
DF/8977: F0 13                Duration: 19 frames
DF/8979: 34 FF                Change directional maneuverability: left right down up 
DF/897B: FE                   Return


EVENT [8A3] ------------------------------------------------------------>

EVENT [8A4] ------------------------------------------------------------>

EVENT [8A5] ------------------------------------------------------------>

EVENT [8A6] ------------------------------------------------------------>

EVENT [8A7] ------------------------------------------------------------>

EVENT [8A8] ------------------------------------------------------------>

EVENT [8A9] ------------------------------------------------------------>

EVENT [8AA] ------------------------------------------------------------>

EVENT [8AB] ------------------------------------------------------------>

EVENT [8AC] ------------------------------------------------------------>

EVENT [8AD] ------------------------------------------------------------>

EVENT [8AE] ------------------------------------------------------------>

EVENT [8AF] ------------------------------------------------------------>

EVENT [8B0] ------------------------------------------------------------>
DF/897C: DA 9F B4 89          If event flag memory address 00:7093 Bit 7 set, jump to address $DF/89B4
DF/8980: 14 0E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0E bytes)
   DF/8982: 10 85                Set sequence flag, 1/2 speed
   DF/8984: 10 44                Set transition flag, x8 speed
   DF/8986: 67 08                Shift object up-right 8 pixels
   DF/8988: 65 04                Shift object up-left 4 pixels
   DF/898A: 14 0B                Isolate top Bits of current object address 0E,x and set Bit(s) $11
   DF/898C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/898D: FD 0F 03             Object overlaps BG1 & BG2
DF/8990: 15 0F                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/8992: 10 44                Set transition flag, x8 speed
   DF/8994: 67 13                Shift object up-right 19 pixels
   DF/8996: 66 03                Shift object up 3 pixels
   DF/8998: 14 0B                Isolate top Bits of current object address 0E,x and set Bit(s) $11
   DF/899A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/899B: FD 0F 03             Object overlaps BG1 & BG2
   DF/899E: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/89A1: 16 8F                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/89A3: 10 44                Set transition flag, x8 speed
   DF/89A5: 67 17                Shift object up-right 23 pixels
   DF/89A7: 61 0C                Shift object down-right 12 pixels
   DF/89A9: 14 0B                Isolate top Bits of current object address 0E,x and set Bit(s) $11
   DF/89AB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/89AC: FD 0F 03             Object overlaps BG1 & BG2
   DF/89AF: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DF/89B2: 71                   Lighten screen from black before following commands
DF/89B3: FE                   Return

DF/89B4: 17 02                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/89B6: 61 08                Shift object down-right 8 pixels
DF/89B8: 18 82                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/89BA: 61 08                Shift object down-right 8 pixels
DF/89BC: 6B 90 81             Modify physical field of area $8190
DF/89BF: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/89C1: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/89C3: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/89C5: 81                   <UNKNOWN COMMAND $81>
DF/89C6: 11 00                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes)
DF/89C8: 00 71                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes)
   DF/89CA: FE                   Return Queue


EVENT [8B1] ------------------------------------------------------------>
DF/89CB: DA 9F 7D 8A          If event flag memory address 00:7093 Bit 7 set, jump to address $DF/8A7D
DF/89CF: 60 59 AD 60          Run Dialogue $0D59 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


             Ha ha ha ha ha!<I><END>


DF/89D3: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/89D5: 77                   Object faces up-right
   DF/89D6: F0 1D                Frame Duration: 29
   DF/89D8: 75                   Object faces up-left
   DF/89D9: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/89DC: F0 27                Frame Duration: 39
   DF/89DE: 09                   Reset all object properties to default
   DF/89DF: F0 1D                Frame Duration: 29
   DF/89E1: 08 42 83             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/89E4: F0 13                Frame Duration: 19
DF/89E6: 0C 8C                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/89E8: 10 40                Set transition flag, x1 speed
   DF/89EA: 56 01                Shift object up 16 pixels
   DF/89EC: 10 41                Set transition flag, x2 speed
   DF/89EE: 56 02                Shift object up 32 pixels
   DF/89F0: 10 42                Set transition flag, x3 speed
   DF/89F2: 56 0B                Shift object up 176 pixels
DF/89F4: F0 3B                Duration: 59 frames
DF/89F6: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/89F8: 10 42                Set transition flag, x3 speed
   DF/89FA: 53 01                Shift object down-left 16 pixels
   DF/89FC: 63 08                Shift object down-left 8 pixels
DF/89FE: F0 0E                Duration: 14 frames
DF/8A00: 60 5A AD 62          Run Dialogue $0D5A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Ahhhhh...
 So YOU are the notorious Mario!<I>

 I'm impressed you made it this far.
 I didn't think you could.<I><END>


DF/8A04: FD 31                Screen doesn't move with MARIO
DF/8A06: 00 B1                Set Object: MARIO ---> Begin action queue for object (Length: 0x31 bytes) (Wait until complete)
   DF/8A08: 92 0C 2E 00          Place object at on-screen coords: (384,368) Z=0
   DF/8A0C: F0 00                Frame Duration: 0
   DF/8A0E: 08 41 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/8A11: FD 0F 03             Object overlaps BG1 & BG2
   DF/8A14: 0A 00                Store #$00 to current object address 0A,x
   DF/8A16: 20 07                <UNKNOWN COMMAND $20>
   DF/8A18: 24 E0 FD 00 FF       <UNKNOWN COMMAND $24>
   DF/8A1D: 25 00 0D 80 FF       <UNKNOWN COMMAND $25>
   DF/8A22: F0 2B                Frame Duration: 43
   DF/8A24: 21                   <UNKNOWN COMMAND $21>
   DF/8A25: 08 48 17             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DF/8A28: F0 04                Frame Duration: 4
   DF/8A2A: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/8A2D: F0 07                Frame Duration: 7
   DF/8A2F: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DF/8A32: F0 02                Frame Duration: 2
   DF/8A34: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/8A37: F0 2F                Frame Duration: 47
DF/8A39: 60 5B AD 62          Run Dialogue $0D5B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh!
 Feisty little fellow, aren't you?<I>
 But this is the end of the line.<I>

 Now you've got to deal with ME!<I>
 EN GARDE!<I><END>


DF/8A3D: 14 8E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/8A3F: 10 42                Set transition flag, x3 speed
   DF/8A41: 06                   Set "moon-walk" Bits
   DF/8A42: 57 01                Shift object up-right 16 pixels
   DF/8A44: F0 13                Frame Duration: 19
   DF/8A46: 10 80                Set sequence flag, x1 speed
   DF/8A48: 08 50 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/8A4B: F0 2C                Frame Duration: 44
DF/8A4D: 95 00 00             Fade out music to volume 0; Duration: 0 frames
DF/8A50: 4A D2 00 1D          Engage in battle with formation pack #$00D2 in background #$1D
DF/8A54: DC 00 59 8A          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8A59
DF/8A58: FB                   Reset game, choose game

DF/8A59: FD 5B                Restore all HP
DF/8A5B: FD 5C                Restore all FP
DF/8A5D: 4A BA 00 10          Engage in battle with formation pack #$00BA in background #$10
DF/8A61: DC 00 66 8A          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/8A66
DF/8A65: FB                   Reset game, choose game

DF/8A66: FD 5B                Restore all HP
DF/8A68: FD 5C                Restore all FP
DF/8A6A: A2 9F                Set event flag memory address 00:7093 Bit 7
DF/8A6C: A1 85                Set event flag memory address 00:7070 Bit 5
DF/8A6E: A1 45                Set event flag memory address 00:7068 Bit 5
DF/8A70: 95 00 00             Fade out music to volume 0; Duration: 0 frames
DF/8A73: 9C 13                Play sound effect #$13
DF/8A75: 4F 0F                Open Menu: <UNKNOWN>
DF/8A77: 68 5E 81 04 1B 20    Enter area: $015E
                              MARIO will be at coords: (144,216) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/8A7D: FE                   Return


EVENT [8B2] ------------------------------------------------------------>

EVENT [8B3] ------------------------------------------------------------>

EVENT [8B4] ------------------------------------------------------------>
DF/8A7E: F8 C5 2D 87 8A       <UNKNOWN COMMAND $F8>
DF/8A83: 16 F2 F2 03          Set Object: NPC #2 ---> Command: Set object to movement: $03F2
DF/8A87: FD 8F 02             <UNKNOWN COMMAND $8F>
DF/8A8A: 81                   <UNKNOWN COMMAND $81>
DF/8A8B: 04 13                Set Object: MALLOW ---> Begin action queue for object (Length: 0x13 bytes)
   DF/8A8D: 60 15                Shift object right 21 pixels
   DF/8A8F: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/8A90: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8A91: 17                   <UNKNOWN COMMAND $17>
   DF/8A92: 06                   Set "moon-walk" Bits
   DF/8A93: 61 04                Shift object down-right 4 pixels
   DF/8A95: 75                   Object faces up-left
   DF/8A96: 10 81                Set sequence flag, x2 speed
   DF/8A98: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8A99: 18                   <UNKNOWN COMMAND $18>
   DF/8A9A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/8A9B: 63 03                Shift object down-left 3 pixels
   DF/8A9D: 61 01                Shift object down-right 1 pixels
   DF/8A9F: 73                   Object faces down-left
DF/8AA0: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8AA2: 63 03                Shift object down-left 3 pixels
   DF/8AA4: 61 01                Shift object down-right 1 pixels
   DF/8AA6: 73                   Object faces down-left
DF/8AA7: C4 80                <UNKNOWN COMMAND $C4>
DF/8AA9: E3 1B 00 B6 8A       If value at 00:7000 != #$001B, jump to address $DF/8AB6
DF/8AAE: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/8AB0: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/8AB2: A0 19                Set event flag memory address 00:7043 Bit 1
DF/8AB4: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/8AB6: 71                   Lighten screen from black before following commands
DF/8AB7: FE                   Return


EVENT [8B5] ------------------------------------------------------------>
DF/8AB8: F8 C5 2B C7 8A       <UNKNOWN COMMAND $F8>
DF/8ABD: D8 18 C7 8A          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/8AC7
DF/8AC1: 15 F2 F1 03          Set Object: NPC #1 ---> Command: Set object to movement: $03F1
DF/8AC5: A0 18                Set event flag memory address 00:7043 Bit 0
DF/8AC7: FE                   Return


EVENT [8B6] ------------------------------------------------------------>
DF/8AC8: F8 C5 31 D7 8A       <UNKNOWN COMMAND $F8>
DF/8ACD: D8 19 D7 8A          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/8AD7
DF/8AD1: 18 F2 F3 03          Set Object: NPC #4 ---> Command: Set object to movement: $03F3
DF/8AD5: A0 19                Set event flag memory address 00:7043 Bit 1
DF/8AD7: FE                   Return


EVENT [8B7] ------------------------------------------------------------>
DF/8AD8: F8 C5 33 EA 8A       <UNKNOWN COMMAND $F8>
DF/8ADD: D8 1A EA 8A          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/8AEA
DF/8AE1: 19 F2 F5 03          Set Object: NPC #5 ---> Command: Set object to movement: $03F5
DF/8AE5: F2 C5 33             <UNKNOWN COMMAND $F2>
DF/8AE8: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/8AEA: FE                   Return


EVENT [8B8] ------------------------------------------------------------>
DF/8AEB: D1 20 00             Execute event id $0020
DF/8AEE: 34 FF                Change directional maneuverability: left right down up 
DF/8AF0: F0 07                Duration: 7 frames
DF/8AF2: 81                   <UNKNOWN COMMAND $81>
DF/8AF3: 04 13                Set Object: MALLOW ---> Begin action queue for object (Length: 0x13 bytes)
   DF/8AF5: 60 FE                Shift object right 254 pixels
   DF/8AF7: 71                   Object faces down-right
   DF/8AF8: DA D3 FF 8A          If event flag memory address 00:709A Bit 3 set, jump to address $DF/8AFF
   DF/8AFC: D0 BA 08             Set object to movement $08BA
   DF/8AFF: FE                   Return Queue


EVENT [8B9] ------------------------------------------------------------>

EVENT [8BA] ------------------------------------------------------------>
DF/8B00: F0 27                Duration: 39 frames
DF/8B02: 14 8E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/8B04: 82 04 25             Place object at on-screen coords: (144,296)
   DF/8B07: 10 C5                Set transition and sequence flags, 1/2 speed
   DF/8B09: 77                   Object faces up-right
   DF/8B0A: 06                   Set "moon-walk" Bits
   DF/8B0B: 61 04                Shift object down-right 4 pixels
   DF/8B0D: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8B0E: 61 0C                Shift object down-right 12 pixels
   DF/8B10: 75                   Object faces up-left
   DF/8B11: 07                   Clear "moon-walk" Bits
DF/8B12: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/8B14: F0 13                Frame Duration: 19
   DF/8B16: 71                   Object faces down-right
DF/8B17: 60 62 0D 60          Run Dialogue $0D62
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Ahhh...
     The scent of boiling lava...<I>

 It's so nice to be home!<I>

 Smithy's gonna pay for stealing
 my splendid castle from me!<I><END>


DF/8B1B: FD 61                <UNKNOWN COMMAND $FD 61>
DF/8B1D: FD 61                <UNKNOWN COMMAND $FD 61>
DF/8B1F: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8B21: 10 80                Set sequence flag, x1 speed
   DF/8B23: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DF/8B26: 65                   <UNKNOWN COMMAND $65>
DF/8B27: 64                   <UNKNOWN COMMAND $64>
DF/8B28: F0 09                Duration: 9 frames
DF/8B2A: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/8B2C: 09                   Reset all object properties to default
   DF/8B2D: 06                   Set "moon-walk" Bits
   DF/8B2E: 65 0C                Shift object up-left 12 pixels
   DF/8B30: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8B31: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/8B33: F0 09                Frame Duration: 9
   DF/8B35: 77                   Object faces up-right
DF/8B36: A2 D3                Set event flag memory address 00:709A Bit 3
DF/8B38: FE                   Return


EVENT [8BB] ------------------------------------------------------------>

EVENT [8BC] ------------------------------------------------------------>

EVENT [8BD] ------------------------------------------------------------>

EVENT [8BE] ------------------------------------------------------------>

EVENT [8BF] ------------------------------------------------------------>

EVENT [8C0] ------------------------------------------------------------>
DF/8B39: DA 36 44 8B          If event flag memory address 00:7086 Bit 6 set, jump to address $DF/8B44
DF/8B3D: 68 31 81 04 31 E0    Enter area: $0131
                              MARIO will be at coords: (144,392) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/8B43: FE                   Return

DF/8B44: 68 31 89 04 31 E0    Enter area: $0131
                              MARIO will be at coords: (144,392) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$88>
DF/8B4A: FE                   Return


EVENT [8C1] ------------------------------------------------------------>
DF/8B4B: DA 36 56 8B          If event flag memory address 00:7086 Bit 6 set, jump to address $DF/8B56
DF/8B4F: 68 35 81 10 2A A0    Enter area: $0135
                              MARIO will be at coords: (512,336) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/8B55: FE                   Return

DF/8B56: 68 35 89 10 2A A0    Enter area: $0135
                              MARIO will be at coords: (512,336) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$88>
DF/8B5C: FE                   Return


EVENT [8C2] ------------------------------------------------------------>
DF/8B5D: DA 36 68 8B          If event flag memory address 00:7086 Bit 6 set, jump to address $DF/8B68
DF/8B61: 68 36 81 0F 48 A0    Enter area: $0136
                              MARIO will be at coords: (480,576) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/8B67: FE                   Return

DF/8B68: 68 36 89 0F 48 A0    Enter area: $0136
                              MARIO will be at coords: (480,576) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$88>
DF/8B6E: FE                   Return


EVENT [8C3] ------------------------------------------------------------>
DF/8B6F: DA 36 7A 8B          If event flag memory address 00:7086 Bit 6 set, jump to address $DF/8B7A
DF/8B73: 68 36 81 12 42 A0    Enter area: $0136
                              MARIO will be at coords: (576,528) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/8B79: FE                   Return

DF/8B7A: 68 36 89 12 42 A0    Enter area: $0136
                              MARIO will be at coords: (576,528) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$88>
DF/8B80: FE                   Return


EVENT [8C4] ------------------------------------------------------------>
DF/8B81: DA 36 8C 8B          If event flag memory address 00:7086 Bit 6 set, jump to address $DF/8B8C
DF/8B85: 68 37 81 18 10 E0    Enter area: $0137
                              MARIO will be at coords: (768,128) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/8B8B: FE                   Return

DF/8B8C: 68 37 89 18 10 E0    Enter area: $0137
                              MARIO will be at coords: (768,128) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$88>
DF/8B92: FE                   Return


EVENT [8C5] ------------------------------------------------------------>
DF/8B93: DA 36 9E 8B          If event flag memory address 00:7086 Bit 6 set, jump to address $DF/8B9E
DF/8B97: 68 38 81 18 28 E0    Enter area: $0138
                              MARIO will be at coords: (768,320) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/8B9D: FE                   Return

DF/8B9E: 68 38 89 18 28 E0    Enter area: $0138
                              MARIO will be at coords: (768,320) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$88>
DF/8BA4: FE                   Return


EVENT [8C6] ------------------------------------------------------------>
DF/8BA5: DA 36 B0 8B          If event flag memory address 00:7086 Bit 6 set, jump to address $DF/8BB0
DF/8BA9: 68 39 81 18 40 E0    Enter area: $0139
                              MARIO will be at coords: (768,512) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/8BAF: FE                   Return

DF/8BB0: 68 39 89 18 40 E0    Enter area: $0139
                              MARIO will be at coords: (768,512) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$88>
DF/8BB6: FE                   Return


EVENT [8C7] ------------------------------------------------------------>

EVENT [8C8] ------------------------------------------------------------>

EVENT [8C9] ------------------------------------------------------------>

EVENT [8CA] ------------------------------------------------------------>

EVENT [8CB] ------------------------------------------------------------>

EVENT [8CC] ------------------------------------------------------------>

EVENT [8CD] ------------------------------------------------------------>

EVENT [8CE] ------------------------------------------------------------>

EVENT [8CF] ------------------------------------------------------------>

EVENT [8D0] ------------------------------------------------------------>

EVENT [8D1] ------------------------------------------------------------>

EVENT [8D2] ------------------------------------------------------------>

EVENT [8D3] ------------------------------------------------------------>

EVENT [8D4] ------------------------------------------------------------>

EVENT [8D5] ------------------------------------------------------------>

EVENT [8D6] ------------------------------------------------------------>

EVENT [8D7] ------------------------------------------------------------>

EVENT [8D8] ------------------------------------------------------------>

EVENT [8D9] ------------------------------------------------------------>

EVENT [8DA] ------------------------------------------------------------>

EVENT [8DB] ------------------------------------------------------------>

EVENT [8DC] ------------------------------------------------------------>

EVENT [8DD] ------------------------------------------------------------>

EVENT [8DE] ------------------------------------------------------------>

EVENT [8DF] ------------------------------------------------------------>

EVENT [8E0] ------------------------------------------------------------>
DF/8BB7: DA 39 C4 8B          If event flag memory address 00:7087 Bit 1 set, jump to address $DF/8BC4
DF/8BBB: 60 56 AB D0          Run Dialogue $0B56 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey there!
 Remember me from the mines?<I>
 I found some neat stuff and I'm
 opening up a Miner's Store.<I>

 Come and take a look at what
 I've got to sell.<I><END>


DF/8BBF: A2 39                Set event flag memory address 00:7087 Bit 1
DF/8BC1: D2 CB 8B             Jump to address $DF/8BCB
DF/8BC4: 60 59 AB D0          Run Dialogue $0B59 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Good to see you again.<I>
 I'll show you my inventory.<I><END>


DF/8BC8: D2 CB 8B             Jump to address $DF/8BCB
DF/8BCB: D9 EF 73 8C          If event flag memory address 00:707D Bit 7 set, jump to address $DF/8C73
DF/8BCF: DA 30 0E 8C          If event flag memory address 00:7086 Bit 0 set, jump to address $DF/8C0E
DF/8BD3: D2 D6 8B             Jump to address $DF/8BD6
DF/8BD6: DE 41 DF 8B          If event flag memory address 00:7088 Bit 1 clear, jump to address $DF/8BDF
DF/8BDA: 60 61 AB D0          Run Dialogue $0B61 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oops, I didn't realize I was out
 of inventory.<I>

 Check back with me occasionally.
 You may find something you like!<I><END>


DF/8BDE: FE                   Return

DF/8BDF: DA 41 0B 8C          If event flag memory address 00:7088 Bit 1 set, jump to address $DF/8C0B
DF/8BE3: 60 5F AB D0          Run Dialogue $0B5F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Item #1: A Lucky Jewel!
 It's sure to bring you plenty of
 good luck.<I>
 I'll sell it to you for 100 coins.
  >>  (It's a deal)
  >>  (I'll pass)<I><END>


DF/8BE7: 66 0B 8C             If 2nd option chosen from dialogue prompt, jump to address $DF/8C0B
DF/8BEA: FD 59                Store # of current coins to 00:7000
DF/8BEC: C0 64 00             Compare value at 00:7000 to #$0064
DF/8BEF: ED 04 8C             If Bit 0 of 00:70A0,x clear, jump to address $DF/8C04
DF/8BF2: AC 64 00             Store #$0064 to 00:7000
DF/8BF5: FD 53                Subtract # at 00:7000 from total coins
DF/8BF7: A2 41                Set event flag memory address 00:7088 Bit 1
DF/8BF9: 9C 55                Play sound effect #$55
DF/8BFB: 60 60 AB D0          Run Dialogue $0B60 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Nice doing business with you.
 Here you go!<I><END>


DF/8BFF: 50 94                Put item in inventory: #$94 (?Lucky Jewel )
DF/8C01: D2 0B 8C             Jump to address $DF/8C0B
DF/8C04: 60 5E AB D0          Run Dialogue $0B5E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You need more coins!<I>
 I gotta eat, you know!<I><END>


DF/8C08: D2 0B 8C             Jump to address $DF/8C0B
DF/8C0B: D2 08 8D             Jump to address $DF/8D08
DF/8C0E: DE 41 1B 8C          If event flag memory address 00:7088 Bit 1 clear, jump to address $DF/8C1B
DF/8C12: DE 40 1B 8C          If event flag memory address 00:7088 Bit 0 clear, jump to address $DF/8C1B
DF/8C16: 60 61 AB D0          Run Dialogue $0B61 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oops, I didn't realize I was out
 of inventory.<I>

 Check back with me occasionally.
 You may find something you like!<I><END>


DF/8C1A: FE                   Return

DF/8C1B: DA 41 47 8C          If event flag memory address 00:7088 Bit 1 set, jump to address $DF/8C47
DF/8C1F: 60 5F AB D0          Run Dialogue $0B5F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Item #1: A Lucky Jewel!
 It's sure to bring you plenty of
 good luck.<I>
 I'll sell it to you for 100 coins.
  >>  (It's a deal)
  >>  (I'll pass)<I><END>


DF/8C23: 66 47 8C             If 2nd option chosen from dialogue prompt, jump to address $DF/8C47
DF/8C26: FD 59                Store # of current coins to 00:7000
DF/8C28: C0 64 00             Compare value at 00:7000 to #$0064
DF/8C2B: ED 40 8C             If Bit 0 of 00:70A0,x clear, jump to address $DF/8C40
DF/8C2E: AC 64 00             Store #$0064 to 00:7000
DF/8C31: FD 53                Subtract # at 00:7000 from total coins
DF/8C33: A2 41                Set event flag memory address 00:7088 Bit 1
DF/8C35: 9C 55                Play sound effect #$55
DF/8C37: 60 60 AB D0          Run Dialogue $0B60 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Nice doing business with you.
 Here you go!<I><END>


DF/8C3B: 50 94                Put item in inventory: #$94 (?Lucky Jewel )
DF/8C3D: D2 47 8C             Jump to address $DF/8C47
DF/8C40: 60 5E AB D0          Run Dialogue $0B5E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You need more coins!<I>
 I gotta eat, you know!<I><END>


DF/8C44: D2 47 8C             Jump to address $DF/8C47
DF/8C47: DA 40 08 8D          If event flag memory address 00:7088 Bit 0 set, jump to address $DF/8D08
DF/8C4B: 60 5C AB D0          Run Dialogue $0B5C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Item #2: A Mystery Egg.
 I have no idea what it does!
 It sort of grows on ya, huh?<I>
 It's yours for 200 coins.
  >>  (Okay)
  >>  (No thanks)<I><END>


DF/8C4F: 66 08 8D             If 2nd option chosen from dialogue prompt, jump to address $DF/8D08
DF/8C52: FD 59                Store # of current coins to 00:7000
DF/8C54: C0 C8 00             Compare value at 00:7000 to #$00C8
DF/8C57: ED 40 8C             If Bit 0 of 00:70A0,x clear, jump to address $DF/8C40
DF/8C5A: AC C8 00             Store #$00C8 to 00:7000
DF/8C5D: FD 53                Subtract # at 00:7000 from total coins
DF/8C5F: A2 40                Set event flag memory address 00:7088 Bit 0
DF/8C61: 9C 55                Play sound effect #$55
DF/8C63: 60 60 AB D0          Run Dialogue $0B60 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Nice doing business with you.
 Here you go!<I><END>


DF/8C67: 50 91                Put item in inventory: #$91 (?Mystery Egg )
DF/8C69: D2 08 8D             Jump to address $DF/8D08
DF/8C6C: 60 5E AB D0          Run Dialogue $0B5E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You need more coins!<I>
 I gotta eat, you know!<I><END>


DF/8C70: D2 08 8D             Jump to address $DF/8D08
DF/8C73: DE 41 84 8C          If event flag memory address 00:7088 Bit 1 clear, jump to address $DF/8C84
DF/8C77: DE 40 84 8C          If event flag memory address 00:7088 Bit 0 clear, jump to address $DF/8C84
DF/8C7B: DE 42 84 8C          If event flag memory address 00:7088 Bit 2 clear, jump to address $DF/8C84
DF/8C7F: 60 61 AB D0          Run Dialogue $0B61 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oops, I didn't realize I was out
 of inventory.<I>

 Check back with me occasionally.
 You may find something you like!<I><END>


DF/8C83: FE                   Return

DF/8C84: DA 41 B0 8C          If event flag memory address 00:7088 Bit 1 set, jump to address $DF/8CB0
DF/8C88: 60 5F AB D0          Run Dialogue $0B5F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Item #1: A Lucky Jewel!
 It's sure to bring you plenty of
 good luck.<I>
 I'll sell it to you for 100 coins.
  >>  (It's a deal)
  >>  (I'll pass)<I><END>


DF/8C8C: 66 B0 8C             If 2nd option chosen from dialogue prompt, jump to address $DF/8CB0
DF/8C8F: FD 59                Store # of current coins to 00:7000
DF/8C91: C0 64 00             Compare value at 00:7000 to #$0064
DF/8C94: ED A9 8C             If Bit 0 of 00:70A0,x clear, jump to address $DF/8CA9
DF/8C97: AC 64 00             Store #$0064 to 00:7000
DF/8C9A: FD 53                Subtract # at 00:7000 from total coins
DF/8C9C: A2 41                Set event flag memory address 00:7088 Bit 1
DF/8C9E: 9C 55                Play sound effect #$55
DF/8CA0: 60 60 AB D0          Run Dialogue $0B60 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Nice doing business with you.
 Here you go!<I><END>


DF/8CA4: 50 94                Put item in inventory: #$94 (?Lucky Jewel )
DF/8CA6: D2 B0 8C             Jump to address $DF/8CB0
DF/8CA9: 60 5E AB D0          Run Dialogue $0B5E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You need more coins!<I>
 I gotta eat, you know!<I><END>


DF/8CAD: D2 B0 8C             Jump to address $DF/8CB0
DF/8CB0: DA 40 DC 8C          If event flag memory address 00:7088 Bit 0 set, jump to address $DF/8CDC
DF/8CB4: 60 5C AB D0          Run Dialogue $0B5C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Item #2: A Mystery Egg.
 I have no idea what it does!
 It sort of grows on ya, huh?<I>
 It's yours for 200 coins.
  >>  (Okay)
  >>  (No thanks)<I><END>


DF/8CB8: 66 DC 8C             If 2nd option chosen from dialogue prompt, jump to address $DF/8CDC
DF/8CBB: FD 59                Store # of current coins to 00:7000
DF/8CBD: C0 C8 00             Compare value at 00:7000 to #$00C8
DF/8CC0: ED D5 8C             If Bit 0 of 00:70A0,x clear, jump to address $DF/8CD5
DF/8CC3: AC C8 00             Store #$00C8 to 00:7000
DF/8CC6: FD 53                Subtract # at 00:7000 from total coins
DF/8CC8: A2 40                Set event flag memory address 00:7088 Bit 0
DF/8CCA: 9C 55                Play sound effect #$55
DF/8CCC: 60 60 AB D0          Run Dialogue $0B60 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Nice doing business with you.
 Here you go!<I><END>


DF/8CD0: 50 91                Put item in inventory: #$91 (?Mystery Egg )
DF/8CD2: D2 DC 8C             Jump to address $DF/8CDC
DF/8CD5: 60 5E AB D0          Run Dialogue $0B5E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You need more coins!<I>
 I gotta eat, you know!<I><END>


DF/8CD9: D2 DC 8C             Jump to address $DF/8CDC
DF/8CDC: DA 42 08 8D          If event flag memory address 00:7088 Bit 2 set, jump to address $DF/8D08
DF/8CE0: 60 62 AB D0          Run Dialogue $0B62 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Item #3: A Metal Plate.<I>
 Don't know what it's used for,
 but I'll sell it for 300 coins.
  >>  (I'll take it)
  >>  (No thanks)<I><END>


DF/8CE4: 66 08 8D             If 2nd option chosen from dialogue prompt, jump to address $DF/8D08
DF/8CE7: FD 59                Store # of current coins to 00:7000
DF/8CE9: C0 2C 01             Compare value at 00:7000 to #$012C
DF/8CEC: ED 01 8D             If Bit 0 of 00:70A0,x clear, jump to address $DF/8D01
DF/8CEF: AC 2C 01             Store #$012C to 00:7000
DF/8CF2: FD 53                Subtract # at 00:7000 from total coins
DF/8CF4: A2 42                Set event flag memory address 00:7088 Bit 2
DF/8CF6: 9C 55                Play sound effect #$55
DF/8CF8: 60 60 AB D0          Run Dialogue $0B60 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Nice doing business with you.
 Here you go!<I><END>


DF/8CFC: 50 22                Put item in inventory: #$22 (Frying Pan  )
DF/8CFE: D2 08 8D             Jump to address $DF/8D08
DF/8D01: 60 5E AB D0          Run Dialogue $0B5E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You need more coins!<I>
 I gotta eat, you know!<I><END>


DF/8D05: D2 08 8D             Jump to address $DF/8D08
DF/8D08: 60 5D AB D0          Run Dialogue $0B5D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That's all I've got for now.<I><END>


DF/8D0C: FE                   Return


EVENT [8E1] ------------------------------------------------------------>

EVENT [8E2] ------------------------------------------------------------>

EVENT [8E3] ------------------------------------------------------------>

EVENT [8E4] ------------------------------------------------------------>

EVENT [8E5] ------------------------------------------------------------>
DF/8D0D: 95 00 00             Fade out music to volume 0; Duration: 0 frames
DF/8D10: F0 3B                Duration: 59 frames
DF/8D12: 68 0F 00 04 10 A0    Enter area: $000F
                              MARIO will be at coords: (128,128) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$00>
DF/8D18: 95 00 00             Fade out music to volume 0; Duration: 0 frames
DF/8D1B: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/8D1D: 10 43                Set transition flag, x4 speed
   DF/8D1F: 90 00 02 00          Objects bounces 0px high to on-screen coords: (0,16)
DF/8D23: 00 0E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes)
   DF/8D25: FD 0F 03             Object overlaps BG1 & BG2
   DF/8D28: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/8D2A: 92 04 1A 00          Place object at on-screen coords: (128,208) Z=0
   DF/8D2E: 67 01                Shift object up-right 1 pixels
   DF/8D30: 75                   Object faces up-left
   DF/8D31: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/8D32: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8D33: 0D 04                Set Object: BG1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8D35: 10 43                Set transition flag, x4 speed
   DF/8D37: 50 01                Shift object right 16 pixels
DF/8D39: 0E 84                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/8D3B: 10 43                Set transition flag, x4 speed
   DF/8D3D: 54 01                Shift object left 16 pixels
DF/8D3F: 14 0F                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/8D41: FD 0F 03             Object overlaps BG1 & BG2
   DF/8D44: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/8D46: 92 04 1A 00          Place object at on-screen coords: (128,208) Z=0
   DF/8D4A: 67 0C                Shift object up-right 12 pixels
   DF/8D4C: 65 08                Shift object up-left 8 pixels
   DF/8D4E: 75                   Object faces up-left
   DF/8D4F: 00                   Set Bit 7 of current object (enable object visibility)
DF/8D50: 15 14                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/8D52: FD 0F 03             Object overlaps BG1 & BG2
   DF/8D55: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/8D57: 92 04 1A 00          Place object at on-screen coords: (128,208) Z=0
   DF/8D5B: 57 01                Shift object up-right 16 pixels
   DF/8D5D: 67 08                Shift object up-right 8 pixels
   DF/8D5F: 61 0C                Shift object down-right 12 pixels
   DF/8D61: 77                   Object faces up-right
   DF/8D62: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8D63: 10 85                Set sequence flag, 1/2 speed
   DF/8D65: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8D66: 16 16                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x16 bytes)
   DF/8D68: FD 0F 03             Object overlaps BG1 & BG2
   DF/8D6B: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/8D6D: 92 04 1A 00          Place object at on-screen coords: (128,208) Z=0
   DF/8D71: 61 04                Shift object down-right 4 pixels
   DF/8D73: 57 02                Shift object up-right 32 pixels
   DF/8D75: 67 08                Shift object up-right 8 pixels
   DF/8D77: 61 10                Shift object down-right 16 pixels
   DF/8D79: 75                   Object faces up-left
   DF/8D7A: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8D7B: 10 85                Set sequence flag, 1/2 speed
   DF/8D7D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8D7E: 17 12                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x12 bytes)
   DF/8D80: FD 0F 03             Object overlaps BG1 & BG2
   DF/8D83: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/8D85: 92 04 1A 00          Place object at on-screen coords: (128,208) Z=0
   DF/8D89: 51 01                Shift object down-right 16 pixels
   DF/8D8B: 62 04                Shift object down 4 pixels
   DF/8D8D: 75                   Object faces up-left
   DF/8D8E: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8D8F: 10 85                Set sequence flag, 1/2 speed
   DF/8D91: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8D92: 18 12                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x12 bytes)
   DF/8D94: FD 0F 03             Object overlaps BG1 & BG2
   DF/8D97: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/8D99: 92 04 1A 00          Place object at on-screen coords: (128,208) Z=0
   DF/8D9D: 51 01                Shift object down-right 16 pixels
   DF/8D9F: 67 0A                Shift object up-right 10 pixels
   DF/8DA1: 62 04                Shift object down 4 pixels
   DF/8DA3: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8DA4: 73                   Object faces down-left
   DF/8DA5: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8DA6: 19 96                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   DF/8DA8: FD 0F 03             Object overlaps BG1 & BG2
   DF/8DAB: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/8DAD: 92 04 1A 00          Place object at on-screen coords: (128,208) Z=0
   DF/8DB1: 57 01                Shift object up-right 16 pixels
   DF/8DB3: 67 08                Shift object up-right 8 pixels
   DF/8DB5: 51 03                Shift object down-right 48 pixels
   DF/8DB7: 63 08                Shift object down-left 8 pixels
   DF/8DB9: 62 08                Shift object down 8 pixels
   DF/8DBB: 73                   Object faces down-left
   DF/8DBC: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8DBD: 00                   Set Bit 7 of current object (enable object visibility)
DF/8DBE: 73 3C                Lighten screen from black before following commands; Duration: 60 frames
DF/8DC0: 91 42                Play music: #$42
DF/8DC2: F0 59                Duration: 89 frames
DF/8DC4: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/8DC6: 10 81                Set sequence flag, x2 speed
   DF/8DC8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8DC9: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/8DCC: F0 1D                Frame Duration: 29
   DF/8DCE: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/8DCF: F0 18                Duration: 24 frames
DF/8DD1: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/8DD3: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/8DD4: 75                   Object faces up-left
DF/8DD5: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/8DD7: F0 04                Frame Duration: 4
   DF/8DD9: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/8DDA: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/8DDC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/8DDD: F0 04                Frame Duration: 4
   DF/8DDF: 77                   Object faces up-right
   DF/8DE0: F0 09                Frame Duration: 9
   DF/8DE2: 75                   Object faces up-left
DF/8DE3: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8DE5: F0 13                Frame Duration: 19
   DF/8DE7: 75                   Object faces up-left
   DF/8DE8: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/8DE9: 19 8C                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/8DEB: F0 04                Frame Duration: 4
   DF/8DED: 75                   Object faces up-left
   DF/8DEE: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/8DEF: F0 0E                Frame Duration: 14
   DF/8DF1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8DF2: 73                   Object faces down-left
   DF/8DF3: F0 31                Frame Duration: 49
   DF/8DF5: 75                   Object faces up-left
   DF/8DF6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/8DF7: F0 3B                Duration: 59 frames
DF/8DF9: 1A B8                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x38 bytes) (Wait until complete)
   DF/8DFB: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/8DFE: FD 0F 03             Object overlaps BG1 & BG2
   DF/8E01: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/8E03: 92 7F 0F 00          Place object at on-screen coords: (4080,120) Z=0
   DF/8E07: 66 0B                Shift object up 11 pixels
   DF/8E09: 64 18                Shift object left 24 pixels
   DF/8E0B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8E0C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8E0D: 20 01                <UNKNOWN COMMAND $20>
   DF/8E0F: 26 80 01 FE FF 00 00 00 00 00 01 00 00 00 00 80 <UNKNOWN COMMAND $26>
   DF/8E1F: 10 46                Set transition flag, 1/4 speed
   DF/8E21: 52 03                Shift object down 48 pixels
   DF/8E23: 62 01                Shift object down 1 pixels
   DF/8E25: 20 00                <UNKNOWN COMMAND $20>
   DF/8E27: F0 45                Frame Duration: 69
   DF/8E29: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/8E2C: F0 77                Frame Duration: 119
   DF/8E2E: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/8E31: F0 2C                Frame Duration: 44
DF/8E33: 19 02                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/8E35: 73                   Object faces down-left
   DF/8E36: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8E37: 14 F2 EF 03          Set Object: NPC #0 ---> Command: Set object to movement: $03EF
DF/8E3B: 18 F2 F0 03          Set Object: NPC #4 ---> Command: Set object to movement: $03F0
DF/8E3F: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/8E41: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8E42: F0 2C                Frame Duration: 44
   DF/8E44: 77                   Object faces up-right
   DF/8E45: F0 1D                Frame Duration: 29
   DF/8E47: 75                   Object faces up-left
DF/8E48: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/8E4A: F0 0B                Frame Duration: 11
   DF/8E4C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8E4D: 7F 40 00             Object jumps (with sound effect) #$0040 units
DF/8E50: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/8E52: 10 80                Set sequence flag, x1 speed
   DF/8E54: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8E55: F0 59                Duration: 89 frames
DF/8E57: 77 32                Darken screen from black before following commands; Duration: 50 frames
DF/8E59: F0 59                Duration: 89 frames
DF/8E5B: D0 1C 0F             Execute event id $0F1C subsequently

EVENT [8E6] ------------------------------------------------------------>
DF/8E5E: 14 0B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/8E60: FD 0F 03             Object overlaps BG1 & BG2
   DF/8E63: 92 04 17 00          Place object at on-screen coords: (144,184) Z=0
   DF/8E67: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8E68: 63 08                Shift object down-left 8 pixels
   DF/8E6A: 75                   Object faces up-left
DF/8E6B: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/8E6D: FD 0F 03             Object overlaps BG1 & BG2
   DF/8E70: 92 05 16 00          Place object at on-screen coords: (160,176) Z=0
   DF/8E74: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8E75: 75                   Object faces up-left
DF/8E76: 16 0B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/8E78: FD 0F 03             Object overlaps BG1 & BG2
   DF/8E7B: 92 05 15 00          Place object at on-screen coords: (176,168) Z=0
   DF/8E7F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8E80: 67 08                Shift object up-right 8 pixels
   DF/8E82: 75                   Object faces up-left
DF/8E83: 18 0A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/8E85: FD 0F 03             Object overlaps BG1 & BG2
   DF/8E88: 92 05 11 00          Place object at on-screen coords: (176,136) Z=0
   DF/8E8C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8E8D: 73                   Object faces down-left
   DF/8E8E: 09                   Reset all object properties to default
DF/8E8F: 1A 86                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/8E91: 82 04 14             Place object at on-screen coords: (128,160)
   DF/8E94: 71                   Object faces down-right
   DF/8E95: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8E96: 00                   Set Bit 7 of current object (enable object visibility)
DF/8E97: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/8E99: DA D1 40 8F          If event flag memory address 00:709A Bit 1 set, jump to address $DF/8F40
DF/8E9D: 71                   Lighten screen from black before following commands
DF/8E9E: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/8EA0: 63 0C                Shift object down-left 12 pixels
DF/8EA2: F0 3B                Duration: 59 frames
DF/8EA4: 60 60 AD 60          Run Dialogue $0D60 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: 
 WHAT are you babbling about?<I>

 Why should I marry you?<I><END>


DF/8EA8: 18 8A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/8EAA: 10 45                Set transition flag, 1/2 speed
   DF/8EAC: 10 80                Set sequence flag, x1 speed
   DF/8EAE: 53 02                Shift object down-left 32 pixels
   DF/8EB0: 63 06                Shift object down-left 6 pixels
   DF/8EB2: F0 4A                Frame Duration: 74
DF/8EB4: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/8EB6: F0 09                Frame Duration: 9
   DF/8EB8: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/8EB9: 18 8E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/8EBB: F0 2C                Frame Duration: 44
   DF/8EBD: 06                   Set "moon-walk" Bits
   DF/8EBE: 10 86                Set sequence flag, 1/4 speed
   DF/8EC0: 67 0A                Shift object up-right 10 pixels
   DF/8EC2: F0 13                Frame Duration: 19
   DF/8EC4: 07                   Clear "moon-walk" Bits
   DF/8EC5: 10 80                Set sequence flag, x1 speed
   DF/8EC7: 55 03                Shift object up-left 48 pixels
DF/8EC9: F0 31                Duration: 49 frames
DF/8ECB: 60 61 AD 60          Run Dialogue $0D61 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: ........<I>

 What a wonderful thing to say!<I><END>


DF/8ECF: F0 1D                Duration: 29 frames
DF/8ED1: 1A 8F                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/8ED3: F0 09                Frame Duration: 9
   DF/8ED5: 10 40                Set transition flag, x1 speed
   DF/8ED7: 10 81                Set sequence flag, x2 speed
   DF/8ED9: 55 03                Shift object up-left 48 pixels
   DF/8EDB: F0 4F                Frame Duration: 79
   DF/8EDD: 06                   Set "moon-walk" Bits
   DF/8EDE: 10 45                Set transition flag, 1/2 speed
   DF/8EE0: 67 08                Shift object up-right 8 pixels
DF/8EE2: F0 0E                Duration: 14 frames
DF/8EE4: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/8EE6: 10 81                Set sequence flag, x2 speed
   DF/8EE8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8EE9: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DF/8EEC: F0 1D                Frame Duration: 29
   DF/8EEE: 71                   Object faces down-right
DF/8EEF: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/8EF1: 10 81                Set sequence flag, x2 speed
   DF/8EF3: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8EF4: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DF/8EF7: F0 1D                Frame Duration: 29
   DF/8EF9: 71                   Object faces down-right
DF/8EFA: 16 09                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/8EFC: 10 81                Set sequence flag, x2 speed
   DF/8EFE: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/8EFF: 7F 60 00             Object jumps (with sound effect) #$0060 units
   DF/8F02: F0 1D                Frame Duration: 29
   DF/8F04: 71                   Object faces down-right
DF/8F05: F0 59                Duration: 89 frames
DF/8F07: 18 87                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/8F09: 06                   Set "moon-walk" Bits
   DF/8F0A: 10 46                Set transition flag, 1/4 speed
   DF/8F0C: 10 80                Set sequence flag, x1 speed
   DF/8F0E: 67 0A                Shift object up-right 10 pixels
DF/8F10: 1A 8E                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/8F12: F0 13                Frame Duration: 19
   DF/8F14: 07                   Clear "moon-walk" Bits
   DF/8F15: 77                   Object faces up-right
   DF/8F16: F0 1D                Frame Duration: 29
   DF/8F18: 75                   Object faces up-left
   DF/8F19: 06                   Set "moon-walk" Bits
   DF/8F1A: 10 45                Set transition flag, 1/2 speed
   DF/8F1C: 10 81                Set sequence flag, x2 speed
   DF/8F1E: 67 0A                Shift object up-right 10 pixels
DF/8F20: F0 3B                Duration: 59 frames
DF/8F22: 77 46                Darken screen from black before following commands; Duration: 70 frames
DF/8F24: 68 C0 80 03 1A 60    Enter area: $00C0
                              MARIO will be at coords: (96,208) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/8F2A: FD 31                Screen doesn't move with MARIO
DF/8F2C: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/8F2E: F0 13                Frame Duration: 19
   DF/8F30: 73                   Object faces down-left
   DF/8F31: 06                   Set "moon-walk" Bits
   DF/8F32: 10 83                Set sequence flag, x4 speed
   DF/8F34: 10 41                Set transition flag, x2 speed
   DF/8F36: 57 02                Shift object up-right 32 pixels
   DF/8F38: 07                   Clear "moon-walk" Bits
   DF/8F39: 10 C0                Set transition and sequence flags, x1 speed
DF/8F3B: FD 30                Screen moves with MARIO
DF/8F3D: A2 D1                Set event flag memory address 00:709A Bit 1
DF/8F3F: FE                   Return

DF/8F40: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8F42: 71                   Object faces down-right
   DF/8F43: 10 81                Set sequence flag, x2 speed
   DF/8F45: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8F46: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8F48: 71                   Object faces down-right
   DF/8F49: 10 81                Set sequence flag, x2 speed
   DF/8F4B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8F4C: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/8F4E: 71                   Object faces down-right
   DF/8F4F: 10 81                Set sequence flag, x2 speed
   DF/8F51: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/8F52: 18 06                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/8F54: 92 04 10 00          Place object at on-screen coords: (128,128) Z=0
   DF/8F58: 75                   Object faces up-left
   DF/8F59: 09                   Reset all object properties to default
DF/8F5A: 1A 87                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/8F5C: 92 03 11 00          Place object at on-screen coords: (112,136) Z=0
   DF/8F60: 75                   Object faces up-left
   DF/8F61: 09                   Reset all object properties to default
   DF/8F62: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/8F63: 71                   Lighten screen from black before following commands
DF/8F64: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/8F66: 63 0C                Shift object down-left 12 pixels
DF/8F68: F0 77                Duration: 119 frames
DF/8F6A: 68 C0 80 03 1A 60    Enter area: $00C0
                              MARIO will be at coords: (96,208) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/8F70: FD 31                Screen doesn't move with MARIO
DF/8F72: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/8F74: F0 13                Frame Duration: 19
   DF/8F76: 73                   Object faces down-left
   DF/8F77: 06                   Set "moon-walk" Bits
   DF/8F78: 10 81                Set sequence flag, x2 speed
   DF/8F7A: 10 40                Set transition flag, x1 speed
   DF/8F7C: 57 01                Shift object up-right 16 pixels
   DF/8F7E: 07                   Clear "moon-walk" Bits
   DF/8F7F: 10 C0                Set transition and sequence flags, x1 speed
DF/8F81: FD 30                Screen moves with MARIO
DF/8F83: FE                   Return


EVENT [8E7] ------------------------------------------------------------>

EVENT [8E8] ------------------------------------------------------------>

EVENT [8E9] ------------------------------------------------------------>

EVENT [8EA] ------------------------------------------------------------>

EVENT [8EB] ------------------------------------------------------------>

EVENT [8EC] ------------------------------------------------------------>

EVENT [8ED] ------------------------------------------------------------>

EVENT [8EE] ------------------------------------------------------------>

EVENT [8EF] ------------------------------------------------------------>

EVENT [8F0] ------------------------------------------------------------>
DF/8F84: 68 F6 00 04 12 20    Enter area: $00F6
                              MARIO will be at coords: (128,144) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$00>
DF/8F8A: FD 31                Screen doesn't move with MARIO
DF/8F8C: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/8F8E: 10 43                Set transition flag, x4 speed
   DF/8F90: 50 01                Shift object right 16 pixels
DF/8F92: 71                   Lighten screen from black before following commands
DF/8F93: F0 0E                Duration: 14 frames
DF/8F95: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/8F97: 7E 6C 00             Object jumps #$006C units
   DF/8F9A: 10 C0                Set transition and sequence flags, x1 speed
   DF/8F9C: 51 02                Shift object down-right 32 pixels
   DF/8F9E: F0 09                Frame Duration: 9
   DF/8FA0: 72                   Object faces down
DF/8FA1: F0 04                Duration: 4 frames
DF/8FA3: B0 0B 05 00          Store #$0005 to 00:7016
DF/8FA7: B0 0C 14 00          Store #$0014 to 00:7018
DF/8FAB: 00 9F                Set Object: MARIO ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   DF/8FAD: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/8FAF: 72                   Object faces down
   DF/8FB0: 06                   Set "moon-walk" Bits
   DF/8FB1: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/8FB3: 0C 24                XOR Bits $24 of current object address 0A,x
   DF/8FB5: 10 41                Set transition flag, x2 speed
   DF/8FB7: 88                   Object runs away?
   DF/8FB8: 10 40                Set transition flag, x1 speed
   DF/8FBA: 0B 04                Set Bits $4 of current object address 0A,x
   DF/8FBC: 9C 1C                Play sound effect #$1C
   DF/8FBE: 08 4A 1E             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1E
                                 ---> Mirrored: no
   DF/8FC1: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/8FC3: 5B 01                Shift object down 16 pixels
   DF/8FC5: 13 00                Layering priority: MARIO overlaps object
   DF/8FC7: 62 03                Shift object down 3 pixels
   DF/8FC9: 0B 24                Set Bits $24 of current object address 0A,x
   DF/8FCB: 01                   Clear Bit 7 of current object (disable object visibility)
DF/8FCC: F0 09                Duration: 9 frames
DF/8FCE: 14 A1                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x21 bytes) (Wait until complete)
   DF/8FD0: 10 80                Set sequence flag, x1 speed
   DF/8FD2: 10 45                Set transition flag, 1/2 speed
   DF/8FD4: 53 01                Shift object down-left 16 pixels
   DF/8FD6: F0 09                Frame Duration: 9
   DF/8FD8: 10 40                Set transition flag, x1 speed
   DF/8FDA: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/8FDD: 53 01                Shift object down-left 16 pixels
   DF/8FDF: F0 2C                Frame Duration: 44
   DF/8FE1: 71                   Object faces down-right
   DF/8FE2: F0 13                Frame Duration: 19
   DF/8FE4: 73                   Object faces down-left
   DF/8FE5: F0 1D                Frame Duration: 29
   DF/8FE7: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/8FEA: 10 41                Set transition flag, x2 speed
   DF/8FEC: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/8FEF: 57 02                Shift object up-right 32 pixels
DF/8FF1: 00 14                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes)
   DF/8FF3: 73                   Object faces down-left
   DF/8FF4: 07                   Clear "moon-walk" Bits
   DF/8FF5: 09                   Reset all object properties to default
   DF/8FF6: 66 06                Shift object up 6 pixels
   DF/8FF8: 00                   Set Bit 7 of current object (enable object visibility)
   DF/8FF9: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DF/8FFC: 10 81                Set sequence flag, x2 speed
   DF/8FFE: 10 40                Set transition flag, x1 speed
   DF/9000: 53 02                Shift object down-left 32 pixels
   DF/9002: 10 41                Set transition flag, x2 speed
   DF/9004: 53 03                Shift object down-left 48 pixels
   DF/9006: 01                   Clear Bit 7 of current object (disable object visibility)
DF/9007: 15 94                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DF/9009: F0 13                Frame Duration: 19
   DF/900B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/900C: 73                   Object faces down-left
   DF/900D: 10 83                Set sequence flag, x4 speed
   DF/900F: 7F 70 00             Object jumps (with sound effect) #$0070 units
   DF/9012: 10 83                Set sequence flag, x4 speed
   DF/9014: 10 40                Set transition flag, x1 speed
   DF/9016: 53 02                Shift object down-left 32 pixels
   DF/9018: 10 41                Set transition flag, x2 speed
   DF/901A: 53 03                Shift object down-left 48 pixels
   DF/901C: 01                   Clear Bit 7 of current object (disable object visibility)
DF/901D: 87                   <UNKNOWN COMMAND $87>
DF/901E: 14 1E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1E bytes)
   DF/9020: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/9021: F0 59                Frame Duration: 89
   DF/9023: 0C 8C                XOR Bits $8C of current object address 0A,x
   DF/9025: 10 40                Set transition flag, x1 speed
   DF/9027: 20 03                <UNKNOWN COMMAND $20>
   DF/9029: 24 33 01 EC FE       <UNKNOWN COMMAND $24>
   DF/902E: F0 20                Frame Duration: 32
   DF/9030: 21                   <UNKNOWN COMMAND $21>
   DF/9031: FD 66                <UNKNOWN COMMAND $66>
   DF/9033: 07                   Clear "moon-walk" Bits
   DF/9034: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/9035: F0 95                Frame Duration: 149
   DF/9037: 77                   Object faces up-right
   DF/9038: 1E                   <UNKNOWN COMMAND $1E>
   DF/9039: 36                   <UNKNOWN COMMAND $36>
   DF/903A: 84 D0 87             Place object: right=208px down=135px
   DF/903D: 00                   Set Bit 7 of current object (enable object visibility)
DF/903E: FE                   Return


EVENT [8F1] ------------------------------------------------------------>
DF/903F: 68 F7 00 09 3A E0    Enter area: $00F7
                              MARIO will be at coords: (288,464) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/9045: FD 31                Screen doesn't move with MARIO
DF/9047: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   DF/9049: 10 43                Set transition flag, x4 speed
   DF/904B: 90 0B 22 00          Objects bounces 0px high to on-screen coords: (352,272)
   DF/904F: 53 01                Shift object down-left 16 pixels
DF/9051: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/9053: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/9055: 92 0C 33 00          Place object at on-screen coords: (400,408) Z=0
DF/9059: 71                   Lighten screen from black before following commands
DF/905A: FD 31                Screen doesn't move with MARIO
DF/905C: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/905E: F0 22                Frame Duration: 34
   DF/9060: FD 0F 03             Object overlaps BG1 & BG2
   DF/9063: 7E 6C 00             Object jumps #$006C units
   DF/9066: F0 09                Frame Duration: 9
   DF/9068: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DF/906B: F0 1D                Duration: 29 frames
DF/906D: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/906F: 82 0C 2F             Place object at on-screen coords: (400,376)
   DF/9072: FE                   Return Queue

DF/9073: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/9075: 82 0F 31             Place object at on-screen coords: (496,392)
   DF/9078: FE                   Return Queue

DF/9079: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/907B: 82 0E 2B             Place object at on-screen coords: (464,344)
   DF/907E: FE                   Return Queue

DF/907F: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/9081: 82 11 2D             Place object at on-screen coords: (560,360)
   DF/9084: FE                   Return Queue

DF/9085: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/9087: 82 10 27             Place object at on-screen coords: (528,312)
   DF/908A: FE                   Return Queue

DF/908B: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/908D: 82 13 29             Place object at on-screen coords: (624,328)
   DF/9090: FE                   Return Queue

DF/9091: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/9093: 82 12 23             Place object at on-screen coords: (592,280)
   DF/9096: FE                   Return Queue

DF/9097: 1B 84                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/9099: 82 15 25             Place object at on-screen coords: (688,296)
   DF/909C: FE                   Return Queue

DF/909D: 14 F2 5B 00          Set Object: NPC #0 ---> Command: Set object to movement: $005B
DF/90A1: F0 04                Duration: 4 frames
DF/90A3: 15 F2 5C 00          Set Object: NPC #1 ---> Command: Set object to movement: $005C
DF/90A7: F0 04                Duration: 4 frames
DF/90A9: 16 F2 5B 00          Set Object: NPC #2 ---> Command: Set object to movement: $005B
DF/90AD: F0 04                Duration: 4 frames
DF/90AF: 17 F2 5C 00          Set Object: NPC #3 ---> Command: Set object to movement: $005C
DF/90B3: F0 04                Duration: 4 frames
DF/90B5: 18 F2 5B 00          Set Object: NPC #4 ---> Command: Set object to movement: $005B
DF/90B9: F0 04                Duration: 4 frames
DF/90BB: 19 F2 5C 00          Set Object: NPC #5 ---> Command: Set object to movement: $005C
DF/90BF: F0 04                Duration: 4 frames
DF/90C1: 1A F2 5B 00          Set Object: NPC #6 ---> Command: Set object to movement: $005B
DF/90C5: F0 04                Duration: 4 frames
DF/90C7: 1B F2 5C 00          Set Object: NPC #7 ---> Command: Set object to movement: $005C
DF/90CB: F0 13                Duration: 19 frames
DF/90CD: 00 DB                Set Object: MARIO ---> Begin action queue for object (Length: 0x5B bytes) (Wait until complete)
   DF/90CF: 09                   Reset all object properties to default
   DF/90D0: F0 13                Frame Duration: 19
   DF/90D2: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/90D4: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/90D6: F0 00                Frame Duration: 0
   DF/90D8: 10 41                Set transition flag, x2 speed
   DF/90DA: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/90DD: 57 02                Shift object up-right 32 pixels
   DF/90DF: 0B 04                Set Bits $4 of current object address 0A,x
   DF/90E1: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/90E3: F0 00                Frame Duration: 0
   DF/90E5: 77                   Object faces up-right
   DF/90E6: F0 04                Frame Duration: 4
   DF/90E8: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/90EA: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/90EC: F0 00                Frame Duration: 0
   DF/90EE: 10 41                Set transition flag, x2 speed
   DF/90F0: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/90F3: 57 02                Shift object up-right 32 pixels
   DF/90F5: 0B 04                Set Bits $4 of current object address 0A,x
   DF/90F7: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/90F9: F0 00                Frame Duration: 0
   DF/90FB: 77                   Object faces up-right
   DF/90FC: F0 04                Frame Duration: 4
   DF/90FE: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/9100: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/9102: F0 00                Frame Duration: 0
   DF/9104: 10 41                Set transition flag, x2 speed
   DF/9106: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/9109: 57 02                Shift object up-right 32 pixels
   DF/910B: 0B 04                Set Bits $4 of current object address 0A,x
   DF/910D: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/910F: F0 00                Frame Duration: 0
   DF/9111: 77                   Object faces up-right
   DF/9112: F0 04                Frame Duration: 4
   DF/9114: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/9116: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/9118: F0 00                Frame Duration: 0
   DF/911A: 10 41                Set transition flag, x2 speed
   DF/911C: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/911F: 57 02                Shift object up-right 32 pixels
   DF/9121: 0B 04                Set Bits $4 of current object address 0A,x
   DF/9123: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/9125: F0 00                Frame Duration: 0
   DF/9127: 77                   Object faces up-right
   DF/9128: F0 04                Frame Duration: 4
DF/912A: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   DF/912C: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/912E: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/9130: F0 00                Frame Duration: 0
   DF/9132: 10 41                Set transition flag, x2 speed
   DF/9134: 7F 50 00             Object jumps (with sound effect) #$0050 units
   DF/9137: 57 02                Shift object up-right 32 pixels
   DF/9139: 0B 04                Set Bits $4 of current object address 0A,x
   DF/913B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/913D: F0 00                Frame Duration: 0
   DF/913F: 77                   Object faces up-right
   DF/9140: F0 00                Frame Duration: 0
DF/9142: 77 1E                Darken screen from black before following commands; Duration: 30 frames
DF/9144: D0 86 00             Execute event id $0086 subsequently

EVENT [8F2] ------------------------------------------------------------>
DF/9147: 68 FA 00 04 11 E0    Enter area: $00FA
                              MARIO will be at coords: (144,136) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/914D: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/914F: 01                   Clear Bit 7 of current object (disable object visibility)
DF/9150: 16 0A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/9152: FD 0F 03             Object overlaps BG1 & BG2
   DF/9155: 67 0A                Shift object up-right 10 pixels
   DF/9157: 66 02                Shift object up 2 pixels
   DF/9159: 64 02                Shift object left 2 pixels
   DF/915B: 73                   Object faces down-left
DF/915C: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/915E: 13 00                Layering priority: MARIO overlaps object
   DF/9160: 67 01                Shift object up-right 1 pixels
   DF/9162: 61 02                Shift object down-right 2 pixels
   DF/9164: 73                   Object faces down-left
   DF/9165: 10 85                Set sequence flag, 1/2 speed
   DF/9167: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/9168: 14 8B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/916A: 92 06 10 00          Place object at on-screen coords: (192,128) Z=0
   DF/916E: 77                   Object faces up-right
   DF/916F: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DF/9172: FD 0F 03             Object overlaps BG1 & BG2
DF/9175: 71                   Lighten screen from black before following commands
DF/9176: 14 99                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DF/9178: F0 3B                Frame Duration: 59
   DF/917A: 09                   Reset all object properties to default
   DF/917B: F0 1D                Frame Duration: 29
   DF/917D: 73                   Object faces down-left
   DF/917E: 10 80                Set sequence flag, x1 speed
   DF/9180: 10 45                Set transition flag, 1/2 speed
   DF/9182: 53 03                Shift object down-left 48 pixels
   DF/9184: 10 46                Set transition flag, 1/4 speed
   DF/9186: 63 08                Shift object down-left 8 pixels
   DF/9188: F0 3B                Frame Duration: 59
   DF/918A: 10 81                Set sequence flag, x2 speed
   DF/918C: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DF/918F: F0 31                Frame Duration: 49
DF/9191: 87                   <UNKNOWN COMMAND $87>
DF/9192: 14 1E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1E bytes)
   DF/9194: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/9195: F0 1D                Frame Duration: 29
   DF/9197: 14 83                Isolate top Bits of current object address 0E,x and set Bit(s) $131
   DF/9199: 08 48 16             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   DF/919C: 0C 84                XOR Bits $84 of current object address 0A,x
   DF/919E: 10 40                Set transition flag, x1 speed
   DF/91A0: 52 03                Shift object down 48 pixels
   DF/91A2: FD 66                <UNKNOWN COMMAND $66>
   DF/91A4: 11 01                Isolate top Bits of current object address 0D,x and set Bit(s) $1
   DF/91A6: F0 95                Frame Duration: 149
   DF/91A8: 77                   Object faces up-right
   DF/91A9: 1E                   <UNKNOWN COMMAND $1E>
   DF/91AA: D0 8D 00             Set object to movement $008D
   DF/91AD: 68 F9                Shift object right 249 pixels
   DF/91AF: 00                   Set Bit 7 of current object (enable object visibility)
   DF/91B0: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/91B1: 12 E0                Clear Bits $3 of current object address 0B,x and set Bit(s) $224

EVENT [8F3] ------------------------------------------------------------>
DF/91B3: FD 31                Screen doesn't move with MARIO
DF/91B5: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/91B7: 10 43                Set transition flag, x4 speed
   DF/91B9: 90 00 02 00          Objects bounces 0px high to on-screen coords: (0,16)
DF/91BD: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/91BF: FD 0F 03             Object overlaps BG1 & BG2
   DF/91C2: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/91C4: 92 04 1A 00          Place object at on-screen coords: (128,208) Z=0
   DF/91C8: 67 01                Shift object up-right 1 pixels
   DF/91CA: 75                   Object faces up-left
   DF/91CB: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
DF/91CC: 5C D2 91             Immediately read from address $91D2
DF/91CF: 6A F9 C0             Modify BGL of area $C0F9
DF/91D2: 71                   Lighten screen from black before following commands
DF/91D3: 0D 04                Set Object: BG1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/91D5: 10 46                Set transition flag, 1/4 speed
   DF/91D7: 50 01                Shift object right 16 pixels
DF/91D9: 0E 04                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/91DB: 10 46                Set transition flag, 1/4 speed
   DF/91DD: 54 01                Shift object left 16 pixels
DF/91DF: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/91E1: 06                   Set "moon-walk" Bits
   DF/91E2: 10 46                Set transition flag, 1/4 speed
   DF/91E4: 50 01                Shift object right 16 pixels
DF/91E6: F0 4A                Duration: 74 frames
DF/91E8: 77 1E                Darken screen from black before following commands; Duration: 30 frames
DF/91EA: D0 93 00             Execute event id $0093 subsequently

EVENT [8F4] ------------------------------------------------------------>
DF/91ED: 68 B9 01 03 11 E0    Enter area: $01B9
                              MARIO will be at coords: (112,136) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/91F3: FD 31                Screen doesn't move with MARIO
DF/91F5: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/91F7: 10 43                Set transition flag, x4 speed
   DF/91F9: 90 00 02 00          Objects bounces 0px high to on-screen coords: (0,16)
DF/91FD: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/91FF: 01                   Clear Bit 7 of current object (disable object visibility)
DF/9200: 16 82                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/9202: 66 03                Shift object up 3 pixels
DF/9204: FD 88 00             Set Bit 7 of 00:0158
DF/9207: 7A                   <UNKNOWN COMMAND $7A>
DF/9208: 14 9D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   DF/920A: 10 46                Set transition flag, 1/4 speed
   DF/920C: 10 80                Set sequence flag, x1 speed
   DF/920E: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/9211: 63 08                Shift object down-left 8 pixels
   DF/9213: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/9216: F0 0E                Frame Duration: 14
   DF/9218: 08 50 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/921B: F0 2C                Frame Duration: 44
   DF/921D: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/9220: F0 31                Frame Duration: 49
   DF/9222: 10 85                Set sequence flag, 1/2 speed
   DF/9224: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/9227: 16 F2 F7 03          Set Object: NPC #2 ---> Command: Set object to movement: $03F7
DF/922B: F0 1D                Duration: 29 frames
DF/922D: FD 89 00             Clear Bit 7 of 00:0158
DF/9230: 17 0A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/9232: F0 4F                Frame Duration: 79
   DF/9234: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/9237: F0 90                Frame Duration: 144
   DF/9239: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/923C: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/923E: F0 77                Frame Duration: 119
   DF/9240: 10 46                Set transition flag, 1/4 speed
   DF/9242: D4 1E                Start code block, repeat 30 times
   DF/9244: 66 01                Shift object up 1 pixels
   DF/9246: F0 03                Frame Duration: 3
   DF/9248: D7                   End of code block
DF/9249: F0 3B                Duration: 59 frames
DF/924B: 7B                   <UNKNOWN COMMAND $7B>
DF/924C: F0 3B                Duration: 59 frames
DF/924E: D0 D9 0E             Execute event id $0ED9 subsequently
DF/9251: FE                   Return


EVENT [8F5] ------------------------------------------------------------>
DF/9252: FD 46 F3 08          <UNKNOWN COMMAND $46>
DF/9256: FE                   Return


EVENT [8F6] ------------------------------------------------------------>
DF/9257: FD 46 F7 08          <UNKNOWN COMMAND $46>
DF/925B: FE                   Return


EVENT [8F7] ------------------------------------------------------------>
DF/925C: 68 FA 01 16 4A E0    Enter area: $01FA
                              MARIO will be at coords: (704,592) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/9262: FD 31                Screen doesn't move with MARIO
DF/9264: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   DF/9266: 10 43                Set transition flag, x4 speed
   DF/9268: 90 12 37 00          Objects bounces 0px high to on-screen coords: (592,440)
   DF/926C: 65 08                Shift object up-left 8 pixels
DF/926E: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/9270: 01                   Clear Bit 7 of current object (disable object visibility)
DF/9271: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/9273: 06                   Set "moon-walk" Bits
   DF/9274: 65 01                Shift object up-left 1 pixels
DF/9276: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/9278: 06                   Set "moon-walk" Bits
   DF/9279: 61 01                Shift object down-right 1 pixels
DF/927B: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/927D: 61 04                Shift object down-right 4 pixels
   DF/927F: 73                   Object faces down-left
   DF/9280: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/9281: 7A                   <UNKNOWN COMMAND $7A>
DF/9282: F0 5E                Duration: 94 frames
DF/9284: 1D 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/9286: 10 80                Set sequence flag, x1 speed
   DF/9288: 10 46                Set transition flag, 1/4 speed
   DF/928A: 61 08                Shift object down-right 8 pixels
DF/928C: F0 13                Duration: 19 frames
DF/928E: 1E 86                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/9290: 10 80                Set sequence flag, x1 speed
   DF/9292: 10 45                Set transition flag, 1/2 speed
   DF/9294: 61 08                Shift object down-right 8 pixels
DF/9296: F0 13                Duration: 19 frames
DF/9298: 1D 8A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/929A: 07                   Clear "moon-walk" Bits
   DF/929B: 71                   Object faces down-right
   DF/929C: F0 1D                Frame Duration: 29
   DF/929E: 77                   Object faces up-right
   DF/929F: 06                   Set "moon-walk" Bits
   DF/92A0: F0 18                Frame Duration: 24
   DF/92A2: 61 08                Shift object down-right 8 pixels
DF/92A4: F0 04                Duration: 4 frames
DF/92A6: 1E 15                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x15 bytes)
   DF/92A8: 10 C1                Set transition and sequence flags, x2 speed
   DF/92AA: 77                   Object faces up-right
   DF/92AB: 06                   Set "moon-walk" Bits
   DF/92AC: 61 08                Shift object down-right 8 pixels
   DF/92AE: 07                   Clear "moon-walk" Bits
   DF/92AF: 57 03                Shift object up-right 48 pixels
   DF/92B1: 57 01                Shift object up-right 16 pixels
   DF/92B3: 55 03                Shift object up-left 48 pixels
   DF/92B5: 53 04                Shift object down-left 64 pixels
   DF/92B7: 51 01                Shift object down-right 16 pixels
   DF/92B9: 61 08                Shift object down-right 8 pixels
   DF/92BB: 53 0A                Shift object down-left 160 pixels
DF/92BD: 1D 1A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x1A bytes)
   DF/92BF: F0 1D                Frame Duration: 29
   DF/92C1: 07                   Clear "moon-walk" Bits
   DF/92C2: 71                   Object faces down-right
   DF/92C3: F0 0E                Frame Duration: 14
   DF/92C5: 10 C1                Set transition and sequence flags, x2 speed
   DF/92C7: 51 01                Shift object down-right 16 pixels
   DF/92C9: 61 04                Shift object down-right 4 pixels
   DF/92CB: 57 02                Shift object up-right 32 pixels
   DF/92CD: 57 02                Shift object up-right 32 pixels
   DF/92CF: 55 03                Shift object up-left 48 pixels
   DF/92D1: 53 04                Shift object down-left 64 pixels
   DF/92D3: 51 01                Shift object down-right 16 pixels
   DF/92D5: 61 08                Shift object down-right 8 pixels
   DF/92D7: 53 0A                Shift object down-left 160 pixels
DF/92D9: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/92DB: F0 63                Frame Duration: 99
   DF/92DD: F0 3B                Frame Duration: 59
   DF/92DF: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/92E0: 15 11                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/92E2: F0 54                Frame Duration: 84
   DF/92E4: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/92E5: 7E 40 00             Object jumps #$0040 units
   DF/92E8: F0 3B                Frame Duration: 59
   DF/92EA: 71                   Object faces down-right
   DF/92EB: F0 40                Frame Duration: 64
   DF/92ED: 10 C1                Set transition and sequence flags, x2 speed
   DF/92EF: 51 04                Shift object down-right 64 pixels
   DF/92F1: 53 07                Shift object down-left 112 pixels
DF/92F3: 16 11                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/92F5: F0 54                Frame Duration: 84
   DF/92F7: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/92F8: 7E 40 00             Object jumps #$0040 units
   DF/92FB: F0 3B                Frame Duration: 59
   DF/92FD: 71                   Object faces down-right
   DF/92FE: F0 40                Frame Duration: 64
   DF/9300: 10 C1                Set transition and sequence flags, x2 speed
   DF/9302: 51 02                Shift object down-right 32 pixels
   DF/9304: 53 07                Shift object down-left 112 pixels
DF/9306: 17 11                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/9308: F0 54                Frame Duration: 84
   DF/930A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/930B: 7E 40 00             Object jumps #$0040 units
   DF/930E: F0 3B                Frame Duration: 59
   DF/9310: 75                   Object faces up-left
   DF/9311: F0 40                Frame Duration: 64
   DF/9313: 10 C1                Set transition and sequence flags, x2 speed
   DF/9315: 55 02                Shift object up-left 32 pixels
   DF/9317: 53 07                Shift object down-left 112 pixels
DF/9319: 18 11                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/931B: F0 54                Frame Duration: 84
   DF/931D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/931E: 7E 40 00             Object jumps #$0040 units
   DF/9321: F0 3B                Frame Duration: 59
   DF/9323: 75                   Object faces up-left
   DF/9324: F0 40                Frame Duration: 64
   DF/9326: 10 C1                Set transition and sequence flags, x2 speed
   DF/9328: 55 04                Shift object up-left 64 pixels
   DF/932A: 53 07                Shift object down-left 112 pixels
DF/932C: 19 11                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/932E: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/932F: F0 54                Frame Duration: 84
   DF/9331: F0 3B                Frame Duration: 59
   DF/9333: 75                   Object faces up-left
   DF/9334: F0 40                Frame Duration: 64
   DF/9336: F0 3B                Frame Duration: 59
   DF/9338: 00                   Set Bit 7 of current object (enable object visibility)
   DF/9339: 10 C1                Set transition and sequence flags, x2 speed
   DF/933B: 51 04                Shift object down-right 64 pixels
   DF/933D: 53 07                Shift object down-left 112 pixels
DF/933F: 1A 12                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x12 bytes)
   DF/9341: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/9342: F0 54                Frame Duration: 84
   DF/9344: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/9345: F0 3B                Frame Duration: 59
   DF/9347: 75                   Object faces up-left
   DF/9348: F0 40                Frame Duration: 64
   DF/934A: F0 3B                Frame Duration: 59
   DF/934C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/934D: 10 C1                Set transition and sequence flags, x2 speed
   DF/934F: 51 02                Shift object down-right 32 pixels
   DF/9351: 53 07                Shift object down-left 112 pixels
DF/9353: 1B 13                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x13 bytes)
   DF/9355: F0 54                Frame Duration: 84
   DF/9357: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/9358: 7E 40 00             Object jumps #$0040 units
   DF/935B: F0 3B                Frame Duration: 59
   DF/935D: 75                   Object faces up-left
   DF/935E: F0 40                Frame Duration: 64
   DF/9360: F0 3B                Frame Duration: 59
   DF/9362: 10 C1                Set transition and sequence flags, x2 speed
   DF/9364: 55 02                Shift object up-left 32 pixels
   DF/9366: 53 07                Shift object down-left 112 pixels
DF/9368: 1C 93                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DF/936A: F0 54                Frame Duration: 84
   DF/936C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/936D: 7E 40 00             Object jumps #$0040 units
   DF/9370: F0 3B                Frame Duration: 59
   DF/9372: 75                   Object faces up-left
   DF/9373: F0 40                Frame Duration: 64
   DF/9375: F0 3B                Frame Duration: 59
   DF/9377: 10 C1                Set transition and sequence flags, x2 speed
   DF/9379: 55 04                Shift object up-left 64 pixels
   DF/937B: 53 07                Shift object down-left 112 pixels
DF/937D: F0 0E                Duration: 14 frames
DF/937F: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/9381: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/9384: F0 2C                Frame Duration: 44
DF/9386: 7B                   <UNKNOWN COMMAND $7B>
DF/9387: F0 3B                Duration: 59 frames
DF/9389: D0 DA 0E             Execute event id $0EDA subsequently
DF/938C: FE                   Return


EVENT [8F8] ------------------------------------------------------------>

EVENT [8F9] ------------------------------------------------------------>

EVENT [8FA] ------------------------------------------------------------>

EVENT [8FB] ------------------------------------------------------------>

EVENT [8FC] ------------------------------------------------------------>

EVENT [8FD] ------------------------------------------------------------>

EVENT [8FE] ------------------------------------------------------------>

EVENT [8FF] ------------------------------------------------------------>

EVENT [900] ------------------------------------------------------------>
DF/938D: FE                   Return


EVENT [901] ------------------------------------------------------------>
DF/938E: D8 22 C4 93          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/93C4
DF/9392: A0 22                Set event flag memory address 00:7044 Bit 2
DF/9394: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DF/9396: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/9398: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/9399: 08 10 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/939C: F0 05                Frame Duration: 5
   DF/939E: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/93A1: F0 05                Duration: 5 frames
DF/93A3: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DF/93A5: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DF/93A7: 17 F8                Set Object: NPC #3 ---> Command: Show Object
DF/93A9: F0 00                Duration: 0 frames
DF/93AB: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/93AD: 10 44                Set transition flag, x8 speed
   DF/93AF: 60 11                Shift object right 17 pixels
DF/93B1: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/93B3: 10 44                Set transition flag, x8 speed
   DF/93B5: 64 11                Shift object left 17 pixels
DF/93B7: 15 F2 B9 00          Set Object: NPC #1 ---> Command: Set object to movement: $00B9
DF/93BB: 16 F2 BA 00          Set Object: NPC #2 ---> Command: Set object to movement: $00BA
DF/93BF: 17 F2 B8 00          Set Object: NPC #3 ---> Command: Set object to movement: $00B8
DF/93C3: FE                   Return

DF/93C4: D8 23 CD 93          If event flag memory address 00:7044 Bit 3 set, jump to address $DF/93CD
DF/93C8: A0 23                Set event flag memory address 00:7044 Bit 3
DF/93CA: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DF/93CC: FE                   Return

DF/93CD: D8 24 D6 93          If event flag memory address 00:7044 Bit 4 set, jump to address $DF/93D6
DF/93D1: A0 24                Set event flag memory address 00:7044 Bit 4
DF/93D3: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DF/93D5: FE                   Return

DF/93D6: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/93D8: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DF/93DA: F0 0F                Duration: 15 frames
DF/93DC: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/93DE: 10 43                Set transition flag, x4 speed
   DF/93E0: 60 08                Shift object right 8 pixels
DF/93E2: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/93E4: 10 43                Set transition flag, x4 speed
   DF/93E6: 64 08                Shift object left 8 pixels
DF/93E8: 16 FE                Set Object: NPC #2 ---> Command: End object queue
DF/93EA: 17 FE                Set Object: NPC #3 ---> Command: End object queue
DF/93EC: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/93EE: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/93F0: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/93F2: 19 F8                Set Object: NPC #5 ---> Command: Show Object
DF/93F4: 19 88                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/93F6: 13 02                Layering priority: Object overlaps MARIO
   DF/93F8: 08 10 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/93FB: F0 0F                Frame Duration: 15
   DF/93FD: 01                   Clear Bit 7 of current object (disable object visibility)
DF/93FE: E0 20 00 0D 94       If value at 00:70C0 = #$00, jump to address $DF/940D
DF/9403: E0 20 01 1A 94       If value at 00:70C0 = #$01, jump to address $DF/941A
DF/9408: E0 20 02 27 94       If value at 00:70C0 = #$02, jump to address $DF/9427
DF/940D: E0 21 00 34 94       If value at 00:70C1 = #$00, jump to address $DF/9434
DF/9412: E0 21 01 3C 94       If value at 00:70C1 = #$01, jump to address $DF/943C
DF/9417: D2 49 94             Jump to address $DF/9449
DF/941A: E0 21 00 56 94       If value at 00:70C1 = #$00, jump to address $DF/9456
DF/941F: E0 21 01 63 94       If value at 00:70C1 = #$01, jump to address $DF/9463
DF/9424: D2 6B 94             Jump to address $DF/946B
DF/9427: E0 21 00 78 94       If value at 00:70C1 = #$00, jump to address $DF/9478
DF/942C: E0 21 01 85 94       If value at 00:70C1 = #$01, jump to address $DF/9485
DF/9431: D2 92 94             Jump to address $DF/9492
DF/9434: E0 22 00 9A 94       If value at 00:70C2 = #$00, jump to address $DF/949A
DF/9439: D2 B0 94             Jump to address $DF/94B0
DF/943C: E0 22 00 B0 94       If value at 00:70C2 = #$00, jump to address $DF/94B0
DF/9441: E0 22 01 C3 94       If value at 00:70C2 = #$01, jump to address $DF/94C3
DF/9446: D2 EF 94             Jump to address $DF/94EF
DF/9449: E0 22 00 B0 94       If value at 00:70C2 = #$00, jump to address $DF/94B0
DF/944E: E0 22 01 EF 94       If value at 00:70C2 = #$01, jump to address $DF/94EF
DF/9453: D2 DF 94             Jump to address $DF/94DF
DF/9456: E0 22 00 B0 94       If value at 00:70C2 = #$00, jump to address $DF/94B0
DF/945B: E0 22 01 C3 94       If value at 00:70C2 = #$01, jump to address $DF/94C3
DF/9460: D2 EF 94             Jump to address $DF/94EF
DF/9463: E0 22 01 9A 94       If value at 00:70C2 = #$01, jump to address $DF/949A
DF/9468: D2 C3 94             Jump to address $DF/94C3
DF/946B: E0 22 00 EF 94       If value at 00:70C2 = #$00, jump to address $DF/94EF
DF/9470: E0 22 01 C3 94       If value at 00:70C2 = #$01, jump to address $DF/94C3
DF/9475: D2 DF 94             Jump to address $DF/94DF
DF/9478: E0 22 00 B0 94       If value at 00:70C2 = #$00, jump to address $DF/94B0
DF/947D: E0 22 01 EF 94       If value at 00:70C2 = #$01, jump to address $DF/94EF
DF/9482: D2 DF 94             Jump to address $DF/94DF
DF/9485: E0 22 00 EF 94       If value at 00:70C2 = #$00, jump to address $DF/94EF
DF/948A: E0 22 01 C3 94       If value at 00:70C2 = #$01, jump to address $DF/94C3
DF/948F: D2 DF 94             Jump to address $DF/94DF
DF/9492: E0 22 02 9A 94       If value at 00:70C2 = #$02, jump to address $DF/949A
DF/9497: D2 DF 94             Jump to address $DF/94DF
DF/949A: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DF/949C: 9C 5E                Play sound effect #$5E
DF/949E: 18 0B                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/94A0: 13 02                Layering priority: Object overlaps MARIO
   DF/94A2: FD 0F 03             Object overlaps BG1 & BG2
   DF/94A5: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/94A8: F0 1F                Frame Duration: 31
   DF/94AA: 01                   Clear Bit 7 of current object (disable object visibility)
DF/94AB: 53 01                Add 1 frog coins
DF/94AD: D2 03 95             Jump to address $DF/9503
DF/94B0: 9C 0E                Play sound effect #$0E
DF/94B2: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/94B4: 00                   Set Bit 7 of current object (enable object visibility)
   DF/94B5: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/94B8: F0 1F                Frame Duration: 31
   DF/94BA: 01                   Clear Bit 7 of current object (disable object visibility)
DF/94BB: AC 01 00             Store #$0001 to 00:7000
DF/94BE: FD 57                Add # at 00:7000 to max FP
DF/94C0: D2 03 95             Jump to address $DF/9503
DF/94C3: 9C 47                Play sound effect #$47
DF/94C5: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/94C7: 00                   Set Bit 7 of current object (enable object visibility)
   DF/94C8: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/94CB: F0 1F                Frame Duration: 31
   DF/94CD: 01                   Clear Bit 7 of current object (disable object visibility)
DF/94CE: FD 5B                Restore all HP
DF/94D0: FD 5C                Restore all FP
DF/94D2: 80                   <UNKNOWN COMMAND $80>
DF/94D3: 88                   <UNKNOWN COMMAND $88>
DF/94D4: A2 3F                Set event flag memory address 00:7087 Bit 7
DF/94D6: 03 80                Set Object: GENO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
DF/94D8: 00 80                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
DF/94DA: 3F 03 D2 03          <UNKNOWN COMMAND: pointer to address $03D2>
DF/94DE: 95 9C 1B             Fade out music to volume 27; Duration: 156 frames
DF/94E1: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/94E3: 00                   Set Bit 7 of current object (enable object visibility)
   DF/94E4: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/94E7: F0 1F                Frame Duration: 31
   DF/94E9: 01                   Clear Bit 7 of current object (disable object visibility)
DF/94EA: 50 83                Put item in inventory: #$83 (@Rock Candy  )
DF/94EC: D2 03 95             Jump to address $DF/9503
DF/94EF: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/94F1: 00                   Set Bit 7 of current object (enable object visibility)
   DF/94F2: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/94F5: F0 1F                Duration: 31 frames
DF/94F7: 4A 9E 00 15          Engage in battle with formation pack #$009E in background #$15
DF/94FB: DC 00 00 95          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/9500
DF/94FF: FB                   Reset game, choose game

DF/9500: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/9502: 71                   Lighten screen from black before following commands
DF/9503: 14 0C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0C bytes)
   DF/9505: F0 1F                Frame Duration: 31
   DF/9507: 10 81                Set sequence flag, x2 speed
   DF/9509: 08 10 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/950C: F0 09                Frame Duration: 9
   DF/950E: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/9511: FE                   Return


EVENT [902] ------------------------------------------------------------>
DF/9512: D8 CA 3E 95          If event flag memory address 00:7059 Bit 2 set, jump to address $DF/953E
DF/9516: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/9518: 10 41                Set transition flag, x2 speed
   DF/951A: 56 03                Shift object up 48 pixels
DF/951C: 9C 0E                Play sound effect #$0E
DF/951E: 1E F2 07 00          Set Object: NPC #10 ---> Command: Set object to movement: $0007
DF/9522: A0 CA                Set event flag memory address 00:7059 Bit 2
DF/9524: F2 64 BC             <UNKNOWN COMMAND $F2>
DF/9527: F2 64 38             <UNKNOWN COMMAND $F2>
DF/952A: AA 28                Increment 00:70C8
DF/952C: C7 1E                <UNKNOWN COMMAND $C7>
DF/952E: BA 0A                Store value at 00:7014 to 00:7000
DF/9530: AD 00 02             Store #$0200 to 00:7000
DF/9533: BB 0A                Store value at 00:7000 to 00:7014
DF/9535: 3F 00 3E 95          <UNKNOWN COMMAND: pointer to address $953E>
DF/9539: AC 01 00             Store #$0001 to 00:7000
DF/953C: FD 57                Add # at 00:7000 to max FP
DF/953E: FE                   Return


EVENT [903] ------------------------------------------------------------>
DF/953F: 14 FD                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FD>
DF/9541: D8 3D 68 95          If event flag memory address 00:7047 Bit 5 set, jump to address $DF/9568
DF/9545: A0 3D                Set event flag memory address 00:7047 Bit 5
DF/9547: A8 42 04             Store #$04 to 00:70E2
DF/954A: 9C 09                Play sound effect #$09
DF/954C: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/954E: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/9551: 13 00                Layering priority: MARIO overlaps object
   DF/9553: 0A 00                Store #$00 to current object address 0A,x
DF/9555: 6A 64 80             Modify BGL of area $8064
DF/9558: 6A 64 82             Modify BGL of area $8264
DF/955B: 6B 64 80             Modify physical field of area $8064
DF/955E: 9C 15                Play sound effect #$15
DF/9560: 0C F3 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/9564: 60 52 AC 42          Run Dialogue $0C52 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 What was that loud noise outside?
       Check out Booster Pass!<I><END>


DF/9568: FE                   Return


EVENT [904] ------------------------------------------------------------>
DF/9569: F2 64 28             <UNKNOWN COMMAND $F2>
DF/956C: F2 64 2A             <UNKNOWN COMMAND $F2>
DF/956F: F2 64 2C             <UNKNOWN COMMAND $F2>
DF/9572: 40 05 29             Execute event id $2905 simultaneously with the following commands
DF/9575: F8 64 3A 80 95       <UNKNOWN COMMAND $F8>
DF/957A: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/957C: 10 44                Set transition flag, x8 speed
   DF/957E: 62 04                Shift object down 4 pixels
DF/9580: 1F 87                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/9582: 10 44                Set transition flag, x8 speed
   DF/9584: 62 04                Shift object down 4 pixels
   DF/9586: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/9589: DE 69 A8 95          If event flag memory address 00:708D Bit 1 clear, jump to address $DF/95A8
DF/958D: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/958F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DF/9591: 00 F9                Set Object: MARIO ---> Command: Remove Object
DF/9593: 71                   Lighten screen from black before following commands
DF/9594: 00 F3 8D 01          Set Object: MARIO ---> Command: Set object to movement: $018D
DF/9598: F0 3F                Duration: 63 frames
DF/959A: 00 F3 80 01          Set Object: MARIO ---> Command: Set object to movement: $0180
DF/959E: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/95A0: 73                   Object faces down-left
DF/95A1: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/95A5: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/95A7: FE                   Return

DF/95A8: 71                   Lighten screen from black before following commands
DF/95A9: D1 04 0E             Execute event id $0E04
DF/95AC: DE CF C2 95          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/95C2
DF/95B0: D8 CA B9 95          If event flag memory address 00:7059 Bit 2 set, jump to address $DF/95B9
DF/95B4: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/95B6: 9C 95                Play sound effect #$95
DF/95B8: FE                   Return

DF/95B9: D8 CB C2 95          If event flag memory address 00:7059 Bit 3 set, jump to address $DF/95C2
DF/95BD: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/95BF: 9C 95                Play sound effect #$95
DF/95C1: FE                   Return

DF/95C2: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/95C4: FE                   Return


EVENT [905] ------------------------------------------------------------>
DF/95C5: F0 02                Duration: 2 frames
DF/95C7: D8 1F 0C 96          If event flag memory address 00:7043 Bit 7 set, jump to address $DF/960C
DF/95CB: DC 18 0C 96          If event flag memory address 00:7043 Bit 0 clear, jump to address $DF/960C
DF/95CF: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/95D1: F8 64 28 FF 95       <UNKNOWN COMMAND $F8>
DF/95D6: F8 64 2A F1 95       <UNKNOWN COMMAND $F8>
DF/95DB: F8 64 2C E3 95       <UNKNOWN COMMAND $F8>
DF/95E0: D2 0C 96             Jump to address $DF/960C
DF/95E3: F2 64 AC             <UNKNOWN COMMAND $F2>
DF/95E6: 16 F2 2B 02          Set Object: NPC #2 ---> Command: Set object to movement: $022B
DF/95EA: 18 F4 2C 02          Set Object: NPC #4 ---> Command: UNKNOWN COMMAND $F4: movement $022C
DF/95EE: D2 0A 96             Jump to address $DF/960A
DF/95F1: F2 64 AA             <UNKNOWN COMMAND $F2>
DF/95F4: 15 F2 2B 02          Set Object: NPC #1 ---> Command: Set object to movement: $022B
DF/95F8: 18 F4 2C 02          Set Object: NPC #4 ---> Command: UNKNOWN COMMAND $F4: movement $022C
DF/95FC: D2 0A 96             Jump to address $DF/960A
DF/95FF: F2 64 A8             <UNKNOWN COMMAND $F2>
DF/9602: 14 F2 2B 02          Set Object: NPC #0 ---> Command: Set object to movement: $022B
DF/9606: 18 F4 2C 02          Set Object: NPC #4 ---> Command: UNKNOWN COMMAND $F4: movement $022C
DF/960A: F0 1F                Duration: 31 frames
DF/960C: D2 C5 95             Jump to address $DF/95C5

EVENT [906] ------------------------------------------------------------>
DF/960F: AA 28                Increment 00:70C8
DF/9611: A2 8D                Set event flag memory address 00:7091 Bit 5
DF/9613: F2 C7 38             <UNKNOWN COMMAND $F2>
DF/9616: F2 C7 BA             <UNKNOWN COMMAND $F2>
DF/9619: D0 20 00             Execute event id $0020 subsequently
DF/961C: FE                   Return


EVENT [907] ------------------------------------------------------------>
DF/961D: 1B FD                Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $FD>
DF/961F: F2 64 36             <UNKNOWN COMMAND $F2>
DF/9622: 4A 8B 00 0A          Engage in battle with formation pack #$008B in background #$0A
DF/9626: DC 00 2B 96          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/962B
DF/962A: FB                   Reset game, choose game

DF/962B: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/962D: FD FB                Store value at 7F:F8CD to 00:7000
DF/962F: 6A 64 84             Modify BGL of area $8464
DF/9632: FD FC                Store value at 7F:F8CD to 00:7000
DF/9634: 71                   Lighten screen from black before following commands
DF/9635: FE                   Return


EVENT [908] ------------------------------------------------------------>
DF/9636: D8 3E 6A 97          If event flag memory address 00:7047 Bit 6 set, jump to address $DF/976A
DF/963A: 19 FD                Set Object: NPC #5 ---> Command: <UNKNOWN COMMAND $FD>
DF/963C: A0 3E                Set event flag memory address 00:7047 Bit 6
DF/963E: F2 65 28             <UNKNOWN COMMAND $F2>
DF/9641: F2 65 2A             <UNKNOWN COMMAND $F2>
DF/9644: F2 65 2C             <UNKNOWN COMMAND $F2>
DF/9647: F2 65 2E             <UNKNOWN COMMAND $F2>
DF/964A: FD FB                Store value at 7F:F8CD to 00:7000
DF/964C: 9C 09                Play sound effect #$09
DF/964E: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/9650: 10 41                Set transition flag, x2 speed
   DF/9652: 80 03 5E             Move object to on-screen coords: (96,752)
DF/9655: F0 07                Duration: 7 frames
DF/9657: 32 14 7E 96          <UNKNOWN COMMAND $32>
DF/965B: F0 00                Duration: 0 frames
DF/965D: D8 18 5B 96          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/965B
DF/9661: A0 10                Set event flag memory address 00:7042 Bit 0
DF/9663: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/9665: 52 0A                Add 10 coins
DF/9667: 18 15                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x15 bytes)
   DF/9669: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/966B: 92 07 73 08          Place object at on-screen coords: (240,920) Z=128
   DF/966F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/9670: 9C 0D                Play sound effect #$0D
   DF/9672: FD 0F 03             Object overlaps BG1 & BG2
   DF/9675: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/9678: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/967B: F0 1F                Frame Duration: 31
   DF/967D: 01                   Clear Bit 7 of current object (disable object visibility)
DF/967E: 6A 65 88             Modify BGL of area $8865
DF/9681: D8 10 87 96          If event flag memory address 00:7042 Bit 0 set, jump to address $DF/9687
DF/9685: 9C 15                Play sound effect #$15
DF/9687: 0C F2 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/968B: F0 07                Duration: 7 frames
DF/968D: 6A 65 80             Modify BGL of area $8065
DF/9690: F0 2F                Duration: 47 frames
DF/9692: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/9694: 10 41                Set transition flag, x2 speed
   DF/9696: 80 04 55             Move object to on-screen coords: (144,680)
DF/9699: F0 07                Duration: 7 frames
DF/969B: 32 15 BF 96          <UNKNOWN COMMAND $32>
DF/969F: F0 00                Duration: 0 frames
DF/96A1: D8 19 9F 96          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/969F
DF/96A5: A0 11                Set event flag memory address 00:7042 Bit 1
DF/96A7: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/96A9: 52 0A                Add 10 coins
DF/96AB: 18 12                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x12 bytes)
   DF/96AD: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/96AF: 92 08 6D 08          Place object at on-screen coords: (272,872) Z=128
   DF/96B3: 00                   Set Bit 7 of current object (enable object visibility)
   DF/96B4: 9C 0D                Play sound effect #$0D
   DF/96B6: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/96B9: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/96BC: F0 1F                Frame Duration: 31
   DF/96BE: 01                   Clear Bit 7 of current object (disable object visibility)
DF/96BF: 6A 65 8A             Modify BGL of area $8A65
DF/96C2: D8 11 C8 96          If event flag memory address 00:7042 Bit 1 set, jump to address $DF/96C8
DF/96C6: 9C 15                Play sound effect #$15
DF/96C8: 0C F2 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/96CC: F0 07                Duration: 7 frames
DF/96CE: 6A 65 82             Modify BGL of area $8265
DF/96D1: F0 2F                Duration: 47 frames
DF/96D3: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/96D5: 10 41                Set transition flag, x2 speed
   DF/96D7: 80 08 55             Move object to on-screen coords: (272,680)
DF/96DA: F0 07                Duration: 7 frames
DF/96DC: 32 16 00 97          <UNKNOWN COMMAND $32>
DF/96E0: F0 00                Duration: 0 frames
DF/96E2: D8 1A E0 96          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/96E0
DF/96E6: A0 12                Set event flag memory address 00:7042 Bit 2
DF/96E8: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/96EA: 52 0A                Add 10 coins
DF/96EC: 18 12                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x12 bytes)
   DF/96EE: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/96F0: 92 0C 6D 08          Place object at on-screen coords: (400,872) Z=128
   DF/96F4: 00                   Set Bit 7 of current object (enable object visibility)
   DF/96F5: 9C 0D                Play sound effect #$0D
   DF/96F7: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/96FA: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/96FD: F0 1F                Frame Duration: 31
   DF/96FF: 01                   Clear Bit 7 of current object (disable object visibility)
DF/9700: 6A 65 8C             Modify BGL of area $8C65
DF/9703: D8 12 09 97          If event flag memory address 00:7042 Bit 2 set, jump to address $DF/9709
DF/9707: 9C 15                Play sound effect #$15
DF/9709: 0C F2 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/970D: F0 07                Duration: 7 frames
DF/970F: 6A 65 84             Modify BGL of area $8465
DF/9712: F0 2F                Duration: 47 frames
DF/9714: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/9716: 10 41                Set transition flag, x2 speed
   DF/9718: 80 08 49             Move object to on-screen coords: (272,584)
DF/971B: F0 07                Duration: 7 frames
DF/971D: 32 17 41 97          <UNKNOWN COMMAND $32>
DF/9721: F0 00                Duration: 0 frames
DF/9723: D8 1B 21 97          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/9721
DF/9727: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/9729: 52 0A                Add 10 coins
DF/972B: 18 14                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/972D: A0 13                Set event flag memory address 00:7042 Bit 3
   DF/972F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/9731: 92 0B 61 0C          Place object at on-screen coords: (368,776) Z=192
   DF/9735: 00                   Set Bit 7 of current object (enable object visibility)
   DF/9736: 9C 0D                Play sound effect #$0D
   DF/9738: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/973B: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/973E: F0 1F                Frame Duration: 31
   DF/9740: 01                   Clear Bit 7 of current object (disable object visibility)
DF/9741: 6A 65 8E             Modify BGL of area $8E65
DF/9744: D8 13 4A 97          If event flag memory address 00:7042 Bit 3 set, jump to address $DF/974A
DF/9748: 9C 15                Play sound effect #$15
DF/974A: 0C F2 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/974E: F0 07                Duration: 7 frames
DF/9750: 6A 65 86             Modify BGL of area $8665
DF/9753: F0 2F                Duration: 47 frames
DF/9755: 6B 65 80             Modify physical field of area $8065
DF/9758: 6B 65 82             Modify physical field of area $8265
DF/975B: 6B 65 84             Modify physical field of area $8465
DF/975E: 6B 65 86             Modify physical field of area $8665
DF/9761: FD FC                Store value at 7F:F8CD to 00:7000
DF/9763: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/9765: 10 41                Set transition flag, x2 speed
   DF/9767: 80 06 5F             Move object to on-screen coords: (208,760)
DF/976A: FE                   Return


EVENT [909] ------------------------------------------------------------>
DF/976B: 1A FD                Set Object: NPC #6 ---> Command: <UNKNOWN COMMAND $FD>
DF/976D: F2 64 34             <UNKNOWN COMMAND $F2>
DF/9770: 4A 8B 00 0A          Engage in battle with formation pack #$008B in background #$0A
DF/9774: DC 00 79 97          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/9779
DF/9778: FB                   Reset game, choose game

DF/9779: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/977B: FD FB                Store value at 7F:F8CD to 00:7000
DF/977D: 6A 64 86             Modify BGL of area $8664
DF/9780: FD FC                Store value at 7F:F8CD to 00:7000
DF/9782: 71                   Lighten screen from black before following commands
DF/9783: FE                   Return


EVENT [90A] ------------------------------------------------------------>
DF/9784: AC 01 00             Store #$0001 to 00:7000
DF/9787: FD 57                Add # at 00:7000 to max FP
DF/9789: F2 65 34             <UNKNOWN COMMAND $F2>
DF/978C: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/978E: 9C 55                Play sound effect #$55
DF/9790: 60 67 AC 40          Run Dialogue $0C67 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         Picked up a Flower!<I><END>


DF/9794: FE                   Return


EVENT [90B] ------------------------------------------------------------>
DF/9795: D8 28 C9 97          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/97C9
DF/9799: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/979B: 5A 0F                Shift object up 240 pixels
DF/979D: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/979F: 5A 0B                Shift object up 176 pixels
   DF/97A1: 63 04                Shift object down-left 4 pixels
DF/97A3: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/97A5: 5A 08                Shift object up 128 pixels
DF/97A7: 17 02                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/97A9: 5A 0F                Shift object up 240 pixels
DF/97AB: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/97AD: 06                   Set "moon-walk" Bits
   DF/97AE: 60 04                Shift object right 4 pixels
   DF/97B0: 5A 0F                Shift object up 240 pixels
DF/97B2: 19 07                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/97B4: 06                   Set "moon-walk" Bits
   DF/97B5: 60 04                Shift object right 4 pixels
   DF/97B7: 63 04                Shift object down-left 4 pixels
   DF/97B9: 5A 0B                Shift object up 176 pixels
DF/97BB: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/97BD: 06                   Set "moon-walk" Bits
   DF/97BE: 60 04                Shift object right 4 pixels
   DF/97C0: 5A 07                Shift object up 112 pixels
DF/97C2: 1B 85                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/97C4: 06                   Set "moon-walk" Bits
   DF/97C5: 60 04                Shift object right 4 pixels
   DF/97C7: 5A 0F                Shift object up 240 pixels
DF/97C9: D8 28 D1 97          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/97D1
DF/97CD: 71                   Lighten screen from black before following commands
DF/97CE: D2 03 98             Jump to address $DF/9803
DF/97D1: FD 31                Screen doesn't move with MARIO
DF/97D3: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/97D5: 10 44                Set transition flag, x8 speed
   DF/97D7: 56 08                Shift object up 128 pixels
   DF/97D9: 10 41                Set transition flag, x2 speed
DF/97DB: 71                   Lighten screen from black before following commands
DF/97DC: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/97DE: 52 06                Shift object down 96 pixels
   DF/97E0: 10 40                Set transition flag, x1 speed
DF/97E2: 00 17                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes)
   DF/97E4: 08 49 83             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/97E7: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/97E9: 20 07                <UNKNOWN COMMAND $20>
   DF/97EB: 24 C0 00 60 00       <UNKNOWN COMMAND $24>
   DF/97F0: 25 00 0A 80 FF       <UNKNOWN COMMAND $25>
   DF/97F5: F0 27                Frame Duration: 39
   DF/97F7: 21                   <UNKNOWN COMMAND $21>
   DF/97F8: FD 9E                <UNKNOWN COMMAND $9E>
   DF/97FA: 3A 00 FE 00 F3 8B    <UNKNOWN COMMAND $3A>
DF/9800: 01 0C                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x0C bytes)
   DF/9802: FE                   Return Queue

DF/9803: D1 04 0E             Execute event id $0E04
DF/9806: DE CF 18 98          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/9818
DF/980A: DA 6C 18 98          If event flag memory address 00:708D Bit 4 set, jump to address $DF/9818
DF/980E: DC 28 14 98          If event flag memory address 00:7045 Bit 0 clear, jump to address $DF/9814
DF/9812: F0 17                Duration: 23 frames
DF/9814: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/9816: 9C 95                Play sound effect #$95
DF/9818: FD 30                Screen moves with MARIO
DF/981A: 35 FF                Enable Overworld Menu
DF/981C: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/981E: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/9820: FE                   Return


EVENT [90C] ------------------------------------------------------------>
DF/9821: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/9823: FD 0F 03             Object overlaps BG1 & BG2
   DF/9826: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/9829: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/982B: FD 0F 03             Object overlaps BG1 & BG2
   DF/982E: 60 05                Shift object right 5 pixels
   DF/9830: 62 03                Shift object down 3 pixels
   DF/9832: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/9835: DA 70 DD 98          If event flag memory address 00:708E Bit 0 set, jump to address $DF/98DD
DF/9839: DA 71 3F 98          If event flag memory address 00:708E Bit 1 set, jump to address $DF/983F
DF/983D: 71                   Lighten screen from black before following commands
DF/983E: FE                   Return

DF/983F: FD 31                Screen doesn't move with MARIO
DF/9841: A6 71                Clear event flag memory address 00:708E Bit 1
DF/9843: 00 20                Set Object: MARIO ---> Begin action queue for object (Length: 0x20 bytes)
   DF/9845: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/9847: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/9849: 13 02                Layering priority: Object overlaps MARIO
   DF/984B: FD 0F 03             Object overlaps BG1 & BG2
   DF/984E: 0A 00                Store #$00 to current object address 0A,x
   DF/9850: 10 44                Set transition flag, x8 speed
   DF/9852: 08 46 07             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/9855: 64 04                Shift object left 4 pixels
   DF/9857: 5A 02                Shift object up 32 pixels
   DF/9859: 10 40                Set transition flag, x1 speed
   DF/985B: 20 01                <UNKNOWN COMMAND $20>
   DF/985D: 24 20 00 00 00       <UNKNOWN COMMAND $24>
   DF/9862: 5A 08                Shift object up 128 pixels
   DF/9864: 21                   <UNKNOWN COMMAND $21>
DF/9865: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/9867: F0 1F                Frame Duration: 31
   DF/9869: 10 46                Set transition flag, 1/4 speed
   DF/986B: 56 05                Shift object up 80 pixels
DF/986D: 71                   Lighten screen from black before following commands
DF/986E: F0 6F                Duration: 111 frames
DF/9870: 77 20                Darken screen from black before following commands; Duration: 32 frames
DF/9872: 68 A3 81 04 6D 4A    Enter area: $01A3
                              MARIO will be at coords: (144,872) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/9878: DE 78 80 98          If event flag memory address 00:708F Bit 0 clear, jump to address $DF/9880
DF/987C: 15 F2 B2 02          Set Object: NPC #1 ---> Command: Set object to movement: $02B2
DF/9880: DE 79 88 98          If event flag memory address 00:708F Bit 1 clear, jump to address $DF/9888
DF/9884: 16 F2 B2 02          Set Object: NPC #2 ---> Command: Set object to movement: $02B2
DF/9888: FD 31                Screen doesn't move with MARIO
DF/988A: 0C 09                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x09 bytes)
   DF/988C: 10 44                Set transition flag, x8 speed
   DF/988E: 80 00 4C             Move object to on-screen coords: (0,608)
   DF/9891: 66 08                Shift object up 8 pixels
   DF/9893: 60 11                Shift object right 17 pixels
DF/9895: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   DF/9897: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/9899: 82 04 6F             Place object at on-screen coords: (144,888)
   DF/989C: 0A 00                Store #$00 to current object address 0A,x
   DF/989E: 10 44                Set transition flag, x8 speed
   DF/98A0: 5B 08                Shift object down 128 pixels
   DF/98A2: 64 0C                Shift object left 12 pixels
   DF/98A4: 08 46 07             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/98A7: 10 40                Set transition flag, x1 speed
DF/98A9: 18 8A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/98AB: FD 0F 02             Object overlaps BG1
   DF/98AE: 13 00                Layering priority: MARIO overlaps object
   DF/98B0: 64 05                Shift object left 5 pixels
   DF/98B2: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/98B5: A2 70                Set event flag memory address 00:708E Bit 0
DF/98B7: 71                   Lighten screen from black before following commands
DF/98B8: 00 9C                Set Object: MARIO ---> Begin action queue for object (Length: 0x1C bytes) (Wait until complete)
   DF/98BA: 20 01                <UNKNOWN COMMAND $20>
   DF/98BC: 24 1C 00 00 00       <UNKNOWN COMMAND $24>
   DF/98C1: 5A 06                Shift object up 96 pixels
   DF/98C3: 21                   <UNKNOWN COMMAND $21>
   DF/98C4: 08 4E 0E             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DF/98C7: F0 0F                Frame Duration: 15
   DF/98C9: 08 41 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/98CC: 77                   Object faces up-right
   DF/98CD: 7F A0 00             Object jumps (with sound effect) #$00A0 units
   DF/98D0: 57 02                Shift object up-right 32 pixels
   DF/98D2: 0A F4                Store #$F4 to current object address 0A,x
   DF/98D4: 67 08                Shift object up-right 8 pixels
DF/98D6: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/98DA: FD 30                Screen moves with MARIO
DF/98DC: FE                   Return

DF/98DD: FD 31                Screen doesn't move with MARIO
DF/98DF: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   DF/98E1: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/98E3: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/98E5: 13 02                Layering priority: Object overlaps MARIO
   DF/98E7: FD 0F 03             Object overlaps BG1 & BG2
   DF/98EA: 0A 00                Store #$00 to current object address 0A,x
   DF/98EC: 08 46 87             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DF/98EF: 92 09 58 18          Place object at on-screen coords: (288,704) Z=384
DF/98F3: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/98F5: 10 44                Set transition flag, x8 speed
   DF/98F7: 80 04 43             Move object to on-screen coords: (144,536)
DF/98FA: 71                   Lighten screen from black before following commands
DF/98FB: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/98FD: 10 40                Set transition flag, x1 speed
   DF/98FF: 20 01                <UNKNOWN COMMAND $20>
   DF/9901: 24 E3 FF 00 00       <UNKNOWN COMMAND $24>
   DF/9906: 5B 07                Shift object down 112 pixels
   DF/9908: 21                   <UNKNOWN COMMAND $21>
   DF/9909: 08 4E 8E             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DF/990C: F0 0F                Frame Duration: 15
DF/990E: 00 15                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes)
   DF/9910: 08 49 83             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/9913: FD 9E                <UNKNOWN COMMAND $9E>
   DF/9915: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/9916: 20 07                <UNKNOWN COMMAND $20>
   DF/9918: 24 40 00 30 01       <UNKNOWN COMMAND $24>
   DF/991D: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DF/9922: F0 24                Frame Duration: 36
   DF/9924: 21                   <UNKNOWN COMMAND $21>
DF/9925: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/9927: 10 40                Set transition flag, x1 speed
   DF/9929: 52 02                Shift object down 32 pixels
DF/992B: FD 30                Screen moves with MARIO
DF/992D: A6 70                Clear event flag memory address 00:708E Bit 0
DF/992F: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/9933: FE                   Return


EVENT [90D] ------------------------------------------------------------>
DF/9934: DE 78 3C 99          If event flag memory address 00:708F Bit 0 clear, jump to address $DF/993C
DF/9938: 15 F2 B2 02          Set Object: NPC #1 ---> Command: Set object to movement: $02B2
DF/993C: DE 79 44 99          If event flag memory address 00:708F Bit 1 clear, jump to address $DF/9944
DF/9940: 16 F2 B2 02          Set Object: NPC #2 ---> Command: Set object to movement: $02B2
DF/9944: FD 31                Screen doesn't move with MARIO
DF/9946: 0C 09                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x09 bytes)
   DF/9948: 10 44                Set transition flag, x8 speed
   DF/994A: 80 00 4C             Move object to on-screen coords: (0,608)
   DF/994D: 66 08                Shift object up 8 pixels
   DF/994F: 60 11                Shift object right 17 pixels
DF/9951: 00 10                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes)
   DF/9953: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/9955: 82 04 6F             Place object at on-screen coords: (144,888)
   DF/9958: 0A 00                Store #$00 to current object address 0A,x
   DF/995A: 10 44                Set transition flag, x8 speed
   DF/995C: 5B 08                Shift object down 128 pixels
   DF/995E: 08 46 87             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DF/9961: 10 40                Set transition flag, x1 speed
DF/9963: 18 8A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/9965: FD 0F 02             Object overlaps BG1
   DF/9968: 13 00                Layering priority: MARIO overlaps object
   DF/996A: 64 05                Shift object left 5 pixels
   DF/996C: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/996F: A2 70                Set event flag memory address 00:708E Bit 0
DF/9971: 71                   Lighten screen from black before following commands
DF/9972: 00 9C                Set Object: MARIO ---> Begin action queue for object (Length: 0x1C bytes) (Wait until complete)
   DF/9974: 20 01                <UNKNOWN COMMAND $20>
   DF/9976: 24 1C 00 00 00       <UNKNOWN COMMAND $24>
   DF/997B: 5A 06                Shift object up 96 pixels
   DF/997D: 21                   <UNKNOWN COMMAND $21>
   DF/997E: 08 4E 8E             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   DF/9981: F0 0F                Frame Duration: 15
   DF/9983: 08 41 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/9986: 75                   Object faces up-left
   DF/9987: 7F A0 00             Object jumps (with sound effect) #$00A0 units
   DF/998A: 55 02                Shift object up-left 32 pixels
   DF/998C: 0A F4                Store #$F4 to current object address 0A,x
   DF/998E: 65 08                Shift object up-left 8 pixels
DF/9990: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/9994: FD 30                Screen moves with MARIO
DF/9996: FE                   Return


EVENT [90E] ------------------------------------------------------------>
DF/9997: 32 14 A5 99          <UNKNOWN COMMAND $32>
DF/999B: D8 18 A5 99          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/99A5
DF/999F: A0 18                Set event flag memory address 00:7043 Bit 0
DF/99A1: 14 F2 B3 02          Set Object: NPC #0 ---> Command: Set object to movement: $02B3
DF/99A5: FE                   Return


EVENT [90F] ------------------------------------------------------------>
DF/99A6: 32 14 B4 99          <UNKNOWN COMMAND $32>
DF/99AA: D8 18 B4 99          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/99B4
DF/99AE: A0 18                Set event flag memory address 00:7043 Bit 0
DF/99B0: 14 F2 B4 02          Set Object: NPC #0 ---> Command: Set object to movement: $02B4
DF/99B4: FE                   Return


EVENT [910] ------------------------------------------------------------>
DF/99B5: 32 14 C3 99          <UNKNOWN COMMAND $32>
DF/99B9: D8 18 C3 99          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/99C3
DF/99BD: A0 18                Set event flag memory address 00:7043 Bit 0
DF/99BF: 14 F2 B5 02          Set Object: NPC #0 ---> Command: Set object to movement: $02B5
DF/99C3: FE                   Return


EVENT [911] ------------------------------------------------------------>
DF/99C4: 32 14 D2 99          <UNKNOWN COMMAND $32>
DF/99C8: D8 18 D2 99          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/99D2
DF/99CC: A0 18                Set event flag memory address 00:7043 Bit 0
DF/99CE: 14 F2 B6 02          Set Object: NPC #0 ---> Command: Set object to movement: $02B6
DF/99D2: FE                   Return


EVENT [912] ------------------------------------------------------------>
DF/99D3: 32 15 E1 99          <UNKNOWN COMMAND $32>
DF/99D7: D8 19 E1 99          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/99E1
DF/99DB: A0 19                Set event flag memory address 00:7043 Bit 1
DF/99DD: 15 F2 B3 02          Set Object: NPC #1 ---> Command: Set object to movement: $02B3
DF/99E1: FE                   Return


EVENT [913] ------------------------------------------------------------>
DF/99E2: 32 15 F0 99          <UNKNOWN COMMAND $32>
DF/99E6: D8 19 F0 99          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/99F0
DF/99EA: A0 19                Set event flag memory address 00:7043 Bit 1
DF/99EC: 15 F2 B4 02          Set Object: NPC #1 ---> Command: Set object to movement: $02B4
DF/99F0: FE                   Return


EVENT [914] ------------------------------------------------------------>
DF/99F1: 32 15 FF 99          <UNKNOWN COMMAND $32>
DF/99F5: D8 19 FF 99          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/99FF
DF/99F9: A0 19                Set event flag memory address 00:7043 Bit 1
DF/99FB: 15 F2 B5 02          Set Object: NPC #1 ---> Command: Set object to movement: $02B5
DF/99FF: FE                   Return


EVENT [915] ------------------------------------------------------------>
DF/9A00: 32 15 0E 9A          <UNKNOWN COMMAND $32>
DF/9A04: D8 19 0E 9A          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/9A0E
DF/9A08: A0 19                Set event flag memory address 00:7043 Bit 1
DF/9A0A: 15 F2 B6 02          Set Object: NPC #1 ---> Command: Set object to movement: $02B6
DF/9A0E: FE                   Return


EVENT [916] ------------------------------------------------------------>
DF/9A0F: 32 16 1D 9A          <UNKNOWN COMMAND $32>
DF/9A13: D8 1A 1D 9A          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/9A1D
DF/9A17: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/9A19: 16 F2 B3 02          Set Object: NPC #2 ---> Command: Set object to movement: $02B3
DF/9A1D: FE                   Return


EVENT [917] ------------------------------------------------------------>
DF/9A1E: 32 16 2C 9A          <UNKNOWN COMMAND $32>
DF/9A22: D8 1A 2C 9A          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/9A2C
DF/9A26: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/9A28: 16 F2 B4 02          Set Object: NPC #2 ---> Command: Set object to movement: $02B4
DF/9A2C: FE                   Return


EVENT [918] ------------------------------------------------------------>
DF/9A2D: 32 16 3B 9A          <UNKNOWN COMMAND $32>
DF/9A31: D8 1A 3B 9A          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/9A3B
DF/9A35: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/9A37: 16 F2 B5 02          Set Object: NPC #2 ---> Command: Set object to movement: $02B5
DF/9A3B: FE                   Return


EVENT [919] ------------------------------------------------------------>
DF/9A3C: 32 16 4A 9A          <UNKNOWN COMMAND $32>
DF/9A40: D8 1A 4A 9A          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/9A4A
DF/9A44: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/9A46: 16 F2 B6 02          Set Object: NPC #2 ---> Command: Set object to movement: $02B6
DF/9A4A: FE                   Return


EVENT [91A] ------------------------------------------------------------>
DF/9A4B: 32 17 59 9A          <UNKNOWN COMMAND $32>
DF/9A4F: D8 1B 59 9A          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/9A59
DF/9A53: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/9A55: 17 F2 B3 02          Set Object: NPC #3 ---> Command: Set object to movement: $02B3
DF/9A59: FE                   Return


EVENT [91B] ------------------------------------------------------------>
DF/9A5A: 32 17 68 9A          <UNKNOWN COMMAND $32>
DF/9A5E: D8 1B 68 9A          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/9A68
DF/9A62: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/9A64: 17 F2 B4 02          Set Object: NPC #3 ---> Command: Set object to movement: $02B4
DF/9A68: FE                   Return


EVENT [91C] ------------------------------------------------------------>
DF/9A69: 32 17 77 9A          <UNKNOWN COMMAND $32>
DF/9A6D: D8 1B 77 9A          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/9A77
DF/9A71: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/9A73: 17 F2 B5 02          Set Object: NPC #3 ---> Command: Set object to movement: $02B5
DF/9A77: FE                   Return


EVENT [91D] ------------------------------------------------------------>
DF/9A78: 32 17 86 9A          <UNKNOWN COMMAND $32>
DF/9A7C: D8 1B 86 9A          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/9A86
DF/9A80: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/9A82: 17 F2 B6 02          Set Object: NPC #3 ---> Command: Set object to movement: $02B6
DF/9A86: FE                   Return


EVENT [91E] ------------------------------------------------------------>
DF/9A87: A1 37                Set event flag memory address 00:7066 Bit 7
DF/9A89: A1 77                Set event flag memory address 00:706E Bit 7
DF/9A8B: FE                   Return


EVENT [91F] ------------------------------------------------------------>
DF/9A8C: A2 D4                Set event flag memory address 00:709A Bit 4
DF/9A8E: DE 6A 97 9A          If event flag memory address 00:708D Bit 2 clear, jump to address $DF/9A97
DF/9A92: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/9A94: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/9A97: F2 C4 28             <UNKNOWN COMMAND $F2>
DF/9A9A: F2 C4 2A             <UNKNOWN COMMAND $F2>
DF/9A9D: F2 C4 2C             <UNKNOWN COMMAND $F2>
DF/9AA0: F2 C4 2E             <UNKNOWN COMMAND $F2>
DF/9AA3: F2 C4 30             <UNKNOWN COMMAND $F2>
DF/9AA6: F2 C4 32             <UNKNOWN COMMAND $F2>
DF/9AA9: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/9AAB: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/9AAD: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/9AAF: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/9AB1: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/9AB3: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/9AB5: A1 E5                Set event flag memory address 00:707C Bit 5
DF/9AB7: A1 E6                Set event flag memory address 00:707C Bit 6
DF/9AB9: A1 E7                Set event flag memory address 00:707C Bit 7
DF/9ABB: C4 80                <UNKNOWN COMMAND $C4>
DF/9ABD: E2 11 00 C9 9A       If value at 00:7000 = #$0011, jump to address $DF/9AC9
DF/9AC2: 40 20 29             Execute event id $2920 simultaneously with the following commands
DF/9AC5: 71                   Lighten screen from black before following commands
DF/9AC6: D2 CD 9A             Jump to address $DF/9ACD
DF/9AC9: 40 21 29             Execute event id $2921 simultaneously with the following commands
DF/9ACC: 71                   Lighten screen from black before following commands
DF/9ACD: D1 04 0E             Execute event id $0E04
DF/9AD0: DE CF DC 9A          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/9ADC
DF/9AD4: DA 6A DC 9A          If event flag memory address 00:708D Bit 2 set, jump to address $DF/9ADC
DF/9AD8: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/9ADA: 9C 95                Play sound effect #$95
DF/9ADC: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/9ADE: FE                   Return


EVENT [920] ------------------------------------------------------------>
DF/9ADF: F8 C4 28 07 9B       <UNKNOWN COMMAND $F8>
DF/9AE4: F8 C4 2A 15 9B       <UNKNOWN COMMAND $F8>
DF/9AE9: F8 C4 2C 23 9B       <UNKNOWN COMMAND $F8>
DF/9AEE: F8 C4 2E 31 9B       <UNKNOWN COMMAND $F8>
DF/9AF3: F8 C4 30 3F 9B       <UNKNOWN COMMAND $F8>
DF/9AF8: F8 C4 32 4D 9B       <UNKNOWN COMMAND $F8>
DF/9AFD: F8 C4 32 4D 9B       <UNKNOWN COMMAND $F8>
DF/9B02: F0 0F                Duration: 15 frames
DF/9B04: D2 DF 9A             Jump to address $DF/9ADF
DF/9B07: F2 C4 A8             <UNKNOWN COMMAND $F2>
DF/9B0A: 14 FF 14             Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FF>
DF/9B0D: F2 B8 02             <UNKNOWN COMMAND $F2>
DF/9B10: F0 6F                Duration: 111 frames
DF/9B12: D2 DF 9A             Jump to address $DF/9ADF
DF/9B15: F2 C4 AA             <UNKNOWN COMMAND $F2>
DF/9B18: 15 FF 15             Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FF>
DF/9B1B: F2 B8 02             <UNKNOWN COMMAND $F2>
DF/9B1E: F0 6F                Duration: 111 frames
DF/9B20: D2 DF 9A             Jump to address $DF/9ADF
DF/9B23: F2 C4 AC             <UNKNOWN COMMAND $F2>
DF/9B26: 16 FF 16             Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FF>
DF/9B29: F2 B8 02             <UNKNOWN COMMAND $F2>
DF/9B2C: F0 6F                Duration: 111 frames
DF/9B2E: D2 DF 9A             Jump to address $DF/9ADF
DF/9B31: F2 C4 AE             <UNKNOWN COMMAND $F2>
DF/9B34: 17 FF 17             Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $FF>
DF/9B37: F2 B8 02             <UNKNOWN COMMAND $F2>
DF/9B3A: F0 6F                Duration: 111 frames
DF/9B3C: D2 DF 9A             Jump to address $DF/9ADF
DF/9B3F: F2 C4 B0             <UNKNOWN COMMAND $F2>
DF/9B42: 18 FF 18             Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $FF>
DF/9B45: F2 B8 02             <UNKNOWN COMMAND $F2>
DF/9B48: F0 6F                Duration: 111 frames
DF/9B4A: D2 DF 9A             Jump to address $DF/9ADF
DF/9B4D: F2 C4 B2             <UNKNOWN COMMAND $F2>
DF/9B50: 19 FF 19             Set Object: NPC #5 ---> Command: <UNKNOWN COMMAND $FF>
DF/9B53: F2 B8 02             <UNKNOWN COMMAND $F2>
DF/9B56: F0 6F                Duration: 111 frames
DF/9B58: D2 DF 9A             Jump to address $DF/9ADF

EVENT [921] ------------------------------------------------------------>
DF/9B5B: F8 C4 28 83 9B       <UNKNOWN COMMAND $F8>
DF/9B60: F8 C4 2A 8F 9B       <UNKNOWN COMMAND $F8>
DF/9B65: F8 C4 2C 9B 9B       <UNKNOWN COMMAND $F8>
DF/9B6A: F8 C4 2E A7 9B       <UNKNOWN COMMAND $F8>
DF/9B6F: F8 C4 30 B3 9B       <UNKNOWN COMMAND $F8>
DF/9B74: F8 C4 32 BF 9B       <UNKNOWN COMMAND $F8>
DF/9B79: F8 C4 32 BF 9B       <UNKNOWN COMMAND $F8>
DF/9B7E: F0 0F                Duration: 15 frames
DF/9B80: D2 5B 9B             Jump to address $DF/9B5B
DF/9B83: F2 C4 A8             <UNKNOWN COMMAND $F2>
DF/9B86: 14 F2 B7 02          Set Object: NPC #0 ---> Command: Set object to movement: $02B7
DF/9B8A: F0 6F                Duration: 111 frames
DF/9B8C: D2 5B 9B             Jump to address $DF/9B5B
DF/9B8F: F2 C4 AA             <UNKNOWN COMMAND $F2>
DF/9B92: 15 F2 B7 02          Set Object: NPC #1 ---> Command: Set object to movement: $02B7
DF/9B96: F0 6F                Duration: 111 frames
DF/9B98: D2 5B 9B             Jump to address $DF/9B5B
DF/9B9B: F2 C4 AC             <UNKNOWN COMMAND $F2>
DF/9B9E: 16 F2 B7 02          Set Object: NPC #2 ---> Command: Set object to movement: $02B7
DF/9BA2: F0 6F                Duration: 111 frames
DF/9BA4: D2 5B 9B             Jump to address $DF/9B5B
DF/9BA7: F2 C4 AE             <UNKNOWN COMMAND $F2>
DF/9BAA: 17 F2 B7 02          Set Object: NPC #3 ---> Command: Set object to movement: $02B7
DF/9BAE: F0 6F                Duration: 111 frames
DF/9BB0: D2 5B 9B             Jump to address $DF/9B5B
DF/9BB3: F2 C4 B0             <UNKNOWN COMMAND $F2>
DF/9BB6: 18 F2 B7 02          Set Object: NPC #4 ---> Command: Set object to movement: $02B7
DF/9BBA: F0 6F                Duration: 111 frames
DF/9BBC: D2 5B 9B             Jump to address $DF/9B5B
DF/9BBF: F2 C4 B2             <UNKNOWN COMMAND $F2>
DF/9BC2: 19 F2 B7 02          Set Object: NPC #5 ---> Command: Set object to movement: $02B7
DF/9BC6: F0 6F                Duration: 111 frames
DF/9BC8: D2 5B 9B             Jump to address $DF/9B5B

EVENT [922] ------------------------------------------------------------>
DF/9BCB: DC 3D DA 9B          If event flag memory address 00:7047 Bit 5 clear, jump to address $DF/9BDA
DF/9BCF: 14 FD                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FD>
DF/9BD1: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/9BD3: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/9BD6: 13 00                Layering priority: MARIO overlaps object
   DF/9BD8: 0A 00                Store #$00 to current object address 0A,x
DF/9BDA: 71                   Lighten screen from black before following commands
DF/9BDB: FE                   Return


EVENT [923] ------------------------------------------------------------>
DF/9BDC: D8 3F EF 9B          If event flag memory address 00:7047 Bit 7 set, jump to address $DF/9BEF
DF/9BE0: A0 3F                Set event flag memory address 00:7047 Bit 7
DF/9BE2: F2 C1 B0             <UNKNOWN COMMAND $F2>
DF/9BE5: F2 C1 B2             <UNKNOWN COMMAND $F2>
DF/9BE8: F2 C1 34             <UNKNOWN COMMAND $F2>
DF/9BEB: 1A F2 BE 02          Set Object: NPC #6 ---> Command: Set object to movement: $02BE
DF/9BEF: FE                   Return


EVENT [924] ------------------------------------------------------------>
DF/9BF0: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/9BF2: 13 02                Layering priority: Object overlaps MARIO
   DF/9BF4: 63 05                Shift object down-left 5 pixels
DF/9BF6: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/9BF8: 06                   Set "moon-walk" Bits
   DF/9BF9: 10 44                Set transition flag, x8 speed
   DF/9BFB: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DF/9BFD: 62 06                Shift object down 6 pixels
   DF/9BFF: 67 08                Shift object up-right 8 pixels
DF/9C01: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/9C03: 06                   Set "moon-walk" Bits
   DF/9C04: 10 44                Set transition flag, x8 speed
   DF/9C06: 67 09                Shift object up-right 9 pixels
DF/9C08: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/9C0A: E2 16 00 11 9C       If value at 00:7000 = #$0016, jump to address $DF/9C11
DF/9C0F: 71                   Lighten screen from black before following commands
DF/9C10: FE                   Return

DF/9C11: A0 19                Set event flag memory address 00:7043 Bit 1
DF/9C13: 40 27 69             Execute event id $6927 simultaneously with the following commands
DF/9C16: 40 36 A9             Execute event id $A936 simultaneously with the following commands
DF/9C19: 71                   Lighten screen from black before following commands
DF/9C1A: FE                   Return


EVENT [925] ------------------------------------------------------------>
DF/9C1B: D8 18 24 9C          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/9C24
DF/9C1F: A0 18                Set event flag memory address 00:7043 Bit 0
DF/9C21: 40 26 29             Execute event id $2926 simultaneously with the following commands
DF/9C24: FE                   Return


EVENT [926] ------------------------------------------------------------>
DF/9C25: DC 19 68 9D          If event flag memory address 00:7043 Bit 1 clear, jump to address $DF/9D68
DF/9C29: D8 40 68 9D          If event flag memory address 00:7048 Bit 0 set, jump to address $DF/9D68
DF/9C2D: 35 00                Disable Overworld Menu
DF/9C2F: FD 31                Screen doesn't move with MARIO
DF/9C31: 18 F2 E2 02          Set Object: NPC #4 ---> Command: Set object to movement: $02E2
DF/9C35: 15 16                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x16 bytes)
   DF/9C37: FD 9E                <UNKNOWN COMMAND $9E>
   DF/9C39: 21                   <UNKNOWN COMMAND $21>
   DF/9C3A: 20 04                <UNKNOWN COMMAND $20>
   DF/9C3C: 25 00 0F E1 FF       <UNKNOWN COMMAND $25>
   DF/9C41: F0 37                Frame Duration: 55
   DF/9C43: FD 9E                <UNKNOWN COMMAND $9E>
   DF/9C45: 13 F0                Layering priority: 
   DF/9C47: C6 21                Store value at 00:6C64 to 00:700C and clear 00:700D
   DF/9C49: 9C 16                Play sound effect #$16
   DF/9C4B: 6A 0C                Shift object up 12 pixels
DF/9C4D: 00 3E                Set Object: MARIO ---> Begin action queue for object (Length: 0x3E bytes)
   DF/9C4F: FD 0F 03             Object overlaps BG1 & BG2
   DF/9C52: 13 02                Layering priority: Object overlaps MARIO
   DF/9C54: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DF/9C57: F0 0F                Frame Duration: 15
   DF/9C59: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/9C5C: F0 1F                Frame Duration: 31
   DF/9C5E: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DF/9C61: F0 2F                Frame Duration: 47
   DF/9C63: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   DF/9C66: F0 7E                Frame Duration: 126
   DF/9C68: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DF/9C6B: F0 0F                Frame Duration: 15
   DF/9C6D: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/9C70: F0 07                Frame Duration: 7
   DF/9C72: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DF/9C75: F0 0F                Frame Duration: 15
   DF/9C77: 08 41 84             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/9C7A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/9C7C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/9C7D: 20 04                <UNKNOWN COMMAND $20>
   DF/9C7F: 25 50 0F 80 FF       <UNKNOWN COMMAND $25>
   DF/9C84: F0 49                Frame Duration: 73
   DF/9C86: 21                   <UNKNOWN COMMAND $21>
   DF/9C87: 82 12 79             Place object at on-screen coords: (592,968)
   DF/9C8A: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/9C8D: 0C 0A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes)
   DF/9C8F: F0 F7                Frame Duration: 247
   DF/9C91: 10 44                Set transition flag, x8 speed
   DF/9C93: 56 0F                Shift object up 240 pixels
   DF/9C95: F0 1F                Frame Duration: 31
   DF/9C97: 52 13                Shift object down 304 pixels
DF/9C99: F0 FE                Duration: 254 frames
DF/9C9B: 17 F2 E3 02          Set Object: NPC #3 ---> Command: Set object to movement: $02E3
DF/9C9F: F0 1F                Duration: 31 frames
DF/9CA1: 14 F2 07 00          Set Object: NPC #0 ---> Command: Set object to movement: $0007
DF/9CA5: F0 07                Duration: 7 frames
DF/9CA7: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/9CA9: 13 01                Layering priority: Normal
DF/9CAB: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/9CAD: 60 14                Shift object right 20 pixels
   DF/9CAF: 66 05                Shift object up 5 pixels
   DF/9CB1: 00                   Set Bit 7 of current object (enable object visibility)
   DF/9CB2: 13 02                Layering priority: Object overlaps MARIO
   DF/9CB4: 10 40                Set transition flag, x1 speed
DF/9CB6: 17 FE                Set Object: NPC #3 ---> Command: End object queue
DF/9CB8: 9C 0E                Play sound effect #$0E
DF/9CBA: 17 F2 0E 00          Set Object: NPC #3 ---> Command: Set object to movement: $000E
DF/9CBE: F0 0F                Duration: 15 frames
DF/9CC0: 18 F2 E2 02          Set Object: NPC #4 ---> Command: Set object to movement: $02E2
DF/9CC4: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/9CC6: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/9CC9: F0 1B                Frame Duration: 27
DF/9CCB: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/9CCD: 6A 0C                Shift object up 12 pixels
DF/9CCF: F0 00                Duration: 0 frames
DF/9CD1: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/9CD5: 18 F2 E3 02          Set Object: NPC #4 ---> Command: Set object to movement: $02E3
DF/9CD9: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/9CDB: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/9CDE: 42                   <UNKNOWN COMMAND $42>
DF/9CDF: F0 07                Duration: 7 frames
DF/9CE1: 9C 55                Play sound effect #$55
DF/9CE3: 00 F2 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/9CE7: 60 5D AC 42          Run Dialogue $0C5D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


           Found a Masher!<I><END>


DF/9CEB: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DF/9CED: 17 93                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   DF/9CEF: 9C 13                Play sound effect #$13
   DF/9CF1: 82 12 7B             Place object at on-screen coords: (592,984)
   DF/9CF4: 10 44                Set transition flag, x8 speed
   DF/9CF6: 41                   <UNKNOWN COMMAND $41>
   DF/9CF7: 67 05                Shift object up-right 5 pixels
   DF/9CF9: 64 06                Shift object left 6 pixels
   DF/9CFB: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DF/9CFE: F0 67                Frame Duration: 103
   DF/9D00: 5B 13                Shift object down 304 pixels
DF/9D02: 9C 31                Play sound effect #$31
DF/9D04: 0C F3 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/9D08: F0 0F                Duration: 15 frames
DF/9D0A: 17 10                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x10 bytes)
   DF/9D0C: 20 07                <UNKNOWN COMMAND $20>
   DF/9D0E: 24 80 00 80 00       <UNKNOWN COMMAND $24>
   DF/9D13: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DF/9D18: F0 1D                Frame Duration: 29
   DF/9D1A: 21                   <UNKNOWN COMMAND $21>
   DF/9D1B: 01                   Clear Bit 7 of current object (disable object visibility)
DF/9D1C: 00 B2                Set Object: MARIO ---> Begin action queue for object (Length: 0x32 bytes) (Wait until complete)
   DF/9D1E: FD 9E                <UNKNOWN COMMAND $9E>
   DF/9D20: 0C D4                XOR Bits $D4 of current object address 0A,x
   DF/9D22: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/9D23: 71                   Object faces down-right
   DF/9D24: F0 05                Frame Duration: 5
   DF/9D26: 70                   Object faces right
   DF/9D27: F0 05                Frame Duration: 5
   DF/9D29: 77                   Object faces up-right
   DF/9D2A: F0 05                Frame Duration: 5
   DF/9D2C: 76                   Object faces up
   DF/9D2D: F0 05                Frame Duration: 5
   DF/9D2F: 75                   Object faces up-left
   DF/9D30: F0 05                Frame Duration: 5
   DF/9D32: 74                   Object faces left
   DF/9D33: F0 05                Frame Duration: 5
   DF/9D35: 73                   Object faces down-left
   DF/9D36: F0 05                Frame Duration: 5
   DF/9D38: 72                   Object faces down
   DF/9D39: F0 05                Frame Duration: 5
   DF/9D3B: D7                   End of code block
   DF/9D3C: F0 2F                Frame Duration: 47
   DF/9D3E: 10 44                Set transition flag, x8 speed
   DF/9D40: 62 08                Shift object down 8 pixels
   DF/9D42: 08 4B 01             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/9D45: FD 9E                <UNKNOWN COMMAND $9E>
   DF/9D47: 16                   <UNKNOWN COMMAND $16>
   DF/9D48: F0 4F                Frame Duration: 79
   DF/9D4A: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/9D4D: 66 08                Shift object up 8 pixels
   DF/9D4F: 73                   Object faces down-left
DF/9D50: 00 F3 80 01          Set Object: MARIO ---> Command: Set object to movement: $0180
DF/9D54: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/9D58: A0 40                Set event flag memory address 00:7048 Bit 0
DF/9D5A: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/9D5C: F3 C5 28             <UNKNOWN COMMAND $F2>
DF/9D5F: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/9D61: 50 0C                Put item in inventory: #$0C (Masher      )
DF/9D63: 35 FF                Enable Overworld Menu
DF/9D65: FD 30                Screen moves with MARIO
DF/9D67: FE                   Return

DF/9D68: 18 F2 E2 02          Set Object: NPC #4 ---> Command: Set object to movement: $02E2
DF/9D6C: 15 88                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/9D6E: FD 9E                <UNKNOWN COMMAND $9E>
   DF/9D70: 21                   <UNKNOWN COMMAND $21>
   DF/9D71: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/9D74: F0 1B                Frame Duration: 27
DF/9D76: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/9D78: 6A 0C                Shift object up 12 pixels
DF/9D7A: F0 00                Duration: 0 frames
DF/9D7C: 18 F3 E3 02          Set Object: NPC #4 ---> Command: Set object to movement: $02E3
DF/9D80: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/9D82: E2 01 00 8A 9D       If value at 00:7000 = #$0001, jump to address $DF/9D8A
DF/9D87: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/9D89: FE                   Return

DF/9D8A: FD 31                Screen doesn't move with MARIO
DF/9D8C: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/9D8E: 7F 6C 00             Object jumps (with sound effect) #$006C units
DF/9D91: FD 30                Screen moves with MARIO
DF/9D93: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/9D95: FE                   Return


EVENT [927] ------------------------------------------------------------>
DF/9D96: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/9D98: E2 00 00 A2 9D       If value at 00:7000 = #$0000, jump to address $DF/9DA2
DF/9D9D: F0 00                Duration: 0 frames
DF/9D9F: D2 96 9D             Jump to address $DF/9D96
DF/9DA2: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/9DA4: FE                   Return


EVENT [928] ------------------------------------------------------------>
DF/9DA5: F2 28 A8             <UNKNOWN COMMAND $F2>
DF/9DA8: F2 28 AA             <UNKNOWN COMMAND $F2>
DF/9DAB: F2 28 AC             <UNKNOWN COMMAND $F2>
DF/9DAE: 15 0B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/9DB0: 10 44                Set transition flag, x8 speed
   DF/9DB2: 63 0C                Shift object down-left 12 pixels
   DF/9DB4: 61 02                Shift object down-right 2 pixels
   DF/9DB6: 66 01                Shift object up 1 pixels
   DF/9DB8: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/9DBB: 14 8D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/9DBD: 10 44                Set transition flag, x8 speed
   DF/9DBF: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   DF/9DC1: 66 0F                Shift object up 15 pixels
   DF/9DC3: 61 05                Shift object down-right 5 pixels
   DF/9DC5: 63 05                Shift object down-left 5 pixels
   DF/9DC7: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/9DCA: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/9DCC: E2 16 00 D3 9D       If value at 00:7000 = #$0016, jump to address $DF/9DD3
DF/9DD1: 71                   Lighten screen from black before following commands
DF/9DD2: FE                   Return

DF/9DD3: FD 31                Screen doesn't move with MARIO
DF/9DD5: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/9DD7: 10 44                Set transition flag, x8 speed
   DF/9DD9: 82 04 6E             Place object at on-screen coords: (128,880)
   DF/9DDC: 5A 10                Shift object up 256 pixels
DF/9DDE: 9C 13                Play sound effect #$13
DF/9DE0: 71                   Lighten screen from black before following commands
DF/9DE1: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/9DE3: 7F 00 00             Object jumps (with sound effect) #$0000 units
   DF/9DE6: F0 00                Frame Duration: 0
   DF/9DE8: 3D E6 9D             <UNKNOWN COMMAND $3D: pointer to address $DF/9DE6>
   DF/9DEB: FD 9E                <UNKNOWN COMMAND $9E>
   DF/9DED: 3A FD 30 00 F3 8B    <UNKNOWN COMMAND $3A>
DF/9DF3: 01 FE                Set Object: TOADSTOOL ---> Command: End object queue

EVENT [929] ------------------------------------------------------------>
DF/9DF5: D8 18 FE 9D          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/9DFE
DF/9DF9: A0 18                Set event flag memory address 00:7043 Bit 0
DF/9DFB: 40 2A 29             Execute event id $292A simultaneously with the following commands
DF/9DFE: FE                   Return


EVENT [92A] ------------------------------------------------------------>
DF/9DFF: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/9E01: 13 00                Layering priority: MARIO overlaps object
DF/9E03: 15 F2 E2 02          Set Object: NPC #1 ---> Command: Set object to movement: $02E2
DF/9E07: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/9E09: FD 9E                <UNKNOWN COMMAND $9E>
   DF/9E0B: 49                   <UNKNOWN COMMAND $49>
   DF/9E0C: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/9E0F: F0 1F                Frame Duration: 31
DF/9E11: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/9E13: 6A 04                Shift object up 4 pixels
DF/9E15: F0 00                Duration: 0 frames
DF/9E17: 15 F3 E3 02          Set Object: NPC #1 ---> Command: Set object to movement: $02E3
DF/9E1B: 3D 25 9E             <UNKNOWN COMMAND: pointer to address $9E25>
DF/9E1E: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/9E20: E2 17 00 28 9E       If value at 00:7000 = #$0017, jump to address $DF/9E28
DF/9E25: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/9E27: FE                   Return

DF/9E28: 35 00                Disable Overworld Menu
DF/9E2A: FD 31                Screen doesn't move with MARIO
DF/9E2C: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/9E2E: 7F 80 01             Object jumps (with sound effect) #$0180 units
DF/9E31: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/9E33: 10 42                Set transition flag, x3 speed
   DF/9E35: 5A 10                Shift object up 256 pixels
DF/9E37: F0 1F                Duration: 31 frames
DF/9E39: 77 10                Darken screen from black before following commands; Duration: 16 frames
DF/9E3B: A0 28                Set event flag memory address 00:7045 Bit 0
DF/9E3D: 68 23 80 03 35 20    Enter area: $0023
                              MARIO will be at coords: (112,424) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/9E43: FE                   Return


EVENT [92B] ------------------------------------------------------------>
DF/9E44: D8 41 C7 9E          If event flag memory address 00:7048 Bit 1 set, jump to address $DF/9EC7
DF/9E48: A0 41                Set event flag memory address 00:7048 Bit 1
DF/9E4A: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/9E4C: 10 41                Set transition flag, x2 speed
   DF/9E4E: 56 03                Shift object up 48 pixels
DF/9E50: 16 28                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x28 bytes)
   DF/9E52: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/9E54: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/9E55: 10 81                Set sequence flag, x2 speed
   DF/9E57: 08 50 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/9E5A: 20 04                <UNKNOWN COMMAND $20>
   DF/9E5C: 25 C0 03 80 FF       <UNKNOWN COMMAND $25>
   DF/9E61: F0 07                Frame Duration: 7
   DF/9E63: 21                   <UNKNOWN COMMAND $21>
   DF/9E64: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/9E67: F0 2F                Frame Duration: 47
   DF/9E69: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/9E6C: 20 04                <UNKNOWN COMMAND $20>
   DF/9E6E: 25 40 00 80 FF       <UNKNOWN COMMAND $25>
   DF/9E73: F0 07                Frame Duration: 7
   DF/9E75: 21                   <UNKNOWN COMMAND $21>
   DF/9E76: 08 50 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/9E79: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/9E7A: 17 14                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/9E7C: 10 44                Set transition flag, x8 speed
   DF/9E7E: 66 03                Shift object up 3 pixels
   DF/9E80: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   DF/9E83: F0 07                Frame Duration: 7
   DF/9E85: 13 02                Layering priority: Object overlaps MARIO
   DF/9E87: 00                   Set Bit 7 of current object (enable object visibility)
   DF/9E88: F0 2B                Frame Duration: 43
   DF/9E8A: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/9E8D: F0 0F                Frame Duration: 15
   DF/9E8F: 01                   Clear Bit 7 of current object (disable object visibility)
DF/9E90: 9C 0E                Play sound effect #$0E
DF/9E92: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/9E94: F0 00                Frame Duration: 0
   DF/9E96: 3D A0 9E             <UNKNOWN COMMAND $3D: pointer to address $DF/9EA0>
   DF/9E99: D2 94 9E             Jump to address $DF/9E94
   DF/9E9C: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DF/9E9F: 72                   Object faces down
   DF/9EA0: F0 17                Frame Duration: 23
DF/9EA2: 16 F2 91 01          Set Object: NPC #2 ---> Command: Set object to movement: $0191
DF/9EA6: 9C 1B                Play sound effect #$1B
DF/9EA8: 00 F3 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/9EAC: A8 07 7D             Store #$7D to 00:70A7
DF/9EAF: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/9EB3: F2 C7 2C             <UNKNOWN COMMAND $F2>
DF/9EB6: F2 C7 36             <UNKNOWN COMMAND $F2>
DF/9EB9: F2 C7 AA             <UNKNOWN COMMAND $F2>
DF/9EBC: F3 C7 2A             <UNKNOWN COMMAND $F2>
DF/9EBF: 60 5E AC 40          Run Dialogue $0C5E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


      You found a Goodie Bag!<I><END>


DF/9EC3: 50 7D                Put item in inventory: #$7D (?Goodie Bag  )
DF/9EC5: AA 28                Increment 00:70C8
DF/9EC7: FE                   Return


EVENT [92C] ------------------------------------------------------------>
DF/9EC8: 9C 00                Play sound effect #$00
DF/9ECA: 32 18 D3 9E          <UNKNOWN COMMAND $32>
DF/9ECE: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/9ED0: 66 08                Shift object up 8 pixels
   DF/9ED2: 73                   Object faces down-left
DF/9ED3: 32 19 DC 9E          <UNKNOWN COMMAND $32>
DF/9ED7: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/9ED9: 64 12                Shift object left 18 pixels
   DF/9EDB: 77                   Object faces up-right
DF/9EDC: 32 1A E5 9E          <UNKNOWN COMMAND $32>
DF/9EE0: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/9EE2: 66 08                Shift object up 8 pixels
   DF/9EE4: 73                   Object faces down-left
DF/9EE5: 32 1C EE 9E          <UNKNOWN COMMAND $32>
DF/9EE9: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/9EEB: 61 08                Shift object down-right 8 pixels
   DF/9EED: 77                   Object faces up-right
DF/9EEE: 1B 89                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/9EF0: 10 44                Set transition flag, x8 speed
   DF/9EF2: 64 14                Shift object left 20 pixels
   DF/9EF4: 62 04                Shift object down 4 pixels
   DF/9EF6: 13 02                Layering priority: Object overlaps MARIO
   DF/9EF8: 01                   Clear Bit 7 of current object (disable object visibility)
DF/9EF9: 71                   Lighten screen from black before following commands
DF/9EFA: FE                   Return


EVENT [92D] ------------------------------------------------------------>
DF/9EFB: 32 19 09 9F          <UNKNOWN COMMAND $32>
DF/9EFF: D8 18 09 9F          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/9F09
DF/9F03: A0 18                Set event flag memory address 00:7043 Bit 0
DF/9F05: 19 F2 83 01          Set Object: NPC #5 ---> Command: Set object to movement: $0183
DF/9F09: FE                   Return


EVENT [92E] ------------------------------------------------------------>
DF/9F0A: FD 31                Screen doesn't move with MARIO
DF/9F0C: 00 22                Set Object: MARIO ---> Begin action queue for object (Length: 0x22 bytes)
   DF/9F0E: 10 44                Set transition flag, x8 speed
   DF/9F10: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/9F12: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/9F14: 0A 00                Store #$00 to current object address 0A,x
   DF/9F16: 13 02                Layering priority: Object overlaps MARIO
   DF/9F18: FD 0F 03             Object overlaps BG1 & BG2
   DF/9F1B: 08 46 87             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DF/9F1E: 92 08 57 09          Place object at on-screen coords: (272,696) Z=144
   DF/9F22: 10 40                Set transition flag, x1 speed
   DF/9F24: F0 03                Frame Duration: 3
   DF/9F26: 20 01                <UNKNOWN COMMAND $20>
   DF/9F28: 24 20 00 00 00       <UNKNOWN COMMAND $24>
   DF/9F2D: 5A 0A                Shift object up 160 pixels
   DF/9F2F: 21                   <UNKNOWN COMMAND $21>
DF/9F30: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/9F32: F0 0F                Frame Duration: 15
   DF/9F34: 10 45                Set transition flag, 1/2 speed
   DF/9F36: 56 05                Shift object up 80 pixels
DF/9F38: F0 6F                Duration: 111 frames
DF/9F3A: 77 20                Darken screen from black before following commands; Duration: 32 frames
DF/9F3C: 68 A3 81 04 6D 4A    Enter area: $01A3
                              MARIO will be at coords: (144,872) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/9F42: FE                   Return


EVENT [92F] ------------------------------------------------------------>
DF/9F43: F0 00                Duration: 0 frames
DF/9F45: DC 1B 43 9F          If event flag memory address 00:7043 Bit 3 clear, jump to address $DF/9F43
DF/9F49: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/9F4B: 32 1C AF 9F          <UNKNOWN COMMAND $32>
DF/9F4F: 32 14 56 9F          <UNKNOWN COMMAND $32>
DF/9F53: D2 67 9F             Jump to address $DF/9F67
DF/9F56: 14 FF 14             Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FF>
DF/9F59: F2 85 01             <UNKNOWN COMMAND $F2>
DF/9F5C: F0 0F                Duration: 15 frames
DF/9F5E: 1B F8                Set Object: NPC #7 ---> Command: Show Object
DF/9F60: F0 07                Duration: 7 frames
DF/9F62: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/9F64: D2 43 9F             Jump to address $DF/9F43
DF/9F67: 32 15 6E 9F          <UNKNOWN COMMAND $32>
DF/9F6B: D2 7F 9F             Jump to address $DF/9F7F
DF/9F6E: 15 FF 15             Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FF>
DF/9F71: F2 85 01             <UNKNOWN COMMAND $F2>
DF/9F74: F0 0F                Duration: 15 frames
DF/9F76: 1B F8                Set Object: NPC #7 ---> Command: Show Object
DF/9F78: F0 07                Duration: 7 frames
DF/9F7A: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/9F7C: D2 43 9F             Jump to address $DF/9F43
DF/9F7F: 32 16 86 9F          <UNKNOWN COMMAND $32>
DF/9F83: D2 97 9F             Jump to address $DF/9F97
DF/9F86: 16 FF 16             Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FF>
DF/9F89: F2 85 01             <UNKNOWN COMMAND $F2>
DF/9F8C: F0 0F                Duration: 15 frames
DF/9F8E: 1B F8                Set Object: NPC #7 ---> Command: Show Object
DF/9F90: F0 07                Duration: 7 frames
DF/9F92: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/9F94: D2 43 9F             Jump to address $DF/9F43
DF/9F97: 32 17 9E 9F          <UNKNOWN COMMAND $32>
DF/9F9B: D2 AC 9F             Jump to address $DF/9FAC
DF/9F9E: 17 FF 17             Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $FF>
DF/9FA1: F2 85 01             <UNKNOWN COMMAND $F2>
DF/9FA4: F0 0F                Duration: 15 frames
DF/9FA6: 1B F8                Set Object: NPC #7 ---> Command: Show Object
DF/9FA8: F0 07                Duration: 7 frames
DF/9FAA: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/9FAC: D2 43 9F             Jump to address $DF/9F43
DF/9FAF: FE                   Return


EVENT [930] ------------------------------------------------------------>
DF/9FB0: 32 1C C1 9F          <UNKNOWN COMMAND $32>
DF/9FB4: D8 19 C1 9F          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/9FC1
DF/9FB8: A0 19                Set event flag memory address 00:7043 Bit 1
DF/9FBA: 40 2F 29             Execute event id $292F simultaneously with the following commands
DF/9FBD: 1C F2 82 01          Set Object: NPC #8 ---> Command: Set object to movement: $0182
DF/9FC1: FE                   Return


EVENT [931] ------------------------------------------------------------>
DF/9FC2: C9 1C                <UNKNOWN COMMAND $C9>
DF/9FC4: E2 03 00 CE 9F       If value at 00:7000 = #$0003, jump to address $DF/9FCE
DF/9FC9: 60 00 AC D0          Run Dialogue $0C00 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 3: Um...
 Nice weather we're having.<I><END>


DF/9FCD: FE                   Return

DF/9FCE: FD 43                <UNKNOWN COMMAND $FD 43>
DF/9FD0: 60 01 AC D0          Run Dialogue $0C01 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 3: You wanna fight?<I><END>


DF/9FD4: 4A 8E 00 0C          Engage in battle with formation pack #$008E in background #$0C
DF/9FD8: DC 00 DD 9F          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/9FDD
DF/9FDC: FB                   Reset game, choose game

DF/9FDD: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/9FDF: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/9FE1: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/9FE3: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/9FE5: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/9FE7: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/9FE9: F2 25 38             <UNKNOWN COMMAND $F2>
DF/9FEC: F0 01                Duration: 1 frames
DF/9FEE: 71                   Lighten screen from black before following commands
DF/9FEF: FE                   Return


EVENT [932] ------------------------------------------------------------>
DF/9FF0: F8 26 B8 F9 9F       <UNKNOWN COMMAND $F8>
DF/9FF5: A2 59                Set event flag memory address 00:708B Bit 1
DF/9FF7: A2 5A                Set event flag memory address 00:708B Bit 2
DF/9FF9: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/9FFB: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/9FFD: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/9FFF: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A001: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/A003: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A005: 17 02                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/A007: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A009: 1C 0A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A00B: FD 0F 02             Object overlaps BG1
   DF/A00E: 67 02                Shift object up-right 2 pixels
   DF/A010: 61 04                Shift object down-right 4 pixels
   DF/A012: 71                   Object faces down-right
   DF/A013: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A015: 1D 8A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/A017: FD 0F 02             Object overlaps BG1
   DF/A01A: 13 00                Layering priority: MARIO overlaps object
   DF/A01C: 67 08                Shift object up-right 8 pixels
   DF/A01E: 73                   Object faces down-left
   DF/A01F: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A021: 71                   Lighten screen from black before following commands
DF/A022: FE                   Return


EVENT [933] ------------------------------------------------------------>
DF/A023: DA 58 B7 A0          If event flag memory address 00:708B Bit 0 set, jump to address $DF/A0B7
DF/A027: A2 58                Set event flag memory address 00:708B Bit 0
DF/A029: A2 59                Set event flag memory address 00:708B Bit 1
DF/A02B: F2 26 38             <UNKNOWN COMMAND $F2>
DF/A02E: F2 26 3A             <UNKNOWN COMMAND $F2>
DF/A031: 9C 4A                Play sound effect #$4A
DF/A033: 60 0A AC 60          Run Dialogue $0C0A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER:
             Chug-a-chug-a!<I><END>


DF/A037: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/A039: 77                   Object faces up-right
DF/A03A: 60 05 2C 62          Run Dialogue $0C05
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Hoouuooo!
 Chugga, chugga...hoooonk!
 This is my personal railway.<I><END>


DF/A03E: 1D 06                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/A040: 06                   Set "moon-walk" Bits
   DF/A041: 10 45                Set transition flag, 1/2 speed
   DF/A043: 51 05                Shift object down-right 80 pixels
   DF/A045: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/A046: 1C 0E                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0E bytes)
   DF/A048: 10 45                Set transition flag, 1/2 speed
   DF/A04A: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DF/A04D: 51 03                Shift object down-right 48 pixels
   DF/A04F: FD 0F 03             Object overlaps BG1 & BG2
   DF/A052: 13 02                Layering priority: Object overlaps MARIO
   DF/A054: 51 02                Shift object down-right 32 pixels
DF/A056: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/A058: 80 0A 3C             Move object to on-screen coords: (320,480)
DF/A05B: 65                   <UNKNOWN COMMAND $65>
DF/A05C: F0 3F                Duration: 63 frames
DF/A05E: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/A060: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DF/A063: 60 0C AC 62          Run Dialogue $0C0C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Eh...?<I><END>


DF/A067: 9C 4C                Play sound effect #$4C
DF/A069: F0 3F                Duration: 63 frames
DF/A06B: 1C 89                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/A06D: 09                   Reset all object properties to default
   DF/A06E: F0 0F                Frame Duration: 15
   DF/A070: 73                   Object faces down-left
   DF/A071: F0 4F                Frame Duration: 79
   DF/A073: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/A076: 60 06 2C 62          Run Dialogue $0C06
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: My!
 It's you again!<I>

 I'm amazed you made it this far.
 Yes, quite amazing you are!<I>

 Since you're here, maybe you could
 clear up something for me.<I>

 My bride-to-be is chanting,
 MARIOHELPMEMARIOHELPME.
 Is she showing her happiness?<I>

 Hey, wait a second!
 Maybe MARIO is another guy!<I><END>


DF/A07A: FD 61                <UNKNOWN COMMAND $FD 61>
DF/A07C: FD 61                <UNKNOWN COMMAND $FD 61>
DF/A07E: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/A080: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/A083: 65                   <UNKNOWN COMMAND $65>
DF/A084: 1C F3 86 01          Set Object: NPC #8 ---> Command: Set object to movement: $0186
DF/A088: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DF/A08A: 60 08 AC 62          Run Dialogue $0C08 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: What if you're this
 Mario she keeps talking about?<I>
 Trying to take my bride away?
 Why don't you take THIS, instead!<I><END>


DF/A08E: 14 8B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/A090: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/A092: 10 41                Set transition flag, x2 speed
   DF/A094: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/A097: 53 03                Shift object down-left 48 pixels
   DF/A099: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DF/A09B: 1C 02                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/A09D: 13 01                Layering priority: Normal
DF/A09F: 18 89                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/A0A1: 92 0C 53 12          Place object at on-screen coords: (400,664) Z=288
   DF/A0A5: 10 44                Set transition flag, x8 speed
   DF/A0A7: 64 05                Shift object left 5 pixels
   DF/A0A9: 00                   Set Bit 7 of current object (enable object visibility)
DF/A0AA: F0 0F                Duration: 15 frames
DF/A0AC: 14 F2 84 01          Set Object: NPC #0 ---> Command: Set object to movement: $0184
DF/A0B0: 18 F2 84 01          Set Object: NPC #4 ---> Command: Set object to movement: $0184
DF/A0B4: 40 34 29             Execute event id $2934 simultaneously with the following commands
DF/A0B7: FE                   Return


EVENT [934] ------------------------------------------------------------>
DF/A0B8: F0 2F                Duration: 47 frames
DF/A0BA: 1C F3 86 01          Set Object: NPC #8 ---> Command: Set object to movement: $0186
DF/A0BE: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DF/A0C0: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/A0C2: 13 00                Layering priority: MARIO overlaps object
DF/A0C4: F0 17                Duration: 23 frames
DF/A0C6: 15 8F                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/A0C8: A0 1F                Set event flag memory address 00:7043 Bit 7
   DF/A0CA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/A0CC: 10 42                Set transition flag, x3 speed
   DF/A0CE: 13 01                Layering priority: Normal
   DF/A0D0: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/A0D3: 52 05                Shift object down 80 pixels
   DF/A0D5: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DF/A0D7: 19 89                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/A0D9: 92 0E 5A 10          Place object at on-screen coords: (448,720) Z=256
   DF/A0DD: 10 44                Set transition flag, x8 speed
   DF/A0DF: 64 03                Shift object left 3 pixels
   DF/A0E1: 00                   Set Bit 7 of current object (enable object visibility)
DF/A0E2: 15 F2 84 01          Set Object: NPC #1 ---> Command: Set object to movement: $0184
DF/A0E6: 19 F2 84 01          Set Object: NPC #5 ---> Command: Set object to movement: $0184
DF/A0EA: F2 26 32             <UNKNOWN COMMAND $F2>
DF/A0ED: A0 22                Set event flag memory address 00:7044 Bit 2
DF/A0EF: F0 1F                Duration: 31 frames
DF/A0F1: 1C F3 86 01          Set Object: NPC #8 ---> Command: Set object to movement: $0186
DF/A0F5: 17 F8                Set Object: NPC #3 ---> Command: Show Object
DF/A0F7: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/A0F9: 13 00                Layering priority: MARIO overlaps object
DF/A0FB: F0 17                Duration: 23 frames
DF/A0FD: 17 92                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/A0FF: A0 20                Set event flag memory address 00:7044 Bit 0
   DF/A101: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/A103: 10 43                Set transition flag, x4 speed
   DF/A105: 13 01                Layering priority: Normal
   DF/A107: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/A10A: 53 02                Shift object down-left 32 pixels
   DF/A10C: 54 02                Shift object left 32 pixels
   DF/A10E: 75                   Object faces up-left
   DF/A10F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DF/A111: 1B 8B                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/A113: 92 0B 52 10          Place object at on-screen coords: (352,656) Z=256
   DF/A117: 10 44                Set transition flag, x8 speed
   DF/A119: 66 08                Shift object up 8 pixels
   DF/A11B: 64 03                Shift object left 3 pixels
   DF/A11D: 00                   Set Bit 7 of current object (enable object visibility)
DF/A11E: 17 F2 84 01          Set Object: NPC #3 ---> Command: Set object to movement: $0184
DF/A122: 1B F2 84 01          Set Object: NPC #7 ---> Command: Set object to movement: $0184
DF/A126: F2 26 36             <UNKNOWN COMMAND $F2>
DF/A129: A0 24                Set event flag memory address 00:7044 Bit 4
DF/A12B: F0 1F                Duration: 31 frames
DF/A12D: 1C F3 86 01          Set Object: NPC #8 ---> Command: Set object to movement: $0186
DF/A131: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DF/A133: 16 82                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/A135: 13 00                Layering priority: MARIO overlaps object
DF/A137: F0 17                Duration: 23 frames
DF/A139: 16 91                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/A13B: A0 21                Set event flag memory address 00:7044 Bit 1
   DF/A13D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/A13F: 10 41                Set transition flag, x2 speed
   DF/A141: 13 01                Layering priority: Normal
   DF/A143: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/A146: 43                   <UNKNOWN COMMAND $43>
   DF/A147: 52 02                Shift object down 32 pixels
   DF/A149: 77                   Object faces up-right
   DF/A14A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
DF/A14C: 1A 89                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/A14E: 92 0D 55 12          Place object at on-screen coords: (432,680) Z=288
   DF/A152: 10 44                Set transition flag, x8 speed
   DF/A154: 64 03                Shift object left 3 pixels
   DF/A156: 00                   Set Bit 7 of current object (enable object visibility)
DF/A157: 16 F2 84 01          Set Object: NPC #2 ---> Command: Set object to movement: $0184
DF/A15B: 1A F2 84 01          Set Object: NPC #6 ---> Command: Set object to movement: $0184
DF/A15F: F2 26 34             <UNKNOWN COMMAND $F2>
DF/A162: A0 23                Set event flag memory address 00:7044 Bit 3
DF/A164: F1 4F 02             Duration: 591 frames
DF/A167: 35 00                Disable Overworld Menu
DF/A169: 14 FD                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FD>
DF/A16B: 15 FD                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FD>
DF/A16D: 16 FD                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FD>
DF/A16F: 17 FD                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $FD>
DF/A171: 32 14 92 A1          <UNKNOWN COMMAND $32>
DF/A175: 1E 0F                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/A177: 82 0C 53             Place object at on-screen coords: (400,664)
   DF/A17A: 00                   Set Bit 7 of current object (enable object visibility)
   DF/A17B: FD 9E                <UNKNOWN COMMAND $9E>
   DF/A17D: 3C 08 40 00 F0       <UNKNOWN COMMAND $3C: pointer to address $DF/F000>
   DF/A182: 0F                   <UNKNOWN COMMAND $0F>
   DF/A183: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/A186: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DF/A188: 14 F3 C0 00          Set Object: NPC #0 ---> Command: Set object to movement: $00C0
DF/A18C: F0 17                Duration: 23 frames
DF/A18E: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/A190: F0 1F                Duration: 31 frames
DF/A192: 32 15 B3 A1          <UNKNOWN COMMAND $32>
DF/A196: 1E 0F                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/A198: 82 0E 5A             Place object at on-screen coords: (448,720)
   DF/A19B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/A19C: FD 9E                <UNKNOWN COMMAND $9E>
   DF/A19E: 3C 08 40 00 F0       <UNKNOWN COMMAND $3C: pointer to address $DF/F000>
   DF/A1A3: 0F                   <UNKNOWN COMMAND $0F>
   DF/A1A4: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/A1A7: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DF/A1A9: 15 F3 C0 00          Set Object: NPC #1 ---> Command: Set object to movement: $00C0
DF/A1AD: F0 17                Duration: 23 frames
DF/A1AF: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/A1B1: F0 1F                Duration: 31 frames
DF/A1B3: 32 17 D4 A1          <UNKNOWN COMMAND $32>
DF/A1B7: 1E 0F                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/A1B9: 82 0B 52             Place object at on-screen coords: (352,656)
   DF/A1BC: 00                   Set Bit 7 of current object (enable object visibility)
   DF/A1BD: FD 9E                <UNKNOWN COMMAND $9E>
   DF/A1BF: 3C 08 40 00 F0       <UNKNOWN COMMAND $3C: pointer to address $DF/F000>
   DF/A1C4: 0F                   <UNKNOWN COMMAND $0F>
   DF/A1C5: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/A1C8: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DF/A1CA: 17 F3 C0 00          Set Object: NPC #3 ---> Command: Set object to movement: $00C0
DF/A1CE: F0 17                Duration: 23 frames
DF/A1D0: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/A1D2: F0 1F                Duration: 31 frames
DF/A1D4: 32 16 F1 A1          <UNKNOWN COMMAND $32>
DF/A1D8: 1E 0F                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/A1DA: 82 0D 55             Place object at on-screen coords: (432,680)
   DF/A1DD: 00                   Set Bit 7 of current object (enable object visibility)
   DF/A1DE: FD 9E                <UNKNOWN COMMAND $9E>
   DF/A1E0: 3C 08 40 00 F0       <UNKNOWN COMMAND $3C: pointer to address $DF/F000>
   DF/A1E5: 0F                   <UNKNOWN COMMAND $0F>
   DF/A1E6: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/A1E9: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DF/A1EB: 16 F3 C0 00          Set Object: NPC #2 ---> Command: Set object to movement: $00C0
DF/A1EF: F0 17                Duration: 23 frames
DF/A1F1: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/A1F3: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/A1F5: 80 0A 3C             Move object to on-screen coords: (320,480)
DF/A1F8: 60 09 2C 62          Run Dialogue $0C09
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: That didn't do it?<I>

 Grrrr...I ran out of bombs.<I><END>


DF/A1FC: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/A1FE: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/A201: FD 61                <UNKNOWN COMMAND $FD 61>
DF/A203: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/A205: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/A208: 65                   <UNKNOWN COMMAND $65>
DF/A209: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/A20B: F0 0F                Frame Duration: 15
   DF/A20D: 09                   Reset all object properties to default
DF/A20E: 9C 4C                Play sound effect #$4C
DF/A210: F0 47                Duration: 71 frames
DF/A212: 1C 0E                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0E bytes)
   DF/A214: 9C 4A                Play sound effect #$4A
   DF/A216: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DF/A219: 06                   Set "moon-walk" Bits
   DF/A21A: 55 02                Shift object up-left 32 pixels
   DF/A21C: FD 0F 02             Object overlaps BG1
   DF/A21F: 55 03                Shift object up-left 48 pixels
   DF/A221: 01                   Clear Bit 7 of current object (disable object visibility)
DF/A222: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A224: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/A227: 55 06                Shift object up-left 96 pixels
DF/A229: 60 0E AC 62          Run Dialogue $0C0E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Well, so long!<I><END>


DF/A22D: 1D FE                Set Object: NPC #9 ---> Command: End object queue
DF/A22F: F0 1F                Duration: 31 frames
DF/A231: 9C 00                Play sound effect #$00
DF/A233: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/A235: 52 05                Shift object down 80 pixels
DF/A237: A2 5A                Set event flag memory address 00:708B Bit 2
DF/A239: F2 26 28             <UNKNOWN COMMAND $F2>
DF/A23C: F2 26 2A             <UNKNOWN COMMAND $F2>
DF/A23F: F2 26 2C             <UNKNOWN COMMAND $F2>
DF/A242: F2 26 2E             <UNKNOWN COMMAND $F2>
DF/A245: F2 26 30             <UNKNOWN COMMAND $F2>
DF/A248: F2 26 32             <UNKNOWN COMMAND $F2>
DF/A24B: F2 26 34             <UNKNOWN COMMAND $F2>
DF/A24E: F2 26 36             <UNKNOWN COMMAND $F2>
DF/A251: 35 FF                Enable Overworld Menu
DF/A253: FE                   Return


EVENT [935] ------------------------------------------------------------>
DF/A254: 35 00                Disable Overworld Menu
DF/A256: 6A F8 80             Modify BGL of area $80F8
DF/A259: 6A F8 82             Modify BGL of area $82F8
DF/A25C: F0 00                Duration: 0 frames
DF/A25E: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A260: 10 44                Set transition flag, x8 speed
   DF/A262: 80 0C 1C             Move object to on-screen coords: (384,224)
DF/A265: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/A267: 92 10 2C 00          Place object at on-screen coords: (512,352) Z=0
   DF/A26B: 77                   Object faces up-right
DF/A26C: 00 F2 46 03          Set Object: MARIO ---> Command: Set object to movement: $0346
DF/A270: F0 02                Duration: 2 frames
DF/A272: 71                   Lighten screen from black before following commands
DF/A273: F0 00                Duration: 0 frames
DF/A275: D8 18 7C A2          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/A27C
DF/A279: D2 73 A2             Jump to address $DF/A273
DF/A27C: 1B F2 47 03          Set Object: NPC #7 ---> Command: Set object to movement: $0347
DF/A280: F0 0F                Duration: 15 frames
DF/A282: 19 F2 40 03          Set Object: NPC #5 ---> Command: Set object to movement: $0340
DF/A286: F0 5F                Duration: 95 frames
DF/A288: 1B F2 47 03          Set Object: NPC #7 ---> Command: Set object to movement: $0347
DF/A28C: F0 0F                Duration: 15 frames
DF/A28E: 1A F2 40 03          Set Object: NPC #6 ---> Command: Set object to movement: $0340
DF/A292: F0 00                Duration: 0 frames
DF/A294: D8 19 9B A2          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/A29B
DF/A298: D2 92 A2             Jump to address $DF/A292
DF/A29B: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/A29D: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/A29F: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/A2A1: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/A2A3: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/A2A5: 87                   <UNKNOWN COMMAND $87>
DF/A2A6: 00 18                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes)
   DF/A2A8: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/A2A9: F0 4F                Frame Duration: 79
   DF/A2AB: 19                   <UNKNOWN COMMAND $19>
   DF/A2AC: F9                   <UNKNOWN COMMAND $F9>
   DF/A2AD: 1A                   <UNKNOWN COMMAND $1A>
   DF/A2AE: F9                   <UNKNOWN COMMAND $F9>
   DF/A2AF: 1B                   <UNKNOWN COMMAND $1B>
   DF/A2B0: F9                   <UNKNOWN COMMAND $F9>
   DF/A2B1: FD 66                <UNKNOWN COMMAND $66>
   DF/A2B3: 11 00                Isolate top Bits of current object address 0D,x and set Bit(s) $0
   DF/A2B5: F0 95                Frame Duration: 149
   DF/A2B7: 77                   Object faces up-right
   DF/A2B8: 1E                   <UNKNOWN COMMAND $1E>
   DF/A2B9: D0 81 00             Set object to movement $0081
   DF/A2BC: FE                   Return Queue


EVENT [936] ------------------------------------------------------------>
DF/A2BD: F0 00                Duration: 0 frames
DF/A2BF: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/A2C1: E2 00 00 DF A2       If value at 00:7000 = #$0000, jump to address $DF/A2DF
DF/A2C6: E2 01 00 CE A2       If value at 00:7000 = #$0001, jump to address $DF/A2CE
DF/A2CB: D2 BD A2             Jump to address $DF/A2BD
DF/A2CE: C4 80                <UNKNOWN COMMAND $C4>
DF/A2D0: E2 12 00 D8 A2       If value at 00:7000 = #$0012, jump to address $DF/A2D8
DF/A2D5: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/A2D7: FE                   Return

DF/A2D8: C5 80                <UNKNOWN COMMAND $C5>
DF/A2DA: E2 79 00 BD A2       If value at 00:7000 = #$0079, jump to address $DF/A2BD
DF/A2DF: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/A2E1: FE                   Return


EVENT [937] ------------------------------------------------------------>
DF/A2E2: F2 DE BC             <UNKNOWN COMMAND $F2>
DF/A2E5: F2 DE BE             <UNKNOWN COMMAND $F2>
DF/A2E8: F2 DE C0             <UNKNOWN COMMAND $F2>
DF/A2EB: F2 DE C2             <UNKNOWN COMMAND $F2>
DF/A2EE: F2 DE C4             <UNKNOWN COMMAND $F2>
DF/A2F1: F2 DE C6             <UNKNOWN COMMAND $F2>
DF/A2F4: A2 7B                Set event flag memory address 00:708F Bit 3
DF/A2F6: D8 27 FF A2          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/A2FF
DF/A2FA: E0 20 DB 15 A3       If value at 00:70C0 = #$DB, jump to address $DF/A315
DF/A2FF: A8 21 18             Store #$18 to 00:70C1
DF/A302: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A304: 82 08 46             Place object at on-screen coords: (256,560)
   DF/A307: 67 06                Shift object up-right 6 pixels
   DF/A309: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A30B: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/A30D: 82 08 45             Place object at on-screen coords: (272,552)
   DF/A310: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A312: D2 24 A3             Jump to address $DF/A324
DF/A315: A8 21 00             Store #$00 to 00:70C1
DF/A318: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A31A: 63 04                Shift object down-left 4 pixels
   DF/A31C: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A31E: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/A320: 63 0A                Shift object down-left 10 pixels
   DF/A322: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A324: A8 20 DC             Store #$DC to 00:70C0
DF/A327: 40 4B 29             Execute event id $294B simultaneously with the following commands
DF/A32A: DC 27 34 A3          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/A334
DF/A32E: D1 51 00             Execute event id $0051
DF/A331: A4 24                Clear event flag memory address 00:7044 Bit 4
DF/A333: FE                   Return

DF/A334: 71                   Lighten screen from black before following commands
DF/A335: FE                   Return

DF/A336: A8 20 DC             Store #$DC to 00:70C0
DF/A339: A8 21 00             Store #$00 to 00:70C1
DF/A33C: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A33E: 63 04                Shift object down-left 4 pixels
   DF/A340: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A342: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A344: 63 0A                Shift object down-left 10 pixels
   DF/A346: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A348: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/A34A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/A34C: 92 07 51 00          Place object at on-screen coords: (240,648) Z=0
   DF/A350: 0A 00                Store #$00 to current object address 0A,x
DF/A352: FD 31                Screen doesn't move with MARIO
DF/A354: 71                   Lighten screen from black before following commands
DF/A355: 00 F3 9E 01          Set Object: MARIO ---> Command: Set object to movement: $019E
DF/A359: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/A35D: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/A361: 40 4B 29             Execute event id $294B simultaneously with the following commands
DF/A364: FD 30                Screen moves with MARIO
DF/A366: FE                   Return

DF/A367: A8 20 DC             Store #$DC to 00:70C0
DF/A36A: A8 21 18             Store #$18 to 00:70C1
DF/A36D: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A36F: 82 08 46             Place object at on-screen coords: (256,560)
   DF/A372: 67 06                Shift object up-right 6 pixels
   DF/A374: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A376: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/A378: 82 08 45             Place object at on-screen coords: (272,552)
   DF/A37B: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A37D: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/A37F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/A381: 92 09 4A 00          Place object at on-screen coords: (288,592) Z=0
   DF/A385: 0A 00                Store #$00 to current object address 0A,x
DF/A387: FD 31                Screen doesn't move with MARIO
DF/A389: 71                   Lighten screen from black before following commands
DF/A38A: 00 F3 9F 01          Set Object: MARIO ---> Command: Set object to movement: $019F
DF/A38E: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/A392: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/A396: 40 4B 29             Execute event id $294B simultaneously with the following commands
DF/A399: FD 30                Screen moves with MARIO
DF/A39B: FE                   Return


EVENT [938] ------------------------------------------------------------>
DF/A39C: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/A39E: 67 0A                Shift object up-right 10 pixels
DF/A3A0: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/A3A2: 13 02                Layering priority: Object overlaps MARIO
   DF/A3A4: 0A 00                Store #$00 to current object address 0A,x
   DF/A3A6: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/A3A8: 92 0E 09 14          Place object at on-screen coords: (464,72) Z=320
   DF/A3AC: 66 0E                Shift object up 14 pixels
   DF/A3AE: 64 03                Shift object left 3 pixels
DF/A3B0: 71                   Lighten screen from black before following commands
DF/A3B1: 9C 13                Play sound effect #$13
DF/A3B3: F0 3F                Duration: 63 frames
DF/A3B5: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DF/A3B7: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/A3B8: 08 4B 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/A3BB: 0A F4                Store #$F4 to current object address 0A,x
   DF/A3BD: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/A3BF: F0 00                Frame Duration: 0
   DF/A3C1: 3D BF A3             <UNKNOWN COMMAND $3D: pointer to address $DF/A3BF>
   DF/A3C4: FD 9E                <UNKNOWN COMMAND $9E>
   DF/A3C6: 00                   Set Bit 7 of current object (enable object visibility)
DF/A3C7: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/A3C9: 08 10 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/A3CC: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/A3CE: 10 46                Set transition flag, 1/4 speed
   DF/A3D0: 62 08                Shift object down 8 pixels
DF/A3D2: 9C 0A                Play sound effect #$0A
DF/A3D4: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A3D6: 10 40                Set transition flag, x1 speed
   DF/A3D8: 55 04                Shift object up-left 64 pixels
DF/A3DA: 00 11                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes)
   DF/A3DC: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/A3DE: 20 07                <UNKNOWN COMMAND $20>
   DF/A3E0: 24 00 FF 00 FF       <UNKNOWN COMMAND $24>
   DF/A3E5: 25 00 0C F0 FF       <UNKNOWN COMMAND $25>
   DF/A3EA: F0 1F                Frame Duration: 31
   DF/A3EC: 21                   <UNKNOWN COMMAND $21>
DF/A3ED: F0 17                Duration: 23 frames
DF/A3EF: 77 10                Darken screen from black before following commands; Duration: 16 frames
DF/A3F1: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/A3F3: 0C FE                Set Object: BG1,2,3 + MARIO + NPC ---> Command: End object queue
DF/A3F5: E0 20 DC 3E A4       If value at 00:70C0 = #$DC, jump to address $DF/A43E
DF/A3FA: E0 20 EF 57 A4       If value at 00:70C0 = #$EF, jump to address $DF/A457
DF/A3FF: A0 2F                Set event flag memory address 00:7045 Bit 7
DF/A401: D8 28 1A A4          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/A41A
DF/A405: D8 29 23 A4          If event flag memory address 00:7045 Bit 1 set, jump to address $DF/A423
DF/A409: D8 2A 2C A4          If event flag memory address 00:7045 Bit 2 set, jump to address $DF/A42C
DF/A40D: D8 2C 35 A4          If event flag memory address 00:7045 Bit 4 set, jump to address $DF/A435
DF/A411: 68 DE 80 0E 63 4A    Enter area: $00DE
                              MARIO will be at coords: (464,792) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/A417: D2 0E A7             Jump to address $DF/A70E
DF/A41A: 68 DE 80 04 7C 4A    Enter area: $00DE
                              MARIO will be at coords: (128,992) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/A420: D2 8F A5             Jump to address $DF/A58F
DF/A423: 68 DE 80 09 6F 4A    Enter area: $00DE
                              MARIO will be at coords: (304,888) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/A429: D2 0A A6             Jump to address $DF/A60A
DF/A42C: 68 DE 80 0E 79 4A    Enter area: $00DE
                              MARIO will be at coords: (464,968) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/A432: D2 89 A6             Jump to address $DF/A689
DF/A435: 68 DE 80 13 6E 4A    Enter area: $00DE
                              MARIO will be at coords: (608,880) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/A43B: D2 91 A7             Jump to address $DF/A791
DF/A43E: A8 20 EE             Store #$EE to 00:70C0
DF/A441: D8 29 4E A4          If event flag memory address 00:7045 Bit 1 set, jump to address $DF/A44E
DF/A445: 68 DC 80 05 4B 4A    Enter area: $00DC
                              MARIO will be at coords: (176,600) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/A44B: D2 36 A3             Jump to address $DF/A336
DF/A44E: 68 DC 80 0A 43 4A    Enter area: $00DC
                              MARIO will be at coords: (336,536) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/A454: D2 67 A3             Jump to address $DF/A367
DF/A457: D8 28 64 A4          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/A464
DF/A45B: 68 EF 80 15 35 E7    Enter area: $00EF
                              MARIO will be at coords: (688,424) Z=112
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/A461: D2 38 B8             Jump to address $DF/B838
DF/A464: 68 EF 80 1D 25 EA    Enter area: $00EF
                              MARIO will be at coords: (944,296) Z=160
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/A46A: D2 DF B7             Jump to address $DF/B7DF

EVENT [939] ------------------------------------------------------------>
DF/A46D: F2 DE BC             <UNKNOWN COMMAND $F2>
DF/A470: F2 DE BE             <UNKNOWN COMMAND $F2>
DF/A473: F2 DE C0             <UNKNOWN COMMAND $F2>
DF/A476: F2 DE C2             <UNKNOWN COMMAND $F2>
DF/A479: F2 DE C4             <UNKNOWN COMMAND $F2>
DF/A47C: F2 DE C6             <UNKNOWN COMMAND $F2>
DF/A47F: DE 88 88 A4          If event flag memory address 00:7091 Bit 0 clear, jump to address $DF/A488
DF/A483: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/A485: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/A488: 15 F2 C8 01          Set Object: NPC #1 ---> Command: Set object to movement: $01C8
DF/A48C: 16 F2 C8 01          Set Object: NPC #2 ---> Command: Set object to movement: $01C8
DF/A490: 17 F2 C8 01          Set Object: NPC #3 ---> Command: Set object to movement: $01C8
DF/A494: 18 F2 C8 01          Set Object: NPC #4 ---> Command: Set object to movement: $01C8
DF/A498: 19 F3 C8 01          Set Object: NPC #5 ---> Command: Set object to movement: $01C8
DF/A49C: 15 F2 C9 01          Set Object: NPC #1 ---> Command: Set object to movement: $01C9
DF/A4A0: 16 F2 CB 01          Set Object: NPC #2 ---> Command: Set object to movement: $01CB
DF/A4A4: 17 F2 CD 01          Set Object: NPC #3 ---> Command: Set object to movement: $01CD
DF/A4A8: 18 F2 CF 01          Set Object: NPC #4 ---> Command: Set object to movement: $01CF
DF/A4AC: 19 F2 E1 01          Set Object: NPC #5 ---> Command: Set object to movement: $01E1
DF/A4B0: 71                   Lighten screen from black before following commands
DF/A4B1: FE                   Return


EVENT [93A] ------------------------------------------------------------>
DF/A4B2: C4 80                <UNKNOWN COMMAND $C4>
DF/A4B4: E2 13 00 18 A5       If value at 00:7000 = #$0013, jump to address $DF/A518
DF/A4B9: A8 20 DE             Store #$DE to 00:70C0
DF/A4BC: A8 21 00             Store #$00 to 00:70C1
DF/A4BF: A8 22 00             Store #$00 to 00:70C2
DF/A4C2: A8 23 00             Store #$00 to 00:70C3
DF/A4C5: A8 24 00             Store #$00 to 00:70C4
DF/A4C8: A8 25 00             Store #$00 to 00:70C5
DF/A4CB: 40 51 29             Execute event id $2951 simultaneously with the following commands
DF/A4CE: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A4D0: 63 04                Shift object down-left 4 pixels
   DF/A4D2: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A4D4: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A4D6: 63 0A                Shift object down-left 10 pixels
   DF/A4D8: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A4DA: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A4DC: 63 04                Shift object down-left 4 pixels
   DF/A4DE: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A4E0: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A4E2: 63 0A                Shift object down-left 10 pixels
   DF/A4E4: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A4E6: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A4E8: 63 04                Shift object down-left 4 pixels
   DF/A4EA: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A4EC: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A4EE: 63 0A                Shift object down-left 10 pixels
   DF/A4F0: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A4F2: 1A 07                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A4F4: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A4F7: 65 07                Shift object up-left 7 pixels
   DF/A4F9: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A4FB: 1B 07                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A4FD: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A500: 65 0D                Shift object up-left 13 pixels
   DF/A502: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A504: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A506: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A509: 65 07                Shift object up-left 7 pixels
   DF/A50B: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A50D: 1D 87                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/A50F: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A512: 65 0D                Shift object up-left 13 pixels
   DF/A514: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A516: 71                   Lighten screen from black before following commands
DF/A517: FE                   Return

DF/A518: A8 20 DE             Store #$DE to 00:70C0
DF/A51B: A8 21 18             Store #$18 to 00:70C1
DF/A51E: A8 22 1E             Store #$1E to 00:70C2
DF/A521: A8 23 18             Store #$18 to 00:70C3
DF/A524: A8 24 10             Store #$10 to 00:70C4
DF/A527: A8 25 10             Store #$10 to 00:70C5
DF/A52A: 40 51 29             Execute event id $2951 simultaneously with the following commands
DF/A52D: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A52F: 82 07 74             Place object at on-screen coords: (224,928)
   DF/A532: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A534: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A536: 82 06 75             Place object at on-screen coords: (208,936)
   DF/A539: 67 06                Shift object up-right 6 pixels
   DF/A53B: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A53D: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A53F: 82 0D 68             Place object at on-screen coords: (416,832)
   DF/A542: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A544: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A546: 82 0C 69             Place object at on-screen coords: (400,840)
   DF/A549: 67 06                Shift object up-right 6 pixels
   DF/A54B: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A54D: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A54F: 82 12 72             Place object at on-screen coords: (576,912)
   DF/A552: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A554: 19 07                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A556: 82 11 73             Place object at on-screen coords: (560,920)
   DF/A559: 67 06                Shift object up-right 6 pixels
   DF/A55B: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A55D: 1A 0A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A55F: 82 0B 76             Place object at on-screen coords: (352,944)
   DF/A562: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A565: 65 02                Shift object up-left 2 pixels
   DF/A567: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A569: 1B 0A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A56B: 82 0B 77             Place object at on-screen coords: (368,952)
   DF/A56E: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A571: 65 08                Shift object up-left 8 pixels
   DF/A573: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A575: 1C 0A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A577: 82 11 6B             Place object at on-screen coords: (560,856)
   DF/A57A: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A57D: 65 05                Shift object up-left 5 pixels
   DF/A57F: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A581: 1D 8A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/A583: 82 11 6A             Place object at on-screen coords: (544,848)
   DF/A586: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A589: 61 02                Shift object down-right 2 pixels
   DF/A58B: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A58D: 71                   Lighten screen from black before following commands
DF/A58E: FE                   Return

DF/A58F: A8 20 DE             Store #$DE to 00:70C0
DF/A592: A8 21 00             Store #$00 to 00:70C1
DF/A595: A8 22 00             Store #$00 to 00:70C2
DF/A598: A8 23 00             Store #$00 to 00:70C3
DF/A59B: A8 24 00             Store #$00 to 00:70C4
DF/A59E: A8 25 00             Store #$00 to 00:70C5
DF/A5A1: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A5A3: 63 04                Shift object down-left 4 pixels
   DF/A5A5: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A5A7: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A5A9: 63 0A                Shift object down-left 10 pixels
   DF/A5AB: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A5AD: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A5AF: 63 04                Shift object down-left 4 pixels
   DF/A5B1: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A5B3: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A5B5: 63 0A                Shift object down-left 10 pixels
   DF/A5B7: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A5B9: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A5BB: 63 04                Shift object down-left 4 pixels
   DF/A5BD: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A5BF: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A5C1: 63 0A                Shift object down-left 10 pixels
   DF/A5C3: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A5C5: 1A 07                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A5C7: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A5CA: 65 07                Shift object up-left 7 pixels
   DF/A5CC: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A5CE: 1B 07                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A5D0: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A5D3: 65 0D                Shift object up-left 13 pixels
   DF/A5D5: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A5D7: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A5D9: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A5DC: 65 07                Shift object up-left 7 pixels
   DF/A5DE: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A5E0: 1D 07                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A5E2: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A5E5: 65 0D                Shift object up-left 13 pixels
   DF/A5E7: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A5E9: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/A5EB: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/A5ED: 0A 00                Store #$00 to current object address 0A,x
   DF/A5EF: 92 07 82 00          Place object at on-screen coords: (224,16) Z=0
DF/A5F3: FD 31                Screen doesn't move with MARIO
DF/A5F5: 71                   Lighten screen from black before following commands
DF/A5F6: 00 F3 9E 01          Set Object: MARIO ---> Command: Set object to movement: $019E
DF/A5FA: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/A5FE: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/A602: 40 51 29             Execute event id $2951 simultaneously with the following commands
DF/A605: FD 30                Screen moves with MARIO
DF/A607: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/A609: FE                   Return

DF/A60A: A8 20 DE             Store #$DE to 00:70C0
DF/A60D: A8 21 00             Store #$00 to 00:70C1
DF/A610: A8 22 1E             Store #$1E to 00:70C2
DF/A613: A8 23 00             Store #$00 to 00:70C3
DF/A616: A8 24 00             Store #$00 to 00:70C4
DF/A619: A8 25 00             Store #$00 to 00:70C5
DF/A61C: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A61E: 82 07 74             Place object at on-screen coords: (224,928)
   DF/A621: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A623: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A625: 82 06 75             Place object at on-screen coords: (208,936)
   DF/A628: 67 06                Shift object up-right 6 pixels
   DF/A62A: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A62C: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A62E: 63 04                Shift object down-left 4 pixels
   DF/A630: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A632: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A634: 63 0A                Shift object down-left 10 pixels
   DF/A636: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A638: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A63A: 63 04                Shift object down-left 4 pixels
   DF/A63C: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A63E: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A640: 63 0A                Shift object down-left 10 pixels
   DF/A642: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A644: 1A 07                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A646: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A649: 65 07                Shift object up-left 7 pixels
   DF/A64B: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A64D: 1B 07                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A64F: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A652: 65 0D                Shift object up-left 13 pixels
   DF/A654: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A656: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A658: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A65B: 65 07                Shift object up-left 7 pixels
   DF/A65D: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A65F: 1D 07                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A661: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A664: 65 0D                Shift object up-left 13 pixels
   DF/A666: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A668: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/A66A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/A66C: 0A 00                Store #$00 to current object address 0A,x
   DF/A66E: 92 0C 76 00          Place object at on-screen coords: (384,944) Z=0
DF/A672: FD 31                Screen doesn't move with MARIO
DF/A674: 71                   Lighten screen from black before following commands
DF/A675: 00 F3 9E 01          Set Object: MARIO ---> Command: Set object to movement: $019E
DF/A679: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/A67D: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/A681: 40 51 29             Execute event id $2951 simultaneously with the following commands
DF/A684: FD 30                Screen moves with MARIO
DF/A686: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/A688: FE                   Return

DF/A689: A8 20 DE             Store #$DE to 00:70C0
DF/A68C: A8 21 00             Store #$00 to 00:70C1
DF/A68F: A8 22 1E             Store #$1E to 00:70C2
DF/A692: A8 23 00             Store #$00 to 00:70C3
DF/A695: A8 24 10             Store #$10 to 00:70C4
DF/A698: A8 25 00             Store #$00 to 00:70C5
DF/A69B: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A69D: 82 07 74             Place object at on-screen coords: (224,928)
   DF/A6A0: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A6A2: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A6A4: 82 06 75             Place object at on-screen coords: (208,936)
   DF/A6A7: 67 06                Shift object up-right 6 pixels
   DF/A6A9: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A6AB: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A6AD: 63 04                Shift object down-left 4 pixels
   DF/A6AF: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A6B1: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A6B3: 63 0A                Shift object down-left 10 pixels
   DF/A6B5: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A6B7: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A6B9: 63 04                Shift object down-left 4 pixels
   DF/A6BB: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A6BD: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A6BF: 63 0A                Shift object down-left 10 pixels
   DF/A6C1: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A6C3: 1A 0A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A6C5: 82 0B 76             Place object at on-screen coords: (352,944)
   DF/A6C8: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A6CB: 65 02                Shift object up-left 2 pixels
   DF/A6CD: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A6CF: 1B 0A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A6D1: 82 0B 77             Place object at on-screen coords: (368,952)
   DF/A6D4: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A6D7: 65 08                Shift object up-left 8 pixels
   DF/A6D9: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A6DB: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A6DD: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A6E0: 65 07                Shift object up-left 7 pixels
   DF/A6E2: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A6E4: 1D 07                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A6E6: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A6E9: 65 0D                Shift object up-left 13 pixels
   DF/A6EB: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A6ED: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/A6EF: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/A6F1: 0A 00                Store #$00 to current object address 0A,x
   DF/A6F3: 92 10 7F 00          Place object at on-screen coords: (528,1016) Z=0
DF/A6F7: FD 31                Screen doesn't move with MARIO
DF/A6F9: 71                   Lighten screen from black before following commands
DF/A6FA: 00 F3 9E 01          Set Object: MARIO ---> Command: Set object to movement: $019E
DF/A6FE: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/A702: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/A706: 40 51 29             Execute event id $2951 simultaneously with the following commands
DF/A709: FD 30                Screen moves with MARIO
DF/A70B: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/A70D: FE                   Return

DF/A70E: A8 20 DE             Store #$DE to 00:70C0
DF/A711: A8 21 18             Store #$18 to 00:70C1
DF/A714: A8 22 1E             Store #$1E to 00:70C2
DF/A717: A8 23 00             Store #$00 to 00:70C3
DF/A71A: A8 24 00             Store #$00 to 00:70C4
DF/A71D: A8 25 00             Store #$00 to 00:70C5
DF/A720: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A722: 82 07 74             Place object at on-screen coords: (224,928)
   DF/A725: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A727: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A729: 82 06 75             Place object at on-screen coords: (208,936)
   DF/A72C: 67 06                Shift object up-right 6 pixels
   DF/A72E: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A730: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A732: 82 0D 68             Place object at on-screen coords: (416,832)
   DF/A735: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A737: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A739: 82 0C 69             Place object at on-screen coords: (400,840)
   DF/A73C: 67 06                Shift object up-right 6 pixels
   DF/A73E: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A740: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A742: 63 04                Shift object down-left 4 pixels
   DF/A744: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A746: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A748: 63 0A                Shift object down-left 10 pixels
   DF/A74A: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A74C: 1A 07                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A74E: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A751: 65 07                Shift object up-left 7 pixels
   DF/A753: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A755: 1B 07                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A757: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A75A: 65 0D                Shift object up-left 13 pixels
   DF/A75C: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A75E: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A760: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A763: 65 07                Shift object up-left 7 pixels
   DF/A765: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A767: 1D 07                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A769: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A76C: 65 0D                Shift object up-left 13 pixels
   DF/A76E: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A770: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/A772: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/A774: 0A 00                Store #$00 to current object address 0A,x
   DF/A776: 92 12 6A 00          Place object at on-screen coords: (576,848) Z=0
DF/A77A: FD 31                Screen doesn't move with MARIO
DF/A77C: 71                   Lighten screen from black before following commands
DF/A77D: 00 F3 9E 01          Set Object: MARIO ---> Command: Set object to movement: $019E
DF/A781: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/A785: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/A789: 40 51 29             Execute event id $2951 simultaneously with the following commands
DF/A78C: FD 30                Screen moves with MARIO
DF/A78E: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/A790: FE                   Return

DF/A791: A8 20 DE             Store #$DE to 00:70C0
DF/A794: A8 21 18             Store #$18 to 00:70C1
DF/A797: A8 22 1E             Store #$1E to 00:70C2
DF/A79A: A8 23 18             Store #$18 to 00:70C3
DF/A79D: A8 24 10             Store #$10 to 00:70C4
DF/A7A0: A8 25 10             Store #$10 to 00:70C5
DF/A7A3: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A7A5: 82 07 74             Place object at on-screen coords: (224,928)
   DF/A7A8: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A7AA: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A7AC: 82 06 75             Place object at on-screen coords: (208,936)
   DF/A7AF: 67 06                Shift object up-right 6 pixels
   DF/A7B1: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A7B3: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A7B5: 82 0D 68             Place object at on-screen coords: (416,832)
   DF/A7B8: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A7BA: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A7BC: 82 0C 69             Place object at on-screen coords: (400,840)
   DF/A7BF: 67 06                Shift object up-right 6 pixels
   DF/A7C1: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A7C3: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A7C5: 82 12 72             Place object at on-screen coords: (576,912)
   DF/A7C8: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A7CA: 19 07                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A7CC: 82 11 73             Place object at on-screen coords: (560,920)
   DF/A7CF: 67 06                Shift object up-right 6 pixels
   DF/A7D1: 6B 0B                <UNKNOWN COMMAND: frame duration=11?>
DF/A7D3: 1A 0A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A7D5: 82 0B 76             Place object at on-screen coords: (352,944)
   DF/A7D8: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A7DB: 65 02                Shift object up-left 2 pixels
   DF/A7DD: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A7DF: 1B 0A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A7E1: 82 0B 77             Place object at on-screen coords: (368,952)
   DF/A7E4: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A7E7: 65 08                Shift object up-left 8 pixels
   DF/A7E9: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A7EB: 1C 0A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A7ED: 82 11 6B             Place object at on-screen coords: (560,856)
   DF/A7F0: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A7F3: 65 05                Shift object up-left 5 pixels
   DF/A7F5: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A7F7: 1D 0A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A7F9: 82 11 6A             Place object at on-screen coords: (544,848)
   DF/A7FC: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/A7FF: 61 02                Shift object down-right 2 pixels
   DF/A801: 6B 0F                <UNKNOWN COMMAND: frame duration=15?>
DF/A803: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/A805: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/A807: 0A 00                Store #$00 to current object address 0A,x
   DF/A809: 92 11 75 00          Place object at on-screen coords: (560,936) Z=0
DF/A80D: FD 31                Screen doesn't move with MARIO
DF/A80F: 71                   Lighten screen from black before following commands
DF/A810: 00 F3 9F 01          Set Object: MARIO ---> Command: Set object to movement: $019F
DF/A814: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/A818: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/A81C: 40 51 29             Execute event id $2951 simultaneously with the following commands
DF/A81F: FD 30                Screen moves with MARIO
DF/A821: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/A823: FE                   Return


EVENT [93B] ------------------------------------------------------------>
DF/A824: 9C 13                Play sound effect #$13
DF/A826: FD 31                Screen doesn't move with MARIO
DF/A828: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A82A: FD 0F 03             Object overlaps BG1 & BG2
   DF/A82D: 66 04                Shift object up 4 pixels
   DF/A82F: 65 01                Shift object up-left 1 pixels
   DF/A831: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/A834: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A836: FD 0F 03             Object overlaps BG1 & BG2
   DF/A839: 64 0B                Shift object left 11 pixels
   DF/A83B: 62 02                Shift object down 2 pixels
   DF/A83D: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/A840: 16 0A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A842: FD 0F 03             Object overlaps BG1 & BG2
   DF/A845: 64 04                Shift object left 4 pixels
   DF/A847: 62 02                Shift object down 2 pixels
   DF/A849: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/A84C: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/A84E: 10 44                Set transition flag, x8 speed
   DF/A850: 5A 10                Shift object up 256 pixels
DF/A852: 71                   Lighten screen from black before following commands
DF/A853: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/A855: 08 41 00             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/A858: 7E 00 00             Object jumps #$0000 units
   DF/A85B: F0 00                Frame Duration: 0
   DF/A85D: 3D 5B A8             <UNKNOWN COMMAND $3D: pointer to address $DF/A85B>
   DF/A860: FD 9E                <UNKNOWN COMMAND $9E>
   DF/A862: 3A 00 F3 8B 01 FD    <UNKNOWN COMMAND $3A>
DF/A868: 30                   <UNKNOWN COMMAND $30>
DF/A869: FE                   Return


EVENT [93C] ------------------------------------------------------------>
DF/A86A: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A86C: 10 44                Set transition flag, x8 speed
   DF/A86E: 62 08                Shift object down 8 pixels
   DF/A870: 10 40                Set transition flag, x1 speed
   DF/A872: 73                   Object faces down-left
DF/A873: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/A875: 10 44                Set transition flag, x8 speed
   DF/A877: 62 08                Shift object down 8 pixels
   DF/A879: 10 40                Set transition flag, x1 speed
DF/A87B: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/A87D: 10 44                Set transition flag, x8 speed
   DF/A87F: 62 08                Shift object down 8 pixels
   DF/A881: 10 40                Set transition flag, x1 speed
DF/A883: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/A885: 10 44                Set transition flag, x8 speed
   DF/A887: 62 08                Shift object down 8 pixels
   DF/A889: 10 40                Set transition flag, x1 speed
DF/A88B: 18 06                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/A88D: 62 08                Shift object down 8 pixels
   DF/A88F: 65 01                Shift object up-left 1 pixels
   DF/A891: 63 03                Shift object down-left 3 pixels
DF/A893: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A895: 65 01                Shift object up-left 1 pixels
   DF/A897: 63 03                Shift object down-left 3 pixels
DF/A899: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A89B: 10 44                Set transition flag, x8 speed
   DF/A89D: 62 08                Shift object down 8 pixels
DF/A89F: DC 27 D5 A8          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/A8D5
DF/A8A3: 34 00                Change directional maneuverability: 
DF/A8A5: FD 31                Screen doesn't move with MARIO
DF/A8A7: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/A8A9: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/A8AB: 09                   Reset all object properties to default
   DF/A8AC: 72                   Object faces down
   DF/A8AD: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/A8AF: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/A8B0: FD 0F 03             Object overlaps BG1 & BG2
DF/A8B3: 71                   Lighten screen from black before following commands
DF/A8B4: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/A8B6: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/A8B8: F0 00                Frame Duration: 0
   DF/A8BA: 3D B8 A8             <UNKNOWN COMMAND $3D: pointer to address $DF/A8B8>
   DF/A8BD: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/A8C0: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/A8C2: 42                   <UNKNOWN COMMAND $42>
   DF/A8C3: F0 00                Frame Duration: 0
   DF/A8C5: 3D C3 A8             <UNKNOWN COMMAND $3D: pointer to address $DF/A8C3>
DF/A8C8: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/A8CC: FD 30                Screen moves with MARIO
DF/A8CE: 34 FF                Change directional maneuverability: left right down up 
DF/A8D0: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/A8D2: D2 D6 A8             Jump to address $DF/A8D6
DF/A8D5: 71                   Lighten screen from black before following commands
DF/A8D6: D1 04 0E             Execute event id $0E04
DF/A8D9: DE CF E9 A8          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/A8E9
DF/A8DD: DC 41 E5 A8          If event flag memory address 00:7048 Bit 1 clear, jump to address $DF/A8E5
DF/A8E1: DA 8D E9 A8          If event flag memory address 00:7091 Bit 5 set, jump to address $DF/A8E9
DF/A8E5: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/A8E7: 9C 95                Play sound effect #$95
DF/A8E9: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/A8EB: FE                   Return


EVENT [93D] ------------------------------------------------------------>
DF/A8EC: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A8EE: 64 0C                Shift object left 12 pixels
   DF/A8F0: 6B 06                <UNKNOWN COMMAND: frame duration=6?>
   DF/A8F2: 71                   Object faces down-right
DF/A8F3: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A8F5: 56 08                Shift object up 128 pixels
   DF/A8F7: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A8F9: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A8FB: 56 08                Shift object up 128 pixels
   DF/A8FD: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A8FF: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/A901: 56 08                Shift object up 128 pixels
   DF/A903: 6A 10                Shift object up 16 pixels
   DF/A905: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A907: 18 07                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A909: 56 08                Shift object up 128 pixels
   DF/A90B: 60 04                Shift object right 4 pixels
   DF/A90D: 71                   Object faces down-right
   DF/A90E: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A910: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A912: 56 08                Shift object up 128 pixels
   DF/A914: 73                   Object faces down-left
   DF/A915: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A917: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/A919: 56 08                Shift object up 128 pixels
   DF/A91B: 73                   Object faces down-left
   DF/A91C: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A91E: 1B 07                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/A920: 13 00                Layering priority: MARIO overlaps object
   DF/A922: 62 0A                Shift object down 10 pixels
   DF/A924: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/A927: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A929: 92 05 35 04          Place object at on-screen coords: (176,424) Z=64
DF/A92D: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/A92F: 10 44                Set transition flag, x8 speed
   DF/A931: 80 00 01             Move object to on-screen coords: (16,8)
DF/A934: FD 31                Screen doesn't move with MARIO
DF/A936: 15 F2 FB 02          Set Object: NPC #1 ---> Command: Set object to movement: $02FB
DF/A93A: 16 F2 FB 02          Set Object: NPC #2 ---> Command: Set object to movement: $02FB
DF/A93E: 17 F2 FB 02          Set Object: NPC #3 ---> Command: Set object to movement: $02FB
DF/A942: 18 F2 FB 02          Set Object: NPC #4 ---> Command: Set object to movement: $02FB
DF/A946: 19 F2 FB 02          Set Object: NPC #5 ---> Command: Set object to movement: $02FB
DF/A94A: 1A F2 FB 02          Set Object: NPC #6 ---> Command: Set object to movement: $02FB
DF/A94E: 71                   Lighten screen from black before following commands
DF/A94F: F0 0F                Duration: 15 frames
DF/A951: 00 F2 FC 02          Set Object: MARIO ---> Command: Set object to movement: $02FC
DF/A955: F0 17                Duration: 23 frames
DF/A957: 0C 95                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DF/A959: 20 02                <UNKNOWN COMMAND $20>
   DF/A95B: 27 00 00 1D 00 00 00 00 00 00 00 00 00 00 00 00 <UNKNOWN COMMAND $27>
   DF/A96B: F0 3F                Frame Duration: 63
   DF/A96D: 21                   <UNKNOWN COMMAND $21>
DF/A96E: F0 00                Duration: 0 frames
DF/A970: D8 18 77 A9          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/A977
DF/A974: D2 6E A9             Jump to address $DF/A96E
DF/A977: 1B F2 FD 02          Set Object: NPC #7 ---> Command: Set object to movement: $02FD
DF/A97B: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/A97D: 20 04                <UNKNOWN COMMAND $20>
   DF/A97F: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DF/A984: F0 1D                Frame Duration: 29
   DF/A986: 21                   <UNKNOWN COMMAND $21>
DF/A987: F0 17                Duration: 23 frames
DF/A989: FD 30                Screen moves with MARIO
DF/A98B: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/A98D: 10 44                Set transition flag, x8 speed
   DF/A98F: 56 04                Shift object up 64 pixels
DF/A991: 00 1D                Set Object: MARIO ---> Begin action queue for object (Length: 0x1D bytes)
   DF/A993: 13 02                Layering priority: Object overlaps MARIO
   DF/A995: FD 0F 03             Object overlaps BG1 & BG2
   DF/A998: 0A 00                Store #$00 to current object address 0A,x
   DF/A99A: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/A99C: 08 41 84             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/A99F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/A9A1: 20 07                <UNKNOWN COMMAND $20>
   DF/A9A3: 24 50 01 B0 FE       <UNKNOWN COMMAND $24>
   DF/A9A8: 25 00 0C A0 FF       <UNKNOWN COMMAND $25>
   DF/A9AD: F0 FE                Frame Duration: 254
   DF/A9AF: 21                   <UNKNOWN COMMAND $21>
DF/A9B0: F0 11                Duration: 17 frames
DF/A9B2: 77 1E                Darken screen from black before following commands; Duration: 30 frames
DF/A9B4: D0 8E 00             Execute event id $008E subsequently
DF/A9B7: FE                   Return


EVENT [93E] ------------------------------------------------------------>
DF/A9B8: 1F 86                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/A9BA: 08 49 1C             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1C
                                 ---> Mirrored: no
   DF/A9BD: F0 01                Frame Duration: 1
   DF/A9BF: 09                   Reset all object properties to default
DF/A9C0: 36 83                Add GENO to party (also increase maximum number of party members by 1)
DF/A9C2: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/A9C4: 08 40 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/A9C7: 1F 02                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/A9C9: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/A9CB: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/A9CD: 82 0D 22             Place object at on-screen coords: (416,272)
   DF/A9D0: 08 44 82             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DF/A9D3: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/A9D5: 10 44                Set transition flag, x8 speed
   DF/A9D7: 80 07 10             Move object to on-screen coords: (224,128)
DF/A9DA: 71                   Lighten screen from black before following commands
DF/A9DB: F0 1F                Duration: 31 frames
DF/A9DD: 22 AB                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x2B bytes) (Wait until complete)
   DF/A9DF: 08 48 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/A9E2: F0 02                Frame Duration: 2
   DF/A9E4: 08 48 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   DF/A9E7: F0 02                Frame Duration: 2
   DF/A9E9: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DF/A9EC: F0 02                Frame Duration: 2
   DF/A9EE: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   DF/A9F1: F0 02                Frame Duration: 2
   DF/A9F3: 08 48 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/A9F6: F0 05                Frame Duration: 5
   DF/A9F8: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/A9FB: F0 05                Frame Duration: 5
   DF/A9FD: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   DF/AA00: F0 05                Frame Duration: 5
   DF/AA02: 08 48 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   DF/AA05: F0 08                Frame Duration: 8
   DF/AA07: 08 48 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
DF/AA0A: 00 F2 FE 02          Set Object: MARIO ---> Command: Set object to movement: $02FE
DF/AA0E: 20 8E                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/AA10: 10 44                Set transition flag, x8 speed
   DF/AA12: 65 0C                Shift object up-left 12 pixels
   DF/AA14: 64 06                Shift object left 6 pixels
   DF/AA16: 00                   Set Bit 7 of current object (enable object visibility)
   DF/AA17: 13 02                Layering priority: Object overlaps MARIO
   DF/AA19: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/AA1C: F0 2F                Frame Duration: 47
DF/AA1E: F0 0F                Duration: 15 frames
DF/AA20: 20 F9                Set Object: NPC #12 ---> Command: Remove Object
DF/AA22: 1F F2 FF 02          Set Object: NPC #11 ---> Command: Set object to movement: $02FF
DF/AA26: 22 03                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/AA28: 08 48 8D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
DF/AA2B: F0 13                Duration: 19 frames
DF/AA2D: 21 F8                Set Object: NPC #13 ---> Command: Show Object
DF/AA2F: F0 07                Duration: 7 frames
DF/AA31: 21 05                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/AA33: 13 02                Layering priority: Object overlaps MARIO
   DF/AA35: 41                   <UNKNOWN COMMAND $41>
   DF/AA36: 61 03                Shift object down-right 3 pixels
DF/AA38: F0 07                Duration: 7 frames
DF/AA3A: 83                   <UNKNOWN COMMAND $83>
DF/AA3B: 02 F0 02                Set Object: BOWSER ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DF/AA3E: 83 06 F0             Place object: right=192px down=896px
DF/AA41: 02 83                Set Object: BOWSER ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/AA43: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/AA44: F0 02                Frame Duration: 2
DF/AA46: 83                   <UNKNOWN COMMAND $83>
DF/AA47: 06 F0 01                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DF/AA4A: 21                   <UNKNOWN COMMAND $21>
DF/AA4B: F9                   Restart event from beginning
DF/AA4C: 83                   <UNKNOWN COMMAND $83>
DF/AA4D: 02 FD                Set Object: BOWSER ---> Command: <UNKNOWN COMMAND $FD>
DF/AA4F: 31                   <UNKNOWN COMMAND $31>
DF/AA50: F0 0F                Duration: 15 frames
DF/AA52: 87                   <UNKNOWN COMMAND $87>
DF/AA53: 1F 18                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x18 bytes)
   DF/AA55: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/AA56: F0 1F                Frame Duration: 31
   DF/AA58: 14 F9                Isolate top Bits of current object address 0E,x and set Bit(s) $249
   DF/AA5A: 15 F9                Clear Bits $7 of current object address 0C,x and set Bit(s) $249
   DF/AA5C: 16                   <UNKNOWN COMMAND $16>
   DF/AA5D: F9                   <UNKNOWN COMMAND $F9>
   DF/AA5E: 17                   <UNKNOWN COMMAND $17>
   DF/AA5F: F9                   <UNKNOWN COMMAND $F9>
   DF/AA60: 18                   <UNKNOWN COMMAND $18>
   DF/AA61: F9                   <UNKNOWN COMMAND $F9>
   DF/AA62: 19                   <UNKNOWN COMMAND $19>
   DF/AA63: F9                   <UNKNOWN COMMAND $F9>
   DF/AA64: 1A                   <UNKNOWN COMMAND $1A>
   DF/AA65: F9                   <UNKNOWN COMMAND $F9>
   DF/AA66: 1B                   <UNKNOWN COMMAND $1B>
   DF/AA67: F9                   <UNKNOWN COMMAND $F9>
   DF/AA68: 1C                   <UNKNOWN COMMAND $1C>
   DF/AA69: F9                   <UNKNOWN COMMAND $F9>
   DF/AA6A: 1E                   <UNKNOWN COMMAND $1E>
   DF/AA6B: F9                   <UNKNOWN COMMAND $F9>
   DF/AA6C: 22                   <UNKNOWN COMMAND $22>
DF/AA6D: F9                   Restart event from beginning
DF/AA6E: F0 1F                Duration: 31 frames
DF/AA70: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   DF/AA72: 75                   Object faces up-left
   DF/AA73: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/AA74: 09                   Reset all object properties to default
   DF/AA75: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/AA76: 08 48 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/AA79: 10 45                Set transition flag, 1/2 speed
   DF/AA7B: 51 02                Shift object down-right 32 pixels
DF/AA7D: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/AA7F: 10 40                Set transition flag, x1 speed
   DF/AA81: 51 03                Shift object down-right 48 pixels
DF/AA83: 1F F2 56 03          Set Object: NPC #11 ---> Command: Set object to movement: $0356
DF/AA87: FD 66 11 04          Display "MALLOW" from introduction demo 17 pixels from top
DF/AA8B: F0 95                Duration: 149 frames
DF/AA8D: 77 1E                Darken screen from black before following commands; Duration: 30 frames
DF/AA8F: D0 89 00             Execute event id $0089 subsequently
DF/AA92: FE                   Return


EVENT [93F] ------------------------------------------------------------>

EVENT [940] ------------------------------------------------------------>

EVENT [941] ------------------------------------------------------------>
DF/AA93: A0 18                Set event flag memory address 00:7043 Bit 0
DF/AA95: FE                   Return


EVENT [942] ------------------------------------------------------------>
DF/AA96: A0 19                Set event flag memory address 00:7043 Bit 1
DF/AA98: FE                   Return


EVENT [943] ------------------------------------------------------------>
DF/AA99: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/AA9B: FE                   Return


EVENT [944] ------------------------------------------------------------>
DF/AA9C: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/AA9E: FE                   Return


EVENT [945] ------------------------------------------------------------>
DF/AA9F: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/AAA1: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/AAA3: D2 B8 AA             Jump to address $DF/AAB8

EVENT [946] ------------------------------------------------------------>
DF/AAA6: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/AAA8: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/AAAA: D2 B8 AA             Jump to address $DF/AAB8

EVENT [947] ------------------------------------------------------------>
DF/AAAD: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/AAAF: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/AAB1: D2 B8 AA             Jump to address $DF/AAB8

EVENT [948] ------------------------------------------------------------>
DF/AAB4: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/AAB6: 1B F9                Set Object: NPC #7 ---> Command: Remove Object

EVENT [949] ------------------------------------------------------------>
DF/AAB8: FE                   Return


EVENT [94A] ------------------------------------------------------------>
DF/AAB9: DA 61 CA AA          If event flag memory address 00:708C Bit 1 set, jump to address $DF/AACA
DF/AABD: A2 61                Set event flag memory address 00:708C Bit 1
DF/AABF: F2 23 38             <UNKNOWN COMMAND $F2>
DF/AAC2: 9C 5E                Play sound effect #$5E
DF/AAC4: 53 01                Add 1 frog coins
DF/AAC6: 60 5B AC 42          Run Dialogue $0C5B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Found a Frog Coin!<I><END>


DF/AACA: FE                   Return


EVENT [94B] ------------------------------------------------------------>
DF/AACB: F0 00                Duration: 0 frames
DF/AACD: D8 24 CB AA          If event flag memory address 00:7044 Bit 4 set, jump to address $DF/AACB
DF/AAD1: 3D D9 AA             <UNKNOWN COMMAND: pointer to address $AAD9>
DF/AAD4: A4 26                Clear event flag memory address 00:7044 Bit 6
DF/AAD6: D2 CB AA             Jump to address $DF/AACB
DF/AAD9: A0 26                Set event flag memory address 00:7044 Bit 6
DF/AADB: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/AADD: E2 09 00 0F AB       If value at 00:7000 = #$0009, jump to address $DF/AB0F
DF/AAE2: E2 08 00 0F AB       If value at 00:7000 = #$0008, jump to address $DF/AB0F
DF/AAE7: E2 07 00 0F AB       If value at 00:7000 = #$0007, jump to address $DF/AB0F
DF/AAEC: E2 04 00 08 AB       If value at 00:7000 = #$0004, jump to address $DF/AB08
DF/AAF1: E2 03 00 08 AB       If value at 00:7000 = #$0003, jump to address $DF/AB08
DF/AAF6: E2 02 00 08 AB       If value at 00:7000 = #$0002, jump to address $DF/AB08
DF/AAFB: E2 01 00 08 AB       If value at 00:7000 = #$0001, jump to address $DF/AB08
DF/AB00: E2 00 00 08 AB       If value at 00:7000 = #$0000, jump to address $DF/AB08
DF/AB05: D2 CB AA             Jump to address $DF/AACB
DF/AB08: 68 EE 80 0F 0A A0    Enter area: $00EE
                              MARIO will be at coords: (480,80) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/AB0E: FE                   Return

DF/AB0F: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/AB11: FD 0F 00             Object overlaps <UNKNOWN>
   DF/AB14: 13 00                Layering priority: MARIO overlaps object
DF/AB16: D2 CB AA             Jump to address $DF/AACB

EVENT [94C] ------------------------------------------------------------>
DF/AB19: A0 28                Set event flag memory address 00:7045 Bit 0
DF/AB1B: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/AB1D: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/AB1F: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/AB21: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/AB23: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/AB25: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/AB27: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/AB29: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/AB2B: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/AB2D: FE                   Return


EVENT [94D] ------------------------------------------------------------>
DF/AB2E: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/AB30: A0 29                Set event flag memory address 00:7045 Bit 1
DF/AB32: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/AB34: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/AB36: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/AB38: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/AB3A: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/AB3C: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/AB3E: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/AB40: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/AB42: FE                   Return


EVENT [94E] ------------------------------------------------------------>
DF/AB43: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/AB45: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/AB47: A0 2A                Set event flag memory address 00:7045 Bit 2
DF/AB49: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/AB4B: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/AB4D: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/AB4F: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/AB51: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/AB53: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/AB55: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/AB57: FE                   Return


EVENT [94F] ------------------------------------------------------------>
DF/AB58: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/AB5A: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/AB5C: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/AB5E: A0 2B                Set event flag memory address 00:7045 Bit 3
DF/AB60: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/AB62: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/AB64: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/AB66: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/AB68: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/AB6A: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/AB6C: FE                   Return


EVENT [950] ------------------------------------------------------------>
DF/AB6D: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/AB6F: FD 0F 03             Object overlaps BG1 & BG2
   DF/AB72: 66 06                Shift object up 6 pixels
   DF/AB74: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/AB77: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/AB79: FD 0F 03             Object overlaps BG1 & BG2
   DF/AB7C: 60 05                Shift object right 5 pixels
   DF/AB7E: 66 03                Shift object up 3 pixels
   DF/AB80: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/AB83: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/AB85: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/AB88: 71                   Lighten screen from black before following commands
DF/AB89: FE                   Return


EVENT [951] ------------------------------------------------------------>
DF/AB8A: F0 00                Duration: 0 frames
DF/AB8C: 3D 94 AB             <UNKNOWN COMMAND: pointer to address $AB94>
DF/AB8F: A4 26                Clear event flag memory address 00:7044 Bit 6
DF/AB91: D2 8A AB             Jump to address $DF/AB8A
DF/AB94: A0 26                Set event flag memory address 00:7044 Bit 6
DF/AB96: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/AB98: E2 09 00 CA AB       If value at 00:7000 = #$0009, jump to address $DF/ABCA
DF/AB9D: E2 08 00 CA AB       If value at 00:7000 = #$0008, jump to address $DF/ABCA
DF/ABA2: E2 07 00 CA AB       If value at 00:7000 = #$0007, jump to address $DF/ABCA
DF/ABA7: E2 04 00 C3 AB       If value at 00:7000 = #$0004, jump to address $DF/ABC3
DF/ABAC: E2 03 00 C3 AB       If value at 00:7000 = #$0003, jump to address $DF/ABC3
DF/ABB1: E2 02 00 C3 AB       If value at 00:7000 = #$0002, jump to address $DF/ABC3
DF/ABB6: E2 01 00 C3 AB       If value at 00:7000 = #$0001, jump to address $DF/ABC3
DF/ABBB: E2 00 00 C3 AB       If value at 00:7000 = #$0000, jump to address $DF/ABC3
DF/ABC0: D2 8A AB             Jump to address $DF/AB8A
DF/ABC3: 68 EE 80 0F 0A A0    Enter area: $00EE
                              MARIO will be at coords: (480,80) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/ABC9: FE                   Return

DF/ABCA: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/ABCC: FD 0F 00             Object overlaps <UNKNOWN>
   DF/ABCF: 13 00                Layering priority: MARIO overlaps object
DF/ABD1: D2 8A AB             Jump to address $DF/AB8A

EVENT [952] ------------------------------------------------------------>
DF/ABD4: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/ABD6: FE                   Return


EVENT [953] ------------------------------------------------------------>
DF/ABD7: 60 02 AC D0          Run Dialogue $0C02 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


           Hmm?! What's this?<I>

               It's a Seed.
 >>   (Take it)
 >>   (Leave it)<I><END>


DF/ABDB: 66 F7 AB             If 2nd option chosen from dialogue prompt, jump to address $DF/ABF7
DF/ABDE: F2 FE 2E             <UNKNOWN COMMAND $F2>
DF/ABE1: 00 F2 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/ABE5: 9C 1B                Play sound effect #$1B
DF/ABE7: 60 50 AC 42          Run Dialogue $0C50 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            Pick up a Seed!<I><END>


DF/ABEB: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/ABED: 50 9E                Put item in inventory: #$9E (Seed        )
DF/ABEF: F0 00                Duration: 0 frames
DF/ABF1: FD 33 00 EF AB       If Bit 5 of 00:6006 set, jump to address $DF/ABEF
DF/ABF6: FE                   Return

DF/ABF7: FE                   Return


EVENT [954] ------------------------------------------------------------>
DF/ABF8: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/ABFA: DA 88 8D 93          If event flag memory address 00:7091 Bit 0 set, jump to address $DF/938D
DF/ABFE: A2 88                Set event flag memory address 00:7091 Bit 0
DF/AC00: 9C 09                Play sound effect #$09
DF/AC02: F0 00                Duration: 0 frames
DF/AC04: 10 83                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/AC06: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/AC09: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/AC0B: 6A DD 82             Modify BGL of area $82DD
DF/AC0E: F0 00                Duration: 0 frames
DF/AC10: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/AC12: 6A DD 84             Modify BGL of area $84DD
DF/AC15: F0 00                Duration: 0 frames
DF/AC17: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/AC19: 6A DD 86             Modify BGL of area $86DD
DF/AC1C: F0 00                Duration: 0 frames
DF/AC1E: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/AC20: 6A DD 88             Modify BGL of area $88DD
DF/AC23: F0 00                Duration: 0 frames
DF/AC25: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/AC27: 6A DD 8A             Modify BGL of area $8ADD
DF/AC2A: F0 00                Duration: 0 frames
DF/AC2C: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/AC2E: 6A DD 8C             Modify BGL of area $8CDD
DF/AC31: F0 00                Duration: 0 frames
DF/AC33: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/AC35: 6A DD 8E             Modify BGL of area $8EDD
DF/AC38: F0 00                Duration: 0 frames
DF/AC3A: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/AC3C: 6A DD 90             Modify BGL of area $90DD
DF/AC3F: F0 00                Duration: 0 frames
DF/AC41: 0C F3 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/AC45: 6B DD 82             Modify physical field of area $82DD
DF/AC48: FE                   Return


EVENT [955] ------------------------------------------------------------>
DF/AC49: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/AC4B: FE                   Return


EVENT [956] ------------------------------------------------------------>
DF/AC4C: A0 24                Set event flag memory address 00:7044 Bit 4
DF/AC4E: D1 50 00             Execute event id $0050
DF/AC51: A4 24                Clear event flag memory address 00:7044 Bit 4
DF/AC53: FE                   Return


EVENT [957] ------------------------------------------------------------>
DF/AC54: FD 31                Screen doesn't move with MARIO
DF/AC56: 00 24                Set Object: MARIO ---> Begin action queue for object (Length: 0x24 bytes)
   DF/AC58: 10 44                Set transition flag, x8 speed
   DF/AC5A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/AC5C: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/AC5E: 0A 00                Store #$00 to current object address 0A,x
   DF/AC60: 13 02                Layering priority: Object overlaps MARIO
   DF/AC62: FD 0F 03             Object overlaps BG1 & BG2
   DF/AC65: 08 46 07             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/AC68: 92 1A 11 05          Place object at on-screen coords: (848,136) Z=80
   DF/AC6C: 64 04                Shift object left 4 pixels
   DF/AC6E: 10 40                Set transition flag, x1 speed
   DF/AC70: F0 03                Frame Duration: 3
   DF/AC72: 20 01                <UNKNOWN COMMAND $20>
   DF/AC74: 24 20 00 00 00       <UNKNOWN COMMAND $24>
   DF/AC79: 5A 0A                Shift object up 160 pixels
   DF/AC7B: 21                   <UNKNOWN COMMAND $21>
DF/AC7C: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/AC7E: F0 0F                Frame Duration: 15
   DF/AC80: 10 46                Set transition flag, 1/4 speed
   DF/AC82: 56 05                Shift object up 80 pixels
DF/AC84: F0 6F                Duration: 111 frames
DF/AC86: 77 20                Darken screen from black before following commands; Duration: 32 frames
DF/AC88: A2 71                Set event flag memory address 00:708E Bit 1
DF/AC8A: 68 A1 81 08 57 43    Enter area: $01A1
                              MARIO will be at coords: (272,696) Z=48
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/AC90: FE                   Return


EVENT [958] ------------------------------------------------------------>
DF/AC91: A8 0E 17             Store #$17 to 00:70AE
DF/AC94: FD 58 9E             Store the number of instances in item inventory of item #$9E (Seed        ) to 00:7000
DF/AC97: E2 01 00 B4 AC       If value at 00:7000 = #$0001, jump to address $DF/ACB4
DF/AC9C: FD 58 9F             Store the number of instances in item inventory of item #$9F (Fertilizer  ) to 00:7000
DF/AC9F: E2 01 00 66 AE       If value at 00:7000 = #$0001, jump to address $DF/AE66
DF/ACA4: DA 77 AF AC          If event flag memory address 00:708E Bit 7 set, jump to address $DF/ACAF
DF/ACA8: A2 72                Set event flag memory address 00:708E Bit 2
DF/ACAA: 60 90 AC D0          Run Dialogue $0C90 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Hi, I'm the gardener.
 See that huge planter?<I>

 I've spent many years seeking the
 legendary Seed and Fertilizer
 to fill it with, but had no luck.<I>

 Sigh...if I could only find them!<I><END>


DF/ACAE: FE                   Return

DF/ACAF: 60 1F AC D0          Run Dialogue $0C1F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: This will get me in
 Happy Gardener Monthly magazine!<I><END>


DF/ACB3: FE                   Return

DF/ACB4: DA 72 BE AC          If event flag memory address 00:708E Bit 2 set, jump to address $DF/ACBE
DF/ACB8: A2 72                Set event flag memory address 00:708E Bit 2
DF/ACBA: 60 90 AC D0          Run Dialogue $0C90 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Hi, I'm the gardener.
 See that huge planter?<I>

 I've spent many years seeking the
 legendary Seed and Fertilizer
 to fill it with, but had no luck.<I>

 Sigh...if I could only find them!<I><END>


DF/ACBE: DA 73 1B AD          If event flag memory address 00:708E Bit 3 set, jump to address $DF/AD1B
DF/ACC2: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/ACC4: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/ACC7: 9C 04                Play sound effect #$04
   DF/ACC9: F0 15                Frame Duration: 21
   DF/ACCB: 10 83                Set sequence flag, x4 speed
DF/ACCD: F0 15                Duration: 21 frames
DF/ACCF: 97 00 E0             <UNKNOWN>
DF/ACD2: F0 01                Duration: 1 frames
DF/ACD4: 60 91 AC D0          Run Dialogue $0C91 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Incredible!
 I can't believe it! It's the
 legendary Seed I've read about
 in the ancient gardening texts.
 These are so rare! Can you even
 begin to comprehend what a huge
 discovery this is? I've spent my
 whole life searching for one!
 It's too much, I tell ya!<pause 13 frames>Mario

DF/ACD8: FD 31                Screen doesn't move with MARIO
DF/ACDA: F0 01                Duration: 1 frames
DF/ACDC: 97 00 00             <UNKNOWN>
DF/ACDF: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/ACE1: 10 80                Set sequence flag, x1 speed
   DF/ACE3: F0 0F                Frame Duration: 15
   DF/ACE5: 73                   Object faces down-left
DF/ACE6: 00 F3 57 03          Set Object: MARIO ---> Command: Set object to movement: $0357
DF/ACEA: 0C F2 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/ACEE: F0 1F                Duration: 31 frames
DF/ACF0: DA 74 FB AC          If event flag memory address 00:708E Bit 4 set, jump to address $DF/ACFB
DF/ACF4: 60 8E AC D0          Run Dialogue $0C8E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Hey!
 I haven't finished yet.<I><END>


DF/ACF8: D2 FF AC             Jump to address $DF/ACFF
DF/ACFB: 60 8F AC D0          Run Dialogue $0C8F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Short attention span?<I><END>


DF/ACFF: F0 0F                Duration: 15 frames
DF/AD01: 00 F3 80 01          Set Object: MARIO ---> Command: Set object to movement: $0180
DF/AD05: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/AD09: F0 0F                Duration: 15 frames
DF/AD0B: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/AD0D: 77                   Object faces up-right
DF/AD0E: DA 73 1B AD          If event flag memory address 00:708E Bit 3 set, jump to address $DF/AD1B
DF/AD12: A2 73                Set event flag memory address 00:708E Bit 3
DF/AD14: 60 93 AC D0          Run Dialogue $0C93 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Well, that's my story.<I>
 Say...will you give me the Seed?
  >>   (Sure)
  >>   (Nope)<I><END>


DF/AD18: D2 1F AD             Jump to address $DF/AD1F
DF/AD1B: 60 95 AC D0          Run Dialogue $0C95 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: You changed your mind?<I>
  >>   (Yes)
  >>   (No)<I><END>


DF/AD1F: 66 C3 AD             If 2nd option chosen from dialogue prompt, jump to address $DF/ADC3
DF/AD22: F0 09                Duration: 9 frames
DF/AD24: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/AD28: 51 9E                Remove item in inventory: #$9E (Seed        )
DF/AD2A: 60 97 AC D0          Run Dialogue $0C97 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: I finally have it!<I>

 This is extraordinary!<I><END>


DF/AD2E: A2 75                Set event flag memory address 00:708E Bit 5
DF/AD30: DA 76 FF AE          If event flag memory address 00:708E Bit 6 set, jump to address $DF/AEFF
DF/AD34: FD 58 9F             Store the number of instances in item inventory of item #$9F (Fertilizer  ) to 00:7000
DF/AD37: E2 01 00 3F AD       If value at 00:7000 = #$0001, jump to address $DF/AD3F
DF/AD3C: FD 30                Screen moves with MARIO
DF/AD3E: FE                   Return

DF/AD3F: DA 74 AB AD          If event flag memory address 00:708E Bit 4 set, jump to address $DF/ADAB
DF/AD43: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/AD45: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/AD48: 9C 04                Play sound effect #$04
   DF/AD4A: F0 15                Frame Duration: 21
   DF/AD4C: 10 83                Set sequence flag, x4 speed
DF/AD4E: F0 15                Duration: 21 frames
DF/AD50: 97 00 E0             <UNKNOWN>
DF/AD53: F0 01                Duration: 1 frames
DF/AD55: 60 92 AC D0          Run Dialogue $0C92 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Egads!
 Do you know what you have there?
 That fertilizer comes from the
 Shy Away clan, famous for its
 miraculous feats of gardening. I
 looked for it beyond the cliffs,
 even tried Bean Valley, but failed.
 I've traveled around the world and
 waited a lifetime for some of that
 fertilizer you've got there!<pause 13 frames>Mario

DF/AD59: FD 31                Screen doesn't move with MARIO
DF/AD5B: F0 01                Duration: 1 frames
DF/AD5D: 97 00 00             <UNKNOWN>
DF/AD60: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/AD62: 10 80                Set sequence flag, x1 speed
   DF/AD64: F0 0F                Frame Duration: 15
   DF/AD66: 73                   Object faces down-left
DF/AD67: 00 F3 57 03          Set Object: MARIO ---> Command: Set object to movement: $0357
DF/AD6B: 0C F2 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/AD6F: F0 1F                Duration: 31 frames
DF/AD71: 60 8F AC D0          Run Dialogue $0C8F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Short attention span?<I><END>


DF/AD75: F0 0F                Duration: 15 frames
DF/AD77: 00 F3 80 01          Set Object: MARIO ---> Command: Set object to movement: $0180
DF/AD7B: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/AD7F: F0 0F                Duration: 15 frames
DF/AD81: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/AD83: 77                   Object faces up-right
DF/AD84: A2 74                Set event flag memory address 00:708E Bit 4
DF/AD86: 60 94 AC D0          Run Dialogue $0C94 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Yes, you might say I
 have fertilizer on the brain.<I>
 Will you give it to me?
  >>   (Sure)
  >>   (Sorry)<I><END>


DF/AD8A: 66 9E AD             If 2nd option chosen from dialogue prompt, jump to address $DF/AD9E
DF/AD8D: F0 09                Duration: 9 frames
DF/AD8F: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/AD93: 51 9F                Remove item in inventory: #$9F (Fertilizer  )
DF/AD95: A2 76                Set event flag memory address 00:708E Bit 6
DF/AD97: DA 75 FF AE          If event flag memory address 00:708E Bit 5 set, jump to address $DF/AEFF
DF/AD9B: D2 FF AE             Jump to address $DF/AEFF
DF/AD9E: F0 09                Duration: 9 frames
DF/ADA0: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/ADA4: 60 99 AC D0          Run Dialogue $0C99 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Sigh...
 What ever happened to granting
 an old man's wishes?<I><END>


DF/ADA8: FD 30                Screen moves with MARIO
DF/ADAA: FE                   Return

DF/ADAB: 60 98 AC D0          Run Dialogue $0C98 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 May I have the fertilizer?
  >>   (Yes)
  >>   (No)<I><END>


DF/ADAF: 66 9E AD             If 2nd option chosen from dialogue prompt, jump to address $DF/AD9E
DF/ADB2: F0 09                Duration: 9 frames
DF/ADB4: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/ADB8: 51 9F                Remove item in inventory: #$9F (Fertilizer  )
DF/ADBA: A2 76                Set event flag memory address 00:708E Bit 6
DF/ADBC: DA 75 FF AE          If event flag memory address 00:708E Bit 5 set, jump to address $DF/AEFF
DF/ADC0: D2 FF AE             Jump to address $DF/AEFF
DF/ADC3: F0 09                Duration: 9 frames
DF/ADC5: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/ADC9: 60 9E AC D0          Run Dialogue $0C9E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Gals don't care for
 tightwads, you know!<I><END>


DF/ADCD: FD 58 9F             Store the number of instances in item inventory of item #$9F (Fertilizer  ) to 00:7000
DF/ADD0: E2 01 00 DC AD       If value at 00:7000 = #$0001, jump to address $DF/ADDC
DF/ADD5: 60 99 AC D0          Run Dialogue $0C99 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Sigh...
 What ever happened to granting
 an old man's wishes?<I><END>


DF/ADD9: FD 30                Screen moves with MARIO
DF/ADDB: FE                   Return

DF/ADDC: DA 74 3F AE          If event flag memory address 00:708E Bit 4 set, jump to address $DF/AE3F
DF/ADE0: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/ADE2: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/ADE5: 9C 04                Play sound effect #$04
   DF/ADE7: F0 15                Frame Duration: 21
   DF/ADE9: 10 83                Set sequence flag, x4 speed
DF/ADEB: F0 15                Duration: 21 frames
DF/ADED: 97 00 E0             <UNKNOWN>
DF/ADF0: F0 01                Duration: 1 frames
DF/ADF2: 60 92 AC D0          Run Dialogue $0C92 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Egads!
 Do you know what you have there?
 That fertilizer comes from the
 Shy Away clan, famous for its
 miraculous feats of gardening. I
 looked for it beyond the cliffs,
 even tried Bean Valley, but failed.
 I've traveled around the world and
 waited a lifetime for some of that
 fertilizer you've got there!<pause 13 frames>Mario

DF/ADF6: FD 31                Screen doesn't move with MARIO
DF/ADF8: F0 01                Duration: 1 frames
DF/ADFA: 97 00 00             <UNKNOWN>
DF/ADFD: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/ADFF: 10 80                Set sequence flag, x1 speed
   DF/AE01: F0 0F                Frame Duration: 15
   DF/AE03: 73                   Object faces down-left
DF/AE04: 00 F3 57 03          Set Object: MARIO ---> Command: Set object to movement: $0357
DF/AE08: 0C F2 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/AE0C: F0 1F                Duration: 31 frames
DF/AE0E: 60 8F AC D0          Run Dialogue $0C8F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Short attention span?<I><END>


DF/AE12: F0 0F                Duration: 15 frames
DF/AE14: 00 F3 80 01          Set Object: MARIO ---> Command: Set object to movement: $0180
DF/AE18: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/AE1C: F0 0F                Duration: 15 frames
DF/AE1E: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/AE20: 77                   Object faces up-right
DF/AE21: A2 74                Set event flag memory address 00:708E Bit 4
DF/AE23: 60 94 AC D0          Run Dialogue $0C94 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Yes, you might say I
 have fertilizer on the brain.<I>
 Will you give it to me?
  >>   (Sure)
  >>   (Sorry)<I><END>


DF/AE27: 66 9E AD             If 2nd option chosen from dialogue prompt, jump to address $DF/AD9E
DF/AE2A: F0 09                Duration: 9 frames
DF/AE2C: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/AE30: 51 9F                Remove item in inventory: #$9F (Fertilizer  )
DF/AE32: A2 76                Set event flag memory address 00:708E Bit 6
DF/AE34: DA 75 FF AE          If event flag memory address 00:708E Bit 5 set, jump to address $DF/AEFF
DF/AE38: 60 9B AC D0          Run Dialogue $0C9B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: I'd be so happy if I
 only had the Seed!<I>

 I'm sooo disappointed.<I><END>


DF/AE3C: FD 30                Screen moves with MARIO
DF/AE3E: FE                   Return

DF/AE3F: DA 75 4A AE          If event flag memory address 00:708E Bit 5 set, jump to address $DF/AE4A
DF/AE43: 60 98 AC D0          Run Dialogue $0C98 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 May I have the fertilizer?
  >>   (Yes)
  >>   (No)<I><END>


DF/AE47: D2 4E AE             Jump to address $DF/AE4E
DF/AE4A: 60 9D AC D0          Run Dialogue $0C9D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're giving me the fertilizer too?
  >>   (Yes)
  >>   (No)<I><END>


DF/AE4E: 66 9E AD             If 2nd option chosen from dialogue prompt, jump to address $DF/AD9E
DF/AE51: F0 09                Duration: 9 frames
DF/AE53: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/AE57: 51 9F                Remove item in inventory: #$9F (Fertilizer  )
DF/AE59: A2 76                Set event flag memory address 00:708E Bit 6
DF/AE5B: DA 75 FF AE          If event flag memory address 00:708E Bit 5 set, jump to address $DF/AEFF
DF/AE5F: 60 9B AC D0          Run Dialogue $0C9B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: I'd be so happy if I
 only had the Seed!<I>

 I'm sooo disappointed.<I><END>


DF/AE63: FD 30                Screen moves with MARIO
DF/AE65: FE                   Return

DF/AE66: DA 74 E9 AE          If event flag memory address 00:708E Bit 4 set, jump to address $DF/AEE9
DF/AE6A: DA 72 74 AE          If event flag memory address 00:708E Bit 2 set, jump to address $DF/AE74
DF/AE6E: A2 72                Set event flag memory address 00:708E Bit 2
DF/AE70: 60 90 AC D0          Run Dialogue $0C90 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Hi, I'm the gardener.
 See that huge planter?<I>

 I've spent many years seeking the
 legendary Seed and Fertilizer
 to fill it with, but had no luck.<I>

 Sigh...if I could only find them!<I><END>


DF/AE74: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/AE76: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/AE79: 9C 04                Play sound effect #$04
   DF/AE7B: F0 15                Frame Duration: 21
   DF/AE7D: 10 83                Set sequence flag, x4 speed
DF/AE7F: F0 17                Duration: 23 frames
DF/AE81: 97 00 E0             <UNKNOWN>
DF/AE84: F0 01                Duration: 1 frames
DF/AE86: 60 92 AC D0          Run Dialogue $0C92 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Egads!
 Do you know what you have there?
 That fertilizer comes from the
 Shy Away clan, famous for its
 miraculous feats of gardening. I
 looked for it beyond the cliffs,
 even tried Bean Valley, but failed.
 I've traveled around the world and
 waited a lifetime for some of that
 fertilizer you've got there!<pause 13 frames>Mario

DF/AE8A: FD 31                Screen doesn't move with MARIO
DF/AE8C: F0 01                Duration: 1 frames
DF/AE8E: 97 00 00             <UNKNOWN>
DF/AE91: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/AE93: 10 80                Set sequence flag, x1 speed
   DF/AE95: F0 0F                Frame Duration: 15
   DF/AE97: 73                   Object faces down-left
DF/AE98: 00 F3 57 03          Set Object: MARIO ---> Command: Set object to movement: $0357
DF/AE9C: 0C F2 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/AEA0: F0 1F                Duration: 31 frames
DF/AEA2: DA 73 AD AE          If event flag memory address 00:708E Bit 3 set, jump to address $DF/AEAD
DF/AEA6: 60 8E AC D0          Run Dialogue $0C8E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Hey!
 I haven't finished yet.<I><END>


DF/AEAA: D2 B1 AE             Jump to address $DF/AEB1
DF/AEAD: 60 8F AC D0          Run Dialogue $0C8F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Short attention span?<I><END>


DF/AEB1: F0 0F                Duration: 15 frames
DF/AEB3: 00 F3 80 01          Set Object: MARIO ---> Command: Set object to movement: $0180
DF/AEB7: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/AEBB: F0 0F                Duration: 15 frames
DF/AEBD: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/AEBF: 77                   Object faces up-right
DF/AEC0: DA 74 CD AE          If event flag memory address 00:708E Bit 4 set, jump to address $DF/AECD
DF/AEC4: A2 74                Set event flag memory address 00:708E Bit 4
DF/AEC6: 60 94 AC D0          Run Dialogue $0C94 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Yes, you might say I
 have fertilizer on the brain.<I>
 Will you give it to me?
  >>   (Sure)
  >>   (Sorry)<I><END>


DF/AECA: D2 D1 AE             Jump to address $DF/AED1
DF/AECD: 60 96 AC D0          Run Dialogue $0C96 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Well, Mario?<I>
 Will you give me the fertilizer?
  >>   (Yes)
  >>   (No)<I><END>


DF/AED1: 66 9E AD             If 2nd option chosen from dialogue prompt, jump to address $DF/AD9E
DF/AED4: F0 09                Duration: 9 frames
DF/AED6: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/AEDA: 51 9F                Remove item in inventory: #$9F (Fertilizer  )
DF/AEDC: A2 76                Set event flag memory address 00:708E Bit 6
DF/AEDE: DA 75 FF AE          If event flag memory address 00:708E Bit 5 set, jump to address $DF/AEFF
DF/AEE2: 60 9C AC D0          Run Dialogue $0C9C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: I finally have it!<I>
 But without the Seed,
 it's useless.<I><END>


DF/AEE6: FD 30                Screen moves with MARIO
DF/AEE8: FE                   Return

DF/AEE9: 60 96 AC D0          Run Dialogue $0C96 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Well, Mario?<I>
 Will you give me the fertilizer?
  >>   (Yes)
  >>   (No)<I><END>


DF/AEED: 66 9E AD             If 2nd option chosen from dialogue prompt, jump to address $DF/AD9E
DF/AEF0: 51 9F                Remove item in inventory: #$9F (Fertilizer  )
DF/AEF2: A2 76                Set event flag memory address 00:708E Bit 6
DF/AEF4: DA 75 FF AE          If event flag memory address 00:708E Bit 5 set, jump to address $DF/AEFF
DF/AEF8: 60 9C AC D0          Run Dialogue $0C9C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: I finally have it!<I>
 But without the Seed,
 it's useless.<I><END>


DF/AEFC: FD 30                Screen moves with MARIO
DF/AEFE: FE                   Return

DF/AEFF: FD 31                Screen doesn't move with MARIO
DF/AF01: 60 9A AC D0          Run Dialogue $0C9A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Oh thank you!<I>
 I finally have both the Seed and
 the Fertilizer.<I>
 I'll try them out right away.<I><END>


DF/AF05: A2 77                Set event flag memory address 00:708E Bit 7
DF/AF07: F2 A1 A9             <UNKNOWN COMMAND $F2>
DF/AF0A: F2 A1 AB             <UNKNOWN COMMAND $F2>
DF/AF0D: F2 A2 A9             <UNKNOWN COMMAND $F2>
DF/AF10: F2 A2 AB             <UNKNOWN COMMAND $F2>
DF/AF13: 17 B9                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x39 bytes) (Wait until complete)
   DF/AF15: 51 02                Shift object down-right 32 pixels
   DF/AF17: 77                   Object faces up-right
   DF/AF18: F0 0F                Frame Duration: 15
   DF/AF1A: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/AF1D: 63 0A                Shift object down-left 10 pixels
   DF/AF1F: 77                   Object faces up-right
   DF/AF20: 09                   Reset all object properties to default
   DF/AF21: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/AF22: F0 1F                Frame Duration: 31
   DF/AF24: 13 02                Layering priority: Object overlaps MARIO
   DF/AF26: 0A 00                Store #$00 to current object address 0A,x
   DF/AF28: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/AF29: FD 9E                <UNKNOWN COMMAND $9E>
   DF/AF2B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/AF2C: 20 07                <UNKNOWN COMMAND $20>
   DF/AF2E: 24 20 01 A0 FF       <UNKNOWN COMMAND $24>
   DF/AF33: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DF/AF38: F0 18                Frame Duration: 24
   DF/AF3A: 21                   <UNKNOWN COMMAND $21>
   DF/AF3B: F0 09                Frame Duration: 9
   DF/AF3D: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/AF3E: F0 2F                Frame Duration: 47
   DF/AF40: FD 9E                <UNKNOWN COMMAND $9E>
   DF/AF42: 18                   <UNKNOWN COMMAND $18>
   DF/AF43: 10 82                Set sequence flag, x3 speed
   DF/AF45: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/AF46: F0 3F                Frame Duration: 63
   DF/AF48: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/AF49: 10 80                Set sequence flag, x1 speed
   DF/AF4B: FD 9E                <UNKNOWN COMMAND $9E>
   DF/AF4D: 00                   Set Bit 7 of current object (enable object visibility)
DF/AF4E: 60 03 AC D0          Run Dialogue $0C03 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: I'll plant the seed...<I><END>


DF/AF52: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/AF54: 10 40                Set transition flag, x1 speed
   DF/AF56: 80 19 0E             Move object to on-screen coords: (800,112)
   DF/AF59: 71                   Object faces down-right
DF/AF5A: F0 0F                Duration: 15 frames
DF/AF5C: 17 8E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/AF5E: FD 9E                <UNKNOWN COMMAND $9E>
   DF/AF60: 18                   <UNKNOWN COMMAND $18>
   DF/AF61: 10 82                Set sequence flag, x3 speed
   DF/AF63: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/AF64: F0 3F                Frame Duration: 63
   DF/AF66: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/AF67: 10 80                Set sequence flag, x1 speed
   DF/AF69: FD 9E                <UNKNOWN COMMAND $9E>
   DF/AF6B: 00                   Set Bit 7 of current object (enable object visibility)
DF/AF6C: 60 04 AC D0          Run Dialogue $0C04 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Then give it fertilizer.<I><END>


DF/AF70: F0 0F                Duration: 15 frames
DF/AF72: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/AF74: 10 45                Set transition flag, 1/2 speed
   DF/AF76: 80 16 00             Move object to on-screen coords: (704,0)
DF/AF79: F0 5F                Duration: 95 frames
DF/AF7B: 60 0D AC D0          Run Dialogue $0C0D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: ......
          Nothing's happening.<I><END>


DF/AF7F: F0 1F                Duration: 31 frames
DF/AF81: 9C 7F                Play sound effect #$7F
DF/AF83: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/AF85: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/AF88: 00                   Set Bit 7 of current object (enable object visibility)
DF/AF89: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/AF8B: 08 4B 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/AF8E: 17 8F                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/AF90: 20 07                <UNKNOWN COMMAND $20>
   DF/AF92: 24 E0 FE 60 00       <UNKNOWN COMMAND $24>
   DF/AF97: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DF/AF9C: F0 1F                Frame Duration: 31
   DF/AF9E: 21                   <UNKNOWN COMMAND $21>
DF/AF9F: 17 F3 8B 01          Set Object: NPC #3 ---> Command: Set object to movement: $018B
DF/AFA3: F0 17                Duration: 23 frames
DF/AFA5: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/AFA9: F0 1F                Duration: 31 frames
DF/AFAB: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/AFAD: 08 4B 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/AFB0: 9C 80                Play sound effect #$80
DF/AFB2: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/AFB4: 10 80                Set sequence flag, x1 speed
   DF/AFB6: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/AFB9: F0 3F                Frame Duration: 63
   DF/AFBB: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/AFBE: F0 27                Duration: 39 frames
DF/AFC0: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DF/AFC2: 15 8A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/AFC4: 10 80                Set sequence flag, x1 speed
   DF/AFC6: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/AFC9: F0 3F                Frame Duration: 63
   DF/AFCB: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/AFCE: 9C 00                Play sound effect #$00
DF/AFD0: F0 2F                Duration: 47 frames
DF/AFD2: 60 1A AC 62          Run Dialogue $0C1A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GARDENER: W....wow!<I><END>


DF/AFD6: F0 0F                Duration: 15 frames
DF/AFD8: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/AFDC: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/AFDE: FD 9E                <UNKNOWN COMMAND $9E>
   DF/AFE0: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/AFE1: 7F A0 00             Object jumps (with sound effect) #$00A0 units
DF/AFE4: 60 1B AC 62          Run Dialogue $0C1B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GARDENER: This is amazing!<I><END>


DF/AFE8: F0 17                Duration: 23 frames
DF/AFEA: 17 F2 58 03          Set Object: NPC #3 ---> Command: Set object to movement: $0358
DF/AFEE: 97 00 E0             <UNKNOWN>
DF/AFF1: F0 01                Duration: 1 frames
DF/AFF3: 60 1C AC D0          Run Dialogue $0C1C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: This is unreal! This is
 just like winning the lottery, only
 without the taxes! I mean, this is
 like falling out of an airplane
 without a parachute, and hitting
 a gaggle of geese in mid-air who
 break your fall. Wait until my
 buddies over at Happy Gardener's
 Monthly hear about this. I'm going
 to be famous! Maybe even get my
 picture in the next issue.<pause 13 frames>Mario

DF/AFF7: A0 18                Set event flag memory address 00:7043 Bit 0
DF/AFF9: F0 00                Duration: 0 frames
DF/AFFB: D8 19 02 B0          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/B002
DF/AFFF: D2 F9 AF             Jump to address $DF/AFF9
DF/B002: F0 03                Duration: 3 frames
DF/B004: 97 00 00             <UNKNOWN>
DF/B007: F0 1F                Duration: 31 frames
DF/B009: 60 1D AC D0          Run Dialogue $0C1D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: You think it could use
 a little more fertilizer?<I><END>


DF/B00D: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/B00F: 08 43 81             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/B012: FD 9E                <UNKNOWN COMMAND $9E>
   DF/B014: 16                   <UNKNOWN COMMAND $16>
DF/B015: 0C F2 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/B019: F0 07                Duration: 7 frames
DF/B01B: 60 1E AC D0          Run Dialogue $0C1E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARDENER: Oops, maybe not, huh?<I><END>


DF/B01F: F0 07                Duration: 7 frames
DF/B021: 00 F3 59 03          Set Object: MARIO ---> Command: Set object to movement: $0359
DF/B025: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B029: FD 30                Screen moves with MARIO
DF/B02B: FE                   Return


EVENT [959] ------------------------------------------------------------>
DF/B02C: 10 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B02E: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/B031: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/B033: 06                   Set "moon-walk" Bits
   DF/B034: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/B036: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/B037: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/B039: 10 46                Set transition flag, 1/4 speed
   DF/B03B: 62 08                Shift object down 8 pixels
DF/B03D: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DF/B041: 9C 0A                Play sound effect #$0A
DF/B043: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DF/B045: F0 03                Frame Duration: 3
   DF/B047: 20 04                <UNKNOWN COMMAND $20>
   DF/B049: 25 00 0F F0 FF       <UNKNOWN COMMAND $25>
   DF/B04E: F0 2F                Frame Duration: 47
   DF/B050: 21                   <UNKNOWN COMMAND $21>
DF/B051: F0 17                Duration: 23 frames
DF/B053: 77 08                Darken screen from black before following commands; Duration: 8 frames
DF/B055: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/B057: 4B 05 C0             Lead to World Map Point $C005
DF/B05A: FE                   Return


EVENT [95A] ------------------------------------------------------------>
DF/B05B: DA 78 95 B0          If event flag memory address 00:708F Bit 0 set, jump to address $DF/B095
DF/B05F: A2 78                Set event flag memory address 00:708F Bit 0
DF/B061: 15 F2 07 00          Set Object: NPC #1 ---> Command: Set object to movement: $0007
DF/B065: F0 07                Duration: 7 frames
DF/B067: 17 0D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0D bytes)
   DF/B069: 13 02                Layering priority: Object overlaps MARIO
   DF/B06B: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/B06E: 82 05 6B             Place object at on-screen coords: (176,856)
   DF/B071: F0 17                Frame Duration: 23
   DF/B073: 82 00 00             Place object at on-screen coords: (0,0)
DF/B076: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/B078: F0 00                Frame Duration: 0
   DF/B07A: 3D 78 B0             <UNKNOWN COMMAND $3D: pointer to address $DF/B078>
   DF/B07D: FE                   Return Queue

DF/B07E: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/B080: 00 F2 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/B084: F0 07                Duration: 7 frames
DF/B086: 9C 55                Play sound effect #$55
DF/B088: 60 37 AC 22          Run Dialogue $0C37 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

           Got a Lazy Shell!<I><END>


DF/B08C: 50 21                Put item in inventory: #$21 (Lazy Shell  )
DF/B08E: F0 00                Duration: 0 frames
DF/B090: FD 33 00 8E B0       If Bit 5 of 00:6006 set, jump to address $DF/B08E
DF/B095: FE                   Return


EVENT [95B] ------------------------------------------------------------>
DF/B096: DA 79 D0 B0          If event flag memory address 00:708F Bit 1 set, jump to address $DF/B0D0
DF/B09A: A2 79                Set event flag memory address 00:708F Bit 1
DF/B09C: 16 F2 07 00          Set Object: NPC #2 ---> Command: Set object to movement: $0007
DF/B0A0: F0 07                Duration: 7 frames
DF/B0A2: 17 0D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0D bytes)
   DF/B0A4: 13 02                Layering priority: Object overlaps MARIO
   DF/B0A6: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/B0A9: 82 03 6B             Place object at on-screen coords: (112,856)
   DF/B0AC: F0 17                Frame Duration: 23
   DF/B0AE: 82 00 00             Place object at on-screen coords: (0,0)
DF/B0B1: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/B0B3: F0 00                Frame Duration: 0
   DF/B0B5: 3D B3 B0             <UNKNOWN COMMAND $3D: pointer to address $DF/B0B3>
   DF/B0B8: FE                   Return Queue

DF/B0B9: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/B0BB: 00 F2 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/B0BF: F0 07                Duration: 7 frames
DF/B0C1: 9C 55                Play sound effect #$55
DF/B0C3: 60 37 AC 22          Run Dialogue $0C37 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

           Got a Lazy Shell!<I><END>


DF/B0C7: 50 46                Put item in inventory: #$46 (@Lazy Shell  )
DF/B0C9: F0 00                Duration: 0 frames
DF/B0CB: FD 33 00 C9 B0       If Bit 5 of 00:6006 set, jump to address $DF/B0C9
DF/B0D0: FE                   Return


EVENT [95C] ------------------------------------------------------------>
DF/B0D1: D0 35 09             Execute event id $0935 subsequently
DF/B0D4: FE                   Return


EVENT [95D] ------------------------------------------------------------>
DF/B0D5: 68 01 01 0D 22 A0    Enter area: $0101
                              MARIO will be at coords: (416,272) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$00>
DF/B0DB: D0 3E 09             Execute event id $093E subsequently
DF/B0DE: FE                   Return


EVENT [95E] ------------------------------------------------------------>
DF/B0DF: 68 23 01 05 35 E0    Enter area: $0123
                              MARIO will be at coords: (176,424) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
DF/B0E5: D0 3D 09             Execute event id $093D subsequently
DF/B0E8: FE                   Return


EVENT [95F] ------------------------------------------------------------>
DF/B0E9: A8 3F 37             Store #$37 to 00:70DF
DF/B0EC: 16 86                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/B0EE: 08 49 1C             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1C
                                 ---> Mirrored: no
   DF/B0F1: F0 01                Frame Duration: 1
   DF/B0F3: 09                   Reset all object properties to default
DF/B0F4: A8 20 DB             Store #$DB to 00:70C0
DF/B0F7: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/B0F9: 65 0C                Shift object up-left 12 pixels
DF/B0FB: DE 7B 03 B1          If event flag memory address 00:708F Bit 3 clear, jump to address $DF/B103
DF/B0FF: A6 7B                Clear event flag memory address 00:708F Bit 3
DF/B101: 71                   Lighten screen from black before following commands
DF/B102: FE                   Return

DF/B103: DA 7A 0C B1          If event flag memory address 00:708F Bit 2 set, jump to address $DF/B10C
DF/B107: 92 41                Fade in music: #$41
DF/B109: D2 0E B1             Jump to address $DF/B10E
DF/B10C: 92 43                Fade in music: #$43
DF/B10E: FD 31                Screen doesn't move with MARIO
DF/B110: 9C 13                Play sound effect #$13
DF/B112: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DF/B114: 10 44                Set transition flag, x8 speed
   DF/B116: 80 02 0A             Move object to on-screen coords: (64,80)
DF/B119: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/B11B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/B11D: 92 04 19 15          Place object at on-screen coords: (144,200) Z=336
   DF/B121: 62 08                Shift object down 8 pixels
DF/B123: 71                   Lighten screen from black before following commands
DF/B124: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   DF/B126: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/B128: 7E 00 00             Object jumps #$0000 units
   DF/B12B: 08 41 00             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/B12E: F0 00                Frame Duration: 0
   DF/B130: 3D 2E B1             <UNKNOWN COMMAND $3D: pointer to address $DF/B12E>
   DF/B133: FD 9E                <UNKNOWN COMMAND $9E>
   DF/B135: 3A 00 F3 8B 01 DA    <UNKNOWN COMMAND $3A>
DF/B13B: 7A                   <UNKNOWN COMMAND $7A>
DF/B13C: B3 B2                Decrement 00:7164
DF/B13E: A2 7A                Set event flag memory address 00:708F Bit 2
DF/B140: F0 17                Duration: 23 frames
DF/B142: 16 F7                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $F7>
DF/B144: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B146: F0 17                Frame Duration: 23
   DF/B148: 77                   Object faces up-right
DF/B149: 16 8D                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/B14B: 10 45                Set transition flag, 1/2 speed
   DF/B14D: 57 02                Shift object up-right 32 pixels
   DF/B14F: 67 08                Shift object up-right 8 pixels
   DF/B151: F0 09                Frame Duration: 9
   DF/B153: 10 85                Set sequence flag, 1/2 speed
   DF/B155: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
DF/B158: F0 07                Duration: 7 frames
DF/B15A: 60 38 AC 60          Run Dialogue $0C38 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: 
 Do you know where this leads to?<I><END>


DF/B15E: F0 0F                Duration: 15 frames
DF/B160: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/B162: 09                   Reset all object properties to default
   DF/B163: F0 17                Frame Duration: 23
   DF/B165: 73                   Object faces down-left
DF/B166: 60 39 AC 60          Run Dialogue $0C39 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: It looks like Exor's the
 contact between the two worlds.<I>

 In other words......<I><END>


DF/B16A: 16 F3 56 03          Set Object: NPC #2 ---> Command: Set object to movement: $0356
DF/B16E: 60 3A 2C 60          Run Dialogue $0C3A
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: If we follow this road,
 we'll find Smithy.<I>

 So...what's keeping us?<I><END>


DF/B172: FD 61                <UNKNOWN COMMAND $FD 61>
DF/B174: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/B176: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
DF/B179: 65                   <UNKNOWN COMMAND $65>
DF/B17A: 9C 1A                Play sound effect #$1A
DF/B17C: 60 3B AC 60          Run Dialogue $0C3B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Hang on!<I><END>


DF/B180: 15 F7                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $F7>
DF/B182: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B184: F0 0F                Frame Duration: 15
   DF/B186: 71                   Object faces down-right
DF/B187: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/B189: 09                   Reset all object properties to default
DF/B18A: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/B18C: 10 45                Set transition flag, 1/2 speed
   DF/B18E: 41                   <UNKNOWN COMMAND $41>
   DF/B18F: 61 0C                Shift object down-right 12 pixels
   DF/B191: 77                   Object faces up-right
   DF/B192: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DF/B195: 60 3C AC 60          Run Dialogue $0C3C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Hey! I only joined so that
 I could get my castle back.<I>
 I'm not going to be dragged along
 on this stupid hunt.<I><END>


DF/B199: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/B19B: 09                   Reset all object properties to default
   DF/B19C: 70                   Object faces right
   DF/B19D: F0 03                Frame Duration: 3
   DF/B19F: 71                   Object faces down-right
   DF/B1A0: F0 03                Frame Duration: 3
   DF/B1A2: 72                   Object faces down
   DF/B1A3: F0 03                Frame Duration: 3
   DF/B1A5: 73                   Object faces down-left
DF/B1A6: 60 3D 2C 60          Run Dialogue $0C3D
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: This is as far as I go.<I>

 I'm going to gather my troops and
 rebuild my castle.<I><END>


DF/B1AA: FD 61                <UNKNOWN COMMAND $FD 61>
DF/B1AC: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/B1AE: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
DF/B1B1: 65                   <UNKNOWN COMMAND $65>
DF/B1B2: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/B1B4: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DF/B1B7: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B1B9: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/B1BC: 60 3E AC 60          Run Dialogue $0C3E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: And you, Mario!<I>
 You're an official member of the
 Koopa Troop. It's your duty to
 help with the repairs!<I><END>


DF/B1C0: F0 07                Duration: 7 frames
DF/B1C2: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/B1C4: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/B1C7: 60 3F AC 60          Run Dialogue $0C3F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Bowser, you're completely
 missing the point.<I><END>


DF/B1CB: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/B1CD: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
DF/B1D0: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/B1D2: F0 2F                Frame Duration: 47
   DF/B1D4: 77                   Object faces up-right
   DF/B1D5: 09                   Reset all object properties to default
DF/B1D6: 60 40 2C 60          Run Dialogue $0C40
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Gwaa?!<I>

 I oughtta rip your stuffing out!<I><END>


DF/B1DA: FD 61                <UNKNOWN COMMAND $FD 61>
DF/B1DC: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/B1DE: 77                   Object faces up-right
   DF/B1DF: 09                   Reset all object properties to default
DF/B1E0: 65                   <UNKNOWN COMMAND $65>
DF/B1E1: F0 07                Duration: 7 frames
DF/B1E3: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/B1E5: 09                   Reset all object properties to default
DF/B1E6: 60 41 AC 60          Run Dialogue $0C41 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: No, think about it, Bowser.<I>
 This sword connects the two
 worlds, right?<I><END>


DF/B1EA: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B1EC: 08 41 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
DF/B1EF: 60 42 AC 60          Run Dialogue $0C42 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Yeah, so?<I><END>


DF/B1F3: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/B1F5: 09                   Reset all object properties to default
DF/B1F6: F0 07                Duration: 7 frames
DF/B1F8: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/B1FA: F0 0F                Frame Duration: 15
   DF/B1FC: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/B1FF: F0 3F                Frame Duration: 63
   DF/B201: 09                   Reset all object properties to default
DF/B202: 60 43 AC 60          Run Dialogue $0C43 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Even IF we defeat Exor...<I>
 There will be OTHER weapon beasts
 to follow him.<I><END>


DF/B206: 16 F2 56 03          Set Object: NPC #2 ---> Command: Set object to movement: $0356
DF/B20A: 60 44 AC 60          Run Dialogue $0C44 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Your castle is at the
 entrance point to YOUR world.
 In short...they'll be back!<I><END>


DF/B20E: F0 0F                Duration: 15 frames
DF/B210: 16 82                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/B212: 73                   Object faces down-left
   DF/B213: 09                   Reset all object properties to default
DF/B214: 60 45 AC 60          Run Dialogue $0C45 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Is that what you want?<I><END>


DF/B218: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/B21A: 71                   Object faces down-right
DF/B21B: 60 46 AC 60          Run Dialogue $0C46 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Um....well...<I><END>


DF/B21F: F0 0F                Duration: 15 frames
DF/B221: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/B223: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DF/B226: 60 46 AC 60          Run Dialogue $0C46 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Um....well...<I><END>


DF/B22A: F0 17                Duration: 23 frames
DF/B22C: 60 4A 2C 60          Run Dialogue $0C4A
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:  (More weapon things
 coming to take over my castle?
 What about my....<I>


             ....PRIVACY?<I>

 Yikes....
        This isn't good at all....
              In fact, this stinks!....)<I><END>


DF/B230: FD 61                <UNKNOWN COMMAND $FD 61>
DF/B232: FD 61                <UNKNOWN COMMAND $FD 61>
DF/B234: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B236: 08 40 8D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
DF/B239: 65                   <UNKNOWN COMMAND $65>
DF/B23A: F0 0F                Duration: 15 frames
DF/B23C: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/B23E: 71                   Object faces down-right
   DF/B23F: 09                   Reset all object properties to default
DF/B240: 60 4B AC 60          Run Dialogue $0C4B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:  (But I CAN'T just be pals
 with these cretins.<I>
 I've got an image to keep up.)<I><END>


DF/B244: F0 0F                Duration: 15 frames
DF/B246: 60 46 AC 60          Run Dialogue $0C46 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Um....well...<I><END>


DF/B24A: 60 4C 2C 60          Run Dialogue $0C4C
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:  (I've got it!)<I><END>


DF/B24E: 15 88                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/B250: F0 07                Frame Duration: 7
   DF/B252: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/B255: F0 1F                Frame Duration: 31
   DF/B257: 09                   Reset all object properties to default
DF/B258: 65                   <UNKNOWN COMMAND $65>
DF/B259: F0 1F                Duration: 31 frames
DF/B25B: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/B25D: 10 85                Set sequence flag, 1/2 speed
   DF/B25F: 08 11 0A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/B262: F0 35                Frame Duration: 53
   DF/B264: 08 49 1E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1E
                                 ---> Mirrored: no
DF/B267: 60 47 2C 60          Run Dialogue $0C47
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: No one insults the Koopa
 Troop and gets away with it.<I>

 I've got a bone to pick with this
 Smithy guy!<I><END>


DF/B26B: FD 61                <UNKNOWN COMMAND $FD 61>
DF/B26D: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/B26F: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/B272: F0 07                Frame Duration: 7
   DF/B274: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
DF/B277: 65                   <UNKNOWN COMMAND $65>
DF/B278: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/B27A: 75                   Object faces up-left
   DF/B27B: 09                   Reset all object properties to default
   DF/B27C: F0 07                Frame Duration: 7
DF/B27E: 60 48 AC 60          Run Dialogue $0C48 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Come on, Mario!
 We'll teach him a lesson.<I><END>


DF/B282: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/B284: 10 81                Set sequence flag, x2 speed
   DF/B286: 45                   <UNKNOWN COMMAND $45>
   DF/B287: 65 0A                Shift object up-left 10 pixels
   DF/B289: 01                   Clear Bit 7 of current object (disable object visibility)
DF/B28A: F0 1F                Duration: 31 frames
DF/B28C: 60 4D AC 60          Run Dialogue $0C4D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:  (I'm so sly!)<I><END>


DF/B290: F0 0F                Duration: 15 frames
DF/B292: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/B294: 77                   Object faces up-right
DF/B295: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B297: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/B29A: 60 49 AC 60          Run Dialogue $0C49 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: It looks like we're together
 on this one. Let's go!<I><END>


DF/B29E: F0 07                Duration: 7 frames
DF/B2A0: 16 88                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/B2A2: 09                   Reset all object properties to default
   DF/B2A3: 10 80                Set sequence flag, x1 speed
   DF/B2A5: 53 02                Shift object down-left 32 pixels
   DF/B2A7: 63 04                Shift object down-left 4 pixels
   DF/B2A9: 01                   Clear Bit 7 of current object (disable object visibility)
DF/B2AA: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B2AE: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/B2B0: F0 0F                Frame Duration: 15
   DF/B2B2: 72                   Object faces down
DF/B2B3: FD 30                Screen moves with MARIO
DF/B2B5: FE                   Return


EVENT [960] ------------------------------------------------------------>
DF/B2B6: 31                   <UNKNOWN COMMAND $31>
DF/B2B7: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/B2B9: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/B2BB: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/B2BD: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/B2BF: 0A 00                Store #$00 to current object address 0A,x
   DF/B2C1: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/B2C2: 92 0E 1A 00          Place object at on-screen coords: (448,208) Z=0
DF/B2C6: 14 F2 C7 01          Set Object: NPC #0 ---> Command: Set object to movement: $01C7
DF/B2CA: F0 1F                Duration: 31 frames
DF/B2CC: F0 00                Duration: 0 frames
DF/B2CE: CB                   Store joypad register to 00:7000,00:7001
DF/B2CF: E6 80 00 CC B2       If memory address 00:7000 Bit $0080 set, do NOT jump to address $DF/B2CC
DF/B2D4: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
DF/B2D6: D8 29 F4 B2          If event flag memory address 00:7045 Bit 1 set, jump to address $DF/B2F4
DF/B2DA: D8 2A 0E B3          If event flag memory address 00:7045 Bit 2 set, jump to address $DF/B30E
DF/B2DE: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/B2E0: 72                   Object faces down
   DF/B2E1: 00                   Set Bit 7 of current object (enable object visibility)
   DF/B2E2: 20 07                <UNKNOWN COMMAND $20>
   DF/B2E4: 24 80 00 80 00       <UNKNOWN COMMAND $24>
   DF/B2E9: 25 00 0A D0 FF       <UNKNOWN COMMAND $25>
   DF/B2EE: F0 67                Frame Duration: 103
   DF/B2F0: 21                   <UNKNOWN COMMAND $21>
DF/B2F1: D2 21 B3             Jump to address $DF/B321
DF/B2F4: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/B2F6: 73                   Object faces down-left
   DF/B2F7: 00                   Set Bit 7 of current object (enable object visibility)
   DF/B2F8: 20 07                <UNKNOWN COMMAND $20>
   DF/B2FA: 24 00 FF 80 00       <UNKNOWN COMMAND $24>
   DF/B2FF: 25 00 09 D0 FF       <UNKNOWN COMMAND $25>
   DF/B304: F0 67                Frame Duration: 103
   DF/B306: 21                   <UNKNOWN COMMAND $21>
DF/B307: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/B30B: D2 21 B3             Jump to address $DF/B321
DF/B30E: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/B310: 77                   Object faces up-right
   DF/B311: 00                   Set Bit 7 of current object (enable object visibility)
   DF/B312: 20 07                <UNKNOWN COMMAND $20>
   DF/B314: 24 00 01 80 FF       <UNKNOWN COMMAND $24>
   DF/B319: 25 00 09 D0 FF       <UNKNOWN COMMAND $25>
   DF/B31E: F0 67                Frame Duration: 103
   DF/B320: 21                   <UNKNOWN COMMAND $21>
DF/B321: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/B325: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B329: 14 F2 C6 01          Set Object: NPC #0 ---> Command: Set object to movement: $01C6
DF/B32D: FE                   Return


EVENT [961] ------------------------------------------------------------>
DF/B32E: DA 5B 55 B3          If event flag memory address 00:708B Bit 3 set, jump to address $DF/B355
DF/B332: A2 5B                Set event flag memory address 00:708B Bit 3
DF/B334: FD 31                Screen doesn't move with MARIO
DF/B336: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/B338: 82 16 3D             Place object at on-screen coords: (720,488)
   DF/B33B: FD 0F 00             Object overlaps <UNKNOWN>
   DF/B33E: 13 00                Layering priority: MARIO overlaps object
   DF/B340: 10 45                Set transition flag, 1/2 speed
DF/B342: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/B344: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
   DF/B346: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/B348: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DF/B34A: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DF/B34C: 17 F8                Set Object: NPC #3 ---> Command: Show Object
DF/B34E: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DF/B350: FD 30                Screen moves with MARIO
DF/B352: 40 62 29             Execute event id $2962 simultaneously with the following commands
DF/B355: FE                   Return


EVENT [962] ------------------------------------------------------------>
DF/B356: 35 EF                Enable Overworld Menu
DF/B358: F0 00                Duration: 0 frames
DF/B35A: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/B35C: 3D EF B3             <UNKNOWN COMMAND: pointer to address $B3EF>
DF/B35F: CB                   Store joypad register to 00:7000,00:7001
DF/B360: E7 40 00 6C B3       If memory address 00:7000 Bit $0040 set, jump to address $DF/B36C
DF/B365: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/B367: 10 80                Set sequence flag, x1 speed
DF/B369: D2 70 B3             Jump to address $DF/B370
DF/B36C: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/B36E: 10 81                Set sequence flag, x2 speed
DF/B370: CA                   Store held joypad register to 00:7000,00:7001
DF/B371: E7 01 00 CF B3       If memory address 00:7000 Bit $0001 set, jump to address $DF/B3CF
DF/B376: E7 08 00 DF B3       If memory address 00:7000 Bit $0008 set, jump to address $DF/B3DF
DF/B37B: E7 02 00 DF B3       If memory address 00:7000 Bit $0002 set, jump to address $DF/B3DF
DF/B380: E7 04 00 CF B3       If memory address 00:7000 Bit $0004 set, jump to address $DF/B3CF
DF/B385: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/B387: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/B389: D8 18 CA B3          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/B3CA
DF/B38D: C9 00                <UNKNOWN COMMAND $C9>
DF/B38F: E2 07 00 C2 B3       If value at 00:7000 = #$0007, jump to address $DF/B3C2
DF/B394: E2 00 00 C2 B3       If value at 00:7000 = #$0000, jump to address $DF/B3C2
DF/B399: E2 01 00 C2 B3       If value at 00:7000 = #$0001, jump to address $DF/B3C2
DF/B39E: E2 02 00 C2 B3       If value at 00:7000 = #$0002, jump to address $DF/B3C2
DF/B3A3: E2 05 00 BA B3       If value at 00:7000 = #$0005, jump to address $DF/B3BA
DF/B3A8: E2 04 00 BA B3       If value at 00:7000 = #$0004, jump to address $DF/B3BA
DF/B3AD: E2 03 00 BA B3       If value at 00:7000 = #$0003, jump to address $DF/B3BA
DF/B3B2: E2 06 00 BA B3       If value at 00:7000 = #$0006, jump to address $DF/B3BA
DF/B3B7: D2 58 B3             Jump to address $DF/B358
DF/B3BA: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B3BC: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DF/B3BF: D2 58 B3             Jump to address $DF/B358
DF/B3C2: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B3C4: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/B3C7: D2 58 B3             Jump to address $DF/B358
DF/B3CA: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/B3CC: D2 58 B3             Jump to address $DF/B358
DF/B3CF: D8 19 58 B3          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/B358
DF/B3D3: A0 19                Set event flag memory address 00:7043 Bit 1
DF/B3D5: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/B3D7: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B3D9: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/B3DC: D2 58 B3             Jump to address $DF/B358
DF/B3DF: D8 1A 58 B3          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/B358
DF/B3E3: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/B3E5: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/B3E7: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B3E9: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/B3EC: D2 58 B3             Jump to address $DF/B358
DF/B3EF: A0 18                Set event flag memory address 00:7043 Bit 0
DF/B3F1: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/B3F3: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/B3F5: CA                   Store held joypad register to 00:7000,00:7001
DF/B3F6: E7 02 00 4F B4       If memory address 00:7000 Bit $0002 set, jump to address $DF/B44F
DF/B3FB: E7 01 00 47 B4       If memory address 00:7000 Bit $0001 set, jump to address $DF/B447
DF/B400: E7 04 00 47 B4       If memory address 00:7000 Bit $0004 set, jump to address $DF/B447
DF/B405: E7 08 00 4F B4       If memory address 00:7000 Bit $0008 set, jump to address $DF/B44F
DF/B40A: C9 00                <UNKNOWN COMMAND $C9>
DF/B40C: E2 07 00 37 B4       If value at 00:7000 = #$0007, jump to address $DF/B437
DF/B411: E2 00 00 37 B4       If value at 00:7000 = #$0000, jump to address $DF/B437
DF/B416: E2 01 00 37 B4       If value at 00:7000 = #$0001, jump to address $DF/B437
DF/B41B: E2 06 00 37 B4       If value at 00:7000 = #$0006, jump to address $DF/B437
DF/B420: E2 05 00 3F B4       If value at 00:7000 = #$0005, jump to address $DF/B43F
DF/B425: E2 04 00 3F B4       If value at 00:7000 = #$0004, jump to address $DF/B43F
DF/B42A: E2 03 00 3F B4       If value at 00:7000 = #$0003, jump to address $DF/B43F
DF/B42F: E2 02 00 3F B4       If value at 00:7000 = #$0002, jump to address $DF/B43F
DF/B434: D2 58 B3             Jump to address $DF/B358
DF/B437: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B439: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/B43C: D2 58 B3             Jump to address $DF/B358
DF/B43F: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B441: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DF/B444: D2 58 B3             Jump to address $DF/B358
DF/B447: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B449: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/B44C: D2 58 B3             Jump to address $DF/B358
DF/B44F: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B451: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DF/B454: D2 58 B3             Jump to address $DF/B358

EVENT [963] ------------------------------------------------------------>
DF/B457: DE 5B C0 B4          If event flag memory address 00:708B Bit 3 clear, jump to address $DF/B4C0
DF/B45B: DA 5C C0 B4          If event flag memory address 00:708B Bit 4 set, jump to address $DF/B4C0
DF/B45F: FD 43                <UNKNOWN COMMAND $FD 43>
DF/B461: FD A3                Fade out music
DF/B463: A2 5C                Set event flag memory address 00:708B Bit 4
DF/B465: 14 1D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1D bytes)
   DF/B467: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/B46A: F0 3F                Frame Duration: 63
   DF/B46C: FD 0F 03             Object overlaps BG1 & BG2
   DF/B46F: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/B472: 20 04                <UNKNOWN COMMAND $20>
   DF/B474: 25 C0 06 C0 FF       <UNKNOWN COMMAND $25>
   DF/B479: F0 35                Frame Duration: 53
   DF/B47B: 21                   <UNKNOWN COMMAND $21>
   DF/B47C: F0 0F                Frame Duration: 15
   DF/B47E: FD 0F 02             Object overlaps BG1
   DF/B481: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/B484: F0 3F                Duration: 63 frames
DF/B486: 91 2D                Play music: #$2D
DF/B488: 14 FE                Set Object: NPC #0 ---> Command: End object queue
DF/B48A: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/B48C: 10 40                Set transition flag, x1 speed
   DF/B48E: 43                   <UNKNOWN COMMAND $43>
   DF/B48F: 55 08                Shift object up-left 128 pixels
DF/B491: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/B493: FD A3                Fade out music
DF/B495: 00 15                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes)
   DF/B497: FD 0F 02             Object overlaps BG1
   DF/B49A: 13 01                Layering priority: Normal
   DF/B49C: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/B49E: F0 0F                Frame Duration: 15
   DF/B4A0: 10 81                Set sequence flag, x2 speed
   DF/B4A2: 51 05                Shift object down-right 80 pixels
   DF/B4A4: F0 17                Frame Duration: 23
   DF/B4A6: 73                   Object faces down-left
   DF/B4A7: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/B4AA: F0 07                Frame Duration: 7
DF/B4AC: F0 1F                Duration: 31 frames
DF/B4AE: 91 2E                Play music: #$2E
DF/B4B0: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/B4B2: 00 F3 80 01          Set Object: MARIO ---> Command: Set object to movement: $0180
DF/B4B6: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B4BA: F0 0F                Duration: 15 frames
DF/B4BC: 91 20                Play music: #$20
DF/B4BE: 35 FF                Enable Overworld Menu
DF/B4C0: FE                   Return


EVENT [964] ------------------------------------------------------------>
DF/B4C1: DE 5B 22 B5          If event flag memory address 00:708B Bit 3 clear, jump to address $DF/B522
DF/B4C5: DA 5C 22 B5          If event flag memory address 00:708B Bit 4 set, jump to address $DF/B522
DF/B4C9: FD 43                <UNKNOWN COMMAND $FD 43>
DF/B4CB: FD A3                Fade out music
DF/B4CD: A2 5C                Set event flag memory address 00:708B Bit 4
DF/B4CF: 14 26                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x26 bytes)
   DF/B4D1: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DF/B4D4: F0 3F                Frame Duration: 63
   DF/B4D6: FD 0F 03             Object overlaps BG1 & BG2
   DF/B4D9: 10 44                Set transition flag, x8 speed
   DF/B4DB: 64 06                Shift object left 6 pixels
   DF/B4DD: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/B4E0: 20 04                <UNKNOWN COMMAND $20>
   DF/B4E2: 25 C0 06 C0 FF       <UNKNOWN COMMAND $25>
   DF/B4E7: F0 35                Frame Duration: 53
   DF/B4E9: 21                   <UNKNOWN COMMAND $21>
   DF/B4EA: F0 0F                Frame Duration: 15
   DF/B4EC: FD 0F 02             Object overlaps BG1
   DF/B4EF: 60 06                Shift object right 6 pixels
   DF/B4F1: FD 0F 03             Object overlaps BG1 & BG2
   DF/B4F4: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
DF/B4F7: F0 3F                Duration: 63 frames
DF/B4F9: 91 2D                Play music: #$2D
DF/B4FB: 14 FE                Set Object: NPC #0 ---> Command: End object queue
DF/B4FD: 00 94                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DF/B4FF: 10 40                Set transition flag, x1 speed
   DF/B501: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/B503: 51 07                Shift object down-right 112 pixels
   DF/B505: 61 08                Shift object down-right 8 pixels
   DF/B507: 67 08                Shift object up-right 8 pixels
   DF/B509: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/B50C: 57 02                Shift object up-right 32 pixels
   DF/B50E: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/B511: 57 02                Shift object up-right 32 pixels
DF/B513: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/B515: FD 0F 02             Object overlaps BG1
   DF/B518: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/B51B: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/B51D: 55 08                Shift object up-left 128 pixels
DF/B51F: D2 91 B4             Jump to address $DF/B491
DF/B522: FE                   Return


EVENT [965] ------------------------------------------------------------>
DF/B523: F2 9E B2             <UNKNOWN COMMAND $F2>
DF/B526: F2 9E B4             <UNKNOWN COMMAND $F2>
DF/B529: F2 9E B6             <UNKNOWN COMMAND $F2>
DF/B52C: F2 9E B8             <UNKNOWN COMMAND $F2>
DF/B52F: F2 9D B4             <UNKNOWN COMMAND $F2>
DF/B532: F2 9D B6             <UNKNOWN COMMAND $F2>
DF/B535: F2 9D B8             <UNKNOWN COMMAND $F2>
DF/B538: F2 9D BA             <UNKNOWN COMMAND $F2>
DF/B53B: F2 9F A8             <UNKNOWN COMMAND $F2>
DF/B53E: 1D 09                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/B540: 10 44                Set transition flag, x8 speed
   DF/B542: 66 0C                Shift object up 12 pixels
   DF/B544: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/B547: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/B549: 20 02                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/B54B: 64 07                Shift object left 7 pixels
DF/B54D: 21 02                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/B54F: 60 08                Shift object right 8 pixels
DF/B551: 22 02                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/B553: 64 08                Shift object left 8 pixels
DF/B555: FD 31                Screen doesn't move with MARIO
DF/B557: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/B559: 82 1B 6C             Place object at on-screen coords: (864,864)
   DF/B55C: 0A 00                Store #$00 to current object address 0A,x
   DF/B55E: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/B560: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/B562: 71                   Lighten screen from black before following commands
DF/B563: F0 0F                Duration: 15 frames
DF/B565: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/B567: 6A 9F 80             Modify BGL of area $809F
DF/B56A: 9C 7E                Play sound effect #$7E
DF/B56C: F0 0F                Duration: 15 frames
DF/B56E: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/B570: 10 81                Set sequence flag, x2 speed
   DF/B572: 53 02                Shift object down-left 32 pixels
DF/B574: F0 0F                Duration: 15 frames
DF/B576: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/B578: 6A 9F 9A             Modify BGL of area $9A9F
DF/B57B: 9C 7D                Play sound effect #$7D
DF/B57D: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B581: FD 30                Screen moves with MARIO
DF/B583: FE                   Return


EVENT [966] ------------------------------------------------------------>
DF/B584: DA 5D A2 B6          If event flag memory address 00:708B Bit 5 set, jump to address $DF/B6A2
DF/B588: A2 5D                Set event flag memory address 00:708B Bit 5
DF/B58A: F2 9F 3A             <UNKNOWN COMMAND $F2>
DF/B58D: FD A3                Fade out music
DF/B58F: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/B591: 80 17 3C             Move object to on-screen coords: (736,480)
DF/B594: F0 0F                Duration: 15 frames
DF/B596: FD 31                Screen doesn't move with MARIO
DF/B598: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/B59A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/B59C: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/B59E: 0A 00                Store #$00 to current object address 0A,x
   DF/B5A0: 80 1A 4D             Move object to on-screen coords: (848,616)
   DF/B5A3: 77                   Object faces up-right
DF/B5A4: 1C F7                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $F7>
DF/B5A6: F0 1F                Duration: 31 frames
DF/B5A8: 0C 88                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/B5AA: 10 45                Set transition flag, 1/2 speed
   DF/B5AC: 56 03                Shift object up 48 pixels
   DF/B5AE: 66 08                Shift object up 8 pixels
   DF/B5B0: F0 17                Frame Duration: 23
DF/B5B2: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DF/B5B4: F0 6F                Frame Duration: 111
   DF/B5B6: 10 44                Set transition flag, x8 speed
   DF/B5B8: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DF/B5BB: 64 02                Shift object left 2 pixels
DF/B5BD: 91 17                Play music: #$17
DF/B5BF: F0 43                Duration: 67 frames
DF/B5C1: 1D 99                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DF/B5C3: 10 40                Set transition flag, x1 speed
   DF/B5C5: 6A 50                Shift object up 80 pixels
   DF/B5C7: F0 1F                Frame Duration: 31
   DF/B5C9: 13 02                Layering priority: Object overlaps MARIO
   DF/B5CB: 10 81                Set sequence flag, x2 speed
   DF/B5CD: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/B5D0: F0 2F                Frame Duration: 47
   DF/B5D2: 10 82                Set sequence flag, x3 speed
   DF/B5D4: F0 2F                Frame Duration: 47
   DF/B5D6: 10 83                Set sequence flag, x4 speed
   DF/B5D8: F0 2F                Frame Duration: 47
   DF/B5DA: 10 84                Set sequence flag, x8 speed
DF/B5DC: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/B5DE: 10 40                Set transition flag, x1 speed
   DF/B5E0: 6A 50                Shift object up 80 pixels
DF/B5E2: F0 17                Duration: 23 frames
DF/B5E4: 1C F2 8A 01          Set Object: NPC #8 ---> Command: Set object to movement: $018A
DF/B5E8: F0 00                Duration: 0 frames
DF/B5EA: 1D 02                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/B5EC: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
DF/B5EE: F1 1F 02             Duration: 543 frames
DF/B5F1: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/B5F3: 64 01                Shift object left 1 pixels
   DF/B5F5: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DF/B5F8: 72                   Object faces down
DF/B5F9: F0 1F                Duration: 31 frames
DF/B5FB: 1D AE                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x2E bytes) (Wait until complete)
   DF/B5FD: F0 0F                Frame Duration: 15
   DF/B5FF: 10 83                Set sequence flag, x4 speed
   DF/B601: F0 2F                Frame Duration: 47
   DF/B603: 10 82                Set sequence flag, x3 speed
   DF/B605: F0 2F                Frame Duration: 47
   DF/B607: 10 81                Set sequence flag, x2 speed
   DF/B609: F0 2F                Frame Duration: 47
   DF/B60B: 10 80                Set sequence flag, x1 speed
   DF/B60D: F0 43                Frame Duration: 67
   DF/B60F: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/B612: F0 5F                Frame Duration: 95
   DF/B614: 10 80                Set sequence flag, x1 speed
   DF/B616: F0 07                Frame Duration: 7
   DF/B618: 10 81                Set sequence flag, x2 speed
   DF/B61A: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/B61D: F0 09                Frame Duration: 9
   DF/B61F: 10 82                Set sequence flag, x3 speed
   DF/B621: F0 09                Frame Duration: 9
   DF/B623: 10 83                Set sequence flag, x4 speed
   DF/B625: F0 09                Frame Duration: 9
   DF/B627: 10 84                Set sequence flag, x8 speed
   DF/B629: F0 37                Frame Duration: 55
DF/B62B: 91 18                Play music: #$18
DF/B62D: F0 2F                Duration: 47 frames
DF/B62F: 1D 09                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/B631: 13 02                Layering priority: Object overlaps MARIO
   DF/B633: 10 41                Set transition flag, x2 speed
   DF/B635: 6B 40                <UNKNOWN COMMAND: frame duration=64?>
   DF/B637: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/B63A: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B63C: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DF/B63F: F1 CF 01             Duration: 463 frames
DF/B642: 1D 0A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/B644: 10 40                Set transition flag, x1 speed
   DF/B646: 6A 20                Shift object up 32 pixels
   DF/B648: F0 2F                Frame Duration: 47
   DF/B64A: 10 44                Set transition flag, x8 speed
   DF/B64C: 5A 10                Shift object up 256 pixels
DF/B64E: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/B650: F0 42                Frame Duration: 66
   DF/B652: 10 41                Set transition flag, x2 speed
   DF/B654: 5A 06                Shift object up 96 pixels
DF/B656: F0 48                Duration: 72 frames
DF/B658: 77 20                Darken screen from black before following commands; Duration: 32 frames
DF/B65A: FD 4D 04             ENDING - Star Piece Scene #4
DF/B65D: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/B65F: 5B 04                Shift object down 64 pixels
   DF/B661: 52 05                Shift object down 80 pixels
DF/B663: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B667: 71                   Lighten screen from black before following commands
DF/B668: F0 0F                Duration: 15 frames
DF/B66A: FD 88 00             Set Bit 7 of 00:0158
DF/B66D: FD 88 01             Set Bit 7 of 00:0168
DF/B670: FD 88 02             Set Bit 7 of 00:0178
DF/B673: FD 8E 80 07 01       <UNKNOWN COMMAND $8E>
DF/B678: 7F                   <UNKNOWN COMMAND $7F>
DF/B679: 60 72 AD 42          Run Dialogue $0D72 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

       You've come a long way,
  but your journey's not over yet.
    There are 3 more Star Pieces.<I><END>


DF/B67D: F0 1F                Duration: 31 frames
DF/B67F: 00 F2 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/B683: F0 33                Duration: 51 frames
DF/B685: 9C 0D                Play sound effect #$0D
DF/B687: F0 0F                Duration: 15 frames
DF/B689: FD 8E B2 07 01       <UNKNOWN COMMAND $8E>
DF/B68E: 7F                   <UNKNOWN COMMAND $7F>
DF/B68F: FD 89 00             Clear Bit 7 of 00:0158
DF/B692: FD 89 01             Clear Bit 7 of 00:0168
DF/B695: FD 89 02             Clear Bit 7 of 00:0178
DF/B698: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B69C: F0 0F                Duration: 15 frames
DF/B69E: 91 22                Play music: #$22
DF/B6A0: FD 30                Screen moves with MARIO
DF/B6A2: FE                   Return


EVENT [967] ------------------------------------------------------------>
DF/B6A3: DA 5D 11 B7          If event flag memory address 00:708B Bit 5 set, jump to address $DF/B711
DF/B6A7: E0 0E 06 AD B6       If value at 00:70AE = #$06, jump to address $DF/B6AD
DF/B6AC: FE                   Return

DF/B6AD: C9 00                <UNKNOWN COMMAND $C9>
DF/B6AF: E2 07 00 BF B6       If value at 00:7000 = #$0007, jump to address $DF/B6BF
DF/B6B4: E2 00 00 BF B6       If value at 00:7000 = #$0000, jump to address $DF/B6BF
DF/B6B9: E2 06 00 BF B6       If value at 00:7000 = #$0006, jump to address $DF/B6BF
DF/B6BE: FE                   Return

DF/B6BF: FD 31                Screen doesn't move with MARIO
DF/B6C1: 35 00                Disable Overworld Menu
DF/B6C3: F0 00                Duration: 0 frames
DF/B6C5: 3D C3 B6             <UNKNOWN COMMAND: pointer to address $B6C3>
DF/B6C8: 1B F7                Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $F7>
DF/B6CA: 1B 0B                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/B6CC: FD 0F 03             Object overlaps BG1 & BG2
   DF/B6CF: 13 02                Layering priority: Object overlaps MARIO
   DF/B6D1: 10 45                Set transition flag, 1/2 speed
   DF/B6D3: 80 1A 6E             Move object to on-screen coords: (832,880)
   DF/B6D6: 73                   Object faces down-left
DF/B6D7: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/B6D9: 0A 00                Store #$00 to current object address 0A,x
   DF/B6DB: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/B6DD: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/B6DF: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/B6E2: 53 02                Shift object down-left 32 pixels
   DF/B6E4: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/B6E7: 77                   Object faces up-right
   DF/B6E8: 13 02                Layering priority: Object overlaps MARIO
DF/B6EA: 1B 05                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/B6EC: 10 80                Set sequence flag, x1 speed
   DF/B6EE: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/B6F1: 60 20 AC D0          Run Dialogue $0C20 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GENO: Mario!
 There are Star Pieces to be found!<I>
 Hang in there!<I><END>


DF/B6F5: C4 80                <UNKNOWN COMMAND $C4>
DF/B6F7: BB 0B                Store value at 00:7000 to 00:7016
DF/B6F9: C5 80                <UNKNOWN COMMAND $C5>
DF/B6FB: BB 0C                Store value at 00:7000 to 00:7018
DF/B6FD: 1B 89                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/B6FF: 10 40                Set transition flag, x1 speed
   DF/B701: 10 81                Set sequence flag, x2 speed
   DF/B703: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/B706: 88                   Object runs away?
   DF/B707: 01                   Clear Bit 7 of current object (disable object visibility)
DF/B708: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B70C: FD 30                Screen moves with MARIO
DF/B70E: 35 FF                Enable Overworld Menu
DF/B710: FE                   Return

DF/B711: E0 0E 06 17 B7       If value at 00:70AE = #$06, jump to address $DF/B717
DF/B716: FE                   Return

DF/B717: FD 31                Screen doesn't move with MARIO
DF/B719: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/B71B: 47                   <UNKNOWN COMMAND $47>
   DF/B71C: 01                   Clear Bit 7 of current object (disable object visibility)
DF/B71D: F0 1F                Duration: 31 frames
DF/B71F: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/B721: 6A 9F 9A             Modify BGL of area $9A9F
DF/B724: 9C 7E                Play sound effect #$7E
DF/B726: FD 30                Screen moves with MARIO
DF/B728: F0 1F                Duration: 31 frames
DF/B72A: 77 10                Darken screen from black before following commands; Duration: 16 frames
DF/B72C: 9C 7D                Play sound effect #$7D
DF/B72E: A1 7A                Set event flag memory address 00:706F Bit 2
DF/B730: A1 3B                Set event flag memory address 00:7067 Bit 3
DF/B732: 4B 1F C0             Lead to World Map Point $C01F

EVENT [968] ------------------------------------------------------------>
DF/B735: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/B737: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/B739: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/B73B: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/B73D: A0 2C                Set event flag memory address 00:7045 Bit 4
DF/B73F: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/B741: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/B743: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/B745: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/B747: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/B749: FE                   Return


EVENT [969] ------------------------------------------------------------>
DF/B74A: E0 20 ED B3 B7       If value at 00:70C0 = #$ED, jump to address $DF/B7B3
DF/B74F: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/B751: 62 02                Shift object down 2 pixels
   DF/B753: 61 05                Shift object down-right 5 pixels
DF/B755: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/B757: 63 0C                Shift object down-left 12 pixels
DF/B759: DE 7D 61 B7          If event flag memory address 00:708F Bit 5 clear, jump to address $DF/B761
DF/B75D: 1B F2 B2 02          Set Object: NPC #7 ---> Command: Set object to movement: $02B2
DF/B761: A8 20 EF             Store #$EF to 00:70C0
DF/B764: A8 21 18             Store #$18 to 00:70C1
DF/B767: A8 22 10             Store #$10 to 00:70C2
DF/B76A: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/B76C: FD 31                Screen doesn't move with MARIO
DF/B76E: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/B770: 82 19 2C             Place object at on-screen coords: (800,352)
   DF/B773: 63 05                Shift object down-left 5 pixels
   DF/B775: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B777: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/B779: 82 19 2B             Place object at on-screen coords: (816,344)
   DF/B77C: 63 0B                Shift object down-left 11 pixels
   DF/B77E: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B780: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/B782: 82 1B 27             Place object at on-screen coords: (880,312)
   DF/B785: 63 05                Shift object down-left 5 pixels
   DF/B787: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B789: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/B78B: 82 1C 26             Place object at on-screen coords: (896,304)
   DF/B78E: 63 0B                Shift object down-left 11 pixels
   DF/B790: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B792: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/B794: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/B796: 0A 00                Store #$00 to current object address 0A,x
   DF/B798: 92 20 2B 00          Place object at on-screen coords: (1040,344) Z=0
DF/B79C: 71                   Lighten screen from black before following commands
DF/B79D: 00 F3 9E 01          Set Object: MARIO ---> Command: Set object to movement: $019E
DF/B7A1: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/B7A5: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B7A9: 40 20 2A             Execute event id $2A20 simultaneously with the following commands
DF/B7AC: FD 30                Screen moves with MARIO
DF/B7AE: 40 20 2A             Execute event id $2A20 simultaneously with the following commands
DF/B7B1: FE                   Return

DF/B7B2: FE                   Return

DF/B7B3: DE 7D BB B7          If event flag memory address 00:708F Bit 5 clear, jump to address $DF/B7BB
DF/B7B7: 1B F2 B2 02          Set Object: NPC #7 ---> Command: Set object to movement: $02B2
DF/B7BB: A8 20 EF             Store #$EF to 00:70C0
DF/B7BE: A8 21 00             Store #$00 to 00:70C1
DF/B7C1: A8 22 00             Store #$00 to 00:70C2
DF/B7C4: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/B7C6: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/B7C8: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B7CA: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/B7CC: 63 06                Shift object down-left 6 pixels
   DF/B7CE: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B7D0: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/B7D2: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B7D4: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/B7D6: 63 06                Shift object down-left 6 pixels
   DF/B7D8: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B7DA: 40 20 2A             Execute event id $2A20 simultaneously with the following commands
DF/B7DD: 71                   Lighten screen from black before following commands
DF/B7DE: FE                   Return

DF/B7DF: DE 7D E7 B7          If event flag memory address 00:708F Bit 5 clear, jump to address $DF/B7E7
DF/B7E3: 1B F2 B2 02          Set Object: NPC #7 ---> Command: Set object to movement: $02B2
DF/B7E7: A8 20 EF             Store #$EF to 00:70C0
DF/B7EA: A8 21 18             Store #$18 to 00:70C1
DF/B7ED: A8 22 10             Store #$10 to 00:70C2
DF/B7F0: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/B7F2: FD 31                Screen doesn't move with MARIO
DF/B7F4: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/B7F6: 82 19 2C             Place object at on-screen coords: (800,352)
   DF/B7F9: 63 05                Shift object down-left 5 pixels
   DF/B7FB: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B7FD: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/B7FF: 82 19 2B             Place object at on-screen coords: (816,344)
   DF/B802: 63 0B                Shift object down-left 11 pixels
   DF/B804: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B806: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/B808: 82 1B 27             Place object at on-screen coords: (880,312)
   DF/B80B: 63 05                Shift object down-left 5 pixels
   DF/B80D: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B80F: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/B811: 82 1C 26             Place object at on-screen coords: (896,304)
   DF/B814: 63 0B                Shift object down-left 11 pixels
   DF/B816: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B818: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/B81A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/B81C: 0A 00                Store #$00 to current object address 0A,x
   DF/B81E: 92 1B 2B 00          Place object at on-screen coords: (880,344) Z=0
DF/B822: 71                   Lighten screen from black before following commands
DF/B823: 00 F3 9F 01          Set Object: MARIO ---> Command: Set object to movement: $019F
DF/B827: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/B82B: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B82F: 40 20 2A             Execute event id $2A20 simultaneously with the following commands
DF/B832: FD 30                Screen moves with MARIO
DF/B834: 40 20 2A             Execute event id $2A20 simultaneously with the following commands
DF/B837: FE                   Return

DF/B838: DE 7D 40 B8          If event flag memory address 00:708F Bit 5 clear, jump to address $DF/B840
DF/B83C: 1B F2 B2 02          Set Object: NPC #7 ---> Command: Set object to movement: $02B2
DF/B840: A8 20 EF             Store #$EF to 00:70C0
DF/B843: A8 21 00             Store #$00 to 00:70C1
DF/B846: A8 22 00             Store #$00 to 00:70C2
DF/B849: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/B84B: FD 31                Screen doesn't move with MARIO
DF/B84D: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/B84F: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B851: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/B853: 63 06                Shift object down-left 6 pixels
   DF/B855: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B857: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/B859: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B85B: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/B85D: 63 06                Shift object down-left 6 pixels
   DF/B85F: 6B 13                <UNKNOWN COMMAND: frame duration=19?>
DF/B861: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/B863: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/B865: 0A 00                Store #$00 to current object address 0A,x
   DF/B867: 92 14 3C 00          Place object at on-screen coords: (640,480) Z=0
DF/B86B: 71                   Lighten screen from black before following commands
DF/B86C: 00 F3 5C 03          Set Object: MARIO ---> Command: Set object to movement: $035C
DF/B870: 00 F3 8F 01          Set Object: MARIO ---> Command: Set object to movement: $018F
DF/B874: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/B878: 40 20 2A             Execute event id $2A20 simultaneously with the following commands
DF/B87B: FD 30                Screen moves with MARIO
DF/B87D: FE                   Return


EVENT [96A] ------------------------------------------------------------>
DF/B87E: A4 37                Clear event flag memory address 00:7046 Bit 7
DF/B880: A4 35                Clear event flag memory address 00:7046 Bit 5
DF/B882: A4 36                Clear event flag memory address 00:7046 Bit 6
DF/B884: A0 2D                Set event flag memory address 00:7045 Bit 5
DF/B886: D2 A6 B8             Jump to address $DF/B8A6

EVENT [96B] ------------------------------------------------------------>
DF/B889: A0 2C                Set event flag memory address 00:7045 Bit 4
DF/B88B: D2 A6 B8             Jump to address $DF/B8A6

EVENT [96C] ------------------------------------------------------------>
DF/B88E: A0 2B                Set event flag memory address 00:7045 Bit 3
DF/B890: D2 A6 B8             Jump to address $DF/B8A6

EVENT [96D] ------------------------------------------------------------>
DF/B893: A0 2A                Set event flag memory address 00:7045 Bit 2
DF/B895: D2 A6 B8             Jump to address $DF/B8A6

EVENT [96E] ------------------------------------------------------------>
DF/B898: A0 29                Set event flag memory address 00:7045 Bit 1
DF/B89A: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/B89C: D2 A6 B8             Jump to address $DF/B8A6

EVENT [96F] ------------------------------------------------------------>
DF/B89F: A0 28                Set event flag memory address 00:7045 Bit 0
DF/B8A1: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/B8A3: D2 A6 B8             Jump to address $DF/B8A6

EVENT [970] ------------------------------------------------------------>
DF/B8A6: A0 38                Set event flag memory address 00:7047 Bit 0
DF/B8A8: 10 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes)
   DF/B8AA: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/B8AD: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/B8AF: 06                   Set "moon-walk" Bits
   DF/B8B0: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/B8B2: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/B8B3: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/B8B5: 10 46                Set transition flag, 1/4 speed
   DF/B8B7: 62 08                Shift object down 8 pixels
DF/B8B9: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DF/B8BD: 9C 0A                Play sound effect #$0A
DF/B8BF: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DF/B8C1: F0 03                Frame Duration: 3
   DF/B8C3: 20 04                <UNKNOWN COMMAND $20>
   DF/B8C5: 25 00 0F F0 FF       <UNKNOWN COMMAND $25>
   DF/B8CA: F0 2F                Frame Duration: 47
   DF/B8CC: 21                   <UNKNOWN COMMAND $21>
DF/B8CD: F0 17                Duration: 23 frames
DF/B8CF: 77 08                Darken screen from black before following commands; Duration: 8 frames
DF/B8D1: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/B8D3: D8 28 EB B8          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/B8EB
DF/B8D7: D8 29 F4 B8          If event flag memory address 00:7045 Bit 1 set, jump to address $DF/B8F4
DF/B8DB: D8 2A FD B8          If event flag memory address 00:7045 Bit 2 set, jump to address $DF/B8FD
DF/B8DF: D8 2B 06 B9          If event flag memory address 00:7045 Bit 3 set, jump to address $DF/B906
DF/B8E3: D8 2C 0F B9          If event flag memory address 00:7045 Bit 4 set, jump to address $DF/B90F
DF/B8E7: D8 2D 18 B9          If event flag memory address 00:7045 Bit 5 set, jump to address $DF/B918
DF/B8EB: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/B8ED: 68 E2 80 10 18 40    Enter area: $00E2
                              MARIO will be at coords: (512,192) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B8F3: FE                   Return

DF/B8F4: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/B8F6: 68 E4 80 06 6E 40    Enter area: $00E4
                              MARIO will be at coords: (192,880) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B8FC: FE                   Return

DF/B8FD: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/B8FF: 68 E5 80 14 6C 40    Enter area: $00E5
                              MARIO will be at coords: (640,864) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B905: FE                   Return

DF/B906: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/B908: 68 E7 80 13 4A 40    Enter area: $00E7
                              MARIO will be at coords: (608,592) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B90E: FE                   Return

DF/B90F: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/B911: 68 E3 80 06 28 40    Enter area: $00E3
                              MARIO will be at coords: (192,320) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B917: FE                   Return

DF/B918: A4 2D                Clear event flag memory address 00:7045 Bit 5
DF/B91A: E0 0C 01 3F B9       If value at 00:70AC = #$01, jump to address $DF/B93F
DF/B91F: E0 0C 02 46 B9       If value at 00:70AC = #$02, jump to address $DF/B946
DF/B924: E0 0C 03 4D B9       If value at 00:70AC = #$03, jump to address $DF/B94D
DF/B929: E0 0C 04 54 B9       If value at 00:70AC = #$04, jump to address $DF/B954
DF/B92E: E0 0C 05 5B B9       If value at 00:70AC = #$05, jump to address $DF/B95B
DF/B933: E0 0C 06 62 B9       If value at 00:70AC = #$06, jump to address $DF/B962
DF/B938: 68 E1 80 04 4A 40    Enter area: $00E1
                              MARIO will be at coords: (128,592) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B93E: FE                   Return

DF/B93F: 68 E1 80 10 5C 40    Enter area: $00E1
                              MARIO will be at coords: (512,736) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B945: FE                   Return

DF/B946: 68 E1 80 0D 62 40    Enter area: $00E1
                              MARIO will be at coords: (416,784) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B94C: FE                   Return

DF/B94D: 68 E1 80 0C 56 40    Enter area: $00E1
                              MARIO will be at coords: (384,688) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B953: FE                   Return

DF/B954: 68 E1 80 09 5C 40    Enter area: $00E1
                              MARIO will be at coords: (288,736) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B95A: FE                   Return

DF/B95B: 68 E1 80 09 4E 40    Enter area: $00E1
                              MARIO will be at coords: (288,624) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B961: FE                   Return

DF/B962: 68 E1 80 06 54 40    Enter area: $00E1
                              MARIO will be at coords: (192,672) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/B968: FE                   Return


EVENT [971] ------------------------------------------------------------>
DF/B969: F8 28 28 74 B9       <UNKNOWN COMMAND $F8>
DF/B96E: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/B970: 10 44                Set transition flag, x8 speed
   DF/B972: 61 08                Shift object down-right 8 pixels
DF/B974: F8 28 2A 7F B9       <UNKNOWN COMMAND $F8>
DF/B979: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/B97B: 10 44                Set transition flag, x8 speed
   DF/B97D: 63 08                Shift object down-left 8 pixels
DF/B97F: F8 28 2C 8A B9       <UNKNOWN COMMAND $F8>
DF/B984: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/B986: 10 44                Set transition flag, x8 speed
   DF/B988: 61 08                Shift object down-right 8 pixels
DF/B98A: 71                   Lighten screen from black before following commands
DF/B98B: FE                   Return


EVENT [972] ------------------------------------------------------------>
DF/B98C: C3                   <UNKNOWN COMMAND $C3>
DF/B98D: E2 F2 00 B5 B9       If value at 00:7000 = #$00F2, jump to address $DF/B9B5
DF/B992: E2 EC 00 9A B9       If value at 00:7000 = #$00EC, jump to address $DF/B99A
DF/B997: D2 42 BA             Jump to address $DF/BA42
DF/B99A: 1C 8D                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/B99C: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/B99E: 10 C4                Set transition and sequence flags, x8 speed
   DF/B9A0: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/B9A3: 13 00                Layering priority: MARIO overlaps object
   DF/B9A5: 62 0C                Shift object down 12 pixels
   DF/B9A7: 63 05                Shift object down-left 5 pixels
DF/B9A9: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/B9AB: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DF/B9AE: 1C F2 B3 03          Set Object: NPC #8 ---> Command: Set object to movement: $03B3
DF/B9B2: D2 42 BA             Jump to address $DF/BA42
DF/B9B5: D8 37 F0 B9          If event flag memory address 00:7046 Bit 7 set, jump to address $DF/B9F0
DF/B9B9: D8 35 1D BA          If event flag memory address 00:7046 Bit 5 set, jump to address $DF/BA1D
DF/B9BD: D8 36 2C BA          If event flag memory address 00:7046 Bit 6 set, jump to address $DF/BA2C
DF/B9C1: 6B F2 82             Modify physical field of area $82F2
DF/B9C4: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/B9C6: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/B9C8: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/B9CA: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/B9CC: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/B9CE: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/B9D0: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/B9D2: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
DF/B9D4: E8 D9 B9             If random number between 0 and 255 > 128, jump to address $DF/B9D9
DF/B9D7: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/B9D9: E8 DE B9             If random number between 0 and 255 > 128, jump to address $DF/B9DE
DF/B9DC: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/B9DE: E8 E3 B9             If random number between 0 and 255 > 128, jump to address $DF/B9E3
DF/B9E1: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/B9E3: E8 E8 B9             If random number between 0 and 255 > 128, jump to address $DF/B9E8
DF/B9E6: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
DF/B9E8: E8 ED B9             If random number between 0 and 255 > 128, jump to address $DF/B9ED
DF/B9EB: 20 F9                Set Object: NPC #12 ---> Command: Remove Object
DF/B9ED: D2 42 BA             Jump to address $DF/BA42
DF/B9F0: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/B9F2: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/B9F4: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/B9F6: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/B9F8: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/B9FA: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/B9FC: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/B9FE: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
DF/BA00: 20 F9                Set Object: NPC #12 ---> Command: Remove Object
DF/BA02: F8 F2 42 42 BA       <UNKNOWN COMMAND $F8>
DF/BA07: 21 8D                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/BA09: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/BA0B: 10 C4                Set transition and sequence flags, x8 speed
   DF/BA0D: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/BA10: 13 00                Layering priority: MARIO overlaps object
   DF/BA12: 62 0C                Shift object down 12 pixels
   DF/BA14: 63 05                Shift object down-left 5 pixels
DF/BA16: 21 F2 B3 03          Set Object: NPC #13 ---> Command: Set object to movement: $03B3
DF/BA1A: D2 42 BA             Jump to address $DF/BA42
DF/BA1D: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/BA1F: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/BA21: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/BA23: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/BA25: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/BA27: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
DF/BA29: D2 42 BA             Jump to address $DF/BA42
DF/BA2C: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/BA2E: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/BA30: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/BA32: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/BA34: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/BA36: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/BA38: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/BA3A: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/BA3C: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
DF/BA3E: 20 F9                Set Object: NPC #12 ---> Command: Remove Object
DF/BA40: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
DF/BA42: DC 39 1C BB          If event flag memory address 00:7047 Bit 1 clear, jump to address $DF/BB1C
DF/BA46: 9C 13                Play sound effect #$13
DF/BA48: A4 39                Clear event flag memory address 00:7047 Bit 1
DF/BA4A: FD 31                Screen doesn't move with MARIO
DF/BA4C: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/BA4E: 10 44                Set transition flag, x8 speed
   DF/BA50: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/BA52: 5A 10                Shift object up 256 pixels
   DF/BA54: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/BA56: 71                   Lighten screen from black before following commands
DF/BA57: F0 0F                Duration: 15 frames
DF/BA59: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/BA5B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/BA5D: 7E 00 00             Object jumps #$0000 units
   DF/BA60: F0 00                Frame Duration: 0
   DF/BA62: 3D 60 BA             <UNKNOWN COMMAND $3D: pointer to address $DF/BA60>
DF/BA65: 9C 00                Play sound effect #$00
DF/BA67: C3                   <UNKNOWN COMMAND $C3>
DF/BA68: E2 E9 00 A4 BA       If value at 00:7000 = #$00E9, jump to address $DF/BAA4
DF/BA6D: E2 EB 00 86 BA       If value at 00:7000 = #$00EB, jump to address $DF/BA86
DF/BA72: E2 EC 00 90 BA       If value at 00:7000 = #$00EC, jump to address $DF/BA90
DF/BA77: E2 F2 00 9A BA       If value at 00:7000 = #$00F2, jump to address $DF/BA9A
DF/BA7C: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/BA7E: 10 44                Set transition flag, x8 speed
   DF/BA80: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/BA83: D2 BC BA             Jump to address $DF/BABC
DF/BA86: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/BA88: 10 44                Set transition flag, x8 speed
   DF/BA8A: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/BA8D: D2 BC BA             Jump to address $DF/BABC
DF/BA90: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/BA92: 10 44                Set transition flag, x8 speed
   DF/BA94: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/BA97: D2 BC BA             Jump to address $DF/BABC
DF/BA9A: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/BA9C: 10 44                Set transition flag, x8 speed
   DF/BA9E: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/BAA1: D2 BC BA             Jump to address $DF/BABC
DF/BAA4: C4 80                <UNKNOWN COMMAND $C4>
DF/BAA6: E2 03 00 B5 BA       If value at 00:7000 = #$0003, jump to address $DF/BAB5
DF/BAAB: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/BAAD: 10 44                Set transition flag, x8 speed
   DF/BAAF: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/BAB2: D2 BC BA             Jump to address $DF/BABC
DF/BAB5: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/BAB7: 10 44                Set transition flag, x8 speed
   DF/BAB9: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/BABC: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/BABE: 06                   Set "moon-walk" Bits
   DF/BABF: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/BAC1: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/BAC2: 10 40                Set transition flag, x1 speed
   DF/BAC4: 62 08                Shift object down 8 pixels
DF/BAC6: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DF/BAC8: F0 07                Frame Duration: 7
   DF/BACA: 7E 80 00             Object jumps #$0080 units
   DF/BACD: FD 9C                <UNKNOWN COMMAND $9C>
   DF/BACF: 0A 42                Store #$42 to current object address 0A,x
DF/BAD1: F0 2F                Duration: 47 frames
DF/BAD3: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/BAD7: FD 30                Screen moves with MARIO
DF/BAD9: C3                   <UNKNOWN COMMAND $C3>
DF/BADA: E2 F2 00 E0 BA       If value at 00:7000 = #$00F2, jump to address $DF/BAE0
DF/BADF: FE                   Return

DF/BAE0: D1 04 0E             Execute event id $0E04
DF/BAE3: DE CF 19 BB          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/BB19
DF/BAE7: D8 35 F6 BA          If event flag memory address 00:7046 Bit 5 set, jump to address $DF/BAF6
DF/BAEB: D8 36 02 BB          If event flag memory address 00:7046 Bit 6 set, jump to address $DF/BB02
DF/BAEF: D8 37 0E BB          If event flag memory address 00:7046 Bit 7 set, jump to address $DF/BB0E
DF/BAF3: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/BAF5: FE                   Return

DF/BAF6: F8 F2 34 19 BB       <UNKNOWN COMMAND $F8>
DF/BAFB: F0 17                Duration: 23 frames
DF/BAFD: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/BAFF: 9C 95                Play sound effect #$95
DF/BB01: FE                   Return

DF/BB02: F8 F2 36 19 BB       <UNKNOWN COMMAND $F8>
DF/BB07: F0 17                Duration: 23 frames
DF/BB09: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/BB0B: 9C 95                Play sound effect #$95
DF/BB0D: FE                   Return

DF/BB0E: F8 F2 32 19 BB       <UNKNOWN COMMAND $F8>
DF/BB13: F0 17                Duration: 23 frames
DF/BB15: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/BB17: 9C 95                Play sound effect #$95
DF/BB19: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/BB1B: FE                   Return

DF/BB1C: 71                   Lighten screen from black before following commands
DF/BB1D: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/BB1F: FE                   Return


EVENT [973] ------------------------------------------------------------>
DF/BB20: 32 15 4F BB          <UNKNOWN COMMAND $32>
DF/BB24: DC 1F B0 BB          If event flag memory address 00:7043 Bit 7 clear, jump to address $DF/BBB0
DF/BB28: F8 26 B2 3C BB       <UNKNOWN COMMAND $F8>
DF/BB2D: D8 22 4F BB          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/BB4F
DF/BB31: 15 F2 84 01          Set Object: NPC #1 ---> Command: Set object to movement: $0184
DF/BB35: 19 F2 84 01          Set Object: NPC #5 ---> Command: Set object to movement: $0184
DF/BB39: D2 4F BB             Jump to address $DF/BB4F
DF/BB3C: 19 89                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/BB3E: 92 0E 5A 10          Place object at on-screen coords: (448,720) Z=256
   DF/BB42: 10 44                Set transition flag, x8 speed
   DF/BB44: 64 03                Shift object left 3 pixels
   DF/BB46: 00                   Set Bit 7 of current object (enable object visibility)
DF/BB47: 15 F2 84 01          Set Object: NPC #1 ---> Command: Set object to movement: $0184
DF/BB4B: 19 F2 84 01          Set Object: NPC #5 ---> Command: Set object to movement: $0184
DF/BB4F: 32 17 80 BB          <UNKNOWN COMMAND $32>
DF/BB53: DC 20 BA BB          If event flag memory address 00:7044 Bit 0 clear, jump to address $DF/BBBA
DF/BB57: F8 26 B6 6B BB       <UNKNOWN COMMAND $F8>
DF/BB5C: D8 24 80 BB          If event flag memory address 00:7044 Bit 4 set, jump to address $DF/BB80
DF/BB60: 17 F2 84 01          Set Object: NPC #3 ---> Command: Set object to movement: $0184
DF/BB64: 1B F2 84 01          Set Object: NPC #7 ---> Command: Set object to movement: $0184
DF/BB68: D2 80 BB             Jump to address $DF/BB80
DF/BB6B: 1B 8B                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/BB6D: 92 0B 52 10          Place object at on-screen coords: (352,656) Z=256
   DF/BB71: 10 44                Set transition flag, x8 speed
   DF/BB73: 66 08                Shift object up 8 pixels
   DF/BB75: 64 03                Shift object left 3 pixels
   DF/BB77: 00                   Set Bit 7 of current object (enable object visibility)
DF/BB78: 17 F2 84 01          Set Object: NPC #3 ---> Command: Set object to movement: $0184
DF/BB7C: 1B F2 84 01          Set Object: NPC #7 ---> Command: Set object to movement: $0184
DF/BB80: 32 16 AF BB          <UNKNOWN COMMAND $32>
DF/BB84: DC 21 B5 BB          If event flag memory address 00:7044 Bit 1 clear, jump to address $DF/BBB5
DF/BB88: F8 26 B4 9C BB       <UNKNOWN COMMAND $F8>
DF/BB8D: D8 23 AF BB          If event flag memory address 00:7044 Bit 3 set, jump to address $DF/BBAF
DF/BB91: 16 F2 84 01          Set Object: NPC #2 ---> Command: Set object to movement: $0184
DF/BB95: 1A F2 84 01          Set Object: NPC #6 ---> Command: Set object to movement: $0184
DF/BB99: D2 AF BB             Jump to address $DF/BBAF
DF/BB9C: 1A 89                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/BB9E: 92 0D 55 12          Place object at on-screen coords: (432,680) Z=288
   DF/BBA2: 10 44                Set transition flag, x8 speed
   DF/BBA4: 64 03                Shift object left 3 pixels
   DF/BBA6: 00                   Set Bit 7 of current object (enable object visibility)
DF/BBA7: 16 F2 84 01          Set Object: NPC #2 ---> Command: Set object to movement: $0184
DF/BBAB: 1A F2 84 01          Set Object: NPC #6 ---> Command: Set object to movement: $0184
DF/BBAF: FE                   Return

DF/BBB0: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
DF/BBB2: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/BBB4: FE                   Return

DF/BBB5: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
DF/BBB7: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/BBB9: FE                   Return

DF/BBBA: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DF/BBBC: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/BBBE: FE                   Return


EVENT [974] ------------------------------------------------------------>
DF/BBBF: DA 5A 36 BC          If event flag memory address 00:708B Bit 2 set, jump to address $DF/BC36
DF/BBC3: DE 59 36 BC          If event flag memory address 00:708B Bit 1 clear, jump to address $DF/BC36
DF/BBC7: A2 5A                Set event flag memory address 00:708B Bit 2
DF/BBC9: 35 00                Disable Overworld Menu
DF/BBCB: 00 F9                Set Object: MARIO ---> Command: Remove Object
DF/BBCD: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/BBCF: F0 17                Duration: 23 frames
DF/BBD1: FD 43                <UNKNOWN COMMAND $FD 43>
DF/BBD3: 40 73 69             Execute event id $6973 simultaneously with the following commands
DF/BBD6: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/BBD8: 80 0A 3B             Move object to on-screen coords: (336,472)
DF/BBDB: 60 0B 2C 62          Run Dialogue $0C0B
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: 
 HE'S GONE?!
 That's not fair!<I>

 I'm so hurt...
 I only wanted to play with him.<I>

 Now,....what expression should I
 be wearing at a time like this?!<I><END>


DF/BBDF: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/BBE1: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/BBE4: FD 61                <UNKNOWN COMMAND $FD 61>
DF/BBE6: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/BBE8: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/BBEB: FD 61                <UNKNOWN COMMAND $FD 61>
DF/BBED: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/BBEF: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/BBF2: 65                   <UNKNOWN COMMAND $65>
DF/BBF3: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/BBF5: F0 0F                Frame Duration: 15
   DF/BBF7: 09                   Reset all object properties to default
DF/BBF8: 9C 4C                Play sound effect #$4C
DF/BBFA: F0 47                Duration: 71 frames
DF/BBFC: 60 0F 2C 62          Run Dialogue $0C0F
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Now I remember!
 I should look like...THIS!<I><END>


DF/BC00: 1C 0E                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0E bytes)
   DF/BC02: 9C 4A                Play sound effect #$4A
   DF/BC04: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DF/BC07: 06                   Set "moon-walk" Bits
   DF/BC08: 55 02                Shift object up-left 32 pixels
   DF/BC0A: FD 0F 02             Object overlaps BG1
   DF/BC0D: 55 03                Shift object up-left 48 pixels
   DF/BC0F: 01                   Clear Bit 7 of current object (disable object visibility)
DF/BC10: 1D 85                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/BC12: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/BC15: 55 06                Shift object up-left 96 pixels
DF/BC17: 65                   <UNKNOWN COMMAND $65>
DF/BC18: F0 17                Duration: 23 frames
DF/BC1A: 35 FF                Enable Overworld Menu
DF/BC1C: 9C 00                Play sound effect #$00
DF/BC1E: F2 26 28             <UNKNOWN COMMAND $F2>
DF/BC21: F2 26 2A             <UNKNOWN COMMAND $F2>
DF/BC24: F2 26 2C             <UNKNOWN COMMAND $F2>
DF/BC27: F2 26 2E             <UNKNOWN COMMAND $F2>
DF/BC2A: F2 26 30             <UNKNOWN COMMAND $F2>
DF/BC2D: F2 26 32             <UNKNOWN COMMAND $F2>
DF/BC30: F2 26 34             <UNKNOWN COMMAND $F2>
DF/BC33: F2 26 36             <UNKNOWN COMMAND $F2>
DF/BC36: 68 28 80 0B 7D A5    Enter area: $0028
                              MARIO will be at coords: (368,1000) Z=80
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/BC3C: FE                   Return


EVENT [975] ------------------------------------------------------------>
DF/BC3D: DA 5A B3 BC          If event flag memory address 00:708B Bit 2 set, jump to address $DF/BCB3
DF/BC41: DE 59 B3 BC          If event flag memory address 00:708B Bit 1 clear, jump to address $DF/BCB3
DF/BC45: 35 00                Disable Overworld Menu
DF/BC47: 00 F9                Set Object: MARIO ---> Command: Remove Object
DF/BC49: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/BC4B: F0 17                Duration: 23 frames
DF/BC4D: FD 43                <UNKNOWN COMMAND $FD 43>
DF/BC4F: 40 73 69             Execute event id $6973 simultaneously with the following commands
DF/BC52: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/BC54: 80 0A 3B             Move object to on-screen coords: (336,472)
DF/BC57: 60 0B 2C 62          Run Dialogue $0C0B
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: 
 HE'S GONE?!
 That's not fair!<I>

 I'm so hurt...
 I only wanted to play with him.<I>

 Now,....what expression should I
 be wearing at a time like this?!<I><END>


DF/BC5B: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/BC5D: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/BC60: FD 61                <UNKNOWN COMMAND $FD 61>
DF/BC62: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/BC64: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/BC67: FD 61                <UNKNOWN COMMAND $FD 61>
DF/BC69: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/BC6B: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/BC6E: 65                   <UNKNOWN COMMAND $65>
DF/BC6F: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/BC71: F0 0F                Frame Duration: 15
   DF/BC73: 09                   Reset all object properties to default
DF/BC74: 9C 4C                Play sound effect #$4C
DF/BC76: F0 47                Duration: 71 frames
DF/BC78: 1C 0E                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0E bytes)
   DF/BC7A: 9C 4A                Play sound effect #$4A
   DF/BC7C: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DF/BC7F: 06                   Set "moon-walk" Bits
   DF/BC80: 55 02                Shift object up-left 32 pixels
   DF/BC82: FD 0F 02             Object overlaps BG1
   DF/BC85: 55 03                Shift object up-left 48 pixels
   DF/BC87: 01                   Clear Bit 7 of current object (disable object visibility)
DF/BC88: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/BC8A: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/BC8D: 55 06                Shift object up-left 96 pixels
DF/BC8F: 60 0F AC 62          Run Dialogue $0C0F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Now I remember!
 I should look like...THIS!<I><END>


DF/BC93: 1D FE                Set Object: NPC #9 ---> Command: End object queue
DF/BC95: F0 17                Duration: 23 frames
DF/BC97: 35 FF                Enable Overworld Menu
DF/BC99: 9C 00                Play sound effect #$00
DF/BC9B: F2 26 28             <UNKNOWN COMMAND $F2>
DF/BC9E: F2 26 2A             <UNKNOWN COMMAND $F2>
DF/BCA1: F2 26 2C             <UNKNOWN COMMAND $F2>
DF/BCA4: F2 26 2E             <UNKNOWN COMMAND $F2>
DF/BCA7: F2 26 30             <UNKNOWN COMMAND $F2>
DF/BCAA: F2 26 32             <UNKNOWN COMMAND $F2>
DF/BCAD: F2 26 34             <UNKNOWN COMMAND $F2>
DF/BCB0: F2 26 36             <UNKNOWN COMMAND $F2>
DF/BCB3: 68 C6 80 1C 37 60    Enter area: $00C6
                              MARIO will be at coords: (912,440) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/BCB9: FE                   Return


EVENT [976] ------------------------------------------------------------>
DF/BCBA: 10 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes)
   DF/BCBC: 08 10 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/BCBF: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/BCC1: 06                   Set "moon-walk" Bits
   DF/BCC2: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/BCC4: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/BCC5: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/BCC7: 10 46                Set transition flag, 1/4 speed
   DF/BCC9: 62 08                Shift object down 8 pixels
DF/BCCB: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DF/BCCF: 9C 0A                Play sound effect #$0A
DF/BCD1: A0 18                Set event flag memory address 00:7043 Bit 0
DF/BCD3: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/BCD5: 00 A0                Set Object: MARIO ---> Begin action queue for object (Length: 0x20 bytes) (Wait until complete)
   DF/BCD7: 08 41 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/BCDA: 82 17 35             Place object at on-screen coords: (752,424)
   DF/BCDD: 10 44                Set transition flag, x8 speed
   DF/BCDF: 62 02                Shift object down 2 pixels
   DF/BCE1: 61 05                Shift object down-right 5 pixels
   DF/BCE3: 75                   Object faces up-left
   DF/BCE4: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/BCE6: 20 07                <UNKNOWN COMMAND $20>
   DF/BCE8: 24 C0 FF 80 FE       <UNKNOWN COMMAND $24>
   DF/BCED: 25 00 09 80 FF       <UNKNOWN COMMAND $25>
   DF/BCF2: F0 1F                Frame Duration: 31
   DF/BCF4: 21                   <UNKNOWN COMMAND $21>
   DF/BCF5: 0B 04                Set Bits $4 of current object address 0A,x
DF/BCF7: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/BCFB: FE                   Return


EVENT [977] ------------------------------------------------------------>
DF/BCFC: FD 43                <UNKNOWN COMMAND $FD 43>
DF/BCFE: 10 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes)
   DF/BD00: 08 10 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/BD03: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/BD05: 06                   Set "moon-walk" Bits
   DF/BD06: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/BD08: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/BD09: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/BD0B: 10 46                Set transition flag, 1/4 speed
   DF/BD0D: 62 08                Shift object down 8 pixels
DF/BD0F: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DF/BD13: 9C 0A                Play sound effect #$0A
DF/BD15: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   DF/BD17: F0 03                Frame Duration: 3
   DF/BD19: 08 41 84             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/BD1C: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/BD1E: 20 07                <UNKNOWN COMMAND $20>
   DF/BD20: 24 30 02 E0 FE       <UNKNOWN COMMAND $24>
   DF/BD25: 25 00 09 80 FF       <UNKNOWN COMMAND $25>
   DF/BD2A: F0 37                Frame Duration: 55
   DF/BD2C: 21                   <UNKNOWN COMMAND $21>
DF/BD2D: F0 17                Duration: 23 frames
DF/BD2F: FD 31                Screen doesn't move with MARIO
DF/BD31: F0 17                Duration: 23 frames
DF/BD33: 77 10                Darken screen from black before following commands; Duration: 16 frames
DF/BD35: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/BD37: DA 7F 42 BD          If event flag memory address 00:708F Bit 7 set, jump to address $DF/BD42
DF/BD3B: 68 DF 80 04 71 4A    Enter area: $00DF
                              MARIO will be at coords: (144,904) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/BD41: FE                   Return

DF/BD42: 68 FB 81 0F 0A 40    Enter area: $01FB
                              MARIO will be at coords: (480,80) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/BD48: FE                   Return


EVENT [978] ------------------------------------------------------------>
DF/BD49: C3                   <UNKNOWN COMMAND $C3>
DF/BD4A: E2 F6 00 54 BD       If value at 00:7000 = #$00F6, jump to address $DF/BD54
DF/BD4F: 15 FD                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FD>
DF/BD51: D2 56 BD             Jump to address $DF/BD56
DF/BD54: 21 FD                Set Object: NPC #13 ---> Command: <UNKNOWN COMMAND $FD>
DF/BD56: 31                   <UNKNOWN COMMAND $31>
DF/BD57: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/BD59: 73                   Object faces down-left
   DF/BD5A: 08 4B 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/BD5D: F0 6F                Duration: 111 frames
DF/BD5F: 00 F3 80 01          Set Object: MARIO ---> Command: Set object to movement: $0180
DF/BD63: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/BD67: C3                   <UNKNOWN COMMAND $C3>
DF/BD68: E2 F6 00 70 BD       If value at 00:7000 = #$00F6, jump to address $DF/BD70
DF/BD6D: 15 FC                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FC>
DF/BD6F: FE                   Return

DF/BD70: 21 FC                Set Object: NPC #13 ---> Command: <UNKNOWN COMMAND $FC>
DF/BD72: FE                   Return


EVENT [979] ------------------------------------------------------------>
DF/BD73: A0 3A                Set event flag memory address 00:7047 Bit 2
DF/BD75: A4 39                Clear event flag memory address 00:7047 Bit 1
DF/BD77: FD F0 EA 2A 8C BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BD8C
DF/BD7D: FD F0 EA 36 8C BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BD8C
DF/BD83: FD F0 EA 42 8C BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BD8C
DF/BD89: D2 95 BD             Jump to address $DF/BD95
DF/BD8C: F3 EA 2A             <UNKNOWN COMMAND $F2>
DF/BD8F: F3 EA 36             <UNKNOWN COMMAND $F2>
DF/BD92: F3 EA 42             <UNKNOWN COMMAND $F2>
DF/BD95: FD F0 EA 2C AA BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BDAA
DF/BD9B: FD F0 EA 38 AA BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BDAA
DF/BDA1: FD F0 EA 44 AA BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BDAA
DF/BDA7: D2 B3 BD             Jump to address $DF/BDB3
DF/BDAA: F3 EA 2C             <UNKNOWN COMMAND $F2>
DF/BDAD: F3 EA 38             <UNKNOWN COMMAND $F2>
DF/BDB0: F3 EA 44             <UNKNOWN COMMAND $F2>
DF/BDB3: FD F0 EA 2E C8 BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BDC8
DF/BDB9: FD F0 EA 3A C8 BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BDC8
DF/BDBF: FD F0 EA 46 C8 BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BDC8
DF/BDC5: D2 D1 BD             Jump to address $DF/BDD1
DF/BDC8: F3 EA 2E             <UNKNOWN COMMAND $F2>
DF/BDCB: F3 EA 3A             <UNKNOWN COMMAND $F2>
DF/BDCE: F3 EA 46             <UNKNOWN COMMAND $F2>
DF/BDD1: FD F0 EA 30 E6 BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BDE6
DF/BDD7: FD F0 EA 3C E6 BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BDE6
DF/BDDD: FD F0 EA 48 E6 BD    <UNKNOWN COMMAND $F0: pointer to address $DF/BDE6
DF/BDE3: D2 EF BD             Jump to address $DF/BDEF
DF/BDE6: F3 EA 30             <UNKNOWN COMMAND $F2>
DF/BDE9: F3 EA 3C             <UNKNOWN COMMAND $F2>
DF/BDEC: F3 EA 48             <UNKNOWN COMMAND $F2>
DF/BDEF: FD F0 EA 32 04 BE    <UNKNOWN COMMAND $F0: pointer to address $DF/BE04
DF/BDF5: FD F0 EA 3E 04 BE    <UNKNOWN COMMAND $F0: pointer to address $DF/BE04
DF/BDFB: FD F0 EA 4A 04 BE    <UNKNOWN COMMAND $F0: pointer to address $DF/BE04
DF/BE01: D2 0D BE             Jump to address $DF/BE0D
DF/BE04: F3 EA 32             <UNKNOWN COMMAND $F2>
DF/BE07: F3 EA 3E             <UNKNOWN COMMAND $F2>
DF/BE0A: F3 EA 4A             <UNKNOWN COMMAND $F2>
DF/BE0D: FD F0 EA 34 22 BE    <UNKNOWN COMMAND $F0: pointer to address $DF/BE22
DF/BE13: FD F0 EA 40 22 BE    <UNKNOWN COMMAND $F0: pointer to address $DF/BE22
DF/BE19: FD F0 EA 4C 22 BE    <UNKNOWN COMMAND $F0: pointer to address $DF/BE22
DF/BE1F: D2 2B BE             Jump to address $DF/BE2B
DF/BE22: F3 EA 34             <UNKNOWN COMMAND $F2>
DF/BE25: F3 EA 40             <UNKNOWN COMMAND $F2>
DF/BE28: F3 EA 4C             <UNKNOWN COMMAND $F2>
DF/BE2B: D9 05 6D BE          If event flag memory address 00:7060 Bit 5 set, jump to address $DF/BE6D
DF/BE2F: D9 06 50 BE          If event flag memory address 00:7060 Bit 6 set, jump to address $DF/BE50
DF/BE33: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/BE35: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/BE37: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/BE39: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/BE3B: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/BE3D: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
DF/BE3F: 20 F9                Set Object: NPC #12 ---> Command: Remove Object
DF/BE41: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
DF/BE43: 22 F9                Set Object: NPC #14 ---> Command: Remove Object
DF/BE45: 23 F9                Set Object: NPC #15 ---> Command: Remove Object
DF/BE47: 24 F9                Set Object: NPC #16 ---> Command: Remove Object
DF/BE49: 25 F9                Set Object: NPC #17 ---> Command: Remove Object
DF/BE4B: 26 F9                Set Object: NPC #18 ---> Command: Remove Object
DF/BE4D: D2 87 BE             Jump to address $DF/BE87
DF/BE50: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/BE52: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/BE54: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/BE56: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/BE58: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/BE5A: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/BE5C: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/BE5E: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
DF/BE60: 22 F9                Set Object: NPC #14 ---> Command: Remove Object
DF/BE62: 23 F9                Set Object: NPC #15 ---> Command: Remove Object
DF/BE64: 24 F9                Set Object: NPC #16 ---> Command: Remove Object
DF/BE66: 25 F9                Set Object: NPC #17 ---> Command: Remove Object
DF/BE68: 26 F9                Set Object: NPC #18 ---> Command: Remove Object
DF/BE6A: D2 87 BE             Jump to address $DF/BE87
DF/BE6D: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/BE6F: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/BE71: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/BE73: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/BE75: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/BE77: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/BE79: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/BE7B: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/BE7D: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/BE7F: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/BE81: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
DF/BE83: 20 F9                Set Object: NPC #12 ---> Command: Remove Object
DF/BE85: 22 F9                Set Object: NPC #14 ---> Command: Remove Object
DF/BE87: D2 46 BA             Jump to address $DF/BA46

EVENT [97A] ------------------------------------------------------------>
DF/BE8A: 30                   <UNKNOWN COMMAND $30>
DF/BE8B: F5                   <UNKNOWN COMMAND: check current area?>
DF/BE8C: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
DF/BE8E: F0 00                Duration: 0 frames
DF/BE90: 9C 1B                Play sound effect #$1B
DF/BE92: F0 00                Duration: 0 frames
DF/BE94: 60 8D AC 40          Run Dialogue $0C8D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


        Pick up a Mushroom<I><END>


DF/BE98: F0 00                Duration: 0 frames
DF/BE9A: 50 60                Put item in inventory: #$60 (-Mushroom    )
DF/BE9C: 31                   <UNKNOWN COMMAND $31>
DF/BE9D: FE                   Return


EVENT [97B] ------------------------------------------------------------>
DF/BE9E: D8 26 60 BF          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/BF60
DF/BEA2: A0 26                Set event flag memory address 00:7044 Bit 6
DF/BEA4: E9 B2 BE             If random number between 0 and 255 > 66, jump to address $DF/BEB2
DF/BEA7: BB BE                Store value at 00:7000 to 00:717C
DF/BEA9: F2 E0 A8             <UNKNOWN COMMAND $F2>
DF/BEAC: F2 E0 2A             <UNKNOWN COMMAND $F2>
DF/BEAF: D2 C1 BE             Jump to address $DF/BEC1
DF/BEB2: F2 E0 AA             <UNKNOWN COMMAND $F2>
DF/BEB5: F2 E0 28             <UNKNOWN COMMAND $F2>
DF/BEB8: D2 C1 BE             Jump to address $DF/BEC1
DF/BEBB: F2 E0 28             <UNKNOWN COMMAND $F2>
DF/BEBE: F2 E0 2A             <UNKNOWN COMMAND $F2>
DF/BEC1: E9 CF BE             If random number between 0 and 255 > 66, jump to address $DF/BECF
DF/BEC4: D8 BE F2 E2          If event flag memory address 00:7057 Bit 6 set, jump to address $DF/E2F2
DF/BEC8: B4 F2                Store value at 00:7192 to 00:7000
DF/BECA: E2 36 D2 DE BE       If value at 00:7000 = #$D236, jump to address $DF/BEDE
DF/BECF: F2 E2 B4             <UNKNOWN COMMAND $F2>
DF/BED2: F2 E2 36             <UNKNOWN COMMAND $F2>
DF/BED5: D2 DE BE             Jump to address $DF/BEDE
DF/BED8: F2 E2 34             <UNKNOWN COMMAND $F2>
DF/BEDB: F2 E2 36             <UNKNOWN COMMAND $F2>
DF/BEDE: E9 EC BE             If random number between 0 and 255 > 66, jump to address $DF/BEEC
DF/BEE1: F5                   <UNKNOWN COMMAND: check current area?>
DF/BEE2: BE                   Store values at addresses 00:7010,00:7012,00:7014 to 00:7016,00:7018,00:701A
DF/BEE3: F2 E9 AC             <UNKNOWN COMMAND $F2>
DF/BEE6: F2 E9 34             <UNKNOWN COMMAND $F2>
DF/BEE9: D2 FB BE             Jump to address $DF/BEFB
DF/BEEC: F2 E9 B4             <UNKNOWN COMMAND $F2>
DF/BEEF: F2 E9 2C             <UNKNOWN COMMAND $F2>
DF/BEF2: D2 FB BE             Jump to address $DF/BEFB
DF/BEF5: F2 E9 2C             <UNKNOWN COMMAND $F2>
DF/BEF8: F2 E9 34             <UNKNOWN COMMAND $F2>
DF/BEFB: E9 09 BF             If random number between 0 and 255 > 66, jump to address $DF/BF09
DF/BEFE: 12 BF                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x3F bytes) (Wait until complete)
   DF/BF00: F2 E9 AE             <UNKNOWN COMMAND $F2>
   DF/BF03: F2 E9 36             <UNKNOWN COMMAND $F2>
   DF/BF06: D2 18 BF             Jump to address $DF/BF18
   DF/BF09: F2 E9 B6             <UNKNOWN COMMAND $F2>
   DF/BF0C: F2 E9 2E             <UNKNOWN COMMAND $F2>
   DF/BF0F: D2 18 BF             Jump to address $DF/BF18
   DF/BF12: F2 E9 AE             <UNKNOWN COMMAND $F2>
   DF/BF15: F2 E9 36             <UNKNOWN COMMAND $F2>
   DF/BF18: E9                   <UNKNOWN COMMAND $E9>
   DF/BF19: 26 BF 2F BF F2 E9 B0 F2 E9 38 D2 35 BF F2 E9 B0 <UNKNOWN COMMAND $26>
   DF/BF29: F2 E9 38             <UNKNOWN COMMAND $F2>
   DF/BF2C: D2 35 BF             Jump to address $DF/BF35
   DF/BF2F: F2 E9 B0             <UNKNOWN COMMAND $F2>
   DF/BF32: F2 E9 38             <UNKNOWN COMMAND $F2>
   DF/BF35: E9                   <UNKNOWN COMMAND $E9>
   DF/BF36: 43                   <UNKNOWN COMMAND $43>
   DF/BF37: BF                   Store values at addresses 00:7016,00:7018,00:701A to 00:7010,00:7012,00:7014
   DF/BF38: 4C                   <UNKNOWN COMMAND $4C>
   DF/BF39: BF                   Store values at addresses 00:7016,00:7018,00:701A to 00:7010,00:7012,00:7014
   DF/BF3A: F2 E9 B2             <UNKNOWN COMMAND $F2>
   DF/BF3D: F2 E9 3A             <UNKNOWN COMMAND $F2>
DF/BF40: D2 52 BF             Jump to address $DF/BF52
DF/BF43: F2 E9 B2             <UNKNOWN COMMAND $F2>
DF/BF46: F2 E9 3A             <UNKNOWN COMMAND $F2>
DF/BF49: D2 52 BF             Jump to address $DF/BF52
DF/BF4C: F2 E9 B2             <UNKNOWN COMMAND $F2>
DF/BF4F: F2 E9 3A             <UNKNOWN COMMAND $F2>
DF/BF52: E9 5D BF             If random number between 0 and 255 > 66, jump to address $DF/BF5D
DF/BF55: 5D                   Load 00:600F
DF/BF56: BF                   Store values at addresses 00:7016,00:7018,00:701A to 00:7010,00:7012,00:7014
DF/BF57: F2 E4 A8             <UNKNOWN COMMAND $F2>
DF/BF5A: D2 60 BF             Jump to address $DF/BF60
DF/BF5D: F2 E4 28             <UNKNOWN COMMAND $F2>
DF/BF60: FE                   Return


EVENT [97C] ------------------------------------------------------------>
DF/BF61: D1 04 0E             Execute event id $0E04
DF/BF64: DE 8A 6C BF          If event flag memory address 00:7091 Bit 2 clear, jump to address $DF/BF6C
DF/BF68: 16 F2 B2 02          Set Object: NPC #2 ---> Command: Set object to movement: $02B2
DF/BF6C: DC 38 8D BF          If event flag memory address 00:7047 Bit 0 clear, jump to address $DF/BF8D
DF/BF70: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/BF72: 01                   Clear Bit 7 of current object (disable object visibility)
DF/BF73: 71                   Lighten screen from black before following commands
DF/BF74: FD 31                Screen doesn't move with MARIO
DF/BF76: 00 F3 E2 01          Set Object: MARIO ---> Command: Set object to movement: $01E2
DF/BF7A: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/BF7E: DE CF 88 BF          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/BF88
DF/BF82: DA 8A 88 BF          If event flag memory address 00:7091 Bit 2 set, jump to address $DF/BF88
DF/BF86: F0 17                Duration: 23 frames
DF/BF88: FD 30                Screen moves with MARIO
DF/BF8A: D2 8E BF             Jump to address $DF/BF8E
DF/BF8D: 71                   Lighten screen from black before following commands
DF/BF8E: DE CF 9A BF          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/BF9A
DF/BF92: DA 8A 9A BF          If event flag memory address 00:7091 Bit 2 set, jump to address $DF/BF9A
DF/BF96: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/BF98: 9C 95                Play sound effect #$95
DF/BF9A: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/BF9C: FE                   Return


EVENT [97D] ------------------------------------------------------------>
DF/BF9D: D8 25 34 C0          If event flag memory address 00:7044 Bit 5 set, jump to address $DF/C034
DF/BFA1: A0 25                Set event flag memory address 00:7044 Bit 5
DF/BFA3: E9 B1 BF             If random number between 0 and 255 > 66, jump to address $DF/BFB1
DF/BFA6: BA BF                Store value at 00:717E to 00:7000
DF/BFA8: F2 EC A8             <UNKNOWN COMMAND $F2>
DF/BFAB: F2 EC 2C             <UNKNOWN COMMAND $F2>
DF/BFAE: D2 C0 BF             Jump to address $DF/BFC0
DF/BFB1: F2 EC 28             <UNKNOWN COMMAND $F2>
DF/BFB4: F2 EC AC             <UNKNOWN COMMAND $F2>
DF/BFB7: D2 C0 BF             Jump to address $DF/BFC0
DF/BFBA: F2 EC 28             <UNKNOWN COMMAND $F2>
DF/BFBD: F2 EC 2C             <UNKNOWN COMMAND $F2>
DF/BFC0: E9 CE BF             If random number between 0 and 255 > 66, jump to address $DF/BFCE
DF/BFC3: D7                   End of code block
DF/BFC4: BF                   Store values at addresses 00:7016,00:7018,00:701A to 00:7010,00:7012,00:7014
DF/BFC5: F2 EC AA             <UNKNOWN COMMAND $F2>
DF/BFC8: F2 EC 2E             <UNKNOWN COMMAND $F2>
DF/BFCB: D2 DD BF             Jump to address $DF/BFDD
DF/BFCE: F2 EC 2A             <UNKNOWN COMMAND $F2>
DF/BFD1: F2 EC AE             <UNKNOWN COMMAND $F2>
DF/BFD4: D2 DD BF             Jump to address $DF/BFDD
DF/BFD7: F2 EC 2A             <UNKNOWN COMMAND $F2>
DF/BFDA: F2 EC 2E             <UNKNOWN COMMAND $F2>
DF/BFDD: E9 EB BF             If random number between 0 and 255 > 66, jump to address $DF/BFEB
DF/BFE0: F4                   <UNKNOWN COMMAND $F4>
DF/BFE1: BF                   Store values at addresses 00:7016,00:7018,00:701A to 00:7010,00:7012,00:7014
DF/BFE2: F2 EB A8             <UNKNOWN COMMAND $F2>
DF/BFE5: F2 EB 2E             <UNKNOWN COMMAND $F2>
DF/BFE8: D2 FA BF             Jump to address $DF/BFFA
DF/BFEB: F2 EB 28             <UNKNOWN COMMAND $F2>
DF/BFEE: F2 EB AE             <UNKNOWN COMMAND $F2>
DF/BFF1: D2 FA BF             Jump to address $DF/BFFA
DF/BFF4: F2 EB 28             <UNKNOWN COMMAND $F2>
DF/BFF7: F2 EB 2E             <UNKNOWN COMMAND $F2>
DF/BFFA: E9 08 C0             If random number between 0 and 255 > 66, jump to address $DF/C008
DF/BFFD: 11 C0                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes) (Wait until complete)
   DF/BFFF: F2 EB AA             <UNKNOWN COMMAND $F2>
   DF/C002: F2 EB 30             <UNKNOWN COMMAND $F2>
   DF/C005: D2 17 C0             Jump to address $DF/C017
   DF/C008: F2 EB 2A             <UNKNOWN COMMAND $F2>
   DF/C00B: F2 EB B0             <UNKNOWN COMMAND $F2>
   DF/C00E: D2 17 C0             Jump to address $DF/C017
   DF/C011: F2 EB 2A             <UNKNOWN COMMAND $F2>
   DF/C014: F2 EB 30             <UNKNOWN COMMAND $F2>
   DF/C017: E9                   <UNKNOWN COMMAND $E9>
   DF/C018: 25 C0 2E C0 F2       <UNKNOWN COMMAND $25>
   DF/C01D: EB                   <UNKNOWN COMMAND $EB>
   DF/C01E: AC F2 EB             Store #$EBF2 to 00:700C
   DF/C021: 32 D2 34             <UNKNOWN COMMAND $32>
   DF/C024: C0 F2 EB             Compare value at 00:700C to #$EBF2
   DF/C027: 2C F2 EB             <UNKNOWN COMMAND $2C>
   DF/C02A: B2 D2                Increment 00:71A4
   DF/C02C: 34 C0                <UNKNOWN COMMAND $34>
   DF/C02E: F2 EB 2C             <UNKNOWN COMMAND $F2>
   DF/C031: F2 EB 32             <UNKNOWN COMMAND $F2>
   DF/C034: FE                   Return Queue


EVENT [97E] ------------------------------------------------------------>
DF/C035: D1 04 0E             Execute event id $0E04
DF/C038: DE 66 41 C0          If event flag memory address 00:708C Bit 6 clear, jump to address $DF/C041
DF/C03C: 19 83                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/C03E: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/C041: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/C043: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/C045: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/C047: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/C049: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/C04B: A4 2D                Clear event flag memory address 00:7045 Bit 5
DF/C04D: A4 2E                Clear event flag memory address 00:7045 Bit 6
DF/C04F: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/C051: A4 30                Clear event flag memory address 00:7046 Bit 0
DF/C053: A0 31                Set event flag memory address 00:7046 Bit 1
DF/C055: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/C057: 62 08                Shift object down 8 pixels
DF/C059: DC 38 7C C0          If event flag memory address 00:7047 Bit 0 clear, jump to address $DF/C07C
DF/C05D: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/C05F: 01                   Clear Bit 7 of current object (disable object visibility)
DF/C060: 30                   <UNKNOWN COMMAND $30>
DF/C061: 71                   Lighten screen from black before following commands
DF/C062: FD 31                Screen doesn't move with MARIO
DF/C064: 00 F3 E2 01          Set Object: MARIO ---> Command: Set object to movement: $01E2
DF/C068: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/C06C: FD 30                Screen moves with MARIO
DF/C06E: 31                   <UNKNOWN COMMAND $31>
DF/C06F: DE CF 79 C0          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/C079
DF/C073: DA 66 79 C0          If event flag memory address 00:708C Bit 6 set, jump to address $DF/C079
DF/C077: F0 17                Duration: 23 frames
DF/C079: D2 84 C0             Jump to address $DF/C084
DF/C07C: DC 27 83 C0          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/C083
DF/C080: D0 51 00             Execute event id $0051 subsequently
DF/C083: 71                   Lighten screen from black before following commands
DF/C084: DE CF 90 C0          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/C090
DF/C088: DA 66 90 C0          If event flag memory address 00:708C Bit 6 set, jump to address $DF/C090
DF/C08C: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/C08E: 9C 95                Play sound effect #$95
DF/C090: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/C092: FE                   Return


EVENT [97F] ------------------------------------------------------------>
DF/C093: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/C095: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/C097: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/C099: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/C09B: E9 A6 C0             If random number between 0 and 255 > 66, jump to address $DF/C0A6
DF/C09E: A6 C0                Clear event flag memory address 00:7098 Bit 0
DF/C0A0: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DF/C0A2: 14 F2 95 01          Set Object: NPC #0 ---> Command: Set object to movement: $0195
DF/C0A6: E9 B1 C0             If random number between 0 and 255 > 66, jump to address $DF/C0B1
DF/C0A9: B1 C0 15 F8          Add #$F815 to 00:7180
DF/C0AD: 15 F2 95 01          Set Object: NPC #1 ---> Command: Set object to movement: $0195
DF/C0B1: E9 BC C0             If random number between 0 and 255 > 66, jump to address $DF/C0BC
DF/C0B4: BC C0 16             Store value at 00:7180 to 00:702C
DF/C0B7: F8 16 F2 95 01       <UNKNOWN COMMAND $F8>
DF/C0BC: E8 C9 C0             If random number between 0 and 255 > 128, jump to address $DF/C0C9
DF/C0BF: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/C0C1: E8 DA C0             If random number between 0 and 255 > 128, jump to address $DF/C0DA
DF/C0C4: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/C0C6: D2 DA C0             Jump to address $DF/C0DA
DF/C0C9: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/C0CB: E8 D3 C0             If random number between 0 and 255 > 128, jump to address $DF/C0D3
DF/C0CE: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/C0D0: D2 DA C0             Jump to address $DF/C0DA
DF/C0D3: 19 F8                Set Object: NPC #5 ---> Command: Show Object
DF/C0D5: 19 83                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/C0D7: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/C0DA: E8 E7 C0             If random number between 0 and 255 > 128, jump to address $DF/C0E7
DF/C0DD: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/C0DF: E8 F8 C0             If random number between 0 and 255 > 128, jump to address $DF/C0F8
DF/C0E2: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/C0E4: D2 F8 C0             Jump to address $DF/C0F8
DF/C0E7: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/C0E9: E8 F1 C0             If random number between 0 and 255 > 128, jump to address $DF/C0F1
DF/C0EC: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/C0EE: D2 F8 C0             Jump to address $DF/C0F8
DF/C0F1: 1A F8                Set Object: NPC #6 ---> Command: Show Object
DF/C0F3: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/C0F5: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/C0F8: E8 01 C1             If random number between 0 and 255 > 128, jump to address $DF/C101
DF/C0FB: 1B F8                Set Object: NPC #7 ---> Command: Show Object
DF/C0FD: 1B F2 9A 01          Set Object: NPC #7 ---> Command: Set object to movement: $019A
DF/C101: E8 0A C1             If random number between 0 and 255 > 128, jump to address $DF/C10A
DF/C104: 1C F8                Set Object: NPC #8 ---> Command: Show Object
DF/C106: 1C F2 9B 01          Set Object: NPC #8 ---> Command: Set object to movement: $019B
DF/C10A: E8 13 C1             If random number between 0 and 255 > 128, jump to address $DF/C113
DF/C10D: 1D F8                Set Object: NPC #9 ---> Command: Show Object
DF/C10F: 1D F2 9C 01          Set Object: NPC #9 ---> Command: Set object to movement: $019C
DF/C113: E8 1C C1             If random number between 0 and 255 > 128, jump to address $DF/C11C
DF/C116: 1E F8                Set Object: NPC #10 ---> Command: Show Object
DF/C118: 1E F2 9C 01          Set Object: NPC #10 ---> Command: Set object to movement: $019C
DF/C11C: 71                   Lighten screen from black before following commands
DF/C11D: FE                   Return


EVENT [980] ------------------------------------------------------------>
DF/C11E: D8 28 43 C1          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/C143
DF/C122: D8 29 4E C1          If event flag memory address 00:7045 Bit 1 set, jump to address $DF/C14E
DF/C126: D8 2B 59 C1          If event flag memory address 00:7045 Bit 3 set, jump to address $DF/C159
DF/C12A: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/C12C: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/C12E: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/C130: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/C132: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/C134: A4 2E                Clear event flag memory address 00:7045 Bit 6
DF/C136: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/C138: A4 30                Clear event flag memory address 00:7046 Bit 0
DF/C13A: A4 31                Clear event flag memory address 00:7046 Bit 1
DF/C13C: 68 E6 80 03 3D E0    Enter area: $00E6
                              MARIO will be at coords: (112,488) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/C142: FE                   Return

DF/C143: A0 29                Set event flag memory address 00:7045 Bit 1
DF/C145: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/C147: 68 E6 80 03 3D E0    Enter area: $00E6
                              MARIO will be at coords: (112,488) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/C14D: FE                   Return

DF/C14E: A0 2A                Set event flag memory address 00:7045 Bit 2
DF/C150: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/C152: 68 E6 80 03 3D E0    Enter area: $00E6
                              MARIO will be at coords: (112,488) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/C158: FE                   Return

DF/C159: A0 2C                Set event flag memory address 00:7045 Bit 4
DF/C15B: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/C15D: 68 E6 80 03 3D E0    Enter area: $00E6
                              MARIO will be at coords: (112,488) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/C163: FE                   Return


EVENT [981] ------------------------------------------------------------>
DF/C164: D8 28 8D C1          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/C18D
DF/C168: D8 29 8D C1          If event flag memory address 00:7045 Bit 1 set, jump to address $DF/C18D
DF/C16C: D8 2A 8D C1          If event flag memory address 00:7045 Bit 2 set, jump to address $DF/C18D
DF/C170: D8 2B 8D C1          If event flag memory address 00:7045 Bit 3 set, jump to address $DF/C18D
DF/C174: D8 2C A8 C1          If event flag memory address 00:7045 Bit 4 set, jump to address $DF/C1A8
DF/C178: D8 2E 8D C1          If event flag memory address 00:7045 Bit 6 set, jump to address $DF/C18D
DF/C17C: D8 2F 8D C1          If event flag memory address 00:7045 Bit 7 set, jump to address $DF/C18D
DF/C180: D8 30 B1 C1          If event flag memory address 00:7046 Bit 0 set, jump to address $DF/C1B1
DF/C184: D8 31 88 C1          If event flag memory address 00:7046 Bit 1 set, jump to address $DF/C188
DF/C188: A0 2E                Set event flag memory address 00:7045 Bit 6
DF/C18A: D2 8F C1             Jump to address $DF/C18F
DF/C18D: A4 2E                Clear event flag memory address 00:7045 Bit 6
DF/C18F: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/C191: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/C193: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/C195: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/C197: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/C199: A0 2D                Set event flag memory address 00:7045 Bit 5
DF/C19B: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/C19D: A4 30                Clear event flag memory address 00:7046 Bit 0
DF/C19F: A4 31                Clear event flag memory address 00:7046 Bit 1
DF/C1A1: 68 E6 80 08 3D A0    Enter area: $00E6
                              MARIO will be at coords: (272,488) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/C1A7: FE                   Return

DF/C1A8: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/C1AA: 68 E8 80 10 28 A0    Enter area: $00E8
                              MARIO will be at coords: (512,320) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/C1B0: FE                   Return

DF/C1B1: A4 30                Clear event flag memory address 00:7046 Bit 0
DF/C1B3: 68 E7 80 15 4C A0    Enter area: $00E7
                              MARIO will be at coords: (672,608) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/C1B9: FE                   Return


EVENT [982] ------------------------------------------------------------>
DF/C1BA: D8 2A E5 C1          If event flag memory address 00:7045 Bit 2 set, jump to address $DF/C1E5
DF/C1BE: D8 28 F0 C1          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/C1F0
DF/C1C2: D8 29 F0 C1          If event flag memory address 00:7045 Bit 1 set, jump to address $DF/C1F0
DF/C1C6: D8 2B F0 C1          If event flag memory address 00:7045 Bit 3 set, jump to address $DF/C1F0
DF/C1CA: D8 2C F0 C1          If event flag memory address 00:7045 Bit 4 set, jump to address $DF/C1F0
DF/C1CE: D8 2E F0 C1          If event flag memory address 00:7045 Bit 6 set, jump to address $DF/C1F0
DF/C1D2: D8 2F F0 C1          If event flag memory address 00:7045 Bit 7 set, jump to address $DF/C1F0
DF/C1D6: D8 30 F0 C1          If event flag memory address 00:7046 Bit 0 set, jump to address $DF/C1F0
DF/C1DA: A0 28                Set event flag memory address 00:7045 Bit 0
DF/C1DC: A4 31                Clear event flag memory address 00:7046 Bit 1
DF/C1DE: 68 E6 80 03 2F 20    Enter area: $00E6
                              MARIO will be at coords: (112,376) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/C1E4: FE                   Return

DF/C1E5: A0 2B                Set event flag memory address 00:7045 Bit 3
DF/C1E7: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/C1E9: 68 E6 80 03 2F 20    Enter area: $00E6
                              MARIO will be at coords: (112,376) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/C1EF: FE                   Return

DF/C1F0: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/C1F2: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/C1F4: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/C1F6: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/C1F8: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/C1FA: A4 2E                Clear event flag memory address 00:7045 Bit 6
DF/C1FC: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/C1FE: A4 30                Clear event flag memory address 00:7046 Bit 0
DF/C200: A4 31                Clear event flag memory address 00:7046 Bit 1
DF/C202: 68 E6 80 03 2F 20    Enter area: $00E6
                              MARIO will be at coords: (112,376) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/C208: FE                   Return


EVENT [983] ------------------------------------------------------------>
DF/C209: D8 28 29 C2          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/C229
DF/C20D: D8 29 29 C2          If event flag memory address 00:7045 Bit 1 set, jump to address $DF/C229
DF/C211: D8 2A 29 C2          If event flag memory address 00:7045 Bit 2 set, jump to address $DF/C229
DF/C215: D8 2B 29 C2          If event flag memory address 00:7045 Bit 3 set, jump to address $DF/C229
DF/C219: D8 2C 29 C2          If event flag memory address 00:7045 Bit 4 set, jump to address $DF/C229
DF/C21D: D8 2E 42 C2          If event flag memory address 00:7045 Bit 6 set, jump to address $DF/C242
DF/C221: D8 2F 4D C2          If event flag memory address 00:7045 Bit 7 set, jump to address $DF/C24D
DF/C225: D8 30 29 C2          If event flag memory address 00:7046 Bit 0 set, jump to address $DF/C229
DF/C229: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/C22B: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/C22D: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/C22F: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/C231: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/C233: A4 2E                Clear event flag memory address 00:7045 Bit 6
DF/C235: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/C237: A4 30                Clear event flag memory address 00:7046 Bit 0
DF/C239: A4 31                Clear event flag memory address 00:7046 Bit 1
DF/C23B: 68 E3 80 10 12 60    Enter area: $00E3
                              MARIO will be at coords: (512,144) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/C241: FE                   Return

DF/C242: A0 2F                Set event flag memory address 00:7045 Bit 7
DF/C244: A4 2E                Clear event flag memory address 00:7045 Bit 6
DF/C246: 68 E6 80 09 2E 60    Enter area: $00E6
                              MARIO will be at coords: (288,368) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/C24C: FE                   Return

DF/C24D: A0 30                Set event flag memory address 00:7046 Bit 0
DF/C24F: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/C251: 68 E6 80 08 2F 60    Enter area: $00E6
                              MARIO will be at coords: (272,376) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/C257: FE                   Return


EVENT [984] ------------------------------------------------------------>
DF/C258: 68 E6 80 03 2F 20    Enter area: $00E6
                              MARIO will be at coords: (112,376) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/C25E: FE                   Return


EVENT [985] ------------------------------------------------------------>
DF/C25F: A1 74                Set event flag memory address 00:706E Bit 4
DF/C261: 4B 13 C0             Lead to World Map Point $C013
DF/C264: FE                   Return


EVENT [986] ------------------------------------------------------------>
DF/C265: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C267: B0 0B 13 00          Store #$0013 to 00:7016
DF/C26B: B0 0C 4A 00          Store #$004A to 00:7018
DF/C26F: D1 42 00             Execute event id $0042
DF/C272: 68 EA 80 0A 54 40    Enter area: $00EA
                              MARIO will be at coords: (320,672) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C278: FE                   Return


EVENT [987] ------------------------------------------------------------>
DF/C279: 68 E6 80 03 2F 20    Enter area: $00E6
                              MARIO will be at coords: (112,376) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/C27F: FE                   Return


EVENT [988] ------------------------------------------------------------>
DF/C280: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C282: B0 0B 14 00          Store #$0014 to 00:7016
DF/C286: B0 0C 6C 00          Store #$006C to 00:7018
DF/C28A: D1 42 00             Execute event id $0042
DF/C28D: 68 EC 80 03 21 40    Enter area: $00EC
                              MARIO will be at coords: (112,264) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C293: FE                   Return


EVENT [989] ------------------------------------------------------------>
DF/C294: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C296: D1 06 06             Execute event id $0606
DF/C299: 00 F3 63 01          Set Object: MARIO ---> Command: Set object to movement: $0163
DF/C29D: 68 E9 80 03 26 40    Enter area: $00E9
                              MARIO will be at coords: (96,304) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C2A3: FE                   Return


EVENT [98A] ------------------------------------------------------------>
DF/C2A4: 68 E6 80 03 3D E0    Enter area: $00E6
                              MARIO will be at coords: (112,488) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/C2AA: FE                   Return


EVENT [98B] ------------------------------------------------------------>
DF/C2AB: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C2AD: B0 0B 06 00          Store #$0006 to 00:7016
DF/C2B1: B0 0C 6E 00          Store #$006E to 00:7018
DF/C2B5: D1 42 00             Execute event id $0042
DF/C2B8: 68 E9 80 1A 24 40    Enter area: $00E9
                              MARIO will be at coords: (832,288) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C2BE: FE                   Return


EVENT [98C] ------------------------------------------------------------>
DF/C2BF: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C2C1: B0 0B 06 00          Store #$0006 to 00:7016
DF/C2C5: B0 0C 28 00          Store #$0028 to 00:7018
DF/C2C9: D1 42 00             Execute event id $0042
DF/C2CC: 68 EB 80 1C 6E 40    Enter area: $00EB
                              MARIO will be at coords: (896,880) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C2D2: FE                   Return


EVENT [98D] ------------------------------------------------------------>
DF/C2D3: 9C 00                Play sound effect #$00
DF/C2D5: DC 27 09 C3          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/C309
DF/C2D9: 34 00                Change directional maneuverability: 
DF/C2DB: FD 31                Screen doesn't move with MARIO
DF/C2DD: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/C2DF: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/C2E1: 09                   Reset all object properties to default
   DF/C2E2: 72                   Object faces down
   DF/C2E3: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/C2E5: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/C2E6: FD 0F 03             Object overlaps BG1 & BG2
DF/C2E9: 71                   Lighten screen from black before following commands
DF/C2EA: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/C2EC: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/C2EE: F0 00                Frame Duration: 0
   DF/C2F0: 3D EE C2             <UNKNOWN COMMAND $3D: pointer to address $DF/C2EE>
   DF/C2F3: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/C2F6: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/C2F8: 42                   <UNKNOWN COMMAND $42>
   DF/C2F9: F0 00                Frame Duration: 0
   DF/C2FB: 3D F9 C2             <UNKNOWN COMMAND $3D: pointer to address $DF/C2F9>
DF/C2FE: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/C302: FD 30                Screen moves with MARIO
DF/C304: 34 FF                Change directional maneuverability: left right down up 
DF/C306: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/C308: FE                   Return

DF/C309: 71                   Lighten screen from black before following commands
DF/C30A: FE                   Return


EVENT [98E] ------------------------------------------------------------>
DF/C30B: 9D 4D 38             Play sound effect #$4D; speaker balance: 56
DF/C30E: F0 17                Duration: 23 frames
DF/C310: D2 0B C3             Jump to address $DF/C30B

EVENT [98F] ------------------------------------------------------------>
DF/C313: D8 20 1D C3          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/C31D
DF/C317: A0 20                Set event flag memory address 00:7044 Bit 0
DF/C319: 1A F2 B5 00          Set Object: NPC #6 ---> Command: Set object to movement: $00B5
DF/C31D: FE                   Return


EVENT [990] ------------------------------------------------------------>
DF/C31E: DA 1E FE C8          If event flag memory address 00:7083 Bit 6 set, jump to address $DF/C8FE
DF/C322: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/C324: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/C326: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/C328: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/C32A: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/C32C: A4 2D                Clear event flag memory address 00:7045 Bit 5
DF/C32E: A4 2E                Clear event flag memory address 00:7045 Bit 6
DF/C330: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/C332: A4 30                Clear event flag memory address 00:7046 Bit 0
DF/C334: A4 31                Clear event flag memory address 00:7046 Bit 1
DF/C336: 24 03                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C338: FD 0F 03             Object overlaps BG1 & BG2
DF/C33B: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/C33D: 0A 00                Store #$00 to current object address 0A,x
   DF/C33F: 55 02                Shift object up-left 32 pixels
DF/C341: 60 70 AC 60          Run Dialogue $0C70 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWYER: 997! 998! 999! 1000!
 Nya ha ha! 1000 arrows!<I>
 For cover they run, nya!
 FUN this is, yes.
 Nya! Another 1000 will I shoot!<I><END>


DF/C345: 1F F7                Set Object: NPC #11 ---> Command: <UNKNOWN COMMAND $F7>
DF/C347: 1F 09                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/C349: 43                   <UNKNOWN COMMAND $43>
   DF/C34A: 63 08                Shift object down-left 8 pixels
   DF/C34C: 77                   Object faces up-right
   DF/C34D: F0 2F                Frame Duration: 47
   DF/C34F: 08 40 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
DF/C352: F0 17                Duration: 23 frames
DF/C354: 60 71 2C 60          Run Dialogue $0C71
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Mario, who IS that guy?
 He must be the one shooting
 arrows at Rose Town!<I><END>


DF/C358: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C35A: F0 03                Frame Duration: 3
   DF/C35C: 73                   Object faces down-left
DF/C35D: 65                   <UNKNOWN COMMAND $65>
DF/C35E: 1F 04                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/C360: 09                   Reset all object properties to default
   DF/C361: F0 21                Frame Duration: 33
   DF/C363: 75                   Object faces up-left
DF/C364: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/C366: D4 01                Start code block, repeat 1 times
   DF/C368: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/C36B: F0 07                Frame Duration: 7
   DF/C36D: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C370: F0 07                Frame Duration: 7
   DF/C372: D7                   End of code block
   DF/C373: 09                   Reset all object properties to default
   DF/C374: 75                   Object faces up-left
DF/C375: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/C377: 55 0A                Shift object up-left 160 pixels
DF/C379: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C37B: 08 4A 87             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
DF/C37E: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C380: 08 49 87             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
DF/C383: 60 72 AC 62          Run Dialogue $0C72 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWYER: Happy I am, nya!
 Look...LOOK at their expressions
 when freeze they do!<I><END>


DF/C387: 14 F2 E7 01          Set Object: NPC #0 ---> Command: Set object to movement: $01E7
DF/C38B: 19 F2 E7 01          Set Object: NPC #5 ---> Command: Set object to movement: $01E7
DF/C38F: 15 F2 E7 01          Set Object: NPC #1 ---> Command: Set object to movement: $01E7
DF/C393: 1A F2 E7 01          Set Object: NPC #6 ---> Command: Set object to movement: $01E7
DF/C397: 16 F2 E7 01          Set Object: NPC #2 ---> Command: Set object to movement: $01E7
DF/C39B: 1B F2 E7 01          Set Object: NPC #7 ---> Command: Set object to movement: $01E7
DF/C39F: 17 F2 E7 01          Set Object: NPC #3 ---> Command: Set object to movement: $01E7
DF/C3A3: 1C F2 E7 01          Set Object: NPC #8 ---> Command: Set object to movement: $01E7
DF/C3A7: 18 F2 E7 01          Set Object: NPC #4 ---> Command: Set object to movement: $01E7
DF/C3AB: 1D F2 E7 01          Set Object: NPC #9 ---> Command: Set object to movement: $01E7
DF/C3AF: 40 8E 29             Execute event id $298E simultaneously with the following commands
DF/C3B2: 60 73 AC 62          Run Dialogue $0C73 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FLUNKIES: Woo hoo!
 They're standing like statues!<I><END>


DF/C3B6: 24 05                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/C3B8: FD 0F 03             Object overlaps BG1 & BG2
   DF/C3BB: 10 82                Set sequence flag, x3 speed
DF/C3BD: A0 18                Set event flag memory address 00:7043 Bit 0
DF/C3BF: FD 43                <UNKNOWN COMMAND $FD 43>
DF/C3C1: F0 0F                Duration: 15 frames
DF/C3C3: 60 74 AC 62          Run Dialogue $0C74 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWYER: Nya!
 More practice do I need!<I><END>


DF/C3C7: F0 2F                Duration: 47 frames
DF/C3C9: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/C3CB: 10 41                Set transition flag, x2 speed
   DF/C3CD: 51 0A                Shift object down-right 160 pixels
DF/C3CF: F0 2F                Duration: 47 frames
DF/C3D1: 1F 0F                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/C3D3: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/C3D6: F0 00                Frame Duration: 0
   DF/C3D8: 3D D6 C3             <UNKNOWN COMMAND $3D: pointer to address $DF/C3D6>
   DF/C3DB: F0 0F                Frame Duration: 15
   DF/C3DD: 09                   Reset all object properties to default
   DF/C3DE: 77                   Object faces up-right
   DF/C3DF: 10 82                Set sequence flag, x3 speed
   DF/C3E1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/C3E2: 60 75 AC 60          Run Dialogue $0C75 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Oh no!
 He's not stopping!
 We've got to do something!<I><END>


DF/C3E6: FD 31                Screen doesn't move with MARIO
DF/C3E8: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/C3EA: 09                   Reset all object properties to default
   DF/C3EB: 73                   Object faces down-left
   DF/C3EC: D4 01                Start code block, repeat 1 times
   DF/C3EE: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/C3F1: F0 07                Frame Duration: 7
   DF/C3F3: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C3F6: F0 07                Frame Duration: 7
   DF/C3F8: D7                   End of code block
DF/C3F9: 40 A1 A9             Execute event id $A9A1 simultaneously with the following commands
DF/C3FC: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DF/C3FE: 10 45                Set transition flag, 1/2 speed
   DF/C400: 08 44 80             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/C403: 45                   <UNKNOWN COMMAND $45>
   DF/C404: 65 08                Shift object up-left 8 pixels
DF/C406: 1F 8F                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/C408: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C40B: F0 1F                Frame Duration: 31
   DF/C40D: 09                   Reset all object properties to default
   DF/C40E: 10 C1                Set transition and sequence flags, x2 speed
   DF/C410: 47                   <UNKNOWN COMMAND $47>
   DF/C411: 67 08                Shift object up-right 8 pixels
   DF/C413: 75                   Object faces up-left
   DF/C414: 08 42 85             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DF/C417: 60 76 AC 60          Run Dialogue $0C76 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Who do you think you are,
 Bruce Lee? You can't just go in
 there with your fists flying!<I><END>


DF/C41B: F0 04                Duration: 4 frames
DF/C41D: A0 28                Set event flag memory address 00:7045 Bit 0
DF/C41F: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   DF/C421: 09                   Reset all object properties to default
   DF/C422: 0A 00                Store #$00 to current object address 0A,x
   DF/C424: 74                   Object faces left
   DF/C425: F0 03                Frame Duration: 3
   DF/C427: 71                   Object faces down-right
DF/C428: 1F 85                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/C42A: 09                   Reset all object properties to default
   DF/C42B: 75                   Object faces up-left
   DF/C42C: 10 80                Set sequence flag, x1 speed
   DF/C42E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/C42F: 60 78 AC 60          Run Dialogue $0C78 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: There're too many of 'em.
 We'll be creamed!<I><END>


DF/C433: 1F 01                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/C435: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/C436: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/C438: 08 43 83             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/C43B: F0 5F                Frame Duration: 95
   DF/C43D: 09                   Reset all object properties to default
DF/C43E: 1F 8F                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/C440: F0 37                Frame Duration: 55
   DF/C442: 08 42 88             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   DF/C445: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/C448: F0 2F                Frame Duration: 47
   DF/C44A: 09                   Reset all object properties to default
   DF/C44B: 10 81                Set sequence flag, x2 speed
   DF/C44D: 51 02                Shift object down-right 32 pixels
DF/C44F: 60 77 AC 60          Run Dialogue $0C77 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Oh no, someone's coming!
 Let's hide and see if we can
 learn anything.<I><END>


DF/C453: 1F 16                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x16 bytes)
   DF/C455: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/C456: 09                   Reset all object properties to default
   DF/C457: 10 C1                Set transition and sequence flags, x2 speed
   DF/C459: 80 0E 25             Move object to on-screen coords: (464,296)
   DF/C45C: 10 83                Set sequence flag, x4 speed
   DF/C45E: F0 17                Frame Duration: 23
   DF/C460: 10 81                Set sequence flag, x2 speed
   DF/C462: 57 06                Shift object up-right 96 pixels
   DF/C464: 55 03                Shift object up-left 48 pixels
   DF/C466: 65 08                Shift object up-left 8 pixels
   DF/C468: 63 08                Shift object down-left 8 pixels
   DF/C46A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/C46B: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/C46D: F0 47                Frame Duration: 71
   DF/C46F: 10 C1                Set transition and sequence flags, x2 speed
   DF/C471: 80 0F 23             Move object to on-screen coords: (496,280)
   DF/C474: 57 04                Shift object up-right 64 pixels
   DF/C476: 55 02                Shift object up-left 32 pixels
   DF/C478: 63 08                Shift object down-left 8 pixels
DF/C47A: F0 1F                Duration: 31 frames
DF/C47C: FD 30                Screen moves with MARIO
DF/C47E: 23 09                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/C480: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/C483: 82 11 28             Place object at on-screen coords: (544,320)
   DF/C486: 65 11                Shift object up-left 17 pixels
   DF/C488: 00                   Set Bit 7 of current object (enable object visibility)
DF/C489: 25 88                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/C48B: F0 01                Frame Duration: 1
   DF/C48D: 82 11 28             Place object at on-screen coords: (544,320)
   DF/C490: 63 0D                Shift object down-left 13 pixels
   DF/C492: 00                   Set Bit 7 of current object (enable object visibility)
DF/C493: 23 08                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/C495: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/C496: D4 1E                Start code block, repeat 30 times
   DF/C498: 65 05                Shift object up-left 5 pixels
   DF/C49A: F0 04                Frame Duration: 4
   DF/C49C: D7                   End of code block
DF/C49D: 25 0A                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/C49F: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/C4A0: F0 03                Frame Duration: 3
   DF/C4A2: D4 1E                Start code block, repeat 30 times
   DF/C4A4: 65 05                Shift object up-left 5 pixels
   DF/C4A6: F0 04                Frame Duration: 4
   DF/C4A8: D7                   End of code block
DF/C4A9: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/C4AB: F0 6F                Frame Duration: 111
   DF/C4AD: 10 40                Set transition flag, x1 speed
   DF/C4AF: 55 0A                Shift object up-left 160 pixels
DF/C4B1: F0 2F                Duration: 47 frames
DF/C4B3: 60 79 2C 60          Run Dialogue $0C79
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Look what I found, Bowyer!<I><END>


DF/C4B7: 25 FE                Set Object: NPC #17 ---> Command: End object queue
DF/C4B9: 65                   <UNKNOWN COMMAND $65>
DF/C4BA: 24 83                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/C4BC: 10 80                Set sequence flag, x1 speed
   DF/C4BE: 71                   Object faces down-right
DF/C4BF: 60 7A AC 62          Run Dialogue $0C7A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWYER: What? WHAT?
 Disturb me you must not!
 Practicing, I am.<I>
 More arrows must I shoot!
 More statues must I make, nya!<I><END>


DF/C4C3: F0 0F                Duration: 15 frames
DF/C4C5: 60 7B AC 60          Run Dialogue $0C7B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???:
                   Stop!<I><END>


DF/C4C9: 9C 13                Play sound effect #$13
DF/C4CB: 24 03                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C4CD: F0 0F                Frame Duration: 15
   DF/C4CF: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/C4D0: F0 6F                Duration: 111 frames
DF/C4D2: 21 A2                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x22 bytes) (Wait until complete)
   DF/C4D4: 92 0A 1D 20          Place object at on-screen coords: (336,232) Z=0
   DF/C4D8: 00                   Set Bit 7 of current object (enable object visibility)
   DF/C4D9: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/C4DA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/C4DC: 7F 01 00             Object jumps (with sound effect) #$0001 units
   DF/C4DF: 08 48 14             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: no
   DF/C4E2: F0 00                Frame Duration: 0
   DF/C4E4: FD 3D 21 E2 C4       <UNKNOWN COMMAND $DF: pointer to address 
   DF/C4E9: 9C 3A                Play sound effect #$3A
   DF/C4EB: F0 07                Frame Duration: 7
   DF/C4ED: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/C4EE: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/C4F1: F0 0F                Frame Duration: 15
   DF/C4F3: 08 49 91             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
DF/C4F6: 60 7C AC 62          Run Dialogue $0C7C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: Hold it right there!
 You don't know what you're doing.
 RETURN that star to me!<I><END>


DF/C4FA: 21 05                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/C4FC: F0 0F                Frame Duration: 15
   DF/C4FE: 08 49 91             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
DF/C501: 24 03                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C503: 10 82                Set sequence flag, x3 speed
   DF/C505: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/C506: 60 7D AC 62          Run Dialogue $0C7D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWYER: Gnya, NYA!?
 A stranger you are...
 and strange looking at that!<I>
 Teach you, we must,
 who's in charge!<I><END>


DF/C50A: 36 83                Add GENO to party (also increase maximum number of party members by 1)
DF/C50C: 4A B5 00 01          Engage in battle with formation pack #$00B5 in background #$01
DF/C510: DC 00 15 C5          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/C515
DF/C514: FB                   Reset game, choose game

DF/C515: A2 1E                Set event flag memory address 00:7083 Bit 6
DF/C517: A1 74                Set event flag memory address 00:706E Bit 4
DF/C519: A1 34                Set event flag memory address 00:7066 Bit 4
DF/C51B: A1 35                Set event flag memory address 00:7066 Bit 5
DF/C51D: A1 36                Set event flag memory address 00:7066 Bit 6
DF/C51F: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/C521: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/C523: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/C525: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/C527: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/C529: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/C52B: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/C52D: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/C52F: 24 F9                Set Object: NPC #16 ---> Command: Remove Object
DF/C531: 25 F9                Set Object: NPC #17 ---> Command: Remove Object
DF/C533: F2 E8 28             <UNKNOWN COMMAND $F2>
DF/C536: F2 E8 2A             <UNKNOWN COMMAND $F2>
DF/C539: F2 E8 2C             <UNKNOWN COMMAND $F2>
DF/C53C: F2 E8 2E             <UNKNOWN COMMAND $F2>
DF/C53F: F2 E8 30             <UNKNOWN COMMAND $F2>
DF/C542: F2 E8 32             <UNKNOWN COMMAND $F2>
DF/C545: F2 E8 34             <UNKNOWN COMMAND $F2>
DF/C548: F2 E8 36             <UNKNOWN COMMAND $F2>
DF/C54B: F2 E8 38             <UNKNOWN COMMAND $F2>
DF/C54E: F2 E8 3A             <UNKNOWN COMMAND $F2>
DF/C551: F2 E8 3E             <UNKNOWN COMMAND $F2>
DF/C554: F2 E8 42             <UNKNOWN COMMAND $F2>
DF/C557: F2 E8 48             <UNKNOWN COMMAND $F2>
DF/C55A: F2 E8 4A             <UNKNOWN COMMAND $F2>
DF/C55D: F2 E6 42             <UNKNOWN COMMAND $F2>
DF/C560: F2 E4 2A             <UNKNOWN COMMAND $F2>
DF/C563: 1D 06                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/C565: FD 0F 00             Object overlaps <UNKNOWN>
   DF/C568: 82 0C 1D             Place object at on-screen coords: (400,232)
DF/C56B: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C56D: 82 0C 1D             Place object at on-screen coords: (400,232)
DF/C570: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C572: 82 0D 1F             Place object at on-screen coords: (432,248)
DF/C575: 21 05                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/C577: 82 0B 22             Place object at on-screen coords: (352,272)
   DF/C57A: 09                   Reset all object properties to default
   DF/C57B: 77                   Object faces up-right
DF/C57C: 23 0B                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/C57E: FD 0F 03             Object overlaps BG1 & BG2
   DF/C581: 82 0B 1A             Place object at on-screen coords: (352,208)
   DF/C584: 66 03                Shift object up 3 pixels
   DF/C586: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DF/C589: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/C58B: 82 09 10             Place object at on-screen coords: (288,128)
   DF/C58E: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
DF/C590: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/C592: 10 44                Set transition flag, x8 speed
   DF/C594: 80 08 11             Move object to on-screen coords: (272,136)
DF/C597: 71                   Lighten screen from black before following commands
DF/C598: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C59A: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/C59D: 60 7E AC 62          Run Dialogue $0C7E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: Thanks for the help.
 You really got me out of a jam.<I>

 Why are you staring at me?
 You know I'm more than just
 a doll, don't you?<I><END>


DF/C5A1: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C5A3: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/C5A6: F0 1F                Duration: 31 frames
DF/C5A8: 00 17                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes)
   DF/C5AA: 08 48 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/C5AD: F0 5F                Frame Duration: 95
   DF/C5AF: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C5B2: F0 0F                Frame Duration: 15
   DF/C5B4: D4 01                Start code block, repeat 1 times
   DF/C5B6: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/C5B9: F0 07                Frame Duration: 7
   DF/C5BB: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C5BE: F0 07                Frame Duration: 7
   DF/C5C0: D7                   End of code block
DF/C5C1: 1F 99                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DF/C5C3: F0 1F                Frame Duration: 31
   DF/C5C5: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
   DF/C5C8: F0 3F                Frame Duration: 63
   DF/C5CA: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C5CD: F0 0F                Frame Duration: 15
   DF/C5CF: D4 01                Start code block, repeat 1 times
   DF/C5D1: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DF/C5D4: F0 07                Frame Duration: 7
   DF/C5D6: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C5D9: F0 07                Frame Duration: 7
   DF/C5DB: D7                   End of code block
DF/C5DC: 21 0C                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0C bytes)
   DF/C5DE: F0 2F                Frame Duration: 47
   DF/C5E0: 10 86                Set sequence flag, 1/4 speed
   DF/C5E2: 08 11 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/C5E5: F0 2F                Frame Duration: 47
   DF/C5E7: 08 49 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
DF/C5EA: 60 7F AC 62          Run Dialogue $0C7F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: Have you guessed the truth?
 I'm a visitor from above, and this
 is a form I'm borrowing briefly.<I><END>


DF/C5EE: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C5F0: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/C5F3: F0 1F                Duration: 31 frames
DF/C5F5: FD 31                Screen doesn't move with MARIO
DF/C5F7: 00 1B                Set Object: MARIO ---> Begin action queue for object (Length: 0x1B bytes)
   DF/C5F9: 08 48 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/C5FC: F0 1F                Frame Duration: 31
   DF/C5FE: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C601: F0 07                Frame Duration: 7
   DF/C603: 08 43 08             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/C606: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/C607: 7F 90 00             Object jumps (with sound effect) #$0090 units
   DF/C60A: F0 00                Frame Duration: 0
   DF/C60C: 3D 0A C6             <UNKNOWN COMMAND $3D: pointer to address $DF/C60A>
   DF/C60F: F0 0F                Frame Duration: 15
   DF/C611: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/C614: 1F 9D                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   DF/C616: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
   DF/C619: F0 1F                Frame Duration: 31
   DF/C61B: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C61E: F0 07                Frame Duration: 7
   DF/C620: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/C623: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/C624: 7F 90 00             Object jumps (with sound effect) #$0090 units
   DF/C627: F0 00                Frame Duration: 0
   DF/C629: 3D 27 C6             <UNKNOWN COMMAND $3D: pointer to address $DF/C627>
   DF/C62C: F0 0F                Frame Duration: 15
   DF/C62E: 10 81                Set sequence flag, x2 speed
   DF/C630: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/C633: 60 80 AC 62          Run Dialogue $0C80 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: You mean, like, from the
 sky or something?<I><END>


DF/C637: 1F 05                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/C639: F0 0F                Frame Duration: 15
   DF/C63B: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/C63E: 21 05                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/C640: 10 80                Set sequence flag, x1 speed
   DF/C642: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/C645: 60 81 AC 62          Run Dialogue $0C81 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: Higher than that, I'm afraid!<I>
 Do you two know anything about
 the Star Road?<I><END>


DF/C649: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C64B: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/C64E: F0 0F                Duration: 15 frames
DF/C650: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DF/C652: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/C655: F0 1F                Frame Duration: 31
   DF/C657: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/C65A: 1F 88                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/C65C: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/C65F: F0 1F                Frame Duration: 31
   DF/C661: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/C664: F0 1F                Duration: 31 frames
DF/C666: 21 08                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/C668: 08 48 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/C66B: F0 3F                Frame Duration: 63
   DF/C66D: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/C670: 60 82 AC 62          Run Dialogue $0C82 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: Completely in the dark, eh?
 Well, it's a big mess up there right
 now, and it concerns you too!<I>

 Let me explain...<I>

 You've heard of wishing upon a
 shooting star?<I><END>


DF/C674: F0 0F                Duration: 15 frames
DF/C676: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DF/C678: D4 01                Start code block, repeat 1 times
   DF/C67A: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/C67D: F0 07                Frame Duration: 7
   DF/C67F: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C682: F0 07                Frame Duration: 7
   DF/C684: D7                   End of code block
DF/C685: 1F 8D                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/C687: D4 01                Start code block, repeat 1 times
   DF/C689: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DF/C68C: F0 07                Frame Duration: 7
   DF/C68E: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C691: F0 07                Frame Duration: 7
   DF/C693: D7                   End of code block
DF/C694: F0 0F                Duration: 15 frames
DF/C696: 60 83 AC 62          Run Dialogue $0C83 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: At the Star Road, your
 wish is transformed into a star.<I>
 When it's granted, it then turns
 into a shooting star and falls
 down to earth.<I>

 So you see, the Star Road plays an
 integral role in granting wishes.<I>

 But ever since a sword destroyed
 the Star Road, everything's
 come to a halt.<I>

 No stars have been made since.<I>
 The way things stand,<I> yours is a
 world where wishes can't come
 true anymore.<I><END>


DF/C69A: F0 07                Duration: 7 frames
DF/C69C: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C69E: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/C6A1: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C6A3: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/C6A6: F0 1F                Duration: 31 frames
DF/C6A8: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   DF/C6AA: 08 43 08             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/C6AD: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/C6AE: 7F 90 00             Object jumps (with sound effect) #$0090 units
   DF/C6B1: F0 00                Frame Duration: 0
   DF/C6B3: 3D B1 C6             <UNKNOWN COMMAND $3D: pointer to address $DF/C6B1>
   DF/C6B6: F0 07                Frame Duration: 7
   DF/C6B8: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C6BB: F0 0F                Frame Duration: 15
   DF/C6BD: 08 48 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DF/C6C0: 1F A7                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x27 bytes) (Wait until complete)
   DF/C6C2: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/C6C5: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/C6C6: 7F 90 00             Object jumps (with sound effect) #$0090 units
   DF/C6C9: F0 00                Frame Duration: 0
   DF/C6CB: 3D C9 C6             <UNKNOWN COMMAND $3D: pointer to address $DF/C6C9>
   DF/C6CE: F0 07                Frame Duration: 7
   DF/C6D0: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C6D3: F0 17                Frame Duration: 23
   DF/C6D5: 08 40 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   DF/C6D8: 43                   <UNKNOWN COMMAND $43>
   DF/C6D9: 63 08                Shift object down-left 8 pixels
   DF/C6DB: 08 40 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DF/C6DE: 55 04                Shift object up-left 64 pixels
   DF/C6E0: 71                   Object faces down-right
   DF/C6E1: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/C6E4: F0 27                Frame Duration: 39
   DF/C6E6: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
DF/C6E9: 60 84 AC 62          Run Dialogue $0C84 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Are you saying THIS star
 is a part of your Starway?<I><END>


DF/C6ED: F0 17                Duration: 23 frames
DF/C6EF: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C6F1: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/C6F4: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/C6F6: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/C6F9: 21 0F                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/C6FB: F0 1F                Frame Duration: 31
   DF/C6FD: 08 41 07             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/C700: F0 3F                Frame Duration: 63
   DF/C702: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DF/C705: F0 3F                Frame Duration: 63
   DF/C707: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/C70A: 60 85 AC 62          Run Dialogue $0C85 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: That's STAR ROAD, my
 fluffy little friend ...<I>

 Yes, <I>that star is a broken piece
 of the Star Road.<I>

 I'm here to find them all, and
 repair the Star Road.<I><END>


DF/C70E: F0 2F                Duration: 47 frames
DF/C710: 21 16                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x16 bytes)
   DF/C712: 10 85                Set sequence flag, 1/2 speed
   DF/C714: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   DF/C717: F0 1B                Frame Duration: 27
   DF/C719: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   DF/C71C: F0 1B                Frame Duration: 27
   DF/C71E: D8 27 25 C7          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/C725
   DF/C722: D2 14 C7             Jump to address $DF/C714
   DF/C725: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/C728: 60 86 AC 62          Run Dialogue $0C86 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: 
 The broken Star Pieces...<I>
 There are 7 altogether.<I><END>


DF/C72C: A0 27                Set event flag memory address 00:7044 Bit 7
DF/C72E: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/C732: 1F F3 8B 01          Set Object: NPC #11 ---> Command: Set object to movement: $018B
DF/C736: F0 1F                Duration: 31 frames
DF/C738: 21 FE                Set Object: NPC #13 ---> Command: End object queue
DF/C73A: 21 13                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x13 bytes)
   DF/C73C: F0 0F                Frame Duration: 15
   DF/C73E: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   DF/C741: F0 0F                Frame Duration: 15
   DF/C743: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/C746: F0 0F                Frame Duration: 15
   DF/C748: D8 26 4F C7          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/C74F
   DF/C74C: D2 3E C7             Jump to address $DF/C73E
DF/C74F: 60 87 AC 62          Run Dialogue $0C87 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: For peace to return...<I>
 we must get rid of Smithy,
 find the Star Pieces, and repair
 the Star Road..<I><END>


DF/C753: A0 26                Set event flag memory address 00:7044 Bit 6
DF/C755: F0 1F                Duration: 31 frames
DF/C757: 21 0E                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0E bytes)
   DF/C759: 10 80                Set sequence flag, x1 speed
   DF/C75B: 08 11 0A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/C75E: F0 3D                Frame Duration: 61
   DF/C760: 08 49 1B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1B
                                 ---> Mirrored: no
   DF/C763: F0 3F                Frame Duration: 63
   DF/C765: 09                   Reset all object properties to default
   DF/C766: 77                   Object faces up-right
DF/C767: 60 88 AC 62          Run Dialogue $0C88 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: I'm {heart}{music}!?, but it's hard to
 pronounce so...<I>
 Call me Geno, after the doll.<I>

 I chose him because he looked the
 strongest out of all the dolls.<I><END>


DF/C76B: 21 83                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/C76D: 08 4A 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DF/C770: 60 8A AC 62          Run Dialogue $0C8A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Now grab the star, Mario!<I><END>


DF/C774: FD A3                Fade out music
DF/C776: F0 0F                Duration: 15 frames
DF/C778: 91 17                Play music: #$17
DF/C77A: F0 49                Duration: 73 frames
DF/C77C: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/C77E: 10 45                Set transition flag, 1/2 speed
   DF/C780: 56 02                Shift object up 32 pixels
   DF/C782: F0 27                Frame Duration: 39
DF/C784: 23 97                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DF/C786: 6A 50                Shift object up 80 pixels
   DF/C788: F0 0F                Frame Duration: 15
   DF/C78A: 13 02                Layering priority: Object overlaps MARIO
   DF/C78C: 10 81                Set sequence flag, x2 speed
   DF/C78E: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C791: F0 2F                Frame Duration: 47
   DF/C793: 10 82                Set sequence flag, x3 speed
   DF/C795: F0 2F                Frame Duration: 47
   DF/C797: 10 83                Set sequence flag, x4 speed
   DF/C799: F0 2F                Frame Duration: 47
   DF/C79B: 10 84                Set sequence flag, x8 speed
DF/C79D: 1D F2 89 01          Set Object: NPC #9 ---> Command: Set object to movement: $0189
DF/C7A1: F0 31                Duration: 49 frames
DF/C7A3: 23 02                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/C7A5: 14 06                Isolate top Bits of current object address 0E,x and set Bit(s) $6
DF/C7A7: 1D FE                Set Object: NPC #9 ---> Command: End object queue
DF/C7A9: F1 BF 01             Duration: 447 frames
DF/C7AC: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   DF/C7AE: 72                   Object faces down
   DF/C7AF: 10 46                Set transition flag, 1/4 speed
   DF/C7B1: 62 07                Shift object down 7 pixels
   DF/C7B3: F1 7F 01             Frame Duration: 383
   DF/C7B6: 08 48 1F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1F
                                 ---> Mirrored: no
DF/C7B9: 23 15                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x15 bytes)
   DF/C7BB: F0 0F                Frame Duration: 15
   DF/C7BD: 10 83                Set sequence flag, x4 speed
   DF/C7BF: F0 2F                Frame Duration: 47
   DF/C7C1: 10 82                Set sequence flag, x3 speed
   DF/C7C3: F0 2F                Frame Duration: 47
   DF/C7C5: 10 81                Set sequence flag, x2 speed
   DF/C7C7: F0 2F                Frame Duration: 47
   DF/C7C9: 10 80                Set sequence flag, x1 speed
   DF/C7CB: F0 37                Frame Duration: 55
   DF/C7CD: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/C7D0: 23 FE                Set Object: NPC #15 ---> Command: End object queue
DF/C7D2: F0 5F                Duration: 95 frames
DF/C7D4: 23 24                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x24 bytes)
   DF/C7D6: 10 80                Set sequence flag, x1 speed
   DF/C7D8: F0 07                Frame Duration: 7
   DF/C7DA: 10 81                Set sequence flag, x2 speed
   DF/C7DC: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/C7DF: F0 09                Frame Duration: 9
   DF/C7E1: 10 82                Set sequence flag, x3 speed
   DF/C7E3: F0 09                Frame Duration: 9
   DF/C7E5: 10 83                Set sequence flag, x4 speed
   DF/C7E7: F0 09                Frame Duration: 9
   DF/C7E9: 10 84                Set sequence flag, x8 speed
   DF/C7EB: F0 2F                Frame Duration: 47
   DF/C7ED: 10 41                Set transition flag, x2 speed
   DF/C7EF: 6B 2C                <UNKNOWN COMMAND: frame duration=44?>
   DF/C7F1: 10 44                Set transition flag, x8 speed
   DF/C7F3: 64 01                Shift object left 1 pixels
   DF/C7F5: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   DF/C7F7: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/C7FA: F0 27                Duration: 39 frames
DF/C7FC: 91 18                Play music: #$18
DF/C7FE: F0 FF                Duration: 255 frames
DF/C800: 23 0A                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/C802: 10 40                Set transition flag, x1 speed
   DF/C804: 6A 20                Shift object up 32 pixels
   DF/C806: F0 2F                Frame Duration: 47
   DF/C808: 10 44                Set transition flag, x8 speed
   DF/C80A: 5A 10                Shift object up 256 pixels
DF/C80C: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/C80E: F0 42                Frame Duration: 66
   DF/C810: 10 41                Set transition flag, x2 speed
   DF/C812: 5A 04                Shift object up 64 pixels
DF/C814: F0 48                Duration: 72 frames
DF/C816: 77 20                Darken screen from black before following commands; Duration: 32 frames
DF/C818: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/C81A: 23 F9                Set Object: NPC #15 ---> Command: Remove Object
DF/C81C: FD 4D 02             ENDING - Star Piece Scene #2
DF/C81F: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/C821: 80 08 11             Move object to on-screen coords: (272,136)
DF/C824: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/C828: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/C82A: 10 44                Set transition flag, x8 speed
   DF/C82C: 66 07                Shift object up 7 pixels
   DF/C82E: 73                   Object faces down-left
DF/C82F: 21 F3 8B 01          Set Object: NPC #13 ---> Command: Set object to movement: $018B
DF/C833: 71                   Lighten screen from black before following commands
DF/C834: 60 8C AC 62          Run Dialogue $0C8C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Come on!
 Let's get this show on the road.<I><END>


DF/C838: 1F 10                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x10 bytes)
   DF/C83A: 10 C0                Set transition and sequence flags, x1 speed
   DF/C83C: 0A 00                Store #$00 to current object address 0A,x
   DF/C83E: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/C841: 51 02                Shift object down-right 32 pixels
   DF/C843: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/C846: 47                   <UNKNOWN COMMAND $47>
   DF/C847: 67 0A                Shift object up-right 10 pixels
   DF/C849: 01                   Clear Bit 7 of current object (disable object visibility)
DF/C84A: 21 91                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/C84C: 10 C0                Set transition and sequence flags, x1 speed
   DF/C84E: 0A 00                Store #$00 to current object address 0A,x
   DF/C850: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/C851: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/C854: 45                   <UNKNOWN COMMAND $45>
   DF/C855: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   DF/C858: 57 03                Shift object up-right 48 pixels
   DF/C85A: 67 0C                Shift object up-right 12 pixels
   DF/C85C: 01                   Clear Bit 7 of current object (disable object visibility)
DF/C85D: F0 0F                Duration: 15 frames
DF/C85F: 60 89 AC 42          Run Dialogue $0C89 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Geno, who is searching for the
  pieces of the Star Road, joins
         Mario and Mallow.<I>

 Things are definitely looking up!<I><END>


DF/C863: 91 28                Play music: #$28
DF/C865: F0 2F                Duration: 47 frames
DF/C867: 00 F3 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/C86B: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/C86F: F0 0F                Duration: 15 frames
DF/C871: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/C873: 10 41                Set transition flag, x2 speed
   DF/C875: 55 0B                Shift object up-left 176 pixels
DF/C877: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/C879: 14 B5                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x35 bytes) (Wait until complete)
   DF/C87B: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   DF/C87D: FD 9E                <UNKNOWN COMMAND $9E>
   DF/C87F: 4D                   <UNKNOWN COMMAND $4D>
   DF/C880: 20 07                <UNKNOWN COMMAND $20>
   DF/C882: 24 18 FF 40 00       <UNKNOWN COMMAND $24>
   DF/C887: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DF/C88C: F0 1D                Frame Duration: 29
   DF/C88E: FD 9E                <UNKNOWN COMMAND $9E>
   DF/C890: 4D                   <UNKNOWN COMMAND $4D>
   DF/C891: 24 18 FF 40 00       <UNKNOWN COMMAND $24>
   DF/C896: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DF/C89B: F0 1D                Frame Duration: 29
   DF/C89D: FD 9E                <UNKNOWN COMMAND $9E>
   DF/C89F: 4D                   <UNKNOWN COMMAND $4D>
   DF/C8A0: 24 18 FF 40 00       <UNKNOWN COMMAND $24>
   DF/C8A5: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DF/C8AA: F0 1D                Frame Duration: 29
   DF/C8AC: 21                   <UNKNOWN COMMAND $21>
   DF/C8AD: FD 9E                <UNKNOWN COMMAND $9E>
   DF/C8AF: 4D                   <UNKNOWN COMMAND $4D>
DF/C8B0: 14 F2 E4 01          Set Object: NPC #0 ---> Command: Set object to movement: $01E4
DF/C8B4: 60 8B AC 62          Run Dialogue $0C8B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Ooh, I heard everything!
 Who would have known that star
 was so important?<I>

 I've got to inform Smithy!<I><END>


DF/C8B8: A0 18                Set event flag memory address 00:7043 Bit 0
DF/C8BA: F0 0F                Duration: 15 frames
DF/C8BC: 14 8D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/C8BE: FD 0F 02             Object overlaps BG1
   DF/C8C1: 10 43                Set transition flag, x4 speed
   DF/C8C3: 10 84                Set sequence flag, x8 speed
   DF/C8C5: FD 9E                <UNKNOWN COMMAND $9E>
   DF/C8C7: 0B 55                Set Bits $55 of current object address 0A,x
   DF/C8C9: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/C8CA: 01                   Clear Bit 7 of current object (disable object visibility)
DF/C8CB: F0 1F                Duration: 31 frames
DF/C8CD: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/C8CF: 10 43                Set transition flag, x4 speed
   DF/C8D1: 51 0A                Shift object down-right 160 pixels
   DF/C8D3: 40                   <UNKNOWN COMMAND $40>
DF/C8D4: FD 5B                Restore all HP
DF/C8D6: FD 5C                Restore all FP
DF/C8D8: FD 8E 80 07 01       <UNKNOWN COMMAND $8E>
DF/C8DD: 7F                   <UNKNOWN COMMAND $7F>
DF/C8DE: 60 70 AD 42          Run Dialogue $0D70 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  The secret to the shooting stars
          has been unraveled.<I>
         Find the Star Pieces,
         and bring peace back
           to Mario's world.<I><END>


DF/C8E2: F0 1F                Duration: 31 frames
DF/C8E4: 00 F2 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/C8E8: F0 33                Duration: 51 frames
DF/C8EA: 9C 0D                Play sound effect #$0D
DF/C8EC: F0 0F                Duration: 15 frames
DF/C8EE: FD 8E B2 07 01       <UNKNOWN COMMAND $8E>
DF/C8F3: 7F                   <UNKNOWN COMMAND $7F>
DF/C8F4: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/C8F8: F0 0F                Duration: 15 frames
DF/C8FA: 91 1A                Play music: #$1A
DF/C8FC: FD 30                Screen moves with MARIO
DF/C8FE: FE                   Return


EVENT [991] ------------------------------------------------------------>
DF/C8FF: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C901: A0 35                Set event flag memory address 00:7046 Bit 5
DF/C903: A8 0C 01             Store #$01 to 00:70AC
DF/C906: D1 06 06             Execute event id $0606
DF/C909: 00 F3 64 01          Set Object: MARIO ---> Command: Set object to movement: $0164
DF/C90D: 68 F2 80 0A 54 40    Enter area: $00F2
                              MARIO will be at coords: (320,672) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C913: FE                   Return


EVENT [992] ------------------------------------------------------------>
DF/C914: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C916: A8 0C 02             Store #$02 to 00:70AC
DF/C919: D1 06 06             Execute event id $0606
DF/C91C: 00 F3 65 01          Set Object: MARIO ---> Command: Set object to movement: $0165
DF/C920: 68 F2 80 0A 54 40    Enter area: $00F2
                              MARIO will be at coords: (320,672) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C926: FE                   Return


EVENT [993] ------------------------------------------------------------>
DF/C927: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C929: A8 0C 03             Store #$03 to 00:70AC
DF/C92C: D1 06 06             Execute event id $0606
DF/C92F: 00 F3 66 01          Set Object: MARIO ---> Command: Set object to movement: $0166
DF/C933: 68 F2 80 0A 54 40    Enter area: $00F2
                              MARIO will be at coords: (320,672) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C939: FE                   Return


EVENT [994] ------------------------------------------------------------>
DF/C93A: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C93C: A0 36                Set event flag memory address 00:7046 Bit 6
DF/C93E: A8 0C 04             Store #$04 to 00:70AC
DF/C941: D1 06 06             Execute event id $0606
DF/C944: 00 F3 67 01          Set Object: MARIO ---> Command: Set object to movement: $0167
DF/C948: 68 F2 80 0A 54 40    Enter area: $00F2
                              MARIO will be at coords: (320,672) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C94E: FE                   Return


EVENT [995] ------------------------------------------------------------>
DF/C94F: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C951: A8 0C 05             Store #$05 to 00:70AC
DF/C954: D1 06 06             Execute event id $0606
DF/C957: 00 F3 68 01          Set Object: MARIO ---> Command: Set object to movement: $0168
DF/C95B: 68 F2 80 0A 54 40    Enter area: $00F2
                              MARIO will be at coords: (320,672) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C961: FE                   Return


EVENT [996] ------------------------------------------------------------>
DF/C962: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C964: A8 0C 06             Store #$06 to 00:70AC
DF/C967: D1 06 06             Execute event id $0606
DF/C96A: 00 F3 69 01          Set Object: MARIO ---> Command: Set object to movement: $0169
DF/C96E: 68 F2 80 0A 54 40    Enter area: $00F2
                              MARIO will be at coords: (320,672) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C974: FE                   Return


EVENT [997] ------------------------------------------------------------>
DF/C975: A0 39                Set event flag memory address 00:7047 Bit 1
DF/C977: A0 37                Set event flag memory address 00:7046 Bit 7
DF/C979: A8 0C 07             Store #$07 to 00:70AC
DF/C97C: D1 06 06             Execute event id $0606
DF/C97F: 00 F3 6A 01          Set Object: MARIO ---> Command: Set object to movement: $016A
DF/C983: 68 F2 80 0A 54 40    Enter area: $00F2
                              MARIO will be at coords: (320,672) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/C989: FE                   Return


EVENT [998] ------------------------------------------------------------>
DF/C98A: DC 37 0D CA          If event flag memory address 00:7046 Bit 7 clear, jump to address $DF/CA0D
DF/C98E: D8 3B 0D CA          If event flag memory address 00:7047 Bit 3 set, jump to address $DF/CA0D
DF/C992: A4 37                Clear event flag memory address 00:7046 Bit 7
DF/C994: A4 35                Clear event flag memory address 00:7046 Bit 5
DF/C996: A4 36                Clear event flag memory address 00:7046 Bit 6
DF/C998: A0 3B                Set event flag memory address 00:7047 Bit 3
DF/C99A: A0 38                Set event flag memory address 00:7047 Bit 0
DF/C99C: A0 3C                Set event flag memory address 00:7047 Bit 4
DF/C99E: FD 31                Screen doesn't move with MARIO
DF/C9A0: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
DF/C9A2: F2 F2 42             <UNKNOWN COMMAND $F2>
DF/C9A5: 0C 87                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/C9A7: 10 41                Set transition flag, x2 speed
   DF/C9A9: 80 00 3B             Move object to on-screen coords: (16,472)
   DF/C9AC: 10 40                Set transition flag, x1 speed
DF/C9AE: 00 F2 E5 01          Set Object: MARIO ---> Command: Set object to movement: $01E5
DF/C9B2: 0C F2 88 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0188
DF/C9B6: 15 BC                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x3C bytes) (Wait until complete)
   DF/C9B8: 61 08                Shift object down-right 8 pixels
   DF/C9BA: D4 06                Start code block, repeat 6 times
   DF/C9BC: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   DF/C9BF: 62 05                Shift object down 5 pixels
   DF/C9C1: 9C 15                Play sound effect #$15
   DF/C9C3: F0 07                Frame Duration: 7
   DF/C9C5: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   DF/C9C8: 66 05                Shift object up 5 pixels
   DF/C9CA: 9C 15                Play sound effect #$15
   DF/C9CC: F0 07                Frame Duration: 7
   DF/C9CE: D7                   End of code block
   DF/C9CF: 08 48 9A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: yes
   DF/C9D2: 9C 15                Play sound effect #$15
   DF/C9D4: F0 07                Frame Duration: 7
   DF/C9D6: 08 48 9B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1B
                                 ---> Mirrored: yes
   DF/C9D9: A0 18                Set event flag memory address 00:7043 Bit 0
   DF/C9DB: 9C 15                Play sound effect #$15
   DF/C9DD: F0 07                Frame Duration: 7
   DF/C9DF: 08 48 9D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1D
                                 ---> Mirrored: yes
   DF/C9E2: 9C 15                Play sound effect #$15
   DF/C9E4: F0 02                Frame Duration: 2
   DF/C9E6: 65 06                Shift object up-left 6 pixels
   DF/C9E8: 08 48 9E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1E
                                 ---> Mirrored: yes
   DF/C9EB: 9C 15                Play sound effect #$15
   DF/C9ED: F0 02                Frame Duration: 2
   DF/C9EF: 08 48 9F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1F
                                 ---> Mirrored: yes
   DF/C9F2: 9C 15                Play sound effect #$15
DF/C9F4: F0 07                Duration: 7 frames
DF/C9F6: 77 18                Darken screen from black before following commands; Duration: 24 frames
DF/C9F8: F2 F2 2A             <UNKNOWN COMMAND $F2>
DF/C9FB: 6B E1 80             Modify physical field of area $80E1
DF/C9FE: 6A E1 80             Modify BGL of area $80E1
DF/CA01: 6B EA 80             Modify physical field of area $80EA
DF/CA04: 6B F2 80             Modify physical field of area $80F2
DF/CA07: 68 E1 80 04 4A 40    Enter area: $00E1
                              MARIO will be at coords: (128,592) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CA0D: FE                   Return


EVENT [999] ------------------------------------------------------------>
DF/CA0E: F8 9E B2 14 CA       <UNKNOWN COMMAND $F8>
DF/CA13: FE                   Return

DF/CA14: F2 9E 32             <UNKNOWN COMMAND $F2>
DF/CA17: 19 F2 EA 02          Set Object: NPC #5 ---> Command: Set object to movement: $02EA
DF/CA1B: FE                   Return


EVENT [99A] ------------------------------------------------------------>
DF/CA1C: F8 9E B4 22 CA       <UNKNOWN COMMAND $F8>
DF/CA21: FE                   Return

DF/CA22: F2 9E 34             <UNKNOWN COMMAND $F2>
DF/CA25: 1A F2 EB 02          Set Object: NPC #6 ---> Command: Set object to movement: $02EB
DF/CA29: FE                   Return


EVENT [99B] ------------------------------------------------------------>
DF/CA2A: F8 9E B6 30 CA       <UNKNOWN COMMAND $F8>
DF/CA2F: FE                   Return

DF/CA30: F2 9E 36             <UNKNOWN COMMAND $F2>
DF/CA33: 1B F2 EC 02          Set Object: NPC #7 ---> Command: Set object to movement: $02EC
DF/CA37: FE                   Return


EVENT [99C] ------------------------------------------------------------>
DF/CA38: F8 9E B8 3E CA       <UNKNOWN COMMAND $F8>
DF/CA3D: FE                   Return

DF/CA3E: F2 9E 38             <UNKNOWN COMMAND $F2>
DF/CA41: 1C F2 ED 02          Set Object: NPC #8 ---> Command: Set object to movement: $02ED
DF/CA45: FE                   Return


EVENT [99D] ------------------------------------------------------------>
DF/CA46: F8 9D B4 4C CA       <UNKNOWN COMMAND $F8>
DF/CA4B: FE                   Return

DF/CA4C: F2 9D 34             <UNKNOWN COMMAND $F2>
DF/CA4F: 1A F2 F7 02          Set Object: NPC #6 ---> Command: Set object to movement: $02F7
DF/CA53: FE                   Return


EVENT [99E] ------------------------------------------------------------>
DF/CA54: F8 9D B6 5A CA       <UNKNOWN COMMAND $F8>
DF/CA59: FE                   Return

DF/CA5A: F2 9D 36             <UNKNOWN COMMAND $F2>
DF/CA5D: 1B F2 F8 02          Set Object: NPC #7 ---> Command: Set object to movement: $02F8
DF/CA61: FE                   Return


EVENT [99F] ------------------------------------------------------------>
DF/CA62: F8 9D B8 68 CA       <UNKNOWN COMMAND $F8>
DF/CA67: FE                   Return

DF/CA68: F2 9D 38             <UNKNOWN COMMAND $F2>
DF/CA6B: 1C F2 F9 02          Set Object: NPC #8 ---> Command: Set object to movement: $02F9
DF/CA6F: FE                   Return


EVENT [9A0] ------------------------------------------------------------>
DF/CA70: F8 9D BA 76 CA       <UNKNOWN COMMAND $F8>
DF/CA75: FE                   Return

DF/CA76: F2 9D 3A             <UNKNOWN COMMAND $F2>
DF/CA79: 1D F2 FA 02          Set Object: NPC #9 ---> Command: Set object to movement: $02FA
DF/CA7D: FE                   Return


EVENT [9A1] ------------------------------------------------------------>
DF/CA7E: 9C 60                Play sound effect #$60
DF/CA80: F0 19                Duration: 25 frames
DF/CA82: DC 28 7E CA          If event flag memory address 00:7045 Bit 0 clear, jump to address $DF/CA7E
DF/CA86: FE                   Return


EVENT [9A2] ------------------------------------------------------------>
DF/CA87: F2 FB A8             <UNKNOWN COMMAND $F2>
DF/CA8A: F2 FB AA             <UNKNOWN COMMAND $F2>
DF/CA8D: F2 FB AE             <UNKNOWN COMMAND $F2>
DF/CA90: F2 FB B0             <UNKNOWN COMMAND $F2>
DF/CA93: F2 FB B2             <UNKNOWN COMMAND $F2>
DF/CA96: F2 FB B4             <UNKNOWN COMMAND $F2>
DF/CA99: F2 FB B6             <UNKNOWN COMMAND $F2>
DF/CA9C: F2 FB BA             <UNKNOWN COMMAND $F2>
DF/CA9F: F2 FB BC             <UNKNOWN COMMAND $F2>
DF/CAA2: F2 FB BE             <UNKNOWN COMMAND $F2>
DF/CAA5: A4 38                Clear event flag memory address 00:7047 Bit 0
DF/CAA7: C4 80                <UNKNOWN COMMAND $C4>
DF/CAA9: E2 04 00 CA CA       If value at 00:7000 = #$0004, jump to address $DF/CACA
DF/CAAE: E2 05 00 14 CB       If value at 00:7000 = #$0005, jump to address $DF/CB14
DF/CAB3: E2 07 00 D4 CA       If value at 00:7000 = #$0007, jump to address $DF/CAD4
DF/CAB8: E2 09 00 DE CA       If value at 00:7000 = #$0009, jump to address $DF/CADE
DF/CABD: E2 0D 00 F9 CA       If value at 00:7000 = #$000D, jump to address $DF/CAF9
DF/CAC2: E2 10 00 F9 CA       If value at 00:7000 = #$0010, jump to address $DF/CAF9
DF/CAC7: D2 30 CB             Jump to address $DF/CB30
DF/CACA: C5 80                <UNKNOWN COMMAND $C5>
DF/CACC: E2 46 00 14 CB       If value at 00:7000 = #$0046, jump to address $DF/CB14
DF/CAD1: D2 DE CA             Jump to address $DF/CADE
DF/CAD4: C5 80                <UNKNOWN COMMAND $C5>
DF/CAD6: E2 4B 00 14 CB       If value at 00:7000 = #$004B, jump to address $DF/CB14
DF/CADB: D2 DE CA             Jump to address $DF/CADE
DF/CADE: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/CAE0: 82 08 70             Place object at on-screen coords: (256,896)
   DF/CAE3: E8                   <UNKNOWN COMMAND $E8>
   DF/CAE4: E8                   <UNKNOWN COMMAND $E8>
   DF/CAE5: CA                   Store held joypad register to 00:700C,00:700D
   DF/CAE6: 73                   Object faces down-left
   DF/CAE7: FE                   Return Queue

DF/CAE8: 71                   Lighten screen from black before following commands
DF/CAE9: 16 09                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/CAEB: 82 06 6F             Place object at on-screen coords: (208,888)
   DF/CAEE: E8                   <UNKNOWN COMMAND $E8>
   DF/CAEF: F3 CA 73             <UNKNOWN COMMAND $F3>
   DF/CAF2: FE                   Return Queue

DF/CAF3: 71                   Lighten screen from black before following commands
DF/CAF4: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/CAF6: D2 30 CB             Jump to address $DF/CB30
DF/CAF9: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/CAFB: 82 0F 48             Place object at on-screen coords: (480,576)
   DF/CAFE: E8                   <UNKNOWN COMMAND $E8>
   DF/CAFF: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/CB00: CB                   Store joypad register to 00:700C,00:700D
   DF/CB01: 73                   Object faces down-left
   DF/CB02: FE                   Return Queue

DF/CB03: 71                   Lighten screen from black before following commands
DF/CB04: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/CB06: 82 0D 46             Place object at on-screen coords: (416,560)
   DF/CB09: E8                   <UNKNOWN COMMAND $E8>
   DF/CB0A: 0E CB                <UNKNOWN COMMAND $0E>
   DF/CB0C: 73                   Object faces down-left
   DF/CB0D: FE                   Return Queue

DF/CB0E: 71                   Lighten screen from black before following commands
DF/CB0F: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/CB11: D2 30 CB             Jump to address $DF/CB30
DF/CB14: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CB16: 82 05 48             Place object at on-screen coords: (160,576)
   DF/CB19: 71                   Object faces down-right
DF/CB1A: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/CB1C: 82 08 52             Place object at on-screen coords: (256,656)
   DF/CB1F: E8                   <UNKNOWN COMMAND $E8>
   DF/CB20: 24 CB 73 FE 71       <UNKNOWN COMMAND $24>
DF/CB25: 16 09                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/CB27: 82 07 58             Place object at on-screen coords: (224,704)
   DF/CB2A: E8                   <UNKNOWN COMMAND $E8>
   DF/CB2B: 2F CB 73 FE 71 71 FE <UNKNOWN COMMAND $2F>

EVENT [9A3] ------------------------------------------------------------>
DF/CB32: B0 0B 07 00          Store #$0007 to 00:7016
DF/CB36: B0 0C 67 00          Store #$0067 to 00:7018
DF/CB3A: D1 42 00             Execute event id $0042
DF/CB3D: 68 FC 80 11 55 40    Enter area: $00FC
                              MARIO will be at coords: (560,680) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CB43: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/CB47: FE                   Return


EVENT [9A4] ------------------------------------------------------------>
DF/CB48: B0 0B 11 00          Store #$0011 to 00:7016
DF/CB4C: B0 0C 55 00          Store #$0055 to 00:7018
DF/CB50: D1 42 00             Execute event id $0042
DF/CB53: 68 FC 80 07 67 40    Enter area: $00FC
                              MARIO will be at coords: (240,824) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CB59: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/CB5D: FE                   Return


EVENT [9A5] ------------------------------------------------------------>
DF/CB5E: B0 0B 09 00          Store #$0009 to 00:7016
DF/CB62: B0 0C 6D 00          Store #$006D to 00:7018
DF/CB66: D1 42 00             Execute event id $0042
DF/CB69: 68 FC 80 10 48 40    Enter area: $00FC
                              MARIO will be at coords: (512,576) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CB6F: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/CB73: D1 04 0E             Execute event id $0E04
DF/CB76: DE CF 84 CB          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/CB84
DF/CB7A: DA 6D 84 CB          If event flag memory address 00:708D Bit 5 set, jump to address $DF/CB84
DF/CB7E: F0 17                Duration: 23 frames
DF/CB80: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/CB82: 9C 95                Play sound effect #$95
DF/CB84: FE                   Return


EVENT [9A6] ------------------------------------------------------------>
DF/CB85: B0 0B 10 00          Store #$0010 to 00:7016
DF/CB89: B0 0C 48 00          Store #$0048 to 00:7018
DF/CB8D: D1 42 00             Execute event id $0042
DF/CB90: 68 FC 80 09 6D 40    Enter area: $00FC
                              MARIO will be at coords: (304,872) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CB96: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/CB9A: FE                   Return


EVENT [9A7] ------------------------------------------------------------>
DF/CB9B: B0 0B 0D 00          Store #$000D to 00:7016
DF/CB9F: B0 0C 42 00          Store #$0042 to 00:7018
DF/CBA3: D1 42 00             Execute event id $0042
DF/CBA6: 68 FC 80 07 4B 40    Enter area: $00FC
                              MARIO will be at coords: (240,600) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CBAC: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/CBB0: FE                   Return


EVENT [9A8] ------------------------------------------------------------>
DF/CBB1: B0 0B 07 00          Store #$0007 to 00:7016
DF/CBB5: B0 0C 4B 00          Store #$004B to 00:7018
DF/CBB9: D1 42 00             Execute event id $0042
DF/CBBC: 68 FC 80 0D 42 40    Enter area: $00FC
                              MARIO will be at coords: (416,528) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CBC2: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/CBC6: D1 04 0E             Execute event id $0E04
DF/CBC9: DE CF D7 CB          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/CBD7
DF/CBCD: DA 6D D7 CB          If event flag memory address 00:708D Bit 5 set, jump to address $DF/CBD7
DF/CBD1: F0 17                Duration: 23 frames
DF/CBD3: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/CBD5: 9C 95                Play sound effect #$95
DF/CBD7: FE                   Return


EVENT [9A9] ------------------------------------------------------------>
DF/CBD8: B0 0B 05 00          Store #$0005 to 00:7016
DF/CBDC: B0 0C 57 00          Store #$0057 to 00:7018
DF/CBE0: D1 42 00             Execute event id $0042
DF/CBE3: 68 FC 80 0D 5F 40    Enter area: $00FC
                              MARIO will be at coords: (432,760) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CBE9: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/CBED: FE                   Return


EVENT [9AA] ------------------------------------------------------------>
DF/CBEE: B0 0B 0D 00          Store #$000D to 00:7016
DF/CBF2: B0 0C 5F 00          Store #$005F to 00:7018
DF/CBF6: D1 42 00             Execute event id $0042
DF/CBF9: 68 FC 80 05 57 40    Enter area: $00FC
                              MARIO will be at coords: (176,696) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CBFF: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/CC03: FE                   Return


EVENT [9AB] ------------------------------------------------------------>
DF/CC04: F8 9F A8 0A CC       <UNKNOWN COMMAND $F8>
DF/CC09: FE                   Return

DF/CC0A: F2 9F 28             <UNKNOWN COMMAND $F2>
DF/CC0D: 14 F2 F4 02          Set Object: NPC #0 ---> Command: Set object to movement: $02F4
DF/CC11: FE                   Return


EVENT [9AC] ------------------------------------------------------------>
DF/CC12: F2 4F AD             <UNKNOWN COMMAND $F2>
DF/CC15: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CC17: 62 01                Shift object down 1 pixels
   DF/CC19: 63 04                Shift object down-left 4 pixels
DF/CC1B: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CC1D: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DF/CC1F: 63 04                Shift object down-left 4 pixels
DF/CC21: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CC23: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DF/CC25: 63 04                Shift object down-left 4 pixels
DF/CC27: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CC29: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DF/CC2B: 63 04                Shift object down-left 4 pixels
DF/CC2D: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CC2F: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   DF/CC31: 63 04                Shift object down-left 4 pixels
DF/CC33: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/CC35: 61 07                Shift object down-right 7 pixels
   DF/CC37: 63 01                Shift object down-left 1 pixels
   DF/CC39: 01                   Clear Bit 7 of current object (disable object visibility)
DF/CC3A: 1B 05                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/CC3C: 61 07                Shift object down-right 7 pixels
   DF/CC3E: 63 01                Shift object down-left 1 pixels
   DF/CC40: 01                   Clear Bit 7 of current object (disable object visibility)
DF/CC41: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/CC43: 61 07                Shift object down-right 7 pixels
   DF/CC45: 63 01                Shift object down-left 1 pixels
   DF/CC47: 01                   Clear Bit 7 of current object (disable object visibility)
DF/CC48: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/CC4A: 61 07                Shift object down-right 7 pixels
   DF/CC4C: 63 01                Shift object down-left 1 pixels
   DF/CC4E: 01                   Clear Bit 7 of current object (disable object visibility)
DF/CC4F: 1F 85                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/CC51: 61 07                Shift object down-right 7 pixels
   DF/CC53: 63 01                Shift object down-left 1 pixels
   DF/CC55: 01                   Clear Bit 7 of current object (disable object visibility)
DF/CC56: 40 AD 29             Execute event id $29AD simultaneously with the following commands
DF/CC59: DC 27 61 CC          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/CC61
DF/CC5D: D1 51 00             Execute event id $0051
DF/CC60: FE                   Return

DF/CC61: 71                   Lighten screen from black before following commands
DF/CC62: DC 38 70 CC          If event flag memory address 00:7047 Bit 0 clear, jump to address $DF/CC70
DF/CC66: A4 38                Clear event flag memory address 00:7047 Bit 0
DF/CC68: FD 31                Screen doesn't move with MARIO
DF/CC6A: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/CC6E: FD 30                Screen moves with MARIO
DF/CC70: FE                   Return


EVENT [9AD] ------------------------------------------------------------>
DF/CC71: F0 00                Duration: 0 frames
DF/CC73: D8 18 CA CC          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/CCCA
DF/CC77: D8 19 D9 CC          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/CCD9
DF/CC7B: D8 1A AC CC          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/CCAC
DF/CC7F: D8 1B 8E CC          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/CC8E
DF/CC83: D8 1C BB CC          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/CCBB
DF/CC87: D8 1D 9D CC          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/CC9D
DF/CC8B: D2 71 CC             Jump to address $DF/CC71
DF/CC8E: D8 21 83 CC          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/CC83
DF/CC92: A0 21                Set event flag memory address 00:7044 Bit 1
DF/CC94: 1A F2 4D 03          Set Object: NPC #6 ---> Command: Set object to movement: $034D
DF/CC98: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DF/CC9A: D2 71 CC             Jump to address $DF/CC71
DF/CC9D: D8 23 71 CC          If event flag memory address 00:7044 Bit 3 set, jump to address $DF/CC71
DF/CCA1: A0 23                Set event flag memory address 00:7044 Bit 3
DF/CCA3: 1B F2 4D 03          Set Object: NPC #7 ---> Command: Set object to movement: $034D
DF/CCA7: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DF/CCA9: D2 71 CC             Jump to address $DF/CC71
DF/CCAC: D8 20 7F CC          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/CC7F
DF/CCB0: A0 20                Set event flag memory address 00:7044 Bit 0
DF/CCB2: 1C F2 4D 03          Set Object: NPC #8 ---> Command: Set object to movement: $034D
DF/CCB6: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DF/CCB8: D2 71 CC             Jump to address $DF/CC71
DF/CCBB: D8 22 87 CC          If event flag memory address 00:7044 Bit 2 set, jump to address $DF/CC87
DF/CCBF: A0 22                Set event flag memory address 00:7044 Bit 2
DF/CCC1: 1D F2 4D 03          Set Object: NPC #9 ---> Command: Set object to movement: $034D
DF/CCC5: 17 F8                Set Object: NPC #3 ---> Command: Show Object
DF/CCC7: D2 71 CC             Jump to address $DF/CC71
DF/CCCA: D8 1E 77 CC          If event flag memory address 00:7043 Bit 6 set, jump to address $DF/CC77
DF/CCCE: A0 1E                Set event flag memory address 00:7043 Bit 6
DF/CCD0: 1E F2 4D 03          Set Object: NPC #10 ---> Command: Set object to movement: $034D
DF/CCD4: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DF/CCD6: D2 71 CC             Jump to address $DF/CC71
DF/CCD9: D8 1F 7B CC          If event flag memory address 00:7043 Bit 7 set, jump to address $DF/CC7B
DF/CCDD: A0 1F                Set event flag memory address 00:7043 Bit 7
DF/CCDF: 1F F2 4D 03          Set Object: NPC #11 ---> Command: Set object to movement: $034D
DF/CCE3: 19 F8                Set Object: NPC #5 ---> Command: Show Object
DF/CCE5: D2 71 CC             Jump to address $DF/CC71

EVENT [9AE] ------------------------------------------------------------>
DF/CCE8: A8 3F 27             Store #$27 to 00:70DF
DF/CCEB: F2 FB A8             <UNKNOWN COMMAND $F2>
DF/CCEE: F2 FB AA             <UNKNOWN COMMAND $F2>
DF/CCF1: F2 FB AE             <UNKNOWN COMMAND $F2>
DF/CCF4: F2 FB B0             <UNKNOWN COMMAND $F2>
DF/CCF7: F2 FB B2             <UNKNOWN COMMAND $F2>
DF/CCFA: F2 FB B4             <UNKNOWN COMMAND $F2>
DF/CCFD: F2 FB B6             <UNKNOWN COMMAND $F2>
DF/CD00: F2 FB BA             <UNKNOWN COMMAND $F2>
DF/CD03: F2 FB BC             <UNKNOWN COMMAND $F2>
DF/CD06: F2 FB BE             <UNKNOWN COMMAND $F2>
DF/CD09: 14 16                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x16 bytes)
   DF/CD0B: 10 44                Set transition flag, x8 speed
   DF/CD0D: 13 02                Layering priority: Object overlaps MARIO
   DF/CD0F: 67 05                Shift object up-right 5 pixels
   DF/CD11: 66 05                Shift object up 5 pixels
   DF/CD13: 64 02                Shift object left 2 pixels
   DF/CD15: DE 64 1D CD          If event flag memory address 00:708C Bit 4 clear, jump to address $DF/CD1D
   DF/CD19: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DF/CD1C: FE                   Return Queue

DF/CD1D: 08 48                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x48 bytes)
   DF/CD1F: 00                   Set Bit 7 of current object (enable object visibility)
   DF/CD20: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/CD21: 15 98                Clear Bits $7 of current object address 0C,x and set Bit(s) $152
   DF/CD23: 10 44                Set transition flag, x8 speed
   DF/CD25: 13 02                Layering priority: Object overlaps MARIO
   DF/CD27: 67 07                Shift object up-right 7 pixels
   DF/CD29: 60 04                Shift object right 4 pixels
   DF/CD2B: 66 01                Shift object up 1 pixels
   DF/CD2D: 64 02                Shift object left 2 pixels
   DF/CD2F: DE 64 37 CD          If event flag memory address 00:708C Bit 4 clear, jump to address $DF/CD37
   DF/CD33: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DF/CD36: FE                   Return Queue

DF/CD37: 08 48                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x48 bytes)
   DF/CD39: 00                   Set Bit 7 of current object (enable object visibility)
   DF/CD3A: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/CD3B: DE 64 43 CD          If event flag memory address 00:708C Bit 4 clear, jump to address $DF/CD43
   DF/CD3F: 16                   <UNKNOWN COMMAND $16>
   DF/CD40: F2 0F 00             <UNKNOWN COMMAND $F2>
   DF/CD43: C5 80                <UNKNOWN COMMAND $C5>
   DF/CD45: E2                   <UNKNOWN COMMAND $E2>
   DF/CD46: 1B                   <UNKNOWN COMMAND $1B>
   DF/CD47: 00                   Set Bit 7 of current object (enable object visibility)
   DF/CD48: 4C                   <UNKNOWN COMMAND $4C>
   DF/CD49: CD                   <UNKNOWN COMMAND $CD>
   DF/CD4A: 71                   Object faces down-right
   DF/CD4B: FE                   Return Queue

DF/CD4C: FD 31                Screen doesn't move with MARIO
DF/CD4E: 00 18                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes)
   DF/CD50: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/CD52: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/CD54: 10 44                Set transition flag, x8 speed
   DF/CD56: 13 02                Layering priority: Object overlaps MARIO
   DF/CD58: FD 0F 03             Object overlaps BG1 & BG2
   DF/CD5B: 0A 00                Store #$00 to current object address 0A,x
   DF/CD5D: 08 46 07             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/CD60: 92 1B 1B 18          Place object at on-screen coords: (880,216) Z=384
   DF/CD64: 60 08                Shift object right 8 pixels
   DF/CD66: 10 40                Set transition flag, x1 speed
DF/CD68: 0C 87                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/CD6A: 10 44                Set transition flag, x8 speed
   DF/CD6C: 80 16 05             Move object to on-screen coords: (720,40)
   DF/CD6F: 10 40                Set transition flag, x1 speed
DF/CD71: 71                   Lighten screen from black before following commands
DF/CD72: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   DF/CD74: 20 01                <UNKNOWN COMMAND $20>
   DF/CD76: 24 E3 FF 00 00       <UNKNOWN COMMAND $24>
   DF/CD7B: 5B 08                Shift object down 128 pixels
   DF/CD7D: 21                   <UNKNOWN COMMAND $21>
   DF/CD7E: 08 4E 0E             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DF/CD81: F0 0F                Frame Duration: 15
DF/CD83: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   DF/CD85: 08 49 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/CD88: 73                   Object faces down-left
   DF/CD89: FD 9E                <UNKNOWN COMMAND $9E>
   DF/CD8B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/CD8C: 20 07                <UNKNOWN COMMAND $20>
   DF/CD8E: 24 80 FE B0 00       <UNKNOWN COMMAND $24>
   DF/CD93: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DF/CD98: F0 24                Frame Duration: 36
   DF/CD9A: 21                   <UNKNOWN COMMAND $21>
DF/CD9B: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/CD9D: 10 41                Set transition flag, x2 speed
   DF/CD9F: 52 04                Shift object down 64 pixels
DF/CDA1: FD 30                Screen moves with MARIO
DF/CDA3: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/CDA7: FE                   Return


EVENT [9AF] ------------------------------------------------------------>
DF/CDA8: E8 B2 CD             If random number between 0 and 255 > 128, jump to address $DF/CDB2
DF/CDAB: 4A 58 00 29          Engage in battle with formation pack #$0058 in background #$29
DF/CDAF: D2 B6 CD             Jump to address $DF/CDB6
DF/CDB2: 4A 59 00 29          Engage in battle with formation pack #$0059 in background #$29
DF/CDB6: D8 01 CA CD          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/CDCA
DF/CDBA: D8 00 D0 CD          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/CDD0
DF/CDBE: F2 FB 28             <UNKNOWN COMMAND $F2>
DF/CDC1: F2 FB 34             <UNKNOWN COMMAND $F2>
DF/CDC4: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/CDC6: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/CDC8: 71                   Lighten screen from black before following commands
DF/CDC9: FE                   Return

DF/CDCA: 1A F4 02 00          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F4: movement $0002
DF/CDCE: 71                   Lighten screen from black before following commands
DF/CDCF: FE                   Return

DF/CDD0: FB                   Reset game, choose game

DF/CDD1: FE                   Return


EVENT [9B0] ------------------------------------------------------------>
DF/CDD2: E8 DC CD             If random number between 0 and 255 > 128, jump to address $DF/CDDC
DF/CDD5: 4A 58 00 29          Engage in battle with formation pack #$0058 in background #$29
DF/CDD9: D2 E0 CD             Jump to address $DF/CDE0
DF/CDDC: 4A 59 00 29          Engage in battle with formation pack #$0059 in background #$29
DF/CDE0: D8 01 F4 CD          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/CDF4
DF/CDE4: D8 00 FA CD          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/CDFA
DF/CDE8: F2 FB 2A             <UNKNOWN COMMAND $F2>
DF/CDEB: F2 FB 36             <UNKNOWN COMMAND $F2>
DF/CDEE: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/CDF0: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/CDF2: 71                   Lighten screen from black before following commands
DF/CDF3: FE                   Return

DF/CDF4: 1B F4 02 00          Set Object: NPC #7 ---> Command: UNKNOWN COMMAND $F4: movement $0002
DF/CDF8: 71                   Lighten screen from black before following commands
DF/CDF9: FE                   Return

DF/CDFA: FB                   Reset game, choose game

DF/CDFB: FE                   Return


EVENT [9B1] ------------------------------------------------------------>
DF/CDFC: E8 06 CE             If random number between 0 and 255 > 128, jump to address $DF/CE06
DF/CDFF: 4A 58 00 29          Engage in battle with formation pack #$0058 in background #$29
DF/CE03: D2 0A CE             Jump to address $DF/CE0A
DF/CE06: 4A 59 00 29          Engage in battle with formation pack #$0059 in background #$29
DF/CE0A: D8 01 1E CE          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/CE1E
DF/CE0E: D8 00 24 CE          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/CE24
DF/CE12: F2 FB 2E             <UNKNOWN COMMAND $F2>
DF/CE15: F2 FB 3A             <UNKNOWN COMMAND $F2>
DF/CE18: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/CE1A: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/CE1C: 71                   Lighten screen from black before following commands
DF/CE1D: FE                   Return

DF/CE1E: 1D F4 02 00          Set Object: NPC #9 ---> Command: UNKNOWN COMMAND $F4: movement $0002
DF/CE22: 71                   Lighten screen from black before following commands
DF/CE23: FE                   Return

DF/CE24: FB                   Reset game, choose game

DF/CE25: FE                   Return


EVENT [9B2] ------------------------------------------------------------>
DF/CE26: E8 30 CE             If random number between 0 and 255 > 128, jump to address $DF/CE30
DF/CE29: 4A 58 00 29          Engage in battle with formation pack #$0058 in background #$29
DF/CE2D: D2 34 CE             Jump to address $DF/CE34
DF/CE30: 4A 59 00 29          Engage in battle with formation pack #$0059 in background #$29
DF/CE34: D8 01 48 CE          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/CE48
DF/CE38: D8 00 4E CE          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/CE4E
DF/CE3C: F2 FB 30             <UNKNOWN COMMAND $F2>
DF/CE3F: F2 FB 3C             <UNKNOWN COMMAND $F2>
DF/CE42: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/CE44: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/CE46: 71                   Lighten screen from black before following commands
DF/CE47: FE                   Return

DF/CE48: 1E F4 02 00          Set Object: NPC #10 ---> Command: UNKNOWN COMMAND $F4: movement $0002
DF/CE4C: 71                   Lighten screen from black before following commands
DF/CE4D: FE                   Return

DF/CE4E: FB                   Reset game, choose game

DF/CE4F: FE                   Return


EVENT [9B3] ------------------------------------------------------------>
DF/CE50: E8 5A CE             If random number between 0 and 255 > 128, jump to address $DF/CE5A
DF/CE53: 4A 58 00 29          Engage in battle with formation pack #$0058 in background #$29
DF/CE57: D2 5E CE             Jump to address $DF/CE5E
DF/CE5A: 4A 59 00 29          Engage in battle with formation pack #$0059 in background #$29
DF/CE5E: D8 01 72 CE          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/CE72
DF/CE62: D8 00 78 CE          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/CE78
DF/CE66: F2 FB 32             <UNKNOWN COMMAND $F2>
DF/CE69: F2 FB 3E             <UNKNOWN COMMAND $F2>
DF/CE6C: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/CE6E: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
DF/CE70: 71                   Lighten screen from black before following commands
DF/CE71: FE                   Return

DF/CE72: 1F F4 02 00          Set Object: NPC #11 ---> Command: UNKNOWN COMMAND $F4: movement $0002
DF/CE76: 71                   Lighten screen from black before following commands
DF/CE77: FE                   Return

DF/CE78: FB                   Reset game, choose game

DF/CE79: FE                   Return


EVENT [9B4] ------------------------------------------------------------>
DF/CE7A: F8 FB B0 90 CE       <UNKNOWN COMMAND $F8>
DF/CE7F: B0 0B 07 00          Store #$0007 to 00:7016
DF/CE83: B0 0C 19 00          Store #$0019 to 00:7018
DF/CE87: D1 42 00             Execute event id $0042
DF/CE8A: 68 5B 81 13 2F 40    Enter area: $015B
                              MARIO will be at coords: (624,376) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CE90: FE                   Return


EVENT [9B5] ------------------------------------------------------------>
DF/CE91: F8 FB B2 A7 CE       <UNKNOWN COMMAND $F8>
DF/CE96: B0 0B 05 00          Store #$0005 to 00:7016
DF/CE9A: B0 0C 1D 00          Store #$001D to 00:7018
DF/CE9E: D1 42 00             Execute event id $0042
DF/CEA1: 68 4E 81 03 31 40    Enter area: $014E
                              MARIO will be at coords: (112,392) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CEA7: FE                   Return


EVENT [9B6] ------------------------------------------------------------>
DF/CEA8: F8 FB A8 BE CE       <UNKNOWN COMMAND $F8>
DF/CEAD: B0 0B 07 00          Store #$0007 to 00:7016
DF/CEB1: B0 0C 22 00          Store #$0022 to 00:7018
DF/CEB5: D1 42 00             Execute event id $0042
DF/CEB8: 68 5C 81 18 66 42    Enter area: $015C
                              MARIO will be at coords: (768,816) Z=32
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CEBE: FE                   Return


EVENT [9B7] ------------------------------------------------------------>
DF/CEBF: F8 FB AE D5 CE       <UNKNOWN COMMAND $F8>
DF/CEC4: B0 0B 0A 00          Store #$000A to 00:7016
DF/CEC8: B0 0C 1D 00          Store #$001D to 00:7018
DF/CECC: D1 42 00             Execute event id $0042
DF/CECF: 68 4F 81 08 70 40    Enter area: $014F
                              MARIO will be at coords: (256,896) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CED5: FE                   Return


EVENT [9B8] ------------------------------------------------------------>
DF/CED6: F8 FB AA EC CE       <UNKNOWN COMMAND $F8>
DF/CEDB: B0 0B 09 00          Store #$0009 to 00:7016
DF/CEDF: B0 0C 23 00          Store #$0023 to 00:7018
DF/CEE3: D1 42 00             Execute event id $0042
DF/CEE6: 68 5D 81 10 38 40    Enter area: $015D
                              MARIO will be at coords: (512,448) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/CEEC: FE                   Return


EVENT [9B9] ------------------------------------------------------------>
DF/CEED: 9C 13                Play sound effect #$13
DF/CEEF: F8 4E 35 F9 CE       <UNKNOWN COMMAND $F8>
DF/CEF4: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/CEF6: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/CEF9: FD 31                Screen doesn't move with MARIO
DF/CEFB: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/CEFD: 10 44                Set transition flag, x8 speed
   DF/CEFF: 5A 0B                Shift object up 176 pixels
   DF/CF01: 10 40                Set transition flag, x1 speed
DF/CF03: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CF05: 10 44                Set transition flag, x8 speed
   DF/CF07: 62 03                Shift object down 3 pixels
DF/CF09: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CF0B: 10 44                Set transition flag, x8 speed
   DF/CF0D: 62 03                Shift object down 3 pixels
DF/CF0F: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CF11: 10 44                Set transition flag, x8 speed
   DF/CF13: 62 03                Shift object down 3 pixels
DF/CF15: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CF17: 10 44                Set transition flag, x8 speed
   DF/CF19: 62 03                Shift object down 3 pixels
DF/CF1B: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/CF1D: 10 44                Set transition flag, x8 speed
   DF/CF1F: 62 03                Shift object down 3 pixels
DF/CF21: 71                   Lighten screen from black before following commands
DF/CF22: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/CF24: 7E 00 00             Object jumps #$0000 units
   DF/CF27: F0 00                Frame Duration: 0
   DF/CF29: 3D 27 CF             <UNKNOWN COMMAND $3D: pointer to address $DF/CF27>
   DF/CF2C: FD 9E                <UNKNOWN COMMAND $9E>
   DF/CF2E: 3A FD 30 FE F2 4E    <UNKNOWN COMMAND $3A>

EVENT [9BA] ------------------------------------------------------------>
DF/CF34: 29 F2 4E B5          Set Object: NPC #21 ---> Command: Set object to movement: $B54E
DF/CF38: D2 8E 93             Jump to address $DF/938E
DF/CF3B: FE                   Return


EVENT [9BB] ------------------------------------------------------------>
DF/CF3C: F2 5C 29             <UNKNOWN COMMAND $F2>
DF/CF3F: F2 5C B5             <UNKNOWN COMMAND $F2>
DF/CF42: D2 8E 93             Jump to address $DF/938E
DF/CF45: FE                   Return


EVENT [9BC] ------------------------------------------------------------>
DF/CF46: F2 5D 29             <UNKNOWN COMMAND $F2>
DF/CF49: F2 5D B5             <UNKNOWN COMMAND $F2>
DF/CF4C: D2 8E 93             Jump to address $DF/938E
DF/CF4F: FE                   Return


EVENT [9BD] ------------------------------------------------------------>
DF/CF50: 9C 05                Play sound effect #$05
DF/CF52: B4 08                Store value at 00:70A8 to 00:7000
DF/CF54: B5 14                Store value at 00:7000 to 00:70B4
DF/CF56: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CF58: 10 41                Set transition flag, x2 speed
   DF/CF5A: 56 02                Shift object up 32 pixels
DF/CF5C: 19 15                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x15 bytes)
   DF/CF5E: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/CF60: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/CF61: 10 81                Set sequence flag, x2 speed
   DF/CF63: 08 50 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/CF66: 20 04                <UNKNOWN COMMAND $20>
   DF/CF68: 25 C0 03 80 FF       <UNKNOWN COMMAND $25>
   DF/CF6D: F0 07                Frame Duration: 7
   DF/CF6F: 21                   <UNKNOWN COMMAND $21>
   DF/CF70: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/CF73: C7 10                <UNKNOWN COMMAND $C7>
DF/CF75: BA 0A                Store value at 00:7014 to 00:7000
DF/CF77: AD 60 02             Store #$0260 to 00:7000
DF/CF7A: BB 0A                Store value at 00:7000 to 00:7014
DF/CF7C: A5 26                Clear event flag memory address 00:7064 Bit 6
DF/CF7E: 9C 0E                Play sound effect #$0E
DF/CF80: 3F 04 84 CF          <UNKNOWN COMMAND: pointer to address $CF84>
DF/CF84: F0 1F                Duration: 31 frames
DF/CF86: 19 FE                Set Object: NPC #5 ---> Command: End object queue
DF/CF88: 4A 9E 00 15          Engage in battle with formation pack #$009E in background #$15
DF/CF8C: D8 00 BA CF          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/CFBA
DF/CF90: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/CF92: 52 02                Shift object down 32 pixels
   DF/CF94: 10 40                Set transition flag, x1 speed
DF/CF96: 71                   Lighten screen from black before following commands
DF/CF97: A1 26                Set event flag memory address 00:7064 Bit 6
DF/CF99: A1 25                Set event flag memory address 00:7064 Bit 5
DF/CF9B: 19 10                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x10 bytes)
   DF/CF9D: 20 04                <UNKNOWN COMMAND $20>
   DF/CF9F: 25 40 00 80 FF       <UNKNOWN COMMAND $25>
   DF/CFA4: F0 07                Frame Duration: 7
   DF/CFA6: 21                   <UNKNOWN COMMAND $21>
   DF/CFA7: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/CFAA: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   DF/CFAC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/CFAD: F2 4F 33             <UNKNOWN COMMAND $F2>
DF/CFB0: F2 4F B5             <UNKNOWN COMMAND $F2>
DF/CFB3: 19 FE                Set Object: NPC #5 ---> Command: End object queue
DF/CFB5: 19 F3 0F 00          Set Object: NPC #5 ---> Command: Set object to movement: $000F
DF/CFB9: FE                   Return

DF/CFBA: FB                   Reset game, choose game


EVENT [9BE] ------------------------------------------------------------>
DF/CFBB: 9C 0E                Play sound effect #$0E
DF/CFBD: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/CFBF: 19 F8                Set Object: NPC #5 ---> Command: Show Object
DF/CFC1: 19 F2 0E 00          Set Object: NPC #5 ---> Command: Set object to movement: $000E
DF/CFC5: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DF/CFC7: 18 F2 8E 01          Set Object: NPC #4 ---> Command: Set object to movement: $018E
DF/CFCB: FE                   Return


EVENT [9BF] ------------------------------------------------------------>
DF/CFCC: DA 66 E6 CF          If event flag memory address 00:708C Bit 6 set, jump to address $DF/CFE6
DF/CFD0: D1 54 0A             Execute event id $0A54
DF/CFD3: A2 66                Set event flag memory address 00:708C Bit 6
DF/CFD5: F2 E3 B0             <UNKNOWN COMMAND $F2>
DF/CFD8: F2 E3 B2             <UNKNOWN COMMAND $F2>
DF/CFDB: F2 E3 34             <UNKNOWN COMMAND $F2>
DF/CFDE: 60 5C AC 42          Run Dialogue $0C5C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

         Got a Red Essence!<I><END>


DF/CFE2: 50 6B                Put item in inventory: #$6B (-Red Essence )
DF/CFE4: AA 28                Increment 00:70C8
DF/CFE6: FE                   Return


EVENT [9C0] ------------------------------------------------------------>
DF/CFE7: 6A 2A 80             Modify BGL of area $802A
DF/CFEA: 6A 67 82             Modify BGL of area $8267
DF/CFED: 6A 67 84             Modify BGL of area $8467
DF/CFF0: 6A E2 80             Modify BGL of area $80E2
DF/CFF3: 6A EF 80             Modify BGL of area $80EF
DF/CFF6: 6A 0E 81             Modify BGL of area $810E
DF/CFF9: 6A 91 81             Modify BGL of area $8191
DF/CFFC: 6A B1 81             Modify BGL of area $81B1
DF/CFFF: 6A B2 81             Modify BGL of area $81B2
DF/D002: 6A BA 81             Modify BGL of area $81BA
DF/D005: 6A C0 81             Modify BGL of area $81C0
DF/D008: 6A DB 81             Modify BGL of area $81DB
DF/D00B: 6A FB 81             Modify BGL of area $81FB
DF/D00E: 6A FB 83             Modify BGL of area $83FB
DF/D011: 6B FB 81             Modify physical field of area $81FB
DF/D014: A8 3F 08             Store #$08 to 00:70DF
DF/D017: 00 F9                Set Object: MARIO ---> Command: Remove Object
DF/D019: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/D01B: 13 02                Layering priority: Object overlaps MARIO
   DF/D01D: 65 0B                Shift object up-left 11 pixels
DF/D01F: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/D021: 13 00                Layering priority: MARIO overlaps object
   DF/D023: 62 0C                Shift object down 12 pixels
   DF/D025: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/D028: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/D02A: 62 02                Shift object down 2 pixels
   DF/D02C: 67 01                Shift object up-right 1 pixels
   DF/D02E: 60 09                Shift object right 9 pixels
   DF/D030: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/D033: 18 0D                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0D bytes)
   DF/D035: 13 00                Layering priority: MARIO overlaps object
   DF/D037: 67 12                Shift object up-right 18 pixels
   DF/D039: 66 02                Shift object up 2 pixels
   DF/D03B: 60 01                Shift object right 1 pixels
   DF/D03D: 65 02                Shift object up-left 2 pixels
   DF/D03F: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/D042: 19 8B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/D044: 67 0E                Shift object up-right 14 pixels
   DF/D046: 66 02                Shift object up 2 pixels
   DF/D048: 60 01                Shift object right 1 pixels
   DF/D04A: 65 02                Shift object up-left 2 pixels
   DF/D04C: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/D04F: 73 80                Lighten screen from black before following commands; Duration: 128 frames
DF/D051: 9C 14                Play sound effect #$14
DF/D053: 83                   <UNKNOWN COMMAND $83>
DF/D054: 07 F0 57                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   DF/D057: 9C 14                Play sound effect #$14
   DF/D059: 83 07 F0             Place object: right=224px down=896px
   DF/D05C: 0F                   <UNKNOWN COMMAND $0F>
   DF/D05D: 9C 14                Play sound effect #$14
   DF/D05F: 83 07 F0             Place object: right=224px down=896px
   DF/D062: 47                   <UNKNOWN COMMAND $47>
   DF/D063: 0C 19                XOR Bits $19 of current object address 0A,x
   DF/D065: 55 05                Shift object up-left 80 pixels
   DF/D067: F0 DF                Frame Duration: 223
   DF/D069: 20 02                <UNKNOWN COMMAND $20>
   DF/D06B: 27 00 00 20 00 00 00 00 00 00 00 00 00 00 00 00 <UNKNOWN COMMAND $27>
   DF/D07B: F0 3F                Frame Duration: 63
   DF/D07D: 21                   <UNKNOWN COMMAND $21>
   DF/D07E: F0 3F                Frame Duration: 63
   DF/D080: 9C 14                Play sound effect #$14
   DF/D082: 83 07 F0             Place object: right=224px down=896px
   DF/D085: 6F                   <UNKNOWN COMMAND $6F>
   DF/D086: 9C 14                Play sound effect #$14
   DF/D088: 83 07 F0             Place object: right=224px down=896px
   DF/D08B: 9F 9C 14             <UNKNOWN COMMAND $9F>
   DF/D08E: 83 07 F1             Place object: right=240px down=904px
   DF/D091: 1F                   <UNKNOWN COMMAND $1F>
   DF/D092: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/D093: 77                   Object faces up-right
   DF/D094: 40                   <UNKNOWN COMMAND $40>
   DF/D095: 35 EF 68             <UNKNOWN COMMAND $35>
   DF/D098: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/D099: 80 04 25             Move object to on-screen coords: (144,296)
   DF/D09C: E0                   <UNKNOWN COMMAND $E0>
   DF/D09D: 00                   Set Bit 7 of current object (enable object visibility)
   DF/D09E: 83 61 08             Place object: right=3104px down=64px
   DF/D0A1: 77                   Object faces up-right
   DF/D0A2: 71                   Object faces down-right
   DF/D0A3: FE                   Return Queue


EVENT [9C1] ------------------------------------------------------------>
DF/D0A4: D8 18 FF D0          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/D0FF
DF/D0A8: A0 18                Set event flag memory address 00:7043 Bit 0
DF/D0AA: 30                   <UNKNOWN COMMAND $30>
DF/D0AB: 14 20                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x20 bytes)
   DF/D0AD: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/D0B0: F0 1F                Frame Duration: 31
   DF/D0B2: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/D0B5: F0 0F                Frame Duration: 15
   DF/D0B7: 10 81                Set sequence flag, x2 speed
   DF/D0B9: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/D0BC: 63 18                Shift object down-left 24 pixels
   DF/D0BE: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/D0C1: F0 0F                Frame Duration: 15
   DF/D0C3: 10 80                Set sequence flag, x1 speed
   DF/D0C5: FD 9E                <UNKNOWN COMMAND $9E>
   DF/D0C7: 65 08                Shift object up-left 8 pixels
   DF/D0C9: 10 04                Set , x8 speed
   DF/D0CB: F0 3F                Frame Duration: 63
DF/D0CD: 16 1D                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1D bytes)
   DF/D0CF: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/D0D2: F0 1F                Frame Duration: 31
   DF/D0D4: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/D0D7: F0 0F                Frame Duration: 15
   DF/D0D9: 10 81                Set sequence flag, x2 speed
   DF/D0DB: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/D0DE: 63 18                Shift object down-left 24 pixels
   DF/D0E0: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/D0E3: F0 0F                Frame Duration: 15
   DF/D0E5: 10 80                Set sequence flag, x1 speed
   DF/D0E7: 08 10 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/D0EA: F0 3F                Frame Duration: 63
DF/D0EC: F0 5F                Duration: 95 frames
DF/D0EE: 16 FE                Set Object: NPC #2 ---> Command: End object queue
DF/D0F0: 4A 01 00 07          Engage in battle with formation pack #$0001 in background #$07
DF/D0F4: DC 00 F9 D0          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/D0F9
DF/D0F8: FC                   Reset game

DF/D0F9: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/D0FB: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/D0FD: 31                   <UNKNOWN COMMAND $31>
DF/D0FE: 71                   Lighten screen from black before following commands
DF/D0FF: FE                   Return


EVENT [9C2] ------------------------------------------------------------>
DF/D100: A8 1B 02             Store #$02 to 00:70BB
DF/D103: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/D105: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/D107: 61 06                Shift object down-right 6 pixels
   DF/D109: 73                   Object faces down-left
   DF/D10A: FD 0F 03             Object overlaps BG1 & BG2
DF/D10D: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/D10F: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/D111: FD 0F 03             Object overlaps BG1 & BG2
DF/D114: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/D116: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/D118: 65 05                Shift object up-left 5 pixels
   DF/D11A: 71                   Object faces down-right
DF/D11B: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/D11D: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/D11F: 61 05                Shift object down-right 5 pixels
   DF/D121: 75                   Object faces up-left
DF/D122: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/D124: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/D126: 61 05                Shift object down-right 5 pixels
   DF/D128: 75                   Object faces up-left
DF/D129: 1B 85                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/D12B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/D12D: 65 05                Shift object up-left 5 pixels
   DF/D12F: 71                   Object faces down-right
DF/D130: 18 F2 23 02          Set Object: NPC #4 ---> Command: Set object to movement: $0223
DF/D134: 19 F2 24 02          Set Object: NPC #5 ---> Command: Set object to movement: $0224
DF/D138: 1A F2 24 02          Set Object: NPC #6 ---> Command: Set object to movement: $0224
DF/D13C: 1B F2 23 02          Set Object: NPC #7 ---> Command: Set object to movement: $0223
DF/D140: 71                   Lighten screen from black before following commands
DF/D141: FE                   Return


EVENT [9C3] ------------------------------------------------------------>
DF/D142: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/D144: 10 44                Set transition flag, x8 speed
   DF/D146: 14 0B                Isolate top Bits of current object address 0E,x and set Bit(s) $11
   DF/D148: FD 0F 03             Object overlaps BG1 & BG2
   DF/D14B: 67 08                Shift object up-right 8 pixels
   DF/D14D: 73                   Object faces down-left
DF/D14E: 16 0F                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/D150: 10 44                Set transition flag, x8 speed
   DF/D152: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/D153: 14 0B                Isolate top Bits of current object address 0E,x and set Bit(s) $11
   DF/D155: FD 0F 03             Object overlaps BG1 & BG2
   DF/D158: 60 30                Shift object right 48 pixels
   DF/D15A: 66 04                Shift object up 4 pixels
   DF/D15C: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/D15F: 18 0F                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/D161: 10 44                Set transition flag, x8 speed
   DF/D163: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/D164: 14 0B                Isolate top Bits of current object address 0E,x and set Bit(s) $11
   DF/D166: FD 0F 03             Object overlaps BG1 & BG2
   DF/D169: 60 10                Shift object right 16 pixels
   DF/D16B: 66 08                Shift object up 8 pixels
   DF/D16D: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/D170: 17 8D                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/D172: 10 44                Set transition flag, x8 speed
   DF/D174: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/D175: 14 0B                Isolate top Bits of current object address 0E,x and set Bit(s) $11
   DF/D177: FD 0F 03             Object overlaps BG1 & BG2
   DF/D17A: 60 20                Shift object right 32 pixels
   DF/D17C: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DF/D17F: 71                   Lighten screen from black before following commands
DF/D180: FE                   Return


EVENT [9C4] ------------------------------------------------------------>
DF/D181: D8 18 FD D1          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/D1FD
DF/D185: A0 18                Set event flag memory address 00:7043 Bit 0
DF/D187: 20 F9                Set Object: NPC #12 ---> Command: Remove Object
DF/D189: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
DF/D18B: 22 F9                Set Object: NPC #14 ---> Command: Remove Object
DF/D18D: 23 F9                Set Object: NPC #15 ---> Command: Remove Object
DF/D18F: 24 F9                Set Object: NPC #16 ---> Command: Remove Object
DF/D191: F0 2F                Duration: 47 frames
DF/D193: 40 C5 29             Execute event id $29C5 simultaneously with the following commands
DF/D196: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DF/D198: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DF/D19A: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DF/D19C: 17 F8                Set Object: NPC #3 ---> Command: Show Object
DF/D19E: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DF/D1A0: 19 F8                Set Object: NPC #5 ---> Command: Show Object
DF/D1A2: 1A F8                Set Object: NPC #6 ---> Command: Show Object
DF/D1A4: 1B F8                Set Object: NPC #7 ---> Command: Show Object
DF/D1A6: 1C F8                Set Object: NPC #8 ---> Command: Show Object
DF/D1A8: 1D F8                Set Object: NPC #9 ---> Command: Show Object
DF/D1AA: 1E F8                Set Object: NPC #10 ---> Command: Show Object
DF/D1AC: 1F F8                Set Object: NPC #11 ---> Command: Show Object
DF/D1AE: F0 04                Duration: 4 frames
DF/D1B0: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D1B2: 6A 05 81             Modify BGL of area $8105
DF/D1B5: F0 00                Duration: 0 frames
DF/D1B7: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D1B9: 6A 05 83             Modify BGL of area $8305
DF/D1BC: F0 00                Duration: 0 frames
DF/D1BE: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D1C0: 6A 05 85             Modify BGL of area $8505
DF/D1C3: F0 00                Duration: 0 frames
DF/D1C5: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D1C7: 6A 05 87             Modify BGL of area $8705
DF/D1CA: F0 00                Duration: 0 frames
DF/D1CC: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D1CE: 6A 05 89             Modify BGL of area $8905
DF/D1D1: F0 00                Duration: 0 frames
DF/D1D3: 0C 11                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x11 bytes)
   DF/D1D5: 10 44                Set transition flag, x8 speed
   DF/D1D7: 66 02                Shift object up 2 pixels
   DF/D1D9: 62 04                Shift object down 4 pixels
   DF/D1DB: 66 02                Shift object up 2 pixels
   DF/D1DD: D8 19 E4 D1          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/D1E4
   DF/D1E1: D2 D5 D1             Jump to address $DF/D1D5
   DF/D1E4: 10 40                Set transition flag, x1 speed
DF/D1E6: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   DF/D1E8: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/D1EB: F0 00                Frame Duration: 0
   DF/D1ED: D8 19 F4 D1          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/D1F4
   DF/D1F1: D2 E8 D1             Jump to address $DF/D1E8
   DF/D1F4: F0 1F                Frame Duration: 31
DF/D1F6: 6B 05 81             Modify physical field of area $8105
DF/D1F9: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/D1FD: FE                   Return


EVENT [9C5] ------------------------------------------------------------>
DF/D1FE: F0 0B                Duration: 11 frames
DF/D200: 1E F2 26 02          Set Object: NPC #10 ---> Command: Set object to movement: $0226
DF/D204: 1F F2 27 02          Set Object: NPC #11 ---> Command: Set object to movement: $0227
DF/D208: 9C 15                Play sound effect #$15
DF/D20A: F0 07                Duration: 7 frames
DF/D20C: 1C F2 26 02          Set Object: NPC #8 ---> Command: Set object to movement: $0226
DF/D210: 1D F2 27 02          Set Object: NPC #9 ---> Command: Set object to movement: $0227
DF/D214: F0 06                Duration: 6 frames
DF/D216: 1A F2 26 02          Set Object: NPC #6 ---> Command: Set object to movement: $0226
DF/D21A: 1B F2 27 02          Set Object: NPC #7 ---> Command: Set object to movement: $0227
DF/D21E: F0 05                Duration: 5 frames
DF/D220: 18 F2 26 02          Set Object: NPC #4 ---> Command: Set object to movement: $0226
DF/D224: 19 F2 27 02          Set Object: NPC #5 ---> Command: Set object to movement: $0227
DF/D228: F0 04                Duration: 4 frames
DF/D22A: 16 F2 26 02          Set Object: NPC #2 ---> Command: Set object to movement: $0226
DF/D22E: 17 F2 27 02          Set Object: NPC #3 ---> Command: Set object to movement: $0227
DF/D232: F0 03                Duration: 3 frames
DF/D234: 14 F2 26 02          Set Object: NPC #0 ---> Command: Set object to movement: $0226
DF/D238: 15 F2 27 02          Set Object: NPC #1 ---> Command: Set object to movement: $0227
DF/D23C: F0 1F                Duration: 31 frames
DF/D23E: A0 19                Set event flag memory address 00:7043 Bit 1
DF/D240: F1 2F 01             Duration: 303 frames
DF/D243: 25 F2 2E 02          Set Object: NPC #17 ---> Command: Set object to movement: $022E
DF/D247: FE                   Return


EVENT [9C6] ------------------------------------------------------------>
DF/D248: 95 05 00             Fade out music to volume 0; Duration: 5 frames
DF/D24B: F0 4F                Duration: 79 frames
DF/D24D: 00 B8                Set Object: MARIO ---> Begin action queue for object (Length: 0x38 bytes) (Wait until complete)
   DF/D24F: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   DF/D252: F0 2F                Frame Duration: 47
   DF/D254: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/D257: F0 27                Frame Duration: 39
   DF/D259: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/D25C: F0 2F                Frame Duration: 47
   DF/D25E: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/D261: F0 1F                Frame Duration: 31
   DF/D263: D4 01                Start code block, repeat 1 times
   DF/D265: 08 4A 1B             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1B
                                 ---> Mirrored: no
   DF/D268: F0 09                Frame Duration: 9
   DF/D26A: 08 4A 9B             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1B
                                 ---> Mirrored: yes
   DF/D26D: F0 09                Frame Duration: 9
   DF/D26F: D7                   End of code block
   DF/D270: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DF/D273: F0 1F                Frame Duration: 31
   DF/D275: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/D278: F0 07                Frame Duration: 7
   DF/D27A: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DF/D27D: F0 07                Frame Duration: 7
   DF/D27F: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   DF/D282: F0 0F                Frame Duration: 15
   DF/D284: 08 4B 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/D287: 91 0C                Play music: #$0C
DF/D289: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/D28B: 56 06                Shift object up 96 pixels
DF/D28D: FD 31                Screen doesn't move with MARIO
DF/D28F: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DF/D291: 08 43 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/D294: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/D295: D4 02                Start code block, repeat 2 times
   DF/D297: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/D29A: F0 1E                Frame Duration: 30
   DF/D29C: D7                   End of code block
DF/D29D: F0 7F                Duration: 127 frames
DF/D29F: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/D2A1: 10 45                Set transition flag, 1/2 speed
   DF/D2A3: 56 03                Shift object up 48 pixels
DF/D2A5: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/D2A7: 56 06                Shift object up 96 pixels
   DF/D2A9: 66 08                Shift object up 8 pixels
DF/D2AB: 9C 1A                Play sound effect #$1A
DF/D2AD: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/D2AF: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/D2B2: F0 8F                Frame Duration: 143
   DF/D2B4: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/D2B7: F0 3F                Duration: 63 frames
DF/D2B9: 9C 04                Play sound effect #$04
DF/D2BB: 00 B4                Set Object: MARIO ---> Begin action queue for object (Length: 0x34 bytes) (Wait until complete)
   DF/D2BD: 92 0C 2E 02          Place object at on-screen coords: (384,368) Z=32
   DF/D2C1: 08 41 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/D2C4: FD 0F 03             Object overlaps BG1 & BG2
   DF/D2C7: 0A 00                Store #$00 to current object address 0A,x
   DF/D2C9: 20 07                <UNKNOWN COMMAND $20>
   DF/D2CB: 24 E0 FD 00 FF       <UNKNOWN COMMAND $24>
   DF/D2D0: 25 00 0D 80 FF       <UNKNOWN COMMAND $25>
   DF/D2D5: F0 2B                Frame Duration: 43
   DF/D2D7: 21                   <UNKNOWN COMMAND $21>
   DF/D2D8: 08 4A 90             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
   DF/D2DB: F0 08                Frame Duration: 8
   DF/D2DD: 08 48 17             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DF/D2E0: F0 04                Frame Duration: 4
   DF/D2E2: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/D2E5: F0 07                Frame Duration: 7
   DF/D2E7: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DF/D2EA: F0 02                Frame Duration: 2
   DF/D2EC: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/D2EF: F0 2F                Frame Duration: 47
DF/D2F1: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/D2F3: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/D2F6: 00 1A                Set Object: MARIO ---> Begin action queue for object (Length: 0x1A bytes)
   DF/D2F8: FD 9E                <UNKNOWN COMMAND $9E>
   DF/D2FA: 60 08                Shift object right 8 pixels
   DF/D2FC: 44                   <UNKNOWN COMMAND $44>
   DF/D2FD: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   DF/D2FE: F0 0F                Frame Duration: 15
   DF/D300: FD 9E                <UNKNOWN COMMAND $9E>
   DF/D302: 60 F0                Shift object right 240 pixels
   DF/D304: 0F                   <UNKNOWN COMMAND $0F>
   DF/D305: FD 9E                <UNKNOWN COMMAND $9E>
   DF/D307: 60 F0                Shift object right 240 pixels
   DF/D309: 0F                   <UNKNOWN COMMAND $0F>
   DF/D30A: FD 9E                <UNKNOWN COMMAND $9E>
   DF/D30C: 60 F0                Shift object right 240 pixels
   DF/D30E: 0F                   <UNKNOWN COMMAND $0F>
   DF/D30F: FD 9E                <UNKNOWN COMMAND $9E>
   DF/D311: 60 F0                Shift object right 240 pixels
DF/D313: 47 FD                <UNKNOWN COMMAND $47>
DF/D315: 5B                   <UNKNOWN COMMAND $5B>
DF/D316: FD 5C                Restore all FP
DF/D318: 4A A0 00 1D          Engage in battle with formation pack #$00A0 in background #$1D
DF/D31C: DC 00 21 D3          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/D321
DF/D320: FC                   Reset game

DF/D321: 35 FF                Enable Overworld Menu
DF/D323: 50 A0                Put item in inventory: #$A0 (@Waste Basket)
DF/D325: FD 5B                Restore all HP
DF/D327: FD 5C                Restore all FP
DF/D329: A5 20                Clear event flag memory address 00:7064 Bit 0
DF/D32B: A5 21                Clear event flag memory address 00:7064 Bit 1
DF/D32D: A5 22                Clear event flag memory address 00:7064 Bit 2
DF/D32F: A5 23                Clear event flag memory address 00:7064 Bit 3
DF/D331: A8 3A 00             Store #$00 to 00:70DA
DF/D334: A8 3B 00             Store #$00 to 00:70DB
DF/D337: A8 3C 00             Store #$00 to 00:70DC
DF/D33A: A8 3D 00             Store #$00 to 00:70DD
DF/D33D: FD A2                Stop music playback
DF/D33F: FD F8                Store value at 7F:F8CD to 00:7000
DF/D341: 4E 10 00             Run Event: World Map Event: MARIO falls toward pipe house
DF/D344: FD A2                Stop music playback
DF/D346: D0 71 05             Execute event id $0571 subsequently
DF/D349: FE                   Return


EVENT [9C7] ------------------------------------------------------------>
DF/D34A: D8 19 69 D3          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/D369
DF/D34E: A0 19                Set event flag memory address 00:7043 Bit 1
DF/D350: 9C 51                Play sound effect #$51
DF/D352: FD FB                Store value at 7F:F8CD to 00:7000
DF/D354: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D356: 6A 9F 82             Modify BGL of area $829F
DF/D359: F0 00                Duration: 0 frames
DF/D35B: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D35D: 6A 9F 84             Modify BGL of area $849F
DF/D360: AA 0E                Increment 00:70AE
DF/D362: E0 0E 06 0A D4       If value at 00:70AE = #$06, jump to address $DF/D40A
DF/D367: FD FC                Store value at 7F:F8CD to 00:7000
DF/D369: FE                   Return


EVENT [9C8] ------------------------------------------------------------>
DF/D36A: D8 1A 89 D3          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/D389
DF/D36E: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/D370: 9C 51                Play sound effect #$51
DF/D372: FD FB                Store value at 7F:F8CD to 00:7000
DF/D374: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D376: 6A 9F 86             Modify BGL of area $869F
DF/D379: F0 00                Duration: 0 frames
DF/D37B: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D37D: 6A 9F 88             Modify BGL of area $889F
DF/D380: AA 0E                Increment 00:70AE
DF/D382: E0 0E 06 0A D4       If value at 00:70AE = #$06, jump to address $DF/D40A
DF/D387: FD FC                Store value at 7F:F8CD to 00:7000
DF/D389: FE                   Return


EVENT [9C9] ------------------------------------------------------------>
DF/D38A: D8 1B A9 D3          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/D3A9
DF/D38E: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/D390: 9C 51                Play sound effect #$51
DF/D392: FD FB                Store value at 7F:F8CD to 00:7000
DF/D394: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D396: 6A 9F 8A             Modify BGL of area $8A9F
DF/D399: F0 00                Duration: 0 frames
DF/D39B: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D39D: 6A 9F 8C             Modify BGL of area $8C9F
DF/D3A0: AA 0E                Increment 00:70AE
DF/D3A2: E0 0E 06 0A D4       If value at 00:70AE = #$06, jump to address $DF/D40A
DF/D3A7: FD FC                Store value at 7F:F8CD to 00:7000
DF/D3A9: FE                   Return


EVENT [9CA] ------------------------------------------------------------>
DF/D3AA: D8 1C C9 D3          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/D3C9
DF/D3AE: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/D3B0: 9C 51                Play sound effect #$51
DF/D3B2: FD FB                Store value at 7F:F8CD to 00:7000
DF/D3B4: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D3B6: 6A 9F 8E             Modify BGL of area $8E9F
DF/D3B9: F0 00                Duration: 0 frames
DF/D3BB: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D3BD: 6A 9F 90             Modify BGL of area $909F
DF/D3C0: AA 0E                Increment 00:70AE
DF/D3C2: E0 0E 06 0A D4       If value at 00:70AE = #$06, jump to address $DF/D40A
DF/D3C7: FD FC                Store value at 7F:F8CD to 00:7000
DF/D3C9: FE                   Return


EVENT [9CB] ------------------------------------------------------------>
DF/D3CA: D8 1D E9 D3          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/D3E9
DF/D3CE: A0 1D                Set event flag memory address 00:7043 Bit 5
DF/D3D0: 9C 51                Play sound effect #$51
DF/D3D2: FD FB                Store value at 7F:F8CD to 00:7000
DF/D3D4: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D3D6: 6A 9F 92             Modify BGL of area $929F
DF/D3D9: F0 00                Duration: 0 frames
DF/D3DB: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D3DD: 6A 9F 94             Modify BGL of area $949F
DF/D3E0: AA 0E                Increment 00:70AE
DF/D3E2: E0 0E 06 0A D4       If value at 00:70AE = #$06, jump to address $DF/D40A
DF/D3E7: FD FC                Store value at 7F:F8CD to 00:7000
DF/D3E9: FE                   Return


EVENT [9CC] ------------------------------------------------------------>
DF/D3EA: D8 1E 09 D4          If event flag memory address 00:7043 Bit 6 set, jump to address $DF/D409
DF/D3EE: A0 1E                Set event flag memory address 00:7043 Bit 6
DF/D3F0: 9C 51                Play sound effect #$51
DF/D3F2: FD FB                Store value at 7F:F8CD to 00:7000
DF/D3F4: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D3F6: 6A 9F 96             Modify BGL of area $969F
DF/D3F9: F0 00                Duration: 0 frames
DF/D3FB: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D3FD: 6A 9F 98             Modify BGL of area $989F
DF/D400: AA 0E                Increment 00:70AE
DF/D402: E0 0E 06 0A D4       If value at 00:70AE = #$06, jump to address $DF/D40A
DF/D407: FD FC                Store value at 7F:F8CD to 00:7000
DF/D409: FE                   Return


EVENT [9CD] ------------------------------------------------------------>
DF/D40A: F0 1F                Duration: 31 frames
DF/D40C: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D40E: 6A 9F 80             Modify BGL of area $809F
DF/D411: 6B 9F 80             Modify physical field of area $809F
DF/D414: 9C 7E                Play sound effect #$7E
DF/D416: FD FC                Store value at 7F:F8CD to 00:7000
DF/D418: FE                   Return


EVENT [9CE] ------------------------------------------------------------>
DF/D419: D8 19 38 D4          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/D438
DF/D41D: A0 19                Set event flag memory address 00:7043 Bit 1
DF/D41F: 9C 51                Play sound effect #$51
DF/D421: FD FB                Store value at 7F:F8CD to 00:7000
DF/D423: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D425: 6A 9E 82             Modify BGL of area $829E
DF/D428: F0 00                Duration: 0 frames
DF/D42A: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D42C: 6A 9E 84             Modify BGL of area $849E
DF/D42F: AA 0E                Increment 00:70AE
DF/D431: E0 0E 05 B9 D4       If value at 00:70AE = #$05, jump to address $DF/D4B9
DF/D436: FD FC                Store value at 7F:F8CD to 00:7000
DF/D438: FE                   Return


EVENT [9CF] ------------------------------------------------------------>
DF/D439: D8 1A 58 D4          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/D458
DF/D43D: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/D43F: 9C 51                Play sound effect #$51
DF/D441: FD FB                Store value at 7F:F8CD to 00:7000
DF/D443: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D445: 6A 9E 86             Modify BGL of area $869E
DF/D448: F0 00                Duration: 0 frames
DF/D44A: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D44C: 6A 9E 88             Modify BGL of area $889E
DF/D44F: AA 0E                Increment 00:70AE
DF/D451: E0 0E 05 B9 D4       If value at 00:70AE = #$05, jump to address $DF/D4B9
DF/D456: FD FC                Store value at 7F:F8CD to 00:7000
DF/D458: FE                   Return


EVENT [9D0] ------------------------------------------------------------>
DF/D459: D8 1B 78 D4          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/D478
DF/D45D: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/D45F: 9C 51                Play sound effect #$51
DF/D461: FD FB                Store value at 7F:F8CD to 00:7000
DF/D463: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D465: 6A 9E 8A             Modify BGL of area $8A9E
DF/D468: F0 00                Duration: 0 frames
DF/D46A: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D46C: 6A 9E 8C             Modify BGL of area $8C9E
DF/D46F: AA 0E                Increment 00:70AE
DF/D471: E0 0E 05 B9 D4       If value at 00:70AE = #$05, jump to address $DF/D4B9
DF/D476: FD FC                Store value at 7F:F8CD to 00:7000
DF/D478: FE                   Return


EVENT [9D1] ------------------------------------------------------------>
DF/D479: D8 1C 98 D4          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/D498
DF/D47D: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/D47F: 9C 51                Play sound effect #$51
DF/D481: FD FB                Store value at 7F:F8CD to 00:7000
DF/D483: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D485: 6A 9E 8E             Modify BGL of area $8E9E
DF/D488: F0 00                Duration: 0 frames
DF/D48A: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D48C: 6A 9E 90             Modify BGL of area $909E
DF/D48F: AA 0E                Increment 00:70AE
DF/D491: E0 0E 05 B9 D4       If value at 00:70AE = #$05, jump to address $DF/D4B9
DF/D496: FD FC                Store value at 7F:F8CD to 00:7000
DF/D498: FE                   Return


EVENT [9D2] ------------------------------------------------------------>
DF/D499: D8 1D B8 D4          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/D4B8
DF/D49D: A0 1D                Set event flag memory address 00:7043 Bit 5
DF/D49F: 9C 51                Play sound effect #$51
DF/D4A1: FD FB                Store value at 7F:F8CD to 00:7000
DF/D4A3: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D4A5: 6A 9E 92             Modify BGL of area $929E
DF/D4A8: F0 00                Duration: 0 frames
DF/D4AA: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D4AC: 6A 9E 94             Modify BGL of area $949E
DF/D4AF: AA 0E                Increment 00:70AE
DF/D4B1: E0 0E 05 B9 D4       If value at 00:70AE = #$05, jump to address $DF/D4B9
DF/D4B6: FD FC                Store value at 7F:F8CD to 00:7000
DF/D4B8: FE                   Return


EVENT [9D3] ------------------------------------------------------------>
DF/D4B9: F0 1F                Duration: 31 frames
DF/D4BB: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D4BD: 6A 9E 80             Modify BGL of area $809E
DF/D4C0: 6B 9E 80             Modify physical field of area $809E
DF/D4C3: 9C 7E                Play sound effect #$7E
DF/D4C5: FD FC                Store value at 7F:F8CD to 00:7000
DF/D4C7: FE                   Return


EVENT [9D4] ------------------------------------------------------------>
DF/D4C8: D8 19 E7 D4          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/D4E7
DF/D4CC: A0 19                Set event flag memory address 00:7043 Bit 1
DF/D4CE: 9C 51                Play sound effect #$51
DF/D4D0: FD FB                Store value at 7F:F8CD to 00:7000
DF/D4D2: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D4D4: 6A 9D 82             Modify BGL of area $829D
DF/D4D7: F0 00                Duration: 0 frames
DF/D4D9: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D4DB: 6A 9D 84             Modify BGL of area $849D
DF/D4DE: AA 0E                Increment 00:70AE
DF/D4E0: E0 0E 06 88 D5       If value at 00:70AE = #$06, jump to address $DF/D588
DF/D4E5: FD FC                Store value at 7F:F8CD to 00:7000
DF/D4E7: FE                   Return


EVENT [9D5] ------------------------------------------------------------>
DF/D4E8: D8 1A 07 D5          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/D507
DF/D4EC: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/D4EE: 9C 51                Play sound effect #$51
DF/D4F0: FD FB                Store value at 7F:F8CD to 00:7000
DF/D4F2: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D4F4: 6A 9D 86             Modify BGL of area $869D
DF/D4F7: F0 00                Duration: 0 frames
DF/D4F9: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D4FB: 6A 9D 88             Modify BGL of area $889D
DF/D4FE: AA 0E                Increment 00:70AE
DF/D500: E0 0E 06 88 D5       If value at 00:70AE = #$06, jump to address $DF/D588
DF/D505: FD FC                Store value at 7F:F8CD to 00:7000
DF/D507: FE                   Return


EVENT [9D6] ------------------------------------------------------------>
DF/D508: D8 1B 27 D5          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/D527
DF/D50C: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/D50E: 9C 51                Play sound effect #$51
DF/D510: FD FB                Store value at 7F:F8CD to 00:7000
DF/D512: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D514: 6A 9D 8A             Modify BGL of area $8A9D
DF/D517: F0 00                Duration: 0 frames
DF/D519: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D51B: 6A 9D 8C             Modify BGL of area $8C9D
DF/D51E: AA 0E                Increment 00:70AE
DF/D520: E0 0E 06 88 D5       If value at 00:70AE = #$06, jump to address $DF/D588
DF/D525: FD FC                Store value at 7F:F8CD to 00:7000
DF/D527: FE                   Return


EVENT [9D7] ------------------------------------------------------------>
DF/D528: D8 1C 47 D5          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/D547
DF/D52C: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/D52E: 9C 51                Play sound effect #$51
DF/D530: FD FB                Store value at 7F:F8CD to 00:7000
DF/D532: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D534: 6A 9D 8E             Modify BGL of area $8E9D
DF/D537: F0 00                Duration: 0 frames
DF/D539: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D53B: 6A 9D 90             Modify BGL of area $909D
DF/D53E: AA 0E                Increment 00:70AE
DF/D540: E0 0E 06 88 D5       If value at 00:70AE = #$06, jump to address $DF/D588
DF/D545: FD FC                Store value at 7F:F8CD to 00:7000
DF/D547: FE                   Return


EVENT [9D8] ------------------------------------------------------------>
DF/D548: D8 1D 67 D5          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/D567
DF/D54C: A0 1D                Set event flag memory address 00:7043 Bit 5
DF/D54E: 9C 51                Play sound effect #$51
DF/D550: FD FB                Store value at 7F:F8CD to 00:7000
DF/D552: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D554: 6A 9D 92             Modify BGL of area $929D
DF/D557: F0 00                Duration: 0 frames
DF/D559: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D55B: 6A 9D 94             Modify BGL of area $949D
DF/D55E: AA 0E                Increment 00:70AE
DF/D560: E0 0E 06 88 D5       If value at 00:70AE = #$06, jump to address $DF/D588
DF/D565: FD FC                Store value at 7F:F8CD to 00:7000
DF/D567: FE                   Return


EVENT [9D9] ------------------------------------------------------------>
DF/D568: D8 1E 87 D5          If event flag memory address 00:7043 Bit 6 set, jump to address $DF/D587
DF/D56C: A0 1E                Set event flag memory address 00:7043 Bit 6
DF/D56E: 9C 51                Play sound effect #$51
DF/D570: FD FB                Store value at 7F:F8CD to 00:7000
DF/D572: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D574: 6A 9D 96             Modify BGL of area $969D
DF/D577: F0 00                Duration: 0 frames
DF/D579: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D57B: 6A 9D 98             Modify BGL of area $989D
DF/D57E: AA 0E                Increment 00:70AE
DF/D580: E0 0E 06 88 D5       If value at 00:70AE = #$06, jump to address $DF/D588
DF/D585: FD FC                Store value at 7F:F8CD to 00:7000
DF/D587: FE                   Return


EVENT [9DA] ------------------------------------------------------------>
DF/D588: F0 1F                Duration: 31 frames
DF/D58A: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D58C: 6A 9D 80             Modify BGL of area $809D
DF/D58F: 6B 9D 80             Modify physical field of area $809D
DF/D592: 9C 7E                Play sound effect #$7E
DF/D594: FD FC                Store value at 7F:F8CD to 00:7000
DF/D596: FE                   Return


EVENT [9DB] ------------------------------------------------------------>
DF/D597: E0 0E 05 9D D5       If value at 00:70AE = #$05, jump to address $DF/D59D
DF/D59C: FE                   Return

DF/D59D: FD 31                Screen doesn't move with MARIO
DF/D59F: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/D5A1: F0 00                Frame Duration: 0
   DF/D5A3: 3D A1 D5             <UNKNOWN COMMAND $3D: pointer to address $DF/D5A1>
   DF/D5A6: 47                   <UNKNOWN COMMAND $47>
   DF/D5A7: 01                   Clear Bit 7 of current object (disable object visibility)
DF/D5A8: F0 1F                Duration: 31 frames
DF/D5AA: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D5AC: 6A 9E 96             Modify BGL of area $969E
DF/D5AF: 9C 7D                Play sound effect #$7D
DF/D5B1: FD 30                Screen moves with MARIO
DF/D5B3: F0 1F                Duration: 31 frames
DF/D5B5: 77 10                Darken screen from black before following commands; Duration: 16 frames
DF/D5B7: 68 9D 80 0D 18 62    Enter area: $009D
                              MARIO will be at coords: (416,192) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/D5BD: FE                   Return


EVENT [9DC] ------------------------------------------------------------>
DF/D5BE: 24 02                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/D5C0: 60 07                Shift object right 7 pixels
DF/D5C2: 25 02                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/D5C4: 60 06                Shift object right 6 pixels
DF/D5C6: 26 02                Set Object: NPC #18 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/D5C8: 64 09                Shift object left 9 pixels
DF/D5CA: 27 02                Set Object: NPC #19 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/D5CC: 64 08                Shift object left 8 pixels
DF/D5CE: 28 02                Set Object: NPC #20 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/D5D0: 64 0A                Shift object left 10 pixels
DF/D5D2: FD 31                Screen doesn't move with MARIO
DF/D5D4: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/D5D6: 82 0E 16             Place object at on-screen coords: (448,176)
   DF/D5D9: 0A 00                Store #$00 to current object address 0A,x
   DF/D5DB: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/D5DD: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
DF/D5DF: 71                   Lighten screen from black before following commands
DF/D5E0: F0 0F                Duration: 15 frames
DF/D5E2: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D5E4: 6A 9D 80             Modify BGL of area $809D
DF/D5E7: 9C 7E                Play sound effect #$7E
DF/D5E9: F0 0F                Duration: 15 frames
DF/D5EB: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/D5ED: 10 81                Set sequence flag, x2 speed
   DF/D5EF: 53 02                Shift object down-left 32 pixels
DF/D5F1: F0 0F                Duration: 15 frames
DF/D5F3: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D5F5: 6A 9D 9A             Modify BGL of area $9A9D
DF/D5F8: 9C 7D                Play sound effect #$7D
DF/D5FA: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/D5FE: FD 30                Screen moves with MARIO
DF/D600: FE                   Return


EVENT [9DD] ------------------------------------------------------------>
DF/D601: E0 0E 06 07 D6       If value at 00:70AE = #$06, jump to address $DF/D607
DF/D606: FE                   Return

DF/D607: FD 31                Screen doesn't move with MARIO
DF/D609: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/D60B: F0 00                Frame Duration: 0
   DF/D60D: 3D 0B D6             <UNKNOWN COMMAND $3D: pointer to address $DF/D60B>
   DF/D610: 47                   <UNKNOWN COMMAND $47>
   DF/D611: 01                   Clear Bit 7 of current object (disable object visibility)
DF/D612: F0 1F                Duration: 31 frames
DF/D614: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/D616: 6A 9D 9A             Modify BGL of area $9A9D
DF/D619: 9C 7D                Play sound effect #$7D
DF/D61B: FD 30                Screen moves with MARIO
DF/D61D: F0 1F                Duration: 31 frames
DF/D61F: 77 10                Darken screen from black before following commands; Duration: 16 frames
DF/D621: 68 9F 80 1A 6E 62    Enter area: $009F
                              MARIO will be at coords: (832,880) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/D627: FE                   Return


EVENT [9DE] ------------------------------------------------------------>
DF/D628: 1F 04                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/D62A: 63 04                Shift object down-left 4 pixels
   DF/D62C: 64 05                Shift object left 5 pixels
DF/D62E: 20 04                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/D630: 63 04                Shift object down-left 4 pixels
   DF/D632: 64 06                Shift object left 6 pixels
DF/D634: 21 02                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/D636: 64 08                Shift object left 8 pixels
DF/D638: 22 82                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/D63A: 61 06                Shift object down-right 6 pixels
DF/D63C: DA 5E 8E D6          If event flag memory address 00:708B Bit 6 set, jump to address $DF/D68E
DF/D640: A2 5E                Set event flag memory address 00:708B Bit 6
DF/D642: 71                   Lighten screen from black before following commands
DF/D643: 24 F8                Set Object: NPC #16 ---> Command: Show Object
DF/D645: 24 85                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/D647: 10 45                Set transition flag, 1/2 speed
   DF/D649: 55 02                Shift object up-left 32 pixels
   DF/D64B: 71                   Object faces down-right
DF/D64C: 60 2D 2C 60          Run Dialogue $0C2D
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: This is Star Hill.<I>
 Wishes, which were transformed at
 the Star Road, fall from here.<I>

 But....<I>
 Some wishes that haven't been
 granted yet are falling because
 Smithy destroyed the Star Road.<I><END>


DF/D650: FD 61                <UNKNOWN COMMAND $FD 61>
DF/D652: 24 85                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/D654: 10 85                Set sequence flag, 1/2 speed
   DF/D656: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DF/D659: 65                   <UNKNOWN COMMAND $65>
DF/D65A: DA 8E 65 D6          If event flag memory address 00:7091 Bit 6 set, jump to address $DF/D665
DF/D65E: 60 51 2C 60          Run Dialogue $0C51
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: ......
 I feel the energy of the Star Piece.<I><END>


DF/D662: D2 69 D6             Jump to address $DF/D669
DF/D665: 60 2E 2C 60          Run Dialogue $0C2E
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Frogfucius mentioned hearing
 about a Star Piece on this hill.<I><END>


DF/D669: 24 81                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/D66B: 09                   Reset all object properties to default
DF/D66C: F0 2F                Duration: 47 frames
DF/D66E: 24 8A                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/D670: 10 80                Set sequence flag, x1 speed
   DF/D672: 08 41 0A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/D675: F0 3F                Frame Duration: 63
   DF/D677: 08 49 1B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1B
                                 ---> Mirrored: no
DF/D67A: 65                   <UNKNOWN COMMAND $65>
DF/D67B: 24 81                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/D67D: 09                   Reset all object properties to default
DF/D67E: 60 2F AC 60          Run Dialogue $0C2F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Let's see if we can find it.<I><END>


DF/D682: 24 87                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/D684: 10 40                Set transition flag, x1 speed
   DF/D686: 10 81                Set sequence flag, x2 speed
   DF/D688: 51 02                Shift object down-right 32 pixels
   DF/D68A: 01                   Clear Bit 7 of current object (disable object visibility)
DF/D68B: 24 F9                Set Object: NPC #16 ---> Command: Remove Object
DF/D68D: FE                   Return

DF/D68E: 71                   Lighten screen from black before following commands
DF/D68F: FE                   Return


EVENT [9DF] ------------------------------------------------------------>
DF/D690: 9C 6E                Play sound effect #$6E
DF/D692: D8 ED 9D D6          If event flag memory address 00:705D Bit 5 set, jump to address $DF/D69D
DF/D696: 60 29 AC 40          Run Dialogue $0C29 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



        I hope she'll say yes.<I><END>


DF/D69A: 9C 00                Play sound effect #$00
DF/D69C: FE                   Return

DF/D69D: 60 FD AC 40          Run Dialogue $0CFD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



    Can't wait to start a family.<I><END>


DF/D6A1: 9C 00                Play sound effect #$00
DF/D6A3: FE                   Return


EVENT [9E0] ------------------------------------------------------------>
DF/D6A4: 9C 6E                Play sound effect #$6E
DF/D6A6: D8 ED B1 D6          If event flag memory address 00:705D Bit 5 set, jump to address $DF/D6B1
DF/D6AA: 60 2A AC 40          Run Dialogue $0C2A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



    I wish he'd pop THE question.<I><END>


DF/D6AE: 9C 00                Play sound effect #$00
DF/D6B0: FE                   Return

DF/D6B1: 60 FE AC 40          Run Dialogue $0CFE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



         I hope my baby's cute!<I><END>


DF/D6B5: 9C 00                Play sound effect #$00
DF/D6B7: FE                   Return


EVENT [9E1] ------------------------------------------------------------>
DF/D6B8: 9C 6E                Play sound effect #$6E
DF/D6BA: 60 2B AC 40          Run Dialogue $0C2B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



   I wish I weren't such a crybaby.<I><END>


DF/D6BE: 9C 00                Play sound effect #$00
DF/D6C0: DA 5F 36 D7          If event flag memory address 00:708B Bit 7 set, jump to address $DF/D736
DF/D6C4: A2 5F                Set event flag memory address 00:708B Bit 7
DF/D6C6: 23 F7                Set Object: NPC #15 ---> Command: <UNKNOWN COMMAND $F7>
DF/D6C8: 23 86                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/D6CA: 13 00                Layering priority: MARIO overlaps object
   DF/D6CC: 47                   <UNKNOWN COMMAND $47>
   DF/D6CD: 67 04                Shift object up-right 4 pixels
   DF/D6CF: 73                   Object faces down-left
DF/D6D0: FD 31                Screen doesn't move with MARIO
DF/D6D2: F0 07                Duration: 7 frames
DF/D6D4: 23 0C                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0C bytes)
   DF/D6D6: 10 46                Set transition flag, 1/4 speed
   DF/D6D8: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/D6DB: D4 03                Start code block, repeat 3 times
   DF/D6DD: 63 02                Shift object down-left 2 pixels
   DF/D6DF: F0 07                Frame Duration: 7
   DF/D6E1: D7                   End of code block
DF/D6E2: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   DF/D6E4: 10 46                Set transition flag, 1/4 speed
   DF/D6E6: F0 07                Frame Duration: 7
   DF/D6E8: D4 03                Start code block, repeat 3 times
   DF/D6EA: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/D6ED: 63 02                Shift object down-left 2 pixels
   DF/D6EF: D7                   End of code block
   DF/D6F0: 77                   Object faces up-right
DF/D6F1: 60 30 AC 60          Run Dialogue $0C30 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: This one's private!
 Who do you think you are,
 spying on other people's wishes?<I><END>


DF/D6F5: 23 FE                Set Object: NPC #15 ---> Command: End object queue
DF/D6F7: F0 0F                Duration: 15 frames
DF/D6F9: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/D6FD: 23 03                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/D6FF: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
DF/D702: 60 31 2C 60          Run Dialogue $0C31
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: C'mon, our quest for the
 Star Pieces is important!<I>

 Everyone's counting on us!
 We've got to hurry!<I><END>


DF/D706: FD 61                <UNKNOWN COMMAND $FD 61>
DF/D708: 23 03                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/D70A: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DF/D70D: 65                   <UNKNOWN COMMAND $65>
DF/D70E: 23 97                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DF/D710: 09                   Reset all object properties to default
   DF/D711: F0 0F                Frame Duration: 15
   DF/D713: 10 45                Set transition flag, 1/2 speed
   DF/D715: 43                   <UNKNOWN COMMAND $43>
   DF/D716: 63 04                Shift object down-left 4 pixels
   DF/D718: F0 07                Frame Duration: 7
   DF/D71A: FD 0F 00             Object overlaps <UNKNOWN>
   DF/D71D: F0 17                Frame Duration: 23
   DF/D71F: FD 0F 03             Object overlaps BG1 & BG2
   DF/D722: 47                   <UNKNOWN COMMAND $47>
   DF/D723: 08 42 04             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/D726: 73                   Object faces down-left
DF/D727: 60 32 AC 60          Run Dialogue $0C32 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Sorry about that.
 It's just that I'm embarrassed
 about my wish.<I><END>


DF/D72B: 23 85                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/D72D: 09                   Reset all object properties to default
   DF/D72E: 43                   <UNKNOWN COMMAND $43>
   DF/D72F: F0 03                Frame Duration: 3
   DF/D731: 01                   Clear Bit 7 of current object (disable object visibility)
DF/D732: 23 F9                Set Object: NPC #15 ---> Command: Remove Object
DF/D734: FD 30                Screen moves with MARIO
DF/D736: FE                   Return


EVENT [9E2] ------------------------------------------------------------>
DF/D737: 9C 6E                Play sound effect #$6E
DF/D739: DA D0 44 D7          If event flag memory address 00:709A Bit 0 set, jump to address $DF/D744
DF/D73D: 60 22 AC 40          Run Dialogue $0C22 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



    Wish I had some Cricket Jam.<I><END>


DF/D741: 9C 00                Play sound effect #$00
DF/D743: FE                   Return

DF/D744: 60 CB AC 40          Run Dialogue $0CCB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



   I wish for everyone to be happy.<I><END>


DF/D748: 9C 00                Play sound effect #$00
DF/D74A: FE                   Return


EVENT [9E3] ------------------------------------------------------------>
DF/D74B: 9C 6E                Play sound effect #$6E
DF/D74D: DC FC 58 D7          If event flag memory address 00:705F Bit 4 clear, jump to address $DF/D758
DF/D751: 60 FF AC 40          Run Dialogue $0CFF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



      May Mallow fix the Road!<I><END>


DF/D755: 9C 00                Play sound effect #$00
DF/D757: FE                   Return

DF/D758: 60 2C AC 40          Run Dialogue $0C2C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



Please let Mallow find his way home.<I><END>


DF/D75C: 9C 00                Play sound effect #$00
DF/D75E: DA 60 D0 D7          If event flag memory address 00:708C Bit 0 set, jump to address $DF/D7D0
DF/D762: A2 60                Set event flag memory address 00:708C Bit 0
DF/D764: FD A3                Fade out music
DF/D766: 29 F7                Set Object: NPC #21 ---> Command: <UNKNOWN COMMAND $F7>
DF/D768: 29 89                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/D76A: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/D76D: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/D770: 47                   <UNKNOWN COMMAND $47>
   DF/D771: 67 08                Shift object up-right 8 pixels
DF/D773: 60 33 2C 60          Run Dialogue $0C33
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Why, this wish is...<I>

 It's from my mom and dad.<I>

 They're wishing for me to come
 home!<I><END>


DF/D777: FD 61                <UNKNOWN COMMAND $FD 61>
DF/D779: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/D77B: 77                   Object faces up-right
DF/D77C: FD 61                <UNKNOWN COMMAND $FD 61>
DF/D77E: 91 15                Play music: #$15
DF/D780: 29 83                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/D782: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/D785: 65                   <UNKNOWN COMMAND $65>
DF/D786: F0 2F                Duration: 47 frames
DF/D788: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/D78A: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DF/D78D: F0 2F                Duration: 47 frames
DF/D78F: 60 36 2C 60          Run Dialogue $0C36
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: 
                Sniffle...<I><END>


DF/D793: 29 8D                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/D795: 10 44                Set transition flag, x8 speed
   DF/D797: D4 08                Start code block, repeat 8 times
   DF/D799: 66 01                Shift object up 1 pixels
   DF/D79B: F0 01                Frame Duration: 1
   DF/D79D: 62 01                Shift object down 1 pixels
   DF/D79F: F0 0F                Frame Duration: 15
   DF/D7A1: D7                   End of code block
DF/D7A2: 65                   <UNKNOWN COMMAND $65>
DF/D7A3: F0 5F                Duration: 95 frames
DF/D7A5: 29 83                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/D7A7: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/D7AA: 60 34 AC 60          Run Dialogue $0C34 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: 
 This isn't the time to be crying!<I>
 They're waiting for me to come
 home!<I><END>


DF/D7AE: F0 0F                Duration: 15 frames
DF/D7B0: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/D7B4: F0 1F                Duration: 31 frames
DF/D7B6: 29 83                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/D7B8: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DF/D7BB: 60 35 AC 60          Run Dialogue $0C35 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Come on Mario, we've got
 a busy schedule to keep. I'll make
 you eat dust if you don't hurry.<I><END>


DF/D7BF: 29 87                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/D7C1: 09                   Reset all object properties to default
   DF/D7C2: 10 45                Set transition flag, 1/2 speed
   DF/D7C4: 43                   <UNKNOWN COMMAND $43>
   DF/D7C5: 63 08                Shift object down-left 8 pixels
   DF/D7C7: 01                   Clear Bit 7 of current object (disable object visibility)
DF/D7C8: 29 F9                Set Object: NPC #21 ---> Command: Remove Object
DF/D7CA: FD A3                Fade out music
DF/D7CC: F0 0F                Duration: 15 frames
DF/D7CE: 91 22                Play music: #$22
DF/D7D0: FE                   Return


EVENT [9E4] ------------------------------------------------------------>
DF/D7D1: 9C 6E                Play sound effect #$6E
DF/D7D3: 60 27 AC 40          Run Dialogue $0C27 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



   I vant to be a vald class baker.<I><END>


DF/D7D7: 9C 00                Play sound effect #$00
DF/D7D9: FE                   Return


EVENT [9E5] ------------------------------------------------------------>
DF/D7DA: 9C 6E                Play sound effect #$6E
DF/D7DC: 60 24 AC 40          Run Dialogue $0C24 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



   If I could JUST get that melody!<I><END>


DF/D7E0: 9C 00                Play sound effect #$00
DF/D7E2: FE                   Return


EVENT [9E6] ------------------------------------------------------------>
DF/D7E3: 9C 6E                Play sound effect #$6E
DF/D7E5: 60 26 AC 40          Run Dialogue $0C26 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


     I wanna be the best treasure
          hunter in the world.<I><END>


DF/D7E9: 9C 00                Play sound effect #$00
DF/D7EB: FE                   Return


EVENT [9E7] ------------------------------------------------------------>
DF/D7EC: 9C 6E                Play sound effect #$6E
DF/D7EE: 60 25 AC 40          Run Dialogue $0C25 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


               The hunger!
           Oh, for some food! <I><END>


DF/D7F2: 9C 00                Play sound effect #$00
DF/D7F4: FE                   Return


EVENT [9E8] ------------------------------------------------------------>
DF/D7F5: 9C 6E                Play sound effect #$6E
DF/D7F7: 60 23 AC 40          Run Dialogue $0C23 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


      I wanna be a great plumber
         like my brother Mario.<I><END>


DF/D7FB: 9C 00                Play sound effect #$00
DF/D7FD: FE                   Return


EVENT [9E9] ------------------------------------------------------------>
DF/D7FE: 9C 6E                Play sound effect #$6E
DF/D800: 60 21 AC 40          Run Dialogue $0C21 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



      (Wish I could run faster.)<I><END>


DF/D804: 9C 00                Play sound effect #$00
DF/D806: FE                   Return


EVENT [9EA] ------------------------------------------------------------>
DF/D807: 9C 6E                Play sound effect #$6E
DF/D809: 60 28 AC 40          Run Dialogue $0C28 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



        I hope I become famous.<I><END>


DF/D80D: 9C 00                Play sound effect #$00
DF/D80F: FE                   Return


EVENT [9EB] ------------------------------------------------------------>
DF/D810: A0 38                Set event flag memory address 00:7047 Bit 0
DF/D812: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/D814: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/D817: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/D819: 06                   Set "moon-walk" Bits
   DF/D81A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/D81C: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/D81D: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/D81F: 10 46                Set transition flag, 1/4 speed
   DF/D821: 62 08                Shift object down 8 pixels
DF/D823: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DF/D827: 9C 0A                Play sound effect #$0A
DF/D829: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DF/D82B: F0 03                Frame Duration: 3
   DF/D82D: 20 04                <UNKNOWN COMMAND $20>
   DF/D82F: 25 00 0F F0 FF       <UNKNOWN COMMAND $25>
   DF/D834: F0 2F                Frame Duration: 47
   DF/D836: 21                   <UNKNOWN COMMAND $21>
DF/D837: F0 17                Duration: 23 frames
DF/D839: 77 08                Darken screen from black before following commands; Duration: 8 frames
DF/D83B: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/D83D: 68 FB 80 05 1D 40    Enter area: $00FB
                              MARIO will be at coords: (176,232) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/D843: FE                   Return


EVENT [9EC] ------------------------------------------------------------>
DF/D844: A0 38                Set event flag memory address 00:7047 Bit 0
DF/D846: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/D848: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/D84B: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/D84D: 06                   Set "moon-walk" Bits
   DF/D84E: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/D850: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/D851: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/D853: 10 46                Set transition flag, 1/4 speed
   DF/D855: 62 08                Shift object down 8 pixels
DF/D857: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DF/D85B: 9C 0A                Play sound effect #$0A
DF/D85D: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DF/D85F: F0 03                Frame Duration: 3
   DF/D861: 20 04                <UNKNOWN COMMAND $20>
   DF/D863: 25 00 0F F0 FF       <UNKNOWN COMMAND $25>
   DF/D868: F0 2F                Frame Duration: 47
   DF/D86A: 21                   <UNKNOWN COMMAND $21>
DF/D86B: F0 17                Duration: 23 frames
DF/D86D: 77 08                Darken screen from black before following commands; Duration: 8 frames
DF/D86F: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/D871: 68 FB 80 07 19 40    Enter area: $00FB
                              MARIO will be at coords: (240,200) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/D877: FE                   Return


EVENT [9ED] ------------------------------------------------------------>
DF/D878: 9C 13                Play sound effect #$13
DF/D87A: FD 31                Screen doesn't move with MARIO
DF/D87C: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DF/D87E: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/D880: 10 44                Set transition flag, x8 speed
   DF/D882: 5A 0B                Shift object up 176 pixels
   DF/D884: 10 40                Set transition flag, x1 speed
   DF/D886: FD 02                Set Bit 7 of object address 0C,x (object on ground)
DF/D888: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/D88A: 10 44                Set transition flag, x8 speed
   DF/D88C: 65 08                Shift object up-left 8 pixels
DF/D88E: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/D890: 10 44                Set transition flag, x8 speed
   DF/D892: 63 06                Shift object down-left 6 pixels
   DF/D894: 10 45                Set transition flag, 1/2 speed
DF/D896: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/D898: 10 44                Set transition flag, x8 speed
   DF/D89A: 61 03                Shift object down-right 3 pixels
   DF/D89C: 63 04                Shift object down-left 4 pixels
   DF/D89E: 10 45                Set transition flag, 1/2 speed
DF/D8A0: 19 86                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/D8A2: 10 44                Set transition flag, x8 speed
   DF/D8A4: 65 08                Shift object up-left 8 pixels
   DF/D8A6: 67 06                Shift object up-right 6 pixels
DF/D8A8: 15 F2 95 01          Set Object: NPC #1 ---> Command: Set object to movement: $0195
DF/D8AC: 16 F2 4E 03          Set Object: NPC #2 ---> Command: Set object to movement: $034E
DF/D8B0: 17 F2 4F 03          Set Object: NPC #3 ---> Command: Set object to movement: $034F
DF/D8B4: 19 F2 C2 00          Set Object: NPC #5 ---> Command: Set object to movement: $00C2
DF/D8B8: 71                   Lighten screen from black before following commands
DF/D8B9: F8 5B B1 C1 D8       <UNKNOWN COMMAND $F8>
DF/D8BE: 40 F2 2A             Execute event id $2AF2 simultaneously with the following commands
DF/D8C1: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/D8C3: 7E 00 00             Object jumps #$0000 units
   DF/D8C6: F0 00                Frame Duration: 0
   DF/D8C8: 3D C6 D8             <UNKNOWN COMMAND $3D: pointer to address $DF/D8C6>
   DF/D8CB: FD 9E                <UNKNOWN COMMAND $9E>
   DF/D8CD: 3A FD 30 FE A0 38    <UNKNOWN COMMAND $3A>

EVENT [9EE] ------------------------------------------------------------>
DF/D8D3: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/D8D5: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/D8D8: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/D8DA: 06                   Set "moon-walk" Bits
   DF/D8DB: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/D8DD: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/D8DE: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/D8E0: 10 46                Set transition flag, 1/4 speed
   DF/D8E2: 62 08                Shift object down 8 pixels
DF/D8E4: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DF/D8E8: 9C 0A                Play sound effect #$0A
DF/D8EA: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DF/D8EC: F0 03                Frame Duration: 3
   DF/D8EE: 20 04                <UNKNOWN COMMAND $20>
   DF/D8F0: 25 00 0F F0 FF       <UNKNOWN COMMAND $25>
   DF/D8F5: F0 2F                Frame Duration: 47
   DF/D8F7: 21                   <UNKNOWN COMMAND $21>
DF/D8F8: F0 17                Duration: 23 frames
DF/D8FA: 77 08                Darken screen from black before following commands; Duration: 8 frames
DF/D8FC: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/D8FE: 68 FB 80 07 22 40    Enter area: $00FB
                              MARIO will be at coords: (224,272) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/D904: FE                   Return


EVENT [9EF] ------------------------------------------------------------>
DF/D905: 9C 13                Play sound effect #$13
DF/D907: F8 5C 35 11 D9       <UNKNOWN COMMAND $F8>
DF/D90C: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/D90E: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/D911: FD 31                Screen doesn't move with MARIO
DF/D913: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/D915: 10 44                Set transition flag, x8 speed
   DF/D917: 5A 0B                Shift object up 176 pixels
   DF/D919: 10 40                Set transition flag, x1 speed
DF/D91B: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/D91D: 10 44                Set transition flag, x8 speed
   DF/D91F: 62 03                Shift object down 3 pixels
DF/D921: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/D923: 10 44                Set transition flag, x8 speed
   DF/D925: 62 03                Shift object down 3 pixels
DF/D927: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/D929: 10 44                Set transition flag, x8 speed
   DF/D92B: 62 03                Shift object down 3 pixels
DF/D92D: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/D92F: 10 44                Set transition flag, x8 speed
   DF/D931: 62 03                Shift object down 3 pixels
DF/D933: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/D935: 10 44                Set transition flag, x8 speed
   DF/D937: 62 03                Shift object down 3 pixels
DF/D939: 71                   Lighten screen from black before following commands
DF/D93A: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/D93C: 7E 00 00             Object jumps #$0000 units
   DF/D93F: F0 00                Frame Duration: 0
   DF/D941: 3D 3F D9             <UNKNOWN COMMAND $3D: pointer to address $DF/D93F>
   DF/D944: FD 9E                <UNKNOWN COMMAND $9E>
   DF/D946: 3A FD 30 FE 9C 13    <UNKNOWN COMMAND $3A>

EVENT [9F0] ------------------------------------------------------------>
DF/D94C: FD 31                Screen doesn't move with MARIO
DF/D94E: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/D950: E2 00 00 57 D9       If value at 00:7000 = #$0000, jump to address $DF/D957
DF/D955: A0 18                Set event flag memory address 00:7043 Bit 0
DF/D957: DE 65 6A D9          If event flag memory address 00:708C Bit 5 clear, jump to address $DF/D96A
DF/D95B: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/D95D: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/D960: 1B F3 0F 00          Set Object: NPC #7 ---> Command: Set object to movement: $000F
DF/D964: 6A 4F 83             Modify BGL of area $834F
DF/D967: D2 6D D9             Jump to address $DF/D96D
DF/D96A: 6A 4F 81             Modify BGL of area $814F
DF/D96D: 00 0F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes)
   DF/D96F: 10 44                Set transition flag, x8 speed
   DF/D971: DC 18 78 D9          If event flag memory address 00:7043 Bit 0 clear, jump to address $DF/D978
   DF/D975: 65 08                Shift object up-left 8 pixels
   DF/D977: 72                   Object faces down
   DF/D978: 5A 0B                Shift object up 176 pixels
   DF/D97A: 10 40                Set transition flag, x1 speed
   DF/D97C: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/D97E: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/D980: FD 0F 03             Object overlaps BG1 & BG2
   DF/D983: 10 44                Set transition flag, x8 speed
   DF/D985: 66 08                Shift object up 8 pixels
DF/D987: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/D989: 10 44                Set transition flag, x8 speed
   DF/D98B: 61 08                Shift object down-right 8 pixels
   DF/D98D: 77                   Object faces up-right
   DF/D98E: 01                   Clear Bit 7 of current object (disable object visibility)
DF/D98F: 17 8A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/D991: 10 44                Set transition flag, x8 speed
   DF/D993: 61 08                Shift object down-right 8 pixels
   DF/D995: 77                   Object faces up-right
   DF/D996: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/D998: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/D99A: 01                   Clear Bit 7 of current object (disable object visibility)
DF/D99B: 71                   Lighten screen from black before following commands
DF/D99C: 00 95                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DF/D99E: 7E 00 00             Object jumps #$0000 units
   DF/D9A1: F0 00                Frame Duration: 0
   DF/D9A3: 3D A1 D9             <UNKNOWN COMMAND $3D: pointer to address $DF/D9A1>
   DF/D9A6: FD 9E                <UNKNOWN COMMAND $9E>
   DF/D9A8: 3A DE CF B3 D9 DA    <UNKNOWN COMMAND $3A>
   DF/D9AE: 65 B3                Shift object up-left 179 pixels
   DF/D9B0: D9 F0 17 D1          If event flag memory address 00:707E Bit 0 set, jump to address $DF/D117
DF/D9B4: 04 0E                Set Object: MALLOW ---> Begin action queue for object (Length: 0x0E bytes)
   DF/D9B6: DE CF C2 D9          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/D9C2
   DF/D9BA: DA 65 C2 D9          If event flag memory address 00:708C Bit 5 set, jump to address $DF/D9C2
   DF/D9BE: A6 CF                Clear event flag memory address 00:7099 Bit 7
   DF/D9C0: 9C 95                Play sound effect #$95
   DF/D9C2: FD 30 A6 CF FE A0 38 14 <UNKNOWN COMMAND $30>

EVENT [9F1] ------------------------------------------------------------>
DF/D9CA: 03 08                Set Object: GENO ---> Begin action queue for object (Length: 0x08 bytes)
   DF/D9CC: 10 00                Set , x1 speed
   DF/D9CE: 00                   Set Bit 7 of current object (enable object visibility)
   DF/D9CF: 8A                   Object disappears?
   DF/D9D0: 06                   Set "moon-walk" Bits
   DF/D9D1: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/D9D3: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
DF/D9D4: FD 01                <UNKNOWN COMMAND $FD 01>
DF/D9D6: 10 46                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x46 bytes)
   DF/D9D8: 62 08                Shift object down 8 pixels
   DF/D9DA: 00                   Set Bit 7 of current object (enable object visibility)
   DF/D9DB: F3 98 01             <UNKNOWN COMMAND $F3>
   DF/D9DE: 9C 0A                Play sound effect #$0A
   DF/D9E0: 00                   Set Bit 7 of current object (enable object visibility)
   DF/D9E1: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/D9E3: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/D9E4: 20 04                <UNKNOWN COMMAND $20>
   DF/D9E6: 25 00 0F F0 FF       <UNKNOWN COMMAND $25>
   DF/D9EB: F0 2F                Frame Duration: 47
   DF/D9ED: 21                   <UNKNOWN COMMAND $21>
   DF/D9EE: F0 17                Frame Duration: 23
   DF/D9F0: 77                   Object faces up-right
   DF/D9F1: 08 00 FE             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $7E
                                 ---> Mirrored: yes
   DF/D9F4: 68 FB                Shift object right 251 pixels
   DF/D9F6: 80 0A 1D             Move object to on-screen coords: (336,232)
   DF/D9F9: 40                   <UNKNOWN COMMAND $40>
   DF/D9FA: FE                   Return Queue


EVENT [9F2] ------------------------------------------------------------>
DF/D9FB: A0 38                Set event flag memory address 00:7047 Bit 0
DF/D9FD: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/D9FF: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/DA02: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/DA04: 06                   Set "moon-walk" Bits
   DF/DA05: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/DA07: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/DA08: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/DA0A: 10 46                Set transition flag, 1/4 speed
   DF/DA0C: 62 08                Shift object down 8 pixels
DF/DA0E: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DF/DA12: 9C 0A                Play sound effect #$0A
DF/DA14: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DF/DA16: F0 03                Frame Duration: 3
   DF/DA18: 20 04                <UNKNOWN COMMAND $20>
   DF/DA1A: 25 00 0F F0 FF       <UNKNOWN COMMAND $25>
   DF/DA1F: F0 2F                Frame Duration: 47
   DF/DA21: 21                   <UNKNOWN COMMAND $21>
DF/DA22: F0 17                Duration: 23 frames
DF/DA24: 77 08                Darken screen from black before following commands; Duration: 8 frames
DF/DA26: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/DA28: 68 FB 80 10 17 40    Enter area: $00FB
                              MARIO will be at coords: (528,184) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/DA2E: FE                   Return


EVENT [9F3] ------------------------------------------------------------>
DF/DA2F: B0 0B 10 00          Store #$0010 to 00:7016
DF/DA33: B0 0C 17 00          Store #$0017 to 00:7018
DF/DA37: D1 42 00             Execute event id $0042
DF/DA3A: 68 4F 81 04 6A 47    Enter area: $014F
                              MARIO will be at coords: (128,848) Z=112
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/DA40: FE                   Return


EVENT [9F4] ------------------------------------------------------------>
DF/DA41: A0 38                Set event flag memory address 00:7047 Bit 0
DF/DA43: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/DA45: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/DA48: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/DA4A: 06                   Set "moon-walk" Bits
   DF/DA4B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/DA4D: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/DA4E: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/DA50: 10 46                Set transition flag, 1/4 speed
   DF/DA52: 62 08                Shift object down 8 pixels
DF/DA54: 00 F3 98 01          Set Object: MARIO ---> Command: Set object to movement: $0198
DF/DA58: 9C 0A                Play sound effect #$0A
DF/DA5A: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   DF/DA5C: F0 03                Frame Duration: 3
   DF/DA5E: 20 04                <UNKNOWN COMMAND $20>
   DF/DA60: 25 00 0F F0 FF       <UNKNOWN COMMAND $25>
   DF/DA65: F0 2F                Frame Duration: 47
   DF/DA67: 21                   <UNKNOWN COMMAND $21>
DF/DA68: F0 17                Duration: 23 frames
DF/DA6A: 77 08                Darken screen from black before following commands; Duration: 8 frames
DF/DA6C: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/DA6E: 68 FB 80 09 23 40    Enter area: $00FB
                              MARIO will be at coords: (304,280) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/DA74: FE                   Return


EVENT [9F5] ------------------------------------------------------------>
DF/DA75: 9C 13                Play sound effect #$13
DF/DA77: D1 04 0E             Execute event id $0E04
DF/DA7A: F8 5D 35 84 DA       <UNKNOWN COMMAND $F8>
DF/DA7F: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/DA81: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/DA84: DA 6E 8B DA          If event flag memory address 00:708D Bit 6 set, jump to address $DF/DA8B
DF/DA88: 6A 64 80             Modify BGL of area $8064
DF/DA8B: FD 31                Screen doesn't move with MARIO
DF/DA8D: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/DA8F: 10 44                Set transition flag, x8 speed
   DF/DA91: 5A 0B                Shift object up 176 pixels
   DF/DA93: 10 40                Set transition flag, x1 speed
DF/DA95: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/DA97: 10 44                Set transition flag, x8 speed
   DF/DA99: 62 03                Shift object down 3 pixels
DF/DA9B: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/DA9D: 10 44                Set transition flag, x8 speed
   DF/DA9F: 62 03                Shift object down 3 pixels
DF/DAA1: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/DAA3: 10 44                Set transition flag, x8 speed
   DF/DAA5: 62 03                Shift object down 3 pixels
DF/DAA7: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/DAA9: 10 44                Set transition flag, x8 speed
   DF/DAAB: 62 03                Shift object down 3 pixels
DF/DAAD: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/DAAF: 10 44                Set transition flag, x8 speed
   DF/DAB1: 62 03                Shift object down 3 pixels
DF/DAB3: 71                   Lighten screen from black before following commands
DF/DAB4: 00 95                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DF/DAB6: 7E 00 00             Object jumps #$0000 units
   DF/DAB9: F0 00                Frame Duration: 0
   DF/DABB: 3D B9 DA             <UNKNOWN COMMAND $3D: pointer to address $DF/DAB9>
   DF/DABE: FD 9E                <UNKNOWN COMMAND $9E>
   DF/DAC0: 3A DE CF D9 DA DA    <UNKNOWN COMMAND $3A>
   DF/DAC6: 6E                   <UNKNOWN COMMAND $6E>
   DF/DAC7: CB                   Store joypad register to 00:700C,00:700D
   DF/DAC8: DA F0 17 FD          If event flag memory address 00:709E Bit 0 set, jump to address $DF/FD17
DF/DACC: 30                   <UNKNOWN COMMAND $30>
DF/DACD: DE CF D9 DA          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/DAD9
DF/DAD1: DA 6E D9 DA          If event flag memory address 00:708D Bit 6 set, jump to address $DF/DAD9
DF/DAD5: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/DAD7: 9C 95                Play sound effect #$95
DF/DAD9: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/DADB: FE                   Return


EVENT [9F6] ------------------------------------------------------------>
DF/DADC: F8 4F 2D E8 DA       <UNKNOWN COMMAND $F8>
DF/DAE1: F2 4F 2D             <UNKNOWN COMMAND $F2>
DF/DAE4: 16 F2 54 03          Set Object: NPC #2 ---> Command: Set object to movement: $0354
DF/DAE8: FE                   Return


EVENT [9F7] ------------------------------------------------------------>
DF/DAE9: FE                   Return


EVENT [9F8] ------------------------------------------------------------>
DF/DAEA: 9C 0E                Play sound effect #$0E
DF/DAEC: 1B F8                Set Object: NPC #7 ---> Command: Show Object
DF/DAEE: 1B F2 0E 00          Set Object: NPC #7 ---> Command: Set object to movement: $000E
DF/DAF2: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/DAF4: 6A 4F 83             Modify BGL of area $834F
DF/DAF7: FE                   Return


EVENT [9F9] ------------------------------------------------------------>
DF/DAF8: DA 65 E6 CF          If event flag memory address 00:708C Bit 5 set, jump to address $DF/CFE6
DF/DAFC: D1 54 0A             Execute event id $0A54
DF/DAFF: A2 65                Set event flag memory address 00:708C Bit 5
DF/DB01: F2 4F 39             <UNKNOWN COMMAND $F2>
DF/DB04: F2 4F B7             <UNKNOWN COMMAND $F2>
DF/DB07: 60 5C AC 42          Run Dialogue $0C5C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

         Got a Red Essence!<I><END>


DF/DB0B: 50 6B                Put item in inventory: #$6B (-Red Essence )
DF/DB0D: AA 28                Increment 00:70C8
DF/DB0F: FE                   Return


EVENT [9FA] ------------------------------------------------------------>
DF/DB10: DA 62 21 DB          If event flag memory address 00:708C Bit 2 set, jump to address $DF/DB21
DF/DB14: A2 62                Set event flag memory address 00:708C Bit 2
DF/DB16: F2 4F 3B             <UNKNOWN COMMAND $F2>
DF/DB19: 9C 5E                Play sound effect #$5E
DF/DB1B: 53 01                Add 1 frog coins
DF/DB1D: 60 5B AC 42          Run Dialogue $0C5B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Found a Frog Coin!<I><END>


DF/DB21: FE                   Return


EVENT [9FB] ------------------------------------------------------------>
DF/DB22: A4 38                Clear event flag memory address 00:7047 Bit 0
DF/DB24: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/DB26: 62 01                Shift object down 1 pixels
   DF/DB28: 63 04                Shift object down-left 4 pixels
DF/DB2A: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/DB2C: 61 07                Shift object down-right 7 pixels
   DF/DB2E: 63 01                Shift object down-left 1 pixels
   DF/DB30: 01                   Clear Bit 7 of current object (disable object visibility)
DF/DB31: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/DB33: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/DB34: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DF/DB37: DA 63 40 DB          If event flag memory address 00:708C Bit 3 set, jump to address $DF/DB40
DF/DB3B: 40 FD 29             Execute event id $29FD simultaneously with the following commands
DF/DB3E: 71                   Lighten screen from black before following commands
DF/DB3F: FE                   Return

DF/DB40: 17 8B                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/DB42: 13 00                Layering priority: MARIO overlaps object
   DF/DB44: 92 1A 3C 00          Place object at on-screen coords: (832,480) Z=0
   DF/DB48: 65 05                Shift object up-left 5 pixels
   DF/DB4A: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DF/DB4D: 71                   Lighten screen from black before following commands
DF/DB4E: FE                   Return


EVENT [9FC] ------------------------------------------------------------>
DF/DB4F: 4A AD 00 29          Engage in battle with formation pack #$00AD in background #$29
DF/DB53: DC 00 58 DB          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/DB58
DF/DB57: FB                   Reset game, choose game

DF/DB58: FD 5B                Restore all HP
DF/DB5A: FD 5C                Restore all FP
DF/DB5C: A2 63                Set event flag memory address 00:708C Bit 3
DF/DB5E: F2 FE 28             <UNKNOWN COMMAND $F2>
DF/DB61: F2 FE 2A             <UNKNOWN COMMAND $F2>
DF/DB64: F2 FE 2C             <UNKNOWN COMMAND $F2>
DF/DB67: F2 FE AE             <UNKNOWN COMMAND $F2>
DF/DB6A: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/DB6C: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/DB6E: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/DB70: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/DB73: 71                   Lighten screen from black before following commands
DF/DB74: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/DB76: 56 04                Shift object up 64 pixels
DF/DB78: F0 0F                Duration: 15 frames
DF/DB7A: 60 55 AC 62          Run Dialogue $0C55 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SHY AWAY: Look what you did!
 Smilax's been whacked.<I><END>


DF/DB7E: 16 0C                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0C bytes)
   DF/DB80: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/DB81: 09                   Reset all object properties to default
   DF/DB82: F0 1F                Frame Duration: 31
   DF/DB84: 08 10 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/DB87: F0 0F                Frame Duration: 15
   DF/DB89: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/DB8C: F0 27                Duration: 39 frames
DF/DB8E: 60 56 AC 62          Run Dialogue $0C56 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SHY AWAY: 
 Oooh, I'm going to get it!<I>
 Queen Valentina told me to keep
 everyone out of Nimbus Land.<I>

 
            What should I do?<I><END>


DF/DB92: F0 17                Duration: 23 frames
DF/DB94: 60 57 AC 62          Run Dialogue $0C57 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SHY AWAY: ................................
         I know, I'll run away!<I><END>


DF/DB98: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/DB9A: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/DB9D: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/DB9F: 55 10                Shift object up-left 256 pixels
DF/DBA1: 17 F2 B1 02          Set Object: NPC #3 ---> Command: Set object to movement: $02B1
DF/DBA5: FE                   Return


EVENT [9FD] ------------------------------------------------------------>
DF/DBA6: F0 BF                Duration: 191 frames
DF/DBA8: 15 F2 4D 03          Set Object: NPC #1 ---> Command: Set object to movement: $034D
DF/DBAC: FE                   Return


EVENT [9FE] ------------------------------------------------------------>
DF/DBAD: DE 63 C6 DB          If event flag memory address 00:708C Bit 3 clear, jump to address $DF/DBC6
DF/DBB1: B0 0B 1B 00          Store #$001B to 00:7016
DF/DBB5: B0 0C 46 00          Store #$0046 to 00:7018
DF/DBB9: D1 42 00             Execute event id $0042
DF/DBBC: 68 FD 80 1A 16 40    Enter area: $00FD
                              MARIO will be at coords: (832,176) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/DBC2: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/DBC6: FE                   Return


EVENT [9FF] ------------------------------------------------------------>
DF/DBC7: B0 0B 1A 00          Store #$001A to 00:7016
DF/DBCB: B0 0C 16 00          Store #$0016 to 00:7018
DF/DBCF: D1 42 00             Execute event id $0042
DF/DBD2: 68 FE 80 1B 46 40    Enter area: $00FE
                              MARIO will be at coords: (864,560) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
DF/DBD8: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
DF/DBDC: FE                   Return


EVENT [A00] ------------------------------------------------------------>
DF/DBDD: 0C 0B                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0B bytes)
   DF/DBDF: D4 07                Start code block, repeat 7 times
   DF/DBE1: 10 44                Set transition flag, x8 speed
   DF/DBE3: 66 04                Shift object up 4 pixels
   DF/DBE5: 62 08                Shift object down 8 pixels
   DF/DBE7: 66 04                Shift object up 4 pixels
   DF/DBE9: D7                   End of code block
DF/DBEA: FE                   Return


EVENT [A01] ------------------------------------------------------------>
DF/DBEB: D8 27 8D 93          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/938D
DF/DBEF: 35 00                Disable Overworld Menu
DF/DBF1: FD 31                Screen doesn't move with MARIO
DF/DBF3: 31                   <UNKNOWN COMMAND $31>
DF/DBF4: 9C 04                Play sound effect #$04
DF/DBF6: 00 E2                Set Object: MARIO ---> Begin action queue for object (Length: 0x62 bytes) (Wait until complete)
   DF/DBF8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/DBFA: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/DBFB: C9 00                <UNKNOWN COMMAND $C9>
   DF/DBFD: E2                   <UNKNOWN COMMAND $E2>
   DF/DBFE: 00                   Set Bit 7 of current object (enable object visibility)
   DF/DBFF: 00                   Set Bit 7 of current object (enable object visibility)
   DF/DC00: 26 DC E2 01 00 2C DC E2 02 00 32 DC E2 03 00 38 <UNKNOWN COMMAND $26>
   DF/DC10: DC E2 04 00          If event flag memory address 00:705C Bit 2 clear, jump to address $DF/0004
   DF/DC14: 3E DC E2 05 00       <UNKNOWN COMMAND $3E: pointer to address $DF/0005>
   DF/DC19: 44                   <UNKNOWN COMMAND $44>
   DF/DC1A: DC E2 06 00          If event flag memory address 00:705C Bit 2 clear, jump to address $DF/0006
   DF/DC1E: 4A                   <UNKNOWN COMMAND $4A>
   DF/DC1F: DC 08 49 84          If event flag memory address 00:7041 Bit 0 clear, jump to address $DF/8449
   DF/DC23: D2 4D DC             Jump to address $DF/DC4D
   DF/DC26: 08 49 82             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DF/DC29: D2 4D DC             Jump to address $DF/DC4D
   DF/DC2C: 08 49 83             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/DC2F: D2 4D DC             Jump to address $DF/DC4D
   DF/DC32: 08 49 00             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/DC35: D2 4D DC             Jump to address $DF/DC4D
   DF/DC38: 08 49 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/DC3B: D2 4D DC             Jump to address $DF/DC4D
   DF/DC3E: 08 49 02             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/DC41: D2 4D DC             Jump to address $DF/DC4D
   DF/DC44: 08 49 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/DC47: D2 4D DC             Jump to address $DF/DC4D
   DF/DC4A: 08 49 01             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/DC4D: 0C 04                XOR Bits $4 of current object address 0A,x
   DF/DC4F: FD 0F 03             Object overlaps BG1 & BG2
   DF/DC52: 10 44                Set transition flag, x8 speed
   DF/DC54: 5A 10                Shift object up 256 pixels
   DF/DC56: 8A                   Object disappears?
   DF/DC57: 72                   Object faces down
   DF/DC58: 0B 04                Set Bits $4 of current object address 0A,x
DF/DC5A: 75                   Darken screen from normal before following commands
DF/DC5B: FD 4A                Save Game

EVENT [A02] ------------------------------------------------------------>
DF/DC5D: 35 00                Disable Overworld Menu
DF/DC5F: FD 31                Screen doesn't move with MARIO
DF/DC61: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/DC63: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/DC65: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/DC66: FD 0F 03             Object overlaps BG1 & BG2
   DF/DC69: 10 44                Set transition flag, x8 speed
DF/DC6B: 71                   Lighten screen from black before following commands
DF/DC6C: 00 99                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DF/DC6E: 08 49 00             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/DC71: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/DC73: 7F 00 00             Object jumps (with sound effect) #$0000 units
   DF/DC76: F0 00                Frame Duration: 0
   DF/DC78: 3D 76 DC             <UNKNOWN COMMAND $3D: pointer to address $DF/DC76>
   DF/DC7B: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/DC7E: 42                   <UNKNOWN COMMAND $42>
   DF/DC7F: F0 00                Frame Duration: 0
   DF/DC81: 3D 7F DC             <UNKNOWN COMMAND $3D: pointer to address $DF/DC7F>
   DF/DC84: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
DF/DC87: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/DC8B: FD 30                Screen moves with MARIO
DF/DC8D: 35 FF                Enable Overworld Menu
DF/DC8F: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/DC91: FE                   Return


EVENT [A03] ------------------------------------------------------------>
DF/DC92: DA 64 F5 DC          If event flag memory address 00:708C Bit 4 set, jump to address $DF/DCF5
DF/DC96: A2 64                Set event flag memory address 00:708C Bit 4
DF/DC98: A1 F9                Set event flag memory address 00:707F Bit 1
DF/DC9A: 9C 31                Play sound effect #$31
DF/DC9C: FD 31                Screen doesn't move with MARIO
DF/DC9E: F0 1F                Duration: 31 frames
DF/DCA0: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/DCA2: 80 1A 1D             Move object to on-screen coords: (848,232)
   DF/DCA5: 77                   Object faces up-right
DF/DCA6: F0 4F                Duration: 79 frames
DF/DCA8: 9C 7F                Play sound effect #$7F
DF/DCAA: 14 F8                Set Object: NPC #0 ---> Command: Show Object
DF/DCAC: 16 F2 0F 00          Set Object: NPC #2 ---> Command: Set object to movement: $000F
DF/DCB0: 9C 80                Play sound effect #$80
DF/DCB2: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/DCB4: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/DCB7: F0 3F                Frame Duration: 63
   DF/DCB9: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/DCBC: 0C 02                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes)
   DF/DCBE: 56 06                Shift object up 96 pixels
DF/DCC0: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/DCC2: F0 0F                Frame Duration: 15
   DF/DCC4: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DF/DCC7: F0 27                Duration: 39 frames
DF/DCC9: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DF/DCCB: 15 88                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/DCCD: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/DCD0: F0 3F                Frame Duration: 63
   DF/DCD2: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
DF/DCD5: F0 07                Duration: 7 frames
DF/DCD7: 9C 00                Play sound effect #$00
DF/DCD9: F0 2F                Duration: 47 frames
DF/DCDB: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/DCDD: 52 07                Shift object down 112 pixels
DF/DCDF: F0 0F                Duration: 15 frames
DF/DCE1: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/DCE3: F0 37                Frame Duration: 55
   DF/DCE5: 09                   Reset all object properties to default
DF/DCE6: 60 5A AC 42          Run Dialogue $0C5A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

        Wow! Did you see that?
       It's a magical beanstalk!<I>

        Hit the block once more
                to climb it.<I><END>


DF/DCEA: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/DCEC: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/DCF0: FD 30                Screen moves with MARIO
DF/DCF2: D2 4E DD             Jump to address $DF/DD4E
DF/DCF5: FD 31                Screen doesn't move with MARIO
DF/DCF7: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/DCF9: 13 01                Layering priority: Normal
DF/DCFB: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/DCFD: 13 01                Layering priority: Normal
DF/DCFF: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/DD01: 13 00                Layering priority: MARIO overlaps object
DF/DD03: 00 B2                Set Object: MARIO ---> Begin action queue for object (Length: 0x32 bytes) (Wait until complete)
   DF/DD05: 13 02                Layering priority: Object overlaps MARIO
   DF/DD07: FD 0F 03             Object overlaps BG1 & BG2
   DF/DD0A: 80 1A 1E             Move object to on-screen coords: (832,240)
   DF/DD0D: 77                   Object faces up-right
   DF/DD0E: F0 0F                Frame Duration: 15
   DF/DD10: 08 46 00             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/DD13: F0 17                Frame Duration: 23
   DF/DD15: 08 41 84             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/DD18: 0A 00                Store #$00 to current object address 0A,x
   DF/DD1A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/DD1C: FD 9E                <UNKNOWN COMMAND $9E>
   DF/DD1E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/DD1F: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/DD21: 20 07                <UNKNOWN COMMAND $20>
   DF/DD23: 24 80 01 80 01       <UNKNOWN COMMAND $24>
   DF/DD28: 25 00 0C 80 FF       <UNKNOWN COMMAND $25>
   DF/DD2D: F0 1E                Frame Duration: 30
   DF/DD2F: 21                   <UNKNOWN COMMAND $21>
   DF/DD30: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/DD32: 08 4E 0D             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DF/DD35: F0 17                Frame Duration: 23
DF/DD37: 0C 02                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes)
   DF/DD39: 56 06                Shift object up 96 pixels
DF/DD3B: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/DD3D: 08 46 07             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   DF/DD40: 20 01                <UNKNOWN COMMAND $20>
   DF/DD42: 24 20 00 00 00       <UNKNOWN COMMAND $24>
   DF/DD47: 56 0A                Shift object up 160 pixels
   DF/DD49: 21                   <UNKNOWN COMMAND $21>
DF/DD4A: 75                   Darken screen from normal before following commands
DF/DD4B: D0 1F 0E             Execute event id $0E1F subsequently
DF/DD4E: FE                   Return


EVENT [A04] ------------------------------------------------------------>
DF/DD4F: DA 67 61 DD          If event flag memory address 00:708C Bit 7 set, jump to address $DF/DD61
DF/DD53: 60 54 AC 42          Run Dialogue $0C54 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     You saw something sparkle.<I><END>


DF/DD57: A2 67                Set event flag memory address 00:708C Bit 7
DF/DD59: 9C 5E                Play sound effect #$5E
DF/DD5B: 53 01                Add 1 frog coins
DF/DD5D: 60 5B AC 42          Run Dialogue $0C5B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Found a Frog Coin!<I><END>


DF/DD61: FE                   Return


EVENT [A05] ------------------------------------------------------------>
DF/DD62: 9C 0E                Play sound effect #$0E
DF/DD64: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/DD66: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DF/DD68: 16 F2 0E 00          Set Object: NPC #2 ---> Command: Set object to movement: $000E
DF/DD6C: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DF/DD6E: 18 F2 8E 01          Set Object: NPC #4 ---> Command: Set object to movement: $018E
DF/DD72: FE                   Return


EVENT [A06] ------------------------------------------------------------>
DF/DD73: DA 68 8D DD          If event flag memory address 00:708D Bit 0 set, jump to address $DF/DD8D
DF/DD77: D1 54 0A             Execute event id $0A54
DF/DD7A: A2 68                Set event flag memory address 00:708D Bit 0
DF/DD7C: F2 E0 AC             <UNKNOWN COMMAND $F2>
DF/DD7F: F2 E0 B0             <UNKNOWN COMMAND $F2>
DF/DD82: F2 E0 2E             <UNKNOWN COMMAND $F2>
DF/DD85: 60 53 AC 42          Run Dialogue $0C53 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     Received a KerokeroCola!<I><END>


DF/DD89: 50 6C                Put item in inventory: #$6C (-KerokeroCola)
DF/DD8B: AA 28                Increment 00:70C8
DF/DD8D: FE                   Return


EVENT [A07] ------------------------------------------------------------>
DF/DD8E: DE 68 97 DD          If event flag memory address 00:708D Bit 0 clear, jump to address $DF/DD97
DF/DD92: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/DD94: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/DD97: 71                   Lighten screen from black before following commands
DF/DD98: D1 04 0E             Execute event id $0E04
DF/DD9B: DE CF A7 DD          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/DDA7
DF/DD9F: DA 68 A7 DD          If event flag memory address 00:708D Bit 0 set, jump to address $DF/DDA7
DF/DDA3: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/DDA5: 9C 95                Play sound effect #$95
DF/DDA7: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/DDA9: FE                   Return


EVENT [A08] ------------------------------------------------------------>
DF/DDAA: DC 3D B4 DD          If event flag memory address 00:7047 Bit 5 clear, jump to address $DF/DDB4
DF/DDAE: 68 95 81 16 4A AF    Enter area: $0195
                              MARIO will be at coords: (704,592) Z=240
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/DDB4: FE                   Return


EVENT [A09] ------------------------------------------------------------>
DF/DDB5: 68 64 80 02 11 60    Enter area: $0064
                              MARIO will be at coords: (80,136) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/DDBB: FE                   Return


EVENT [A0A] ------------------------------------------------------------>
DF/DDBC: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/DDBE: 10 44                Set transition flag, x8 speed
   DF/DDC0: 62 04                Shift object down 4 pixels
   DF/DDC2: 73                   Object faces down-left
DF/DDC3: 1F 04                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/DDC5: 10 44                Set transition flag, x8 speed
   DF/DDC7: 66 08                Shift object up 8 pixels
DF/DDC9: 20 84                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/DDCB: 10 44                Set transition flag, x8 speed
   DF/DDCD: 64 08                Shift object left 8 pixels
DF/DDCF: FD F0 95 3D D9 DD    <UNKNOWN COMMAND $F0: pointer to address $DF/DDD9
DF/DDD5: 1E F2 0E 00          Set Object: NPC #10 ---> Command: Set object to movement: $000E
DF/DDD9: FD F0 95 3F E3 DD    <UNKNOWN COMMAND $F0: pointer to address $DF/DDE3
DF/DDDF: 1F F2 0E 00          Set Object: NPC #11 ---> Command: Set object to movement: $000E
DF/DDE3: FD F0 95 41 ED DD    <UNKNOWN COMMAND $F0: pointer to address $DF/DDED
DF/DDE9: 20 F2 0E 00          Set Object: NPC #12 ---> Command: Set object to movement: $000E
DF/DDED: 40 0B 2A             Execute event id $2A0B simultaneously with the following commands
DF/DDF0: 71                   Lighten screen from black before following commands
DF/DDF1: FE                   Return


EVENT [A0B] ------------------------------------------------------------>
DF/DDF2: F0 00                Duration: 0 frames
DF/DDF4: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/DDF6: E2 00 00 08 DE       If value at 00:7000 = #$0000, jump to address $DF/DE08
DF/DDFB: E2 0C 00 03 DE       If value at 00:7000 = #$000C, jump to address $DF/DE03
DF/DE00: D2 F2 DD             Jump to address $DF/DDF2
DF/DE03: FD 31                Screen doesn't move with MARIO
DF/DE05: D2 F2 DD             Jump to address $DF/DDF2
DF/DE08: A2 69                Set event flag memory address 00:708D Bit 1
DF/DE0A: 68 64 80 14 18 68    Enter area: $0064
                              MARIO will be at coords: (640,192) Z=128
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
DF/DE10: FE                   Return


EVENT [A0C] ------------------------------------------------------------>
DF/DE11: DA 69 1B DE          If event flag memory address 00:708D Bit 1 set, jump to address $DF/DE1B
DF/DE15: 68 65 80 01 79 E0    Enter area: $0065
                              MARIO will be at coords: (48,968) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/DE1B: FE                   Return


EVENT [A0D] ------------------------------------------------------------>
DF/DE1C: 9C 0E                Play sound effect #$0E
DF/DE1E: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/DE20: 1A F8                Set Object: NPC #6 ---> Command: Show Object
DF/DE22: 1A F2 0E 00          Set Object: NPC #6 ---> Command: Set object to movement: $000E
DF/DE26: 1C F8                Set Object: NPC #8 ---> Command: Show Object
DF/DE28: 1C F2 8E 01          Set Object: NPC #8 ---> Command: Set object to movement: $018E
DF/DE2C: FE                   Return


EVENT [A0E] ------------------------------------------------------------>
DF/DE2D: DA 6A 5D DE          If event flag memory address 00:708D Bit 2 set, jump to address $DF/DE5D
DF/DE31: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/DE33: 10 41                Set transition flag, x2 speed
   DF/DE35: 56 02                Shift object up 32 pixels
   DF/DE37: 10 40                Set transition flag, x1 speed
DF/DE39: 9C 05                Play sound effect #$05
DF/DE3B: 1A F2 07 00          Set Object: NPC #6 ---> Command: Set object to movement: $0007
DF/DE3F: C7 10                <UNKNOWN COMMAND $C7>
DF/DE41: BA 0A                Store value at 00:7014 to 00:7000
DF/DE43: AD 60 02             Store #$0260 to 00:7000
DF/DE46: BB 0A                Store value at 00:7000 to 00:7014
DF/DE48: 9C 5E                Play sound effect #$5E
DF/DE4A: 3F 13 50 DE          <UNKNOWN COMMAND: pointer to address $DE50>
DF/DE4E: 53 01                Add 1 frog coins
DF/DE50: A2 6A                Set event flag memory address 00:708D Bit 2
DF/DE52: F2 C4 B4             <UNKNOWN COMMAND $F2>
DF/DE55: F2 C4 B8             <UNKNOWN COMMAND $F2>
DF/DE58: F2 C4 36             <UNKNOWN COMMAND $F2>
DF/DE5B: AA 28                Increment 00:70C8
DF/DE5D: FE                   Return


EVENT [A0F] ------------------------------------------------------------>
DF/DE5E: DE 5B 72 DE          If event flag memory address 00:708B Bit 3 clear, jump to address $DF/DE72
DF/DE62: DA 6B 72 DE          If event flag memory address 00:708D Bit 3 set, jump to address $DF/DE72
DF/DE66: A2 6B                Set event flag memory address 00:708D Bit 3
DF/DE68: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/DE6A: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/DE6C: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/DE6E: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/DE70: 91 1E                Play music: #$1E
DF/DE72: FE                   Return


EVENT [A10] ------------------------------------------------------------>
DF/DE73: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/DE75: 65 04                Shift object up-left 4 pixels
DF/DE77: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/DE79: 65 04                Shift object up-left 4 pixels
DF/DE7B: 17 02                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/DE7D: 67 04                Shift object up-right 4 pixels
DF/DE7F: 18 82                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/DE81: 67 04                Shift object up-right 4 pixels
DF/DE83: 71                   Lighten screen from black before following commands
DF/DE84: FE                   Return


EVENT [A11] ------------------------------------------------------------>
DF/DE85: 68 27 80 10 7B A0    Enter area: $0027
                              MARIO will be at coords: (528,984) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/DE8B: FE                   Return


EVENT [A12] ------------------------------------------------------------>
DF/DE8C: 68 27 80 0B 7D A5    Enter area: $0027
                              MARIO will be at coords: (368,1000) Z=80
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/DE92: FE                   Return


EVENT [A13] ------------------------------------------------------------>
DF/DE93: 9C 0E                Play sound effect #$0E
DF/DE95: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/DE97: 1D F8                Set Object: NPC #9 ---> Command: Show Object
DF/DE99: 1D F2 0E 00          Set Object: NPC #9 ---> Command: Set object to movement: $000E
DF/DE9D: FE                   Return


EVENT [A14] ------------------------------------------------------------>
DF/DE9E: DA 6C D6 DE          If event flag memory address 00:708D Bit 4 set, jump to address $DF/DED6
DF/DEA2: 1D 85                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/DEA4: FD 0F 03             Object overlaps BG1 & BG2
   DF/DEA7: 13 02                Layering priority: Object overlaps MARIO
DF/DEA9: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/DEAB: 10 41                Set transition flag, x2 speed
   DF/DEAD: 56 02                Shift object up 32 pixels
   DF/DEAF: 10 40                Set transition flag, x1 speed
DF/DEB1: 9C 05                Play sound effect #$05
DF/DEB3: 1D F2 07 00          Set Object: NPC #9 ---> Command: Set object to movement: $0007
DF/DEB7: C7 10                <UNKNOWN COMMAND $C7>
DF/DEB9: BA 0A                Store value at 00:7014 to 00:7000
DF/DEBB: AD 60 02             Store #$0260 to 00:7000
DF/DEBE: BB 0A                Store value at 00:7000 to 00:7014
DF/DEC0: 9C 5E                Play sound effect #$5E
DF/DEC2: 3F 13 C8 DE          <UNKNOWN COMMAND: pointer to address $DEC8>
DF/DEC6: 53 01                Add 1 frog coins
DF/DEC8: A2 6C                Set event flag memory address 00:708D Bit 4
DF/DECA: F2 23 BA             <UNKNOWN COMMAND $F2>
DF/DECD: F2 23 3C             <UNKNOWN COMMAND $F2>
DF/DED0: AA 28                Increment 00:70C8
DF/DED2: 1D 02                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/DED4: 13 01                Layering priority: Normal
DF/DED6: FE                   Return


EVENT [A15] ------------------------------------------------------------>
DF/DED7: 9C 0E                Play sound effect #$0E
DF/DED9: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/DEDB: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DF/DEDD: 18 F2 0E 00          Set Object: NPC #4 ---> Command: Set object to movement: $000E
DF/DEE1: 1A F8                Set Object: NPC #6 ---> Command: Show Object
DF/DEE3: 1A F2 8E 01          Set Object: NPC #6 ---> Command: Set object to movement: $018E
DF/DEE7: FE                   Return


EVENT [A16] ------------------------------------------------------------>
DF/DEE8: DA 6D 18 DF          If event flag memory address 00:708D Bit 5 set, jump to address $DF/DF18
DF/DEEC: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/DEEE: 10 41                Set transition flag, x2 speed
   DF/DEF0: 56 02                Shift object up 32 pixels
   DF/DEF2: 10 40                Set transition flag, x1 speed
DF/DEF4: 9C 05                Play sound effect #$05
DF/DEF6: 18 F2 07 00          Set Object: NPC #4 ---> Command: Set object to movement: $0007
DF/DEFA: C7 18                <UNKNOWN COMMAND $C7>
DF/DEFC: BA 0A                Store value at 00:7014 to 00:7000
DF/DEFE: AD 60 02             Store #$0260 to 00:7000
DF/DF01: BB 0A                Store value at 00:7000 to 00:7014
DF/DF03: 9C 5E                Play sound effect #$5E
DF/DF05: 3F 13 0B DF          <UNKNOWN COMMAND: pointer to address $DF0B>
DF/DF09: 53 01                Add 1 frog coins
DF/DF0B: A2 6D                Set event flag memory address 00:708D Bit 5
DF/DF0D: F2 FC B0             <UNKNOWN COMMAND $F2>
DF/DF10: F2 FC B4             <UNKNOWN COMMAND $F2>
DF/DF13: F2 FC 32             <UNKNOWN COMMAND $F2>
DF/DF16: AA 28                Increment 00:70C8
DF/DF18: FE                   Return


EVENT [A17] ------------------------------------------------------------>
DF/DF19: 9C 0E                Play sound effect #$0E
DF/DF1B: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/DF1D: 1C F8                Set Object: NPC #8 ---> Command: Show Object
DF/DF1F: 1C F2 0E 00          Set Object: NPC #8 ---> Command: Set object to movement: $000E
DF/DF23: 6A 64 82             Modify BGL of area $8264
DF/DF26: FE                   Return


EVENT [A18] ------------------------------------------------------------>
DF/DF27: DA 6E 3E DF          If event flag memory address 00:708D Bit 6 set, jump to address $DF/DF3E
DF/DF2B: D1 54 0A             Execute event id $0A54
DF/DF2E: A2 6E                Set event flag memory address 00:708D Bit 6
DF/DF30: F2 5D B9             <UNKNOWN COMMAND $F2>
DF/DF33: F2 5D 3B             <UNKNOWN COMMAND $F2>
DF/DF36: 60 53 AC 42          Run Dialogue $0C53 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     Received a KerokeroCola!<I><END>


DF/DF3A: 50 6C                Put item in inventory: #$6C (-KerokeroCola)
DF/DF3C: AA 28                Increment 00:70C8
DF/DF3E: FE                   Return


EVENT [A19] ------------------------------------------------------------>
DF/DF3F: F7                   <UNKNOWN COMMAND: check object maps?>
DF/DF40: D1 54 0A             Execute event id $0A54
DF/DF43: 60 53 AC 42          Run Dialogue $0C53 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     Received a KerokeroCola!<I><END>


DF/DF47: 50 6C                Put item in inventory: #$6C (-KerokeroCola)
DF/DF49: FE                   Return


EVENT [A1A] ------------------------------------------------------------>
DF/DF4A: B4 42                Store value at 00:70E2 to 00:7000
DF/DF4C: 1D 83                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/DF4E: FD 0F 03             Object overlaps BG1 & BG2
DF/DF51: DA 6F 5C DF          If event flag memory address 00:708D Bit 7 set, jump to address $DF/DF5C
DF/DF55: 60 10 AC D0          Run Dialogue $0C10 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

APPRENTICE: Golly!
 You're that famous Mario guy!<I>

 If I beat you, they'll make me
 Snifit <$00>!
 If I'm lucky!<I><END>


DF/DF59: D2 60 DF             Jump to address $DF/DF60
DF/DF5C: 60 13 AC D0          Run Dialogue $0C13 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

APPRENTICE: Mario!<I>
 Let me show you what I've learned
 in my classes so far.<I>

 I'll be Snifit <$00> if I beat you!
 ............maybe.<I><END>


DF/DF60: 4A 97 00 0A          Engage in battle with formation pack #$0097 in background #$0A
DF/DF64: D8 01 78 DF          If event flag memory address 00:7040 Bit 1 set, jump to address $DF/DF78
DF/DF68: D8 00 7E DF          If event flag memory address 00:7040 Bit 0 set, jump to address $DF/DF7E
DF/DF6C: 71                   Lighten screen from black before following commands
DF/DF6D: A2 6F                Set event flag memory address 00:708D Bit 7
DF/DF6F: 60 11 AC D0          Run Dialogue $0C11 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

APPRENTICE: Whaaa......
 Now they'll make me take the
 training course over again.<I><END>


DF/DF73: 1D F3 53 03          Set Object: NPC #9 ---> Command: Set object to movement: $0353
DF/DF77: FE                   Return

DF/DF78: 1D F4 02 00          Set Object: NPC #9 ---> Command: UNKNOWN COMMAND $F4: movement $0002
DF/DF7C: 71                   Lighten screen from black before following commands
DF/DF7D: FE                   Return

DF/DF7E: FD 9F                Stop music playback
DF/DF80: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/DF82: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/DF85: 73                   Object faces down-left
DF/DF86: A6 6F                Clear event flag memory address 00:708D Bit 7
DF/DF88: B4 42                Store value at 00:70E2 to 00:7000
DF/DF8A: 71                   Lighten screen from black before following commands
DF/DF8B: 60 12 AC D0          Run Dialogue $0C12 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

APPRENTICE: All right!
 Now I'll be Snifit <$00>!<I><END>


DF/DF8F: 1D F3 53 03          Set Object: NPC #9 ---> Command: Set object to movement: $0353
DF/DF93: AA 42                Increment 00:70E2
DF/DF95: B4 42                Store value at 00:70E2 to 00:7000
DF/DF97: E2 05 00 BB DF       If value at 00:7000 = #$0005, jump to address $DF/DFBB
DF/DF9C: E2 06 00 C1 DF       If value at 00:7000 = #$0006, jump to address $DF/DFC1
DF/DFA1: E2 07 00 C7 DF       If value at 00:7000 = #$0007, jump to address $DF/DFC7
DF/DFA6: E2 08 00 CD DF       If value at 00:7000 = #$0008, jump to address $DF/DFCD
DF/DFAB: E2 09 00 D3 DF       If value at 00:7000 = #$0009, jump to address $DF/DFD3
DF/DFB0: F0 0F                Duration: 15 frames
DF/DFB2: 00 F3 80 01          Set Object: MARIO ---> Command: Set object to movement: $0180
DF/DFB6: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/DFBA: FE                   Return

DF/DFBB: F2 C6 A8             <UNKNOWN COMMAND $F2>
DF/DFBE: D2 B0 DF             Jump to address $DF/DFB0
DF/DFC1: F2 C6 AA             <UNKNOWN COMMAND $F2>
DF/DFC4: D2 B0 DF             Jump to address $DF/DFB0
DF/DFC7: F2 C6 AC             <UNKNOWN COMMAND $F2>
DF/DFCA: D2 B0 DF             Jump to address $DF/DFB0
DF/DFCD: F2 C6 AE             <UNKNOWN COMMAND $F2>
DF/DFD0: D2 B0 DF             Jump to address $DF/DFB0
DF/DFD3: F2 C6 B0             <UNKNOWN COMMAND $F2>
DF/DFD6: F2 95 3B             <UNKNOWN COMMAND $F2>
DF/DFD9: D2 B0 DF             Jump to address $DF/DFB0

EVENT [A1B] ------------------------------------------------------------>
DF/DFDC: 60 14 AC D0          Run Dialogue $0C14 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 4: After years of
 hard work and effort, I'm now
 Snifit 4!<I>

 
     I'll wear the number proudly!<I><END>


DF/DFE0: FE                   Return


EVENT [A1C] ------------------------------------------------------------>
DF/DFE1: 60 15 AC D0          Run Dialogue $0C15 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 5: Phew...!<I>
 I've been training to become one
 of Booster's Snifits for 3 years!<I><END>


DF/DFE5: FE                   Return


EVENT [A1D] ------------------------------------------------------------>
DF/DFE6: 60 16 AC D0          Run Dialogue $0C16 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 6: If only Ma and Pa could
 see me now.<I><END>


DF/DFEA: FE                   Return


EVENT [A1E] ------------------------------------------------------------>
DF/DFEB: 60 17 AC D0          Run Dialogue $0C17 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 7:
     Yee haw!<I>
          Hurrah!
               I'm a Snifit!<I>


         ......I'm..speechless!<I><END>


DF/DFEF: FE                   Return


EVENT [A1F] ------------------------------------------------------------>
DF/DFF0: D8 18 FB DF          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/DFFB
DF/DFF4: 60 18 AC D0          Run Dialogue $0C18 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

APPRENTICE: Shriek!
 The boss only wants 7 Snifits!<I>
 All my training was in vain!<I>


               What a rip!<I><END>


DF/DFF8: A0 18                Set event flag memory address 00:7043 Bit 0
DF/DFFA: FE                   Return

DF/DFFB: 60 19 AC D0          Run Dialogue $0C19 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

APPRENTICE: Harrumph!
 I'm off to the arcade!<I><END>


DF/DFFF: FE                   Return


EVENT [A20] ------------------------------------------------------------>
DF/E000: F0 00                Duration: 0 frames
DF/E002: 3D 0A E0             <UNKNOWN COMMAND: pointer to address $E00A>
DF/E005: A4 26                Clear event flag memory address 00:7044 Bit 6
DF/E007: D2 00 E0             Jump to address $DF/E000
DF/E00A: A0 26                Set event flag memory address 00:7044 Bit 6
DF/E00C: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
DF/E00E: E2 06 00 3B E0       If value at 00:7000 = #$0006, jump to address $DF/E03B
DF/E013: E2 05 00 3B E0       If value at 00:7000 = #$0005, jump to address $DF/E03B
DF/E018: E2 04 00 3B E0       If value at 00:7000 = #$0004, jump to address $DF/E03B
DF/E01D: E2 03 00 34 E0       If value at 00:7000 = #$0003, jump to address $DF/E034
DF/E022: E2 02 00 34 E0       If value at 00:7000 = #$0002, jump to address $DF/E034
DF/E027: E2 01 00 34 E0       If value at 00:7000 = #$0001, jump to address $DF/E034
DF/E02C: E2 00 00 34 E0       If value at 00:7000 = #$0000, jump to address $DF/E034
DF/E031: D2 00 E0             Jump to address $DF/E000
DF/E034: 68 EE 80 0F 0A A0    Enter area: $00EE
                              MARIO will be at coords: (480,80) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/E03A: FE                   Return

DF/E03B: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E03D: FD 0F 00             Object overlaps <UNKNOWN>
   DF/E040: 13 00                Layering priority: MARIO overlaps object
DF/E042: D2 00 E0             Jump to address $DF/E000

EVENT [A21] ------------------------------------------------------------>
DF/E045: A0 18                Set event flag memory address 00:7043 Bit 0
DF/E047: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/E049: FE                   Return


EVENT [A22] ------------------------------------------------------------>
DF/E04A: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/E04C: A0 19                Set event flag memory address 00:7043 Bit 1
DF/E04E: FE                   Return


EVENT [A23] ------------------------------------------------------------>
DF/E04F: A8 20 ED             Store #$ED to 00:70C0
DF/E052: DE 7C 5A E0          If event flag memory address 00:708F Bit 4 clear, jump to address $DF/E05A
DF/E056: 15 F3 B2 02          Set Object: NPC #1 ---> Command: Set object to movement: $02B2
DF/E05A: DC 27 64 E0          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/E064
DF/E05E: D1 51 00             Execute event id $0051
DF/E061: D2 65 E0             Jump to address $DF/E065
DF/E064: 71                   Lighten screen from black before following commands
DF/E065: D1 04 0E             Execute event id $0E04
DF/E068: DE CF 74 E0          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/E074
DF/E06C: DA 7C 74 E0          If event flag memory address 00:708F Bit 4 set, jump to address $DF/E074
DF/E070: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/E072: 9C 95                Play sound effect #$95
DF/E074: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/E076: FE                   Return


EVENT [A24] ------------------------------------------------------------>
DF/E077: DA 7F 3A E1          If event flag memory address 00:708F Bit 7 set, jump to address $DF/E13A
DF/E07B: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E07D: 10 80                Set sequence flag, x1 speed
   DF/E07F: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/E082: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E084: 10 80                Set sequence flag, x1 speed
   DF/E086: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/E089: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E08B: FD 9E                <UNKNOWN COMMAND $9E>
   DF/E08D: 1D                   <UNKNOWN COMMAND $1D>
DF/E08E: F0 0F                Duration: 15 frames
DF/E090: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/E092: D4 01                Start code block, repeat 1 times
   DF/E094: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/E097: F0 0F                Frame Duration: 15
   DF/E099: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/E09C: F0 0F                Frame Duration: 15
   DF/E09E: D7                   End of code block
DF/E09F: 9C 00                Play sound effect #$00
DF/E0A1: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E0A3: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/E0A6: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E0A8: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/E0AB: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/E0AD: 09                   Reset all object properties to default
   DF/E0AE: 77                   Object faces up-right
DF/E0AF: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/E0B1: 80 04 45             Move object to on-screen coords: (144,552)
DF/E0B4: F0 0F                Duration: 15 frames
DF/E0B6: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/E0B8: 10 80                Set sequence flag, x1 speed
   DF/E0BA: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/E0BD: FD 9E                <UNKNOWN COMMAND $9E>
   DF/E0BF: 1D                   <UNKNOWN COMMAND $1D>
DF/E0C0: 60 4E AC 22          Run Dialogue $0C4E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

              It's Mario!<I><END>


DF/E0C4: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/E0C6: FD 9E                <UNKNOWN COMMAND $9E>
   DF/E0C8: 00                   Set Bit 7 of current object (enable object visibility)
   DF/E0C9: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/E0CC: F0 0F                Duration: 15 frames
DF/E0CE: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/E0D0: 10 80                Set sequence flag, x1 speed
   DF/E0D2: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/E0D5: FD 9E                <UNKNOWN COMMAND $9E>
   DF/E0D7: 1D                   <UNKNOWN COMMAND $1D>
DF/E0D8: 60 4E AC 22          Run Dialogue $0C4E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

              It's Mario!<I><END>


DF/E0DC: 16 86                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/E0DE: FD 9E                <UNKNOWN COMMAND $9E>
   DF/E0E0: 00                   Set Bit 7 of current object (enable object visibility)
   DF/E0E1: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/E0E4: F0 0F                Duration: 15 frames
DF/E0E6: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E0E8: 10 80                Set sequence flag, x1 speed
   DF/E0EA: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/E0ED: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E0EF: 10 80                Set sequence flag, x1 speed
   DF/E0F1: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/E0F4: 9C 1D                Play sound effect #$1D
DF/E0F6: 60 58 AC 22          Run Dialogue $0C58 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

         How did he get here?!<I><END>


DF/E0FA: 9C 00                Play sound effect #$00
DF/E0FC: F0 0F                Duration: 15 frames
DF/E0FE: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E100: 10 80                Set sequence flag, x1 speed
   DF/E102: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/E105: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E107: 10 80                Set sequence flag, x1 speed
   DF/E109: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/E10C: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E10E: FD 9E                <UNKNOWN COMMAND $9E>
   DF/E110: 1D                   <UNKNOWN COMMAND $1D>
DF/E111: 00 F2 5D 03          Set Object: MARIO ---> Command: Set object to movement: $035D
DF/E115: 0C F2 5E 03          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $035E
DF/E119: 60 4F AC 22          Run Dialogue $0C4F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

       We better do something!<I><END>


DF/E11D: 4A AE 00 12          Engage in battle with formation pack #$00AE in background #$12
DF/E121: 00 F2 0F 00          Set Object: MARIO ---> Command: Set object to movement: $000F
DF/E125: 0C F2 0F 00          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $000F
DF/E129: DC 00 2E E1          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/E12E
DF/E12D: FB                   Reset game, choose game

DF/E12E: FD 5B                Restore all HP
DF/E130: FD 5C                Restore all FP
DF/E132: A2 7F                Set event flag memory address 00:708F Bit 7
DF/E134: 68 B1 81 07 6A EA    Enter area: $01B1
                              MARIO will be at coords: (224,848) Z=160
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
DF/E13A: FE                   Return


EVENT [A25] ------------------------------------------------------------>
DF/E13B: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/E13D: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/E13F: FE                   Return


EVENT [A26] ------------------------------------------------------------>
DF/E140: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/E142: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/E144: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/E146: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/E148: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/E14A: A4 2D                Clear event flag memory address 00:7045 Bit 5
DF/E14C: A4 2E                Clear event flag memory address 00:7045 Bit 6
DF/E14E: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/E150: A4 30                Clear event flag memory address 00:7046 Bit 0
DF/E152: A4 31                Clear event flag memory address 00:7046 Bit 1
DF/E154: A5 20                Clear event flag memory address 00:7064 Bit 0
DF/E156: A5 21                Clear event flag memory address 00:7064 Bit 1
DF/E158: A5 22                Clear event flag memory address 00:7064 Bit 2
DF/E15A: A5 23                Clear event flag memory address 00:7064 Bit 3
DF/E15C: A8 3A 00             Store #$00 to 00:70DA
DF/E15F: A8 3B 00             Store #$00 to 00:70DB
DF/E162: A8 3C 00             Store #$00 to 00:70DC
DF/E165: A8 3D 00             Store #$00 to 00:70DD
DF/E168: DC 38 7D E1          If event flag memory address 00:7047 Bit 0 clear, jump to address $DF/E17D
DF/E16C: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/E16E: 01                   Clear Bit 7 of current object (disable object visibility)
DF/E16F: 71                   Lighten screen from black before following commands
DF/E170: FD 31                Screen doesn't move with MARIO
DF/E172: 00 F3 E2 01          Set Object: MARIO ---> Command: Set object to movement: $01E2
DF/E176: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/E17A: FD 30                Screen moves with MARIO
DF/E17C: FE                   Return

DF/E17D: 71                   Lighten screen from black before following commands
DF/E17E: FE                   Return


EVENT [A27] ------------------------------------------------------------>
DF/E17F: 9C 0E                Play sound effect #$0E
DF/E181: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/E183: 15 F8                Set Object: NPC #1 ---> Command: Show Object
DF/E185: 15 F2 0E 00          Set Object: NPC #1 ---> Command: Set object to movement: $000E
DF/E189: 17 F8                Set Object: NPC #3 ---> Command: Show Object
DF/E18B: 17 F2 8E 01          Set Object: NPC #3 ---> Command: Set object to movement: $018E
DF/E18F: FE                   Return


EVENT [A28] ------------------------------------------------------------>
DF/E190: DA 7C BA E1          If event flag memory address 00:708F Bit 4 set, jump to address $DF/E1BA
DF/E194: 9C 05                Play sound effect #$05
DF/E196: 10 F2 07 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0007
DF/E19A: C7 18                <UNKNOWN COMMAND $C7>
DF/E19C: 9C 0E                Play sound effect #$0E
DF/E19E: 3F 01 BA E1          <UNKNOWN COMMAND: pointer to address $E1BA>
DF/E1A2: FD 5B                Restore all HP
DF/E1A4: FD 5C                Restore all FP
DF/E1A6: B0 10 08 00          Store #$0008 to 00:7020
DF/E1AA: 44 03 BC             <UNKNOWN COMMAND $44>
DF/E1AD: A2 7C                Set event flag memory address 00:708F Bit 4
DF/E1AF: AA 28                Increment 00:70C8
DF/E1B1: F2 ED AA             <UNKNOWN COMMAND $F2>
DF/E1B4: F2 ED AE             <UNKNOWN COMMAND $F2>
DF/E1B7: F2 ED 2C             <UNKNOWN COMMAND $F2>
DF/E1BA: FE                   Return


EVENT [A29] ------------------------------------------------------------>
DF/E1BB: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E1BD: 13 00                Layering priority: MARIO overlaps object
   DF/E1BF: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/E1C2: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E1C4: 13 00                Layering priority: MARIO overlaps object
   DF/E1C6: 08 48 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DF/E1C9: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E1CB: 13 00                Layering priority: MARIO overlaps object
   DF/E1CD: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/E1D0: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E1D2: 13 00                Layering priority: MARIO overlaps object
   DF/E1D4: 08 48 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DF/E1D7: 18 09                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/E1D9: 13 02                Layering priority: Object overlaps MARIO
   DF/E1DB: 62 04                Shift object down 4 pixels
   DF/E1DD: 64 04                Shift object left 4 pixels
   DF/E1DF: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/E1E2: 19 07                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/E1E4: 13 00                Layering priority: MARIO overlaps object
   DF/E1E6: 60 0C                Shift object right 12 pixels
   DF/E1E8: 08 48 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
DF/E1EB: 1A 09                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/E1ED: 13 00                Layering priority: MARIO overlaps object
   DF/E1EF: 64 08                Shift object left 8 pixels
   DF/E1F1: 62 01                Shift object down 1 pixels
   DF/E1F3: 08 48 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
DF/E1F6: 71                   Lighten screen from black before following commands
DF/E1F7: FE                   Return


EVENT [A2A] ------------------------------------------------------------>
DF/E1F8: DA 64 00 E2          If event flag memory address 00:708C Bit 4 set, jump to address $DF/E200
DF/E1FC: 4B 27 C0             Lead to World Map Point $C027
DF/E1FF: FE                   Return

DF/E200: 4B 2D C0             Lead to World Map Point $C02D
DF/E203: FE                   Return


EVENT [A2B] ------------------------------------------------------------>
DF/E204: DA 7E 03 E3          If event flag memory address 00:708F Bit 6 set, jump to address $DF/E303
DF/E208: A2 7E                Set event flag memory address 00:708F Bit 6
DF/E20A: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/E20C: 75                   Object faces up-left
DF/E20D: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/E20F: 80 05 4B             Move object to on-screen coords: (176,600)
DF/E212: F0 0F                Duration: 15 frames
DF/E214: 21 8C                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/E216: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/E217: F0 0F                Frame Duration: 15
   DF/E219: 71                   Object faces down-right
   DF/E21A: F0 0F                Frame Duration: 15
   DF/E21C: 10 80                Set sequence flag, x1 speed
   DF/E21E: 10 45                Set transition flag, 1/2 speed
   DF/E220: 51 02                Shift object down-right 32 pixels
DF/E222: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E224: 60 9F AC 62          Run Dialogue $0C9F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FACTORY CHIEF: Mario!
 I'm surprised to see you here.<I><END>


DF/E228: 21 88                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/E22A: 10 40                Set transition flag, x1 speed
   DF/E22C: 10 81                Set sequence flag, x2 speed
   DF/E22E: 43                   <UNKNOWN COMMAND $43>
   DF/E22F: 63 08                Shift object down-left 8 pixels
   DF/E231: 71                   Object faces down-right
DF/E232: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E234: 60 A0 AC 62          Run Dialogue $0CA0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FACTORY CHIEF: But this is the
 end of the line for you.<I>
 This is the closest you'll ever get
 to Smithy, so savor the moment.<I><END>


DF/E238: 21 8A                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/E23A: 10 41                Set transition flag, x2 speed
   DF/E23C: 10 83                Set sequence flag, x4 speed
   DF/E23E: 47                   <UNKNOWN COMMAND $47>
   DF/E23F: 67 0A                Shift object up-right 10 pixels
   DF/E241: 55 02                Shift object up-left 32 pixels
   DF/E243: 71                   Object faces down-right
DF/E244: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E246: 60 A1 AC 62          Run Dialogue $0CA1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

FACTORY CHIEF: Harrumph!
 You'll be fodder for my incredible
 invention, the Gunyolk!<I><END>


DF/E24A: 4A 95 00 30          Engage in battle with formation pack #$0095 in background #$30
DF/E24E: DC 00 53 E2          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/E253
DF/E252: FB                   Reset game, choose game

DF/E253: FD 5B                Restore all HP
DF/E255: FD 5C                Restore all FP
DF/E257: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/E259: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/E25B: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/E25D: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/E25F: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/E261: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/E263: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/E265: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
DF/E267: 23 F8                Set Object: NPC #15 ---> Command: Show Object
DF/E269: F2 D6 29             <UNKNOWN COMMAND $F2>
DF/E26C: F2 D6 2B             <UNKNOWN COMMAND $F2>
DF/E26F: F2 D6 2D             <UNKNOWN COMMAND $F2>
DF/E272: F2 D6 2F             <UNKNOWN COMMAND $F2>
DF/E275: F2 D6 31             <UNKNOWN COMMAND $F2>
DF/E278: F2 D6 33             <UNKNOWN COMMAND $F2>
DF/E27B: F2 D6 35             <UNKNOWN COMMAND $F2>
DF/E27E: F2 D6 43             <UNKNOWN COMMAND $F2>
DF/E281: F2 D6 C7             <UNKNOWN COMMAND $F2>
DF/E284: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/E286: 82 0A 5B             Place object at on-screen coords: (336,728)
   DF/E289: 10 44                Set transition flag, x8 speed
   DF/E28B: 66 08                Shift object up 8 pixels
   DF/E28D: 75                   Object faces up-left
   DF/E28E: 10 40                Set transition flag, x1 speed
DF/E290: 71                   Lighten screen from black before following commands
DF/E291: 20 F7                Set Object: NPC #12 ---> Command: <UNKNOWN COMMAND $F7>
DF/E293: 20 84                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/E295: 10 80                Set sequence flag, x1 speed
   DF/E297: 55 03                Shift object up-left 48 pixels
DF/E299: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E29B: 60 BD AC 62          Run Dialogue $0CBD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Hmm......<I>
 The production line hasn't halted.<I><END>


DF/E29F: 20 84                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/E2A1: 73                   Object faces down-left
   DF/E2A2: F0 07                Frame Duration: 7
   DF/E2A4: 71                   Object faces down-right
DF/E2A5: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E2A7: 60 C2 AC 62          Run Dialogue $0CC2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Look Mario, this is where the
 weapons come from.<I><END>


DF/E2AB: 20 01                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/E2AD: 75                   Object faces up-left
DF/E2AE: 0C 8A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/E2B0: 10 41                Set transition flag, x2 speed
   DF/E2B2: 80 00 39             Move object to on-screen coords: (16,456)
   DF/E2B5: F0 9F                Frame Duration: 159
   DF/E2B7: 80 05 4B             Move object to on-screen coords: (176,600)
DF/E2BA: F0 1F                Duration: 31 frames
DF/E2BC: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E2BE: 60 BE 2C 62          Run Dialogue $0CBE
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: This must be where Smithy
 makes his weapons.<I>

 To find the last Star Piece and
 stop the factory, we've got to
 defeat him first.<I><END>


DF/E2C2: FD 61                <UNKNOWN COMMAND $FD 61>
DF/E2C4: 20 F3 56 03          Set Object: NPC #12 ---> Command: Set object to movement: $0356
DF/E2C8: 65                   <UNKNOWN COMMAND $65>
DF/E2C9: 20 84                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/E2CB: 71                   Object faces down-right
   DF/E2CC: F0 0F                Frame Duration: 15
   DF/E2CE: 09                   Reset all object properties to default
DF/E2CF: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E2D1: 60 BF AC 62          Run Dialogue $0CBF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Mario...
 There's no turning back now.
 Are you ready?<I><END>


DF/E2D5: A8 0E 20             Store #$20 to 00:70AE
DF/E2D8: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/E2DC: F0 2F                Duration: 47 frames
DF/E2DE: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E2E0: 60 C0 AC 62          Run Dialogue $0CC0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Our quest is almost over.<I><END>


DF/E2E4: 20 05                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E2E6: F0 3F                Frame Duration: 63
   DF/E2E8: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DF/E2EB: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E2ED: 60 C1 AC 62          Run Dialogue $0CC1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: And when the time comes......<I><END>


DF/E2F1: F0 4F                Duration: 79 frames
DF/E2F3: 20 81                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/E2F5: 09                   Reset all object properties to default
DF/E2F6: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E2F8: 60 8C AC 62          Run Dialogue $0C8C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Come on!
 Let's get this show on the road.<I><END>


DF/E2FC: 20 85                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/E2FE: 10 40                Set transition flag, x1 speed
   DF/E300: 51 03                Shift object down-right 48 pixels
   DF/E302: 01                   Clear Bit 7 of current object (disable object visibility)
DF/E303: FE                   Return


EVENT [A2C] ------------------------------------------------------------>
DF/E304: DA 7D 4C E3          If event flag memory address 00:708F Bit 5 set, jump to address $DF/E34C
DF/E308: A2 7D                Set event flag memory address 00:708F Bit 5
DF/E30A: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/E30C: 10 41                Set transition flag, x2 speed
   DF/E30E: 56 02                Shift object up 32 pixels
   DF/E310: 10 40                Set transition flag, x1 speed
DF/E312: 10 F2 07 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0007
DF/E316: F0 05                Duration: 5 frames
DF/E318: 1C 11                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x11 bytes)
   DF/E31A: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DF/E31D: 13 02                Layering priority: Object overlaps MARIO
   DF/E31F: F0 01                Frame Duration: 1
   DF/E321: 82 15 32             Place object at on-screen coords: (672,400)
   DF/E324: 64 05                Shift object left 5 pixels
   DF/E326: F0 17                Frame Duration: 23
   DF/E328: 82 00 00             Place object at on-screen coords: (0,0)
DF/E32B: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   DF/E32D: F0 00                Frame Duration: 0
   DF/E32F: 3D 2D E3             <UNKNOWN COMMAND $3D: pointer to address $DF/E32D>
   DF/E332: FE                   Return Queue

DF/E333: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/E335: F0 0F                Duration: 15 frames
DF/E337: 00 F2 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/E33B: F0 07                Duration: 7 frames
DF/E33D: 9C 55                Play sound effect #$55
DF/E33F: 60 59 AC 22          Run Dialogue $0C59 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

        Got an Ultra Hammer!<I><END>


DF/E343: 50 1C                Put item in inventory: #$1C (Ultra Hammer)
DF/E345: F0 00                Duration: 0 frames
DF/E347: FD 33 00 45 E3       If Bit 5 of 00:6006 set, jump to address $DF/E345
DF/E34C: FE                   Return


EVENT [A2D] ------------------------------------------------------------>
DF/E34D: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E34F: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/E352: 71                   Lighten screen from black before following commands
DF/E353: FE                   Return


EVENT [A2E] ------------------------------------------------------------>
DF/E354: FD 31                Screen doesn't move with MARIO
DF/E356: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E358: 80 05 14             Move object to on-screen coords: (160,160)
DF/E35B: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E35D: 10 45                Set transition flag, 1/2 speed
   DF/E35F: 47                   <UNKNOWN COMMAND $47>
   DF/E360: 67 08                Shift object up-right 8 pixels
DF/E362: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/E364: 80 0A 2F             Move object to on-screen coords: (336,376)
   DF/E367: 75                   Object faces up-left
DF/E368: 60 B0 AC 62          Run Dialogue $0CB0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CLERK: 
 Production is on schedule?<I>

 This, despite the fact that Mack,
 Bowyer, Yaridovich, and the Axem
 Rangers were defeated.<I>
 At this rate, Smithy will have a
 new army in no time!<I><END>


DF/E36C: 1D FE                Set Object: NPC #9 ---> Command: End object queue
DF/E36E: 0C FE                Set Object: BG1,2,3 + MARIO + NPC ---> Command: End object queue
DF/E370: 1C F7                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $F7>
DF/E372: 1C 86                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/E374: 46                   <UNKNOWN COMMAND $46>
   DF/E375: 65 08                Shift object up-left 8 pixels
   DF/E377: 08 49 88             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
DF/E37A: 60 B1 2C 60          Run Dialogue $0CB1
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: A...new army?<I>

 You can't be making more weapons!
 Haven't you caused enough trouble
 already?<I><END>


DF/E37E: FD 61                <UNKNOWN COMMAND $FD 61>
DF/E380: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/E382: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DF/E385: 65                   <UNKNOWN COMMAND $65>
DF/E386: 1D 8B                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/E388: 10 40                Set transition flag, x1 speed
   DF/E38A: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/E38D: 43                   <UNKNOWN COMMAND $43>
   DF/E38E: 63 04                Shift object down-left 4 pixels
   DF/E390: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/E393: 1C 02                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/E395: 75                   Object faces up-left
   DF/E396: 09                   Reset all object properties to default
DF/E397: 60 B4 AC 62          Run Dialogue $0CB4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CLERK: 
 Oh yeah?! Who are you?<I><END>


DF/E39B: 1C 86                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/E39D: 73                   Object faces down-left
   DF/E39E: F0 0F                Frame Duration: 15
   DF/E3A0: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
DF/E3A3: 60 B5 2C 60          Run Dialogue $0CB5
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: This is THE Mario!<I>

 Give up now, while you still have
 a chance!<I>

 Shut down production NOW,
 or he'll...STOMP ya!<I><END>


DF/E3A7: FD 61                <UNKNOWN COMMAND $FD 61>
DF/E3A9: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E3AB: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DF/E3AE: FD 61                <UNKNOWN COMMAND $FD 61>
DF/E3B0: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/E3B2: 09                   Reset all object properties to default
   DF/E3B3: 75                   Object faces up-left
DF/E3B4: 65                   <UNKNOWN COMMAND $65>
DF/E3B5: F0 0F                Duration: 15 frames
DF/E3B7: 1C 01                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/E3B9: 09                   Reset all object properties to default
DF/E3BA: 1D 02                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/E3BC: 65 0C                Shift object up-left 12 pixels
DF/E3BE: 60 B2 AC 62          Run Dialogue $0CB2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CLERK: What did you say, you
 little puff ball?
 Mad Mallet! TRASH 'em!<I><END>


DF/E3C2: 1A 06                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/E3C4: 10 41                Set transition flag, x2 speed
   DF/E3C6: 10 83                Set sequence flag, x4 speed
   DF/E3C8: 51 04                Shift object down-right 64 pixels
DF/E3CA: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/E3CC: 10 41                Set transition flag, x2 speed
   DF/E3CE: 10 83                Set sequence flag, x4 speed
   DF/E3D0: 51 04                Shift object down-right 64 pixels
DF/E3D2: 4A 96 00 30          Engage in battle with formation pack #$0096 in background #$30
DF/E3D6: DC 00 DB E3          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/E3DB
DF/E3DA: FB                   Reset game, choose game

DF/E3DB: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/E3DD: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/E3DF: F2 D5 35             <UNKNOWN COMMAND $F2>
DF/E3E2: F2 D5 37             <UNKNOWN COMMAND $F2>
DF/E3E5: 1D 88                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/E3E7: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DF/E3EA: 65 01                Shift object up-left 1 pixels
   DF/E3EC: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/E3EF: 71                   Lighten screen from black before following commands
DF/E3F0: 1D 02                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/E3F2: 61 0C                Shift object down-right 12 pixels
DF/E3F4: F0 0F                Duration: 15 frames
DF/E3F6: 60 B3 AC 62          Run Dialogue $0CB3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CLERK: All right, let's see
 whatcha got!<I><END>


DF/E3FA: 4A 92 00 30          Engage in battle with formation pack #$0092 in background #$30
DF/E3FE: DC 00 03 E4          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/E403
DF/E402: FB                   Reset game, choose game

DF/E403: FD 5B                Restore all HP
DF/E405: FD 5C                Restore all FP
DF/E407: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/E409: F2 D5 3B             <UNKNOWN COMMAND $F2>
DF/E40C: 68 96 81 0A 2F A5    Enter area: $0196
                              MARIO will be at coords: (336,376) Z=80
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/E412: FE                   Return


EVENT [A2F] ------------------------------------------------------------>
DF/E413: DA 89 0D E5          If event flag memory address 00:7091 Bit 1 set, jump to address $DF/E50D
DF/E417: A2 89                Set event flag memory address 00:7091 Bit 1
DF/E419: F0 00                Duration: 0 frames
DF/E41B: 3D 19 E4             <UNKNOWN COMMAND: pointer to address $E419>
DF/E41E: 1B F7                Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $F7>
DF/E420: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/E422: F0 1F                Frame Duration: 31
   DF/E424: 7D                   Object faces down-left
   DF/E425: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
DF/E427: 05 10                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x10 bytes)
   DF/E429: 40                   <UNKNOWN COMMAND $40>
   DF/E42A: 80 01 0D             Move object to on-screen coords: (48,104)
   DF/E42D: 1B                   <UNKNOWN COMMAND $1B>
   DF/E42E: 8E                   <UNKNOWN COMMAND $8E>
   DF/E42F: 0A 00                Store #$00 to current object address 0A,x
   DF/E431: 09                   Reset all object properties to default
   DF/E432: 10 C0                Set transition and sequence flags, x1 speed
   DF/E434: 80 05 22             Move object to on-screen coords: (160,272)
   DF/E437: 73                   Object faces down-left
   DF/E438: F0 17                Frame Duration: 23
DF/E43A: 08 48                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x48 bytes)
   DF/E43C: 10 FD                Set transition and sequence flags, 
   DF/E43E: 8D                   <UNKNOWN COMMAND $8D>
   DF/E43F: 60 B8                Shift object right 184 pixels
   DF/E441: AC 62 1B             Store #$1B62 to 00:700C
   DF/E444: 8C                   <UNKNOWN COMMAND $8C>
   DF/E445: 0A 04                Store #$04 to current object address 0A,x
   DF/E447: 09                   Reset all object properties to default
   DF/E448: 13 02                Layering priority: Object overlaps MARIO
   DF/E44A: F0 17                Frame Duration: 23
   DF/E44C: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/E44F: 53 02                Shift object down-left 32 pixels
   DF/E451: 14 88                Isolate top Bits of current object address 0E,x and set Bit(s) $136
   DF/E453: FD 9E                <UNKNOWN COMMAND $9E>
   DF/E455: 09                   Reset all object properties to default
   DF/E456: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/E459: 13 00                Layering priority: MARIO overlaps object
   DF/E45B: F0 2F                Frame Duration: 47
   DF/E45D: FD 8D                <UNKNOWN COMMAND $8D>
   DF/E45F: 60 BA                Shift object right 186 pixels
   DF/E461: AC 62 1C             Store #$1C62 to 00:700C
   DF/E464: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/E465: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/E466: 10 45                Set transition flag, 1/2 speed
   DF/E468: 5B 05                Shift object down 80 pixels
   DF/E46A: 00                   Set Bit 7 of current object (enable object visibility)
   DF/E46B: 85                   Max sequence speed?
   DF/E46C: F0 3F                Frame Duration: 63
   DF/E46E: 08 42 83             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   DF/E471: FD 8D                <UNKNOWN COMMAND $8D>
   DF/E473: 60 BB                Shift object right 187 pixels
   DF/E475: 2C 62 1B             <UNKNOWN COMMAND $2C>
   DF/E478: 81 71 FD             Move object: right=3632px down=1000px
   DF/E47B: 61 1B                Shift object down-right 27 pixels
   DF/E47D: 85                   Max sequence speed?
   DF/E47E: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DF/E481: 13 01                Layering priority: Normal
   DF/E483: 65 00                Shift object up-left 0 pixels
DF/E485: 05 10                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x10 bytes)
   DF/E487: 81 08 40             Move object: right=256px down=512px
   DF/E48A: 09                   Reset all object properties to default
   DF/E48B: 1B                   <UNKNOWN COMMAND $1B>
   DF/E48C: 81 09 1C             Move object: right=288px down=224px
   DF/E48F: 8D                   <UNKNOWN COMMAND $8D>
   DF/E490: 13 02                Layering priority: Object overlaps MARIO
   DF/E492: 4B                   <UNKNOWN COMMAND $4B>
   DF/E493: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   DF/E495: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
DF/E498: F0 0C                Duration: 12 frames
DF/E49A: 08 48                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x48 bytes)
   DF/E49C: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   DF/E49D: 00                   Set Bit 7 of current object (enable object visibility)
   DF/E49E: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/E49F: 09                   Reset all object properties to default
   DF/E4A0: F0 0F                Frame Duration: 15
   DF/E4A2: 1B                   <UNKNOWN COMMAND $1B>
   DF/E4A3: 83 08 42             Place object: right=256px down=528px
   DF/E4A6: 80 1C 05             Move object to on-screen coords: (912,40)
   DF/E4A9: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/E4AC: 5A 04                Shift object up 64 pixels
   DF/E4AE: 1B                   <UNKNOWN COMMAND $1B>
   DF/E4AF: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/E4B0: 10 45                Set transition flag, 1/2 speed
   DF/E4B2: 5A 04                Shift object up 64 pixels
   DF/E4B4: FD 8D                <UNKNOWN COMMAND $8D>
   DF/E4B6: 60 B9                Shift object right 185 pixels
   DF/E4B8: AC 62 1B             Store #$1B62 to 00:700C
   DF/E4BB: FE                   Return Queue

DF/E4BC: 1C FE                Set Object: NPC #8 ---> Command: End object queue
DF/E4BE: 00 99                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   DF/E4C0: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/E4C2: 0A 00                Store #$00 to current object address 0A,x
   DF/E4C4: 10 82                Set sequence flag, x3 speed
   DF/E4C6: 10 41                Set transition flag, x2 speed
   DF/E4C8: 80 04 24             Move object to on-screen coords: (128,288)
   DF/E4CB: 08 46 00             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/E4CE: 77                   Object faces up-right
   DF/E4CF: F0 0F                Frame Duration: 15
   DF/E4D1: 08 41 84             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/E4D4: 7F 80 00             Object jumps (with sound effect) #$0080 units
   DF/E4D7: 0A F4                Store #$F4 to current object address 0A,x
DF/E4D9: 1B 91                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/E4DB: F0 04                Frame Duration: 4
   DF/E4DD: 20 07                <UNKNOWN COMMAND $20>
   DF/E4DF: 24 30 02 00 01       <UNKNOWN COMMAND $24>
   DF/E4E4: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   DF/E4E9: F0 27                Frame Duration: 39
   DF/E4EB: 21                   <UNKNOWN COMMAND $21>
DF/E4EC: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/E4EE: 09                   Reset all object properties to default
   DF/E4EF: 10 40                Set transition flag, x1 speed
   DF/E4F1: 10 81                Set sequence flag, x2 speed
   DF/E4F3: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/E4F6: 51 04                Shift object down-right 64 pixels
DF/E4F8: 1B 85                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/E4FA: 71                   Object faces down-right
   DF/E4FB: 09                   Reset all object properties to default
   DF/E4FC: F0 14                Frame Duration: 20
   DF/E4FE: 75                   Object faces up-left
DF/E4FF: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E501: 60 BC AC 62          Run Dialogue $0CBC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Boy, that was scary!
 I guess the green switch controls
 the crane.<I><END>


DF/E505: 1B 82                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/E507: 45                   <UNKNOWN COMMAND $45>
   DF/E508: 01                   Clear Bit 7 of current object (disable object visibility)
DF/E509: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/E50D: FE                   Return


EVENT [A30] ------------------------------------------------------------>
DF/E50E: 68 D7 81 0E 37 A5    Enter area: $01D7
                              MARIO will be at coords: (464,440) Z=80
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/E514: FE                   Return


EVENT [A31] ------------------------------------------------------------>
DF/E515: 68 96 81 04 20 25    Enter area: $0196
                              MARIO will be at coords: (128,256) Z=80
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/E51B: FE                   Return


EVENT [A32] ------------------------------------------------------------>
DF/E51C: 9C 0E                Play sound effect #$0E
DF/E51E: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
DF/E520: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DF/E522: 16 F2 0E 00          Set Object: NPC #2 ---> Command: Set object to movement: $000E
DF/E526: FE                   Return


EVENT [A33] ------------------------------------------------------------>
DF/E527: DA 8A 4C E5          If event flag memory address 00:7091 Bit 2 set, jump to address $DF/E54C
DF/E52B: 9C 05                Play sound effect #$05
DF/E52D: 16 F2 07 00          Set Object: NPC #2 ---> Command: Set object to movement: $0007
DF/E531: C7 16                <UNKNOWN COMMAND $C7>
DF/E533: BA 0A                Store value at 00:7014 to 00:7000
DF/E535: AD 60 02             Store #$0260 to 00:7000
DF/E538: BB 0A                Store value at 00:7000 to 00:7014
DF/E53A: 9C 5E                Play sound effect #$5E
DF/E53C: 3F 13 42 E5          <UNKNOWN COMMAND: pointer to address $E542>
DF/E540: 53 01                Add 1 frog coins
DF/E542: A2 8A                Set event flag memory address 00:7091 Bit 2
DF/E544: F2 E4 AC             <UNKNOWN COMMAND $F2>
DF/E547: F2 E4 2E             <UNKNOWN COMMAND $F2>
DF/E54A: AA 28                Increment 00:70C8
DF/E54C: FE                   Return


EVENT [A34] ------------------------------------------------------------>
DF/E54D: 68 D8 81 04 60 25    Enter area: $01D8
                              MARIO will be at coords: (128,768) Z=80
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/E553: FE                   Return


EVENT [A35] ------------------------------------------------------------>
DF/E554: 68 D6 81 0E 61 A0    Enter area: $01D6
                              MARIO will be at coords: (464,776) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/E55A: FE                   Return


EVENT [A36] ------------------------------------------------------------>
DF/E55B: 68 D7 81 04 20 25    Enter area: $01D7
                              MARIO will be at coords: (128,256) Z=80
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
DF/E561: FE                   Return


EVENT [A37] ------------------------------------------------------------>
DF/E562: 68 D8 81 0F 76 A5    Enter area: $01D8
                              MARIO will be at coords: (480,944) Z=80
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/E568: FE                   Return


EVENT [A38] ------------------------------------------------------------>
DF/E569: 23 FD                Set Object: NPC #15 ---> Command: <UNKNOWN COMMAND $FD>
DF/E56B: A2 8C                Set event flag memory address 00:7091 Bit 4
DF/E56D: 23 88                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/E56F: FD 9E                <UNKNOWN COMMAND $9E>
   DF/E571: 09                   Reset all object properties to default
   DF/E572: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/E575: 13 00                Layering priority: MARIO overlaps object
DF/E577: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DF/E579: 82 07 52             Place object at on-screen coords: (224,656)
   DF/E57C: 10 44                Set transition flag, x8 speed
   DF/E57E: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/E581: 62 06                Shift object down 6 pixels
DF/E583: 0C F3 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/E587: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E589: 10 40                Set transition flag, x1 speed
   DF/E58B: 80 00 3D             Move object to on-screen coords: (16,488)
DF/E58E: F0 00                Duration: 0 frames
DF/E590: D8 21 8E E5          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/E58E
DF/E594: A0 22                Set event flag memory address 00:7044 Bit 2
DF/E596: 22 F2 B0 03          Set Object: NPC #14 ---> Command: Set object to movement: $03B0
DF/E59A: F0 00                Duration: 0 frames
DF/E59C: DC 23 9A E5          If event flag memory address 00:7044 Bit 3 clear, jump to address $DF/E59A
DF/E5A0: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E5A2: 80 03 42             Move object to on-screen coords: (96,528)
DF/E5A5: F0 00                Duration: 0 frames
DF/E5A7: DC 24 A5 E5          If event flag memory address 00:7044 Bit 4 clear, jump to address $DF/E5A5
DF/E5AB: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/E5AD: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/E5B0: F0 0F                Frame Duration: 15
   DF/E5B2: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DF/E5B5: F0 0F                Frame Duration: 15
   DF/E5B7: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
DF/E5BA: F0 1F                Duration: 31 frames
DF/E5BC: 22 0D                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x0D bytes)
   DF/E5BE: 4B                   <UNKNOWN COMMAND $4B>
   DF/E5BF: 6B 06                <UNKNOWN COMMAND: frame duration=6?>
   DF/E5C1: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/E5C4: F0 0A                Frame Duration: 10
   DF/E5C6: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/E5C9: F0 07                Frame Duration: 7
DF/E5CB: 00 98                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   DF/E5CD: F0 37                Frame Duration: 55
   DF/E5CF: 64 01                Shift object left 1 pixels
   DF/E5D1: 10 44                Set transition flag, x8 speed
   DF/E5D3: 08 41 84             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   DF/E5D6: 65 02                Shift object up-left 2 pixels
   DF/E5D8: 77                   Object faces up-right
   DF/E5D9: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/E5DC: F0 0F                Frame Duration: 15
   DF/E5DE: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/E5E0: 08 4A 0F             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   DF/E5E3: 10 40                Set transition flag, x1 speed
DF/E5E5: F0 17                Duration: 23 frames
DF/E5E7: FD 30                Screen moves with MARIO
DF/E5E9: 22 0C                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x0C bytes)
   DF/E5EB: 5A 05                Shift object up 80 pixels
   DF/E5ED: F0 0F                Frame Duration: 15
   DF/E5EF: 57 04                Shift object up-right 64 pixels
   DF/E5F1: 67 03                Shift object up-right 3 pixels
   DF/E5F3: F0 0F                Frame Duration: 15
   DF/E5F5: 55 09                Shift object up-left 144 pixels
DF/E5F7: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/E5F9: 0A 00                Store #$00 to current object address 0A,x
   DF/E5FB: 5A 05                Shift object up 80 pixels
   DF/E5FD: F0 0F                Frame Duration: 15
   DF/E5FF: 57 04                Shift object up-right 64 pixels
   DF/E601: 67 03                Shift object up-right 3 pixels
   DF/E603: F0 0F                Frame Duration: 15
   DF/E605: 55 06                Shift object up-left 96 pixels
   DF/E607: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/E609: 55 03                Shift object up-left 48 pixels
DF/E60B: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/E60D: 10 40                Set transition flag, x1 speed
   DF/E60F: 53 03                Shift object down-left 48 pixels
DF/E611: FD 31                Screen doesn't move with MARIO
DF/E613: F0 0F                Duration: 15 frames
DF/E615: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/E617: 08 4E 0D             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   DF/E61A: F0 0F                Frame Duration: 15
DF/E61C: 22 02                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/E61E: 13 00                Layering priority: MARIO overlaps object
DF/E620: 00 2F                Set Object: MARIO ---> Begin action queue for object (Length: 0x2F bytes)
   DF/E622: 08 41 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/E625: FD 9E                <UNKNOWN COMMAND $9E>
   DF/E627: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/E628: 20 07                <UNKNOWN COMMAND $20>
   DF/E62A: 24 D0 FD B0 01       <UNKNOWN COMMAND $24>
   DF/E62F: 25 C0 06 A0 FF       <UNKNOWN COMMAND $25>
   DF/E634: F0 1A                Frame Duration: 26
   DF/E636: FD 9E                <UNKNOWN COMMAND $9E>
   DF/E638: 13 24                Layering priority: 
   DF/E63A: 40                   <UNKNOWN COMMAND $40>
   DF/E63B: 00                   Set Bit 7 of current object (enable object visibility)
   DF/E63C: 00                   Set Bit 7 of current object (enable object visibility)
   DF/E63D: 00                   Set Bit 7 of current object (enable object visibility)
   DF/E63E: F0 0F                Frame Duration: 15
   DF/E640: 24 00 00 00 00       <UNKNOWN COMMAND $24>
   DF/E645: F0 00                Frame Duration: 0
   DF/E647: 13 00                Layering priority: MARIO overlaps object
   DF/E649: F0 00                Frame Duration: 0
   DF/E64B: FD 0F 01             Object overlaps <UNKNOWN>
   DF/E64E: F0 05                Frame Duration: 5
   DF/E650: 21                   <UNKNOWN COMMAND $21>
DF/E651: 0C 0B                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0B bytes)
   DF/E653: F0 24                Frame Duration: 36
   DF/E655: 20 04                <UNKNOWN COMMAND $20>
   DF/E657: 25 00 00 D0 FF       <UNKNOWN COMMAND $25>
   DF/E65C: F0 3A                Frame Duration: 58
DF/E65E: F0 57                Duration: 87 frames
DF/E660: 77 08                Darken screen from black before following commands; Duration: 8 frames
DF/E662: F0 2F                Duration: 47 frames
DF/E664: D0 CF 0E             Execute event id $0ECF subsequently
DF/E667: FE                   Return


EVENT [A39] ------------------------------------------------------------>
DF/E668: DA 8B 9F E6          If event flag memory address 00:7091 Bit 3 set, jump to address $DF/E69F
DF/E66C: 20 0D                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0D bytes)
   DF/E66E: 10 44                Set transition flag, x8 speed
   DF/E670: FD 0F 03             Object overlaps BG1 & BG2
   DF/E673: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/E676: 65 08                Shift object up-left 8 pixels
   DF/E678: 67 08                Shift object up-right 8 pixels
   DF/E67A: 71                   Object faces down-right
DF/E67B: 21 0D                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0D bytes)
   DF/E67D: 10 44                Set transition flag, x8 speed
   DF/E67F: FD 0F 03             Object overlaps BG1 & BG2
   DF/E682: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/E685: 65 08                Shift object up-left 8 pixels
   DF/E687: 67 04                Shift object up-right 4 pixels
   DF/E689: 71                   Object faces down-right
DF/E68A: 22 0B                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x0B bytes)
   DF/E68C: 10 44                Set transition flag, x8 speed
   DF/E68E: FD 0F 03             Object overlaps BG1 & BG2
   DF/E691: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/E694: 65 08                Shift object up-left 8 pixels
   DF/E696: 71                   Object faces down-right
DF/E697: 24 86                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/E699: FD 0F 03             Object overlaps BG1 & BG2
   DF/E69C: 08 48 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
DF/E69F: 71                   Lighten screen from black before following commands
DF/E6A0: FE                   Return


EVENT [A3A] ------------------------------------------------------------>
DF/E6A1: DA 8B A1 E8          If event flag memory address 00:7091 Bit 3 set, jump to address $DF/E8A1
DF/E6A5: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/E6A7: 75                   Object faces up-left
DF/E6A8: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/E6AA: 10 41                Set transition flag, x2 speed
   DF/E6AC: 80 03 11             Move object to on-screen coords: (112,136)
DF/E6AF: 20 F2 C0 03          Set Object: NPC #12 ---> Command: Set object to movement: $03C0
DF/E6B3: 21 F2 C0 03          Set Object: NPC #13 ---> Command: Set object to movement: $03C0
DF/E6B7: 22 F2 C0 03          Set Object: NPC #14 ---> Command: Set object to movement: $03C0
DF/E6BB: F0 0F                Duration: 15 frames
DF/E6BD: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E6BF: 60 A5 2C 62          Run Dialogue $0CA5
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

POUNDER: Here's the report!<I><END>


DF/E6C3: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/E6C5: F0 0F                Frame Duration: 15
   DF/E6C7: 82 0B 31             Place object at on-screen coords: (368,392)
DF/E6CA: 65                   <UNKNOWN COMMAND $65>
DF/E6CB: 20 F2 C1 03          Set Object: NPC #12 ---> Command: Set object to movement: $03C1
DF/E6CF: 21 F2 C1 03          Set Object: NPC #13 ---> Command: Set object to movement: $03C1
DF/E6D3: 22 F3 C1 03          Set Object: NPC #14 ---> Command: Set object to movement: $03C1
DF/E6D7: 21 F3 C0 03          Set Object: NPC #13 ---> Command: Set object to movement: $03C0
DF/E6DB: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E6DD: 60 A2 AC 62          Run Dialogue $0CA2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

POUNDER #1: Sir!
 Drill Bit will be finished on time.<I><END>


DF/E6E1: 21 F3 C1 03          Set Object: NPC #13 ---> Command: Set object to movement: $03C1
DF/E6E5: 20 F3 C0 03          Set Object: NPC #12 ---> Command: Set object to movement: $03C0
DF/E6E9: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E6EB: 60 A3 AC 62          Run Dialogue $0CA3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

POUNDER #2: 
       We're ahead of schedule!<I><END>


DF/E6EF: 20 F3 C1 03          Set Object: NPC #12 ---> Command: Set object to movement: $03C1
DF/E6F3: 22 F3 C0 03          Set Object: NPC #14 ---> Command: Set object to movement: $03C0
DF/E6F7: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E6F9: 60 A4 AC 62          Run Dialogue $0CA4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

POUNDER #3: 
       We'll make Smithy proud!<I><END>


DF/E6FD: 22 F3 C1 03          Set Object: NPC #14 ---> Command: Set object to movement: $03C1
DF/E701: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E703: 60 A6 AC 62          Run Dialogue $0CA6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MANAGER: Good work, everyone.
 The harder we work, the stronger
 Smithy will become!<I><END>


DF/E707: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E709: 60 A7 2C 62          Run Dialogue $0CA7
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MANAGER: The weapons we
 manufacture here will be...<I>


           Just think of it...<I><END>


DF/E70D: 24 86                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/E70F: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/E712: 10 45                Set transition flag, 1/2 speed
   DF/E714: 47                   <UNKNOWN COMMAND $47>
DF/E715: FD 61                <UNKNOWN COMMAND $FD 61>
DF/E717: 24 83                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/E719: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/E71C: 65                   <UNKNOWN COMMAND $65>
DF/E71D: 24 0C                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0C bytes)
   DF/E71F: 10 43                Set transition flag, x4 speed
   DF/E721: 53 02                Shift object down-left 32 pixels
   DF/E723: 08 48 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   DF/E726: 55 02                Shift object up-left 32 pixels
   DF/E728: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
DF/E72B: 20 0A                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/E72D: 0A 00                Store #$00 to current object address 0A,x
   DF/E72F: 10 41                Set transition flag, x2 speed
   DF/E731: 71                   Object faces down-right
   DF/E732: 09                   Reset all object properties to default
   DF/E733: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/E734: 57 02                Shift object up-right 32 pixels
   DF/E736: 73                   Object faces down-left
DF/E737: 21 0D                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0D bytes)
   DF/E739: 0A 00                Store #$00 to current object address 0A,x
   DF/E73B: 10 41                Set transition flag, x2 speed
   DF/E73D: 71                   Object faces down-right
   DF/E73E: 09                   Reset all object properties to default
   DF/E73F: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/E740: 67 06                Shift object up-right 6 pixels
   DF/E742: 41                   <UNKNOWN COMMAND $41>
   DF/E743: 61 08                Shift object down-right 8 pixels
   DF/E745: 73                   Object faces down-left
DF/E746: 22 8C                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/E748: 0A 00                Store #$00 to current object address 0A,x
   DF/E74A: 10 42                Set transition flag, x3 speed
   DF/E74C: 71                   Object faces down-right
   DF/E74D: 09                   Reset all object properties to default
   DF/E74E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/E74F: 51 03                Shift object down-right 48 pixels
   DF/E751: 43                   <UNKNOWN COMMAND $43>
   DF/E752: 63 04                Shift object down-left 4 pixels
DF/E754: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E756: 60 A8 AC 62          Run Dialogue $0CA8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MANAGER: When Smithy takes over
 Mario's world, we can do anything
 we want!<I><END>


DF/E75A: 20 F2 91 01          Set Object: NPC #12 ---> Command: Set object to movement: $0191
DF/E75E: 21 F2 91 01          Set Object: NPC #13 ---> Command: Set object to movement: $0191
DF/E762: 22 F3 91 01          Set Object: NPC #14 ---> Command: Set object to movement: $0191
DF/E766: F0 1F                Duration: 31 frames
DF/E768: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E76A: 60 C3 AC 40          Run Dialogue $0CC3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



                Nya ha ha.<pause 13 frames>0

DF/E76E: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E770: 60 A9 AC 41          Run Dialogue $0CA9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


              Gwah, ha, ha...<pause 13 frames>0

DF/E774: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E776: 60 C4 AC 42          Run Dialogue $0CC4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

              Heh heh heh...<pause 13 frames>0

DF/E77A: F0 17                Duration: 23 frames
DF/E77C: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E77E: 60 AA 2C 62          Run Dialogue $0CAA
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:
              Not so fast!<I>


     You sure are a cocky bunch!<I><END>


DF/E782: 23 F7                Set Object: NPC #15 ---> Command: <UNKNOWN COMMAND $F7>
DF/E784: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E786: 80 05 17             Move object to on-screen coords: (176,184)
DF/E789: 23 84                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/E78B: 10 81                Set sequence flag, x2 speed
   DF/E78D: 55 02                Shift object up-left 32 pixels
DF/E78F: FD 61                <UNKNOWN COMMAND $FD 61>
DF/E791: 20 01                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/E793: 71                   Object faces down-right
DF/E794: 21 01                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/E796: 71                   Object faces down-right
DF/E797: 22 01                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/E799: 71                   Object faces down-right
DF/E79A: 24 83                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/E79C: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/E79F: 65                   <UNKNOWN COMMAND $65>
DF/E7A0: 23 05                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E7A2: 10 80                Set sequence flag, x1 speed
   DF/E7A4: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DF/E7A7: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E7A9: 60 AB AC 62          Run Dialogue $0CAB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: I rule this world!
 Don't you forget it!<I><END>


DF/E7AD: 23 03                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E7AF: F0 0F                Frame Duration: 15
   DF/E7B1: 09                   Reset all object properties to default
DF/E7B2: 20 03                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E7B4: 41                   <UNKNOWN COMMAND $41>
   DF/E7B5: 61 08                Shift object down-right 8 pixels
DF/E7B7: 21 04                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/E7B9: 43                   <UNKNOWN COMMAND $43>
   DF/E7BA: 63 08                Shift object down-left 8 pixels
   DF/E7BC: 71                   Object faces down-right
DF/E7BD: 22 05                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E7BF: 47                   <UNKNOWN COMMAND $47>
   DF/E7C0: 45                   <UNKNOWN COMMAND $45>
   DF/E7C1: 65 08                Shift object up-left 8 pixels
   DF/E7C3: 71                   Object faces down-right
DF/E7C4: 24 8C                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/E7C6: 41                   <UNKNOWN COMMAND $41>
   DF/E7C7: 61 08                Shift object down-right 8 pixels
   DF/E7C9: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/E7CC: 47                   <UNKNOWN COMMAND $47>
   DF/E7CD: 67 08                Shift object up-right 8 pixels
   DF/E7CF: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/E7D2: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E7D4: 60 AC AC 62          Run Dialogue $0CAC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MANAGER: It's Mario!<I>
 Mack 2 and Yaridovich 2 didn't
 stop him?<I><END>


DF/E7D8: 23 05                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E7DA: 10 85                Set sequence flag, 1/2 speed
   DF/E7DC: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DF/E7DF: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E7E1: 60 AD AC 62          Run Dialogue $0CAD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: No, NO! Leave Mario
 outta this. I'm the one you need
 to worry about, not him!<I><END>


DF/E7E5: 23 03                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E7E7: F0 0F                Frame Duration: 15
   DF/E7E9: 09                   Reset all object properties to default
DF/E7EA: 24 03                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E7EC: 10 41                Set transition flag, x2 speed
   DF/E7EE: 41                   <UNKNOWN COMMAND $41>
DF/E7EF: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E7F1: 60 AE AC 62          Run Dialogue $0CAE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MANAGER: Mario, you're about to
 make the longest jump of your life!<I><END>


DF/E7F5: 23 05                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E7F7: 10 80                Set sequence flag, x1 speed
   DF/E7F9: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DF/E7FC: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E7FE: 60 AF AC 62          Run Dialogue $0CAF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Y...You're ignoring me!<I><END>


DF/E802: 20 04                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/E804: 10 41                Set transition flag, x2 speed
   DF/E806: 51 04                Shift object down-right 64 pixels
DF/E808: 21 04                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/E80A: 10 41                Set transition flag, x2 speed
   DF/E80C: 51 04                Shift object down-right 64 pixels
DF/E80E: 22 04                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/E810: 10 41                Set transition flag, x2 speed
   DF/E812: 51 04                Shift object down-right 64 pixels
DF/E814: 24 04                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/E816: 10 40                Set transition flag, x1 speed
   DF/E818: 51 02                Shift object down-right 32 pixels
DF/E81A: F0 17                Duration: 23 frames
DF/E81C: 4A 93 00 30          Engage in battle with formation pack #$0093 in background #$30
DF/E820: DC 00 25 E8          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/E825
DF/E824: FB                   Reset game, choose game

DF/E825: FD 5B                Restore all HP
DF/E827: FD 5C                Restore all FP
DF/E829: A2 8B                Set event flag memory address 00:7091 Bit 3
DF/E82B: 20 F9                Set Object: NPC #12 ---> Command: Remove Object
DF/E82D: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
DF/E82F: 22 F9                Set Object: NPC #14 ---> Command: Remove Object
DF/E831: 24 F9                Set Object: NPC #16 ---> Command: Remove Object
DF/E833: F2 D7 41             <UNKNOWN COMMAND $F2>
DF/E836: F2 D7 43             <UNKNOWN COMMAND $F2>
DF/E839: F2 D7 45             <UNKNOWN COMMAND $F2>
DF/E83C: F2 D7 49             <UNKNOWN COMMAND $F2>
DF/E83F: 23 81                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/E841: 09                   Reset all object properties to default
DF/E842: 71                   Lighten screen from black before following commands
DF/E843: F0 0F                Duration: 15 frames
DF/E845: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E847: 60 46 AC 62          Run Dialogue $0C46 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Um....well...<I><END>


DF/E84B: F0 1F                Duration: 31 frames
DF/E84D: 23 85                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/E84F: 08 49 17             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   DF/E852: F0 1F                Frame Duration: 31
DF/E854: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E856: 60 C5 AC 42          Run Dialogue $0CC5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Like the moon over<pause 13 frames>  
 the day, my genius and brawn<pause 13 frames> 
 are lost on these fools. <pause 13 frames> ~Haiku<I><END>


DF/E85A: F0 0F                Duration: 15 frames
DF/E85C: 00 A4                Set Object: MARIO ---> Begin action queue for object (Length: 0x24 bytes) (Wait until complete)
   DF/E85E: 10 81                Set sequence flag, x2 speed
   DF/E860: 10 45                Set transition flag, 1/2 speed
   DF/E862: 45                   <UNKNOWN COMMAND $45>
   DF/E863: 65 05                Shift object up-left 5 pixels
   DF/E865: F0 0F                Frame Duration: 15
   DF/E867: 08 4D 80             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/E86A: F0 09                Frame Duration: 9
   DF/E86C: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/E86F: F0 09                Frame Duration: 9
   DF/E871: 08 4D 80             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/E874: F0 09                Frame Duration: 9
   DF/E876: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/E879: F0 09                Frame Duration: 9
   DF/E87B: 08 4D 80             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/E87E: F0 7F                Frame Duration: 127
   DF/E880: 75                   Object faces up-left
   DF/E881: 09                   Reset all object properties to default
DF/E882: 23 89                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/E884: 10 44                Set transition flag, x8 speed
   DF/E886: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   DF/E889: 65 06                Shift object up-left 6 pixels
   DF/E88B: 71                   Object faces down-right
   DF/E88C: 09                   Reset all object properties to default
DF/E88D: F0 0F                Duration: 15 frames
DF/E88F: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E891: 60 46 AC 62          Run Dialogue $0C46 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Um....well...<I><END>


DF/E895: 23 86                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/E897: 10 81                Set sequence flag, x2 speed
   DF/E899: 10 45                Set transition flag, 1/2 speed
   DF/E89B: 41                   <UNKNOWN COMMAND $41>
   DF/E89C: 01                   Clear Bit 7 of current object (disable object visibility)
DF/E89D: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/E8A1: FE                   Return


EVENT [A3B] ------------------------------------------------------------>
DF/E8A2: 0C 07                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x07 bytes)
   DF/E8A4: 10 44                Set transition flag, x8 speed
   DF/E8A6: 80 00 03             Move object to on-screen coords: (16,24)
   DF/E8A9: 56 08                Shift object up 128 pixels
DF/E8AB: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/E8AD: 08 40 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
DF/E8B0: 00 F9                Set Object: MARIO ---> Command: Remove Object
DF/E8B2: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   DF/E8B4: 10 45                Set transition flag, 1/2 speed
   DF/E8B6: 52 04                Shift object down 64 pixels
   DF/E8B8: 62 08                Shift object down 8 pixels
DF/E8BA: 7A                   <UNKNOWN COMMAND $7A>
DF/E8BB: F1 7F 01             Duration: 383 frames
DF/E8BE: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/E8C0: 10 40                Set transition flag, x1 speed
   DF/E8C2: 52 04                Shift object down 64 pixels
DF/E8C4: 7B                   <UNKNOWN COMMAND $7B>
DF/E8C5: 7F                   <UNKNOWN COMMAND $7F>
DF/E8C6: 0C FE                Set Object: BG1,2,3 + MARIO + NPC ---> Command: End object queue
DF/E8C8: D0 D7 0E             Execute event id $0ED7 subsequently
DF/E8CB: FE                   Return


EVENT [A3C] ------------------------------------------------------------>
DF/E8CC: F0 00                Duration: 0 frames
DF/E8CE: D8 1B DD E8          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/E8DD
DF/E8D2: D8 1C F4 E8          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/E8F4
DF/E8D6: D8 1D 0B E9          If event flag memory address 00:7043 Bit 5 set, jump to address $DF/E90B
DF/E8DA: D2 CC E8             Jump to address $DF/E8CC
DF/E8DD: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/E8DF: B0 08 08 00          Store #$0008 to 00:7010
DF/E8E3: B0 09 60 00          Store #$0060 to 00:7012
DF/E8E7: B0 0A 0C 00          Store #$000C to 00:7014
DF/E8EB: FD C4                <UNKNOWN COMMAND $FD C4>
DF/E8ED: 3F 31 DA E8          <UNKNOWN COMMAND: pointer to address $E8DA>
DF/E8F1: D2 CC E8             Jump to address $DF/E8CC
DF/E8F4: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/E8F6: B0 08 0A 00          Store #$000A to 00:7010
DF/E8FA: B0 09 65 00          Store #$0065 to 00:7012
DF/E8FE: B0 0A 0C 00          Store #$000C to 00:7014
DF/E902: FD C4                <UNKNOWN COMMAND $FD C4>
DF/E904: 3F 31 DA E8          <UNKNOWN COMMAND: pointer to address $E8DA>
DF/E908: D2 CC E8             Jump to address $DF/E8CC
DF/E90B: A4 1D                Clear event flag memory address 00:7043 Bit 5
DF/E90D: B0 08 0D 00          Store #$000D to 00:7010
DF/E911: B0 09 6B 00          Store #$006B to 00:7012
DF/E915: B0 0A 0C 00          Store #$000C to 00:7014
DF/E919: FD C4                <UNKNOWN COMMAND $FD C4>
DF/E91B: 3F 31 DA E8          <UNKNOWN COMMAND: pointer to address $E8DA>
DF/E91F: D2 CC E8             Jump to address $DF/E8CC

EVENT [A3D] ------------------------------------------------------------>
DF/E922: 40 3C 2A             Execute event id $2A3C simultaneously with the following commands
DF/E925: F8 D8 3D 31 E9       <UNKNOWN COMMAND $F8>
DF/E92A: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E92C: 67 08                Shift object up-right 8 pixels
   DF/E92E: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/E931: DC 27 65 E9          If event flag memory address 00:7044 Bit 7 clear, jump to address $DF/E965
DF/E935: 35 00                Disable Overworld Menu
DF/E937: FD 31                Screen doesn't move with MARIO
DF/E939: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/E93B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/E93D: 09                   Reset all object properties to default
   DF/E93E: 72                   Object faces down
   DF/E93F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/E941: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   DF/E942: FD 0F 03             Object overlaps BG1 & BG2
DF/E945: 71                   Lighten screen from black before following commands
DF/E946: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   DF/E948: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   DF/E94A: F0 00                Frame Duration: 0
   DF/E94C: 3D 4A E9             <UNKNOWN COMMAND $3D: pointer to address $DF/E94A>
   DF/E94F: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/E952: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/E954: 42                   <UNKNOWN COMMAND $42>
   DF/E955: F0 00                Frame Duration: 0
   DF/E957: 3D 55 E9             <UNKNOWN COMMAND $3D: pointer to address $DF/E955>
DF/E95A: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/E95E: FD 30                Screen moves with MARIO
DF/E960: 35 FF                Enable Overworld Menu
DF/E962: A4 27                Clear event flag memory address 00:7044 Bit 7
DF/E964: FE                   Return

DF/E965: 71                   Lighten screen from black before following commands
DF/E966: FE                   Return


EVENT [A3E] ------------------------------------------------------------>
DF/E967: 0C 88                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/E969: 10 44                Set transition flag, x8 speed
   DF/E96B: 80 01 04             Move object to on-screen coords: (32,32)
   DF/E96E: 64 08                Shift object left 8 pixels
   DF/E970: 46                   <UNKNOWN COMMAND $46>
DF/E971: 00 F9                Set Object: MARIO ---> Command: Remove Object
DF/E973: 7A                   <UNKNOWN COMMAND $7A>
DF/E974: F1 33 02             Duration: 563 frames
DF/E977: 7B                   <UNKNOWN COMMAND $7B>
DF/E978: 7F                   <UNKNOWN COMMAND $7F>
DF/E979: D0 D6 0E             Execute event id $0ED6 subsequently
DF/E97C: FE                   Return


EVENT [A3F] ------------------------------------------------------------>
DF/E97D: 1B FD                Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $FD>
DF/E97F: 9C 0E                Play sound effect #$0E
DF/E981: 16 82                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/E983: 73                   Object faces down-left
   DF/E984: 00                   Set Bit 7 of current object (enable object visibility)
DF/E985: 16 F2 0E 00          Set Object: NPC #2 ---> Command: Set object to movement: $000E
DF/E989: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/E98B: FE                   Return


EVENT [A40] ------------------------------------------------------------>
DF/E98C: 1C FD                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FD>
DF/E98E: 9C 0E                Play sound effect #$0E
DF/E990: 1D F8                Set Object: NPC #9 ---> Command: Show Object
DF/E992: 1D F2 0E 00          Set Object: NPC #9 ---> Command: Set object to movement: $000E
DF/E996: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/E998: FE                   Return


EVENT [A41] ------------------------------------------------------------>
DF/E999: DA 8D A5 E9          If event flag memory address 00:7091 Bit 5 set, jump to address $DF/E9A5
DF/E99D: D8 20 A5 E9          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/E9A5
DF/E9A1: A0 20                Set event flag memory address 00:7044 Bit 0
DF/E9A3: 1C F8                Set Object: NPC #8 ---> Command: Show Object
DF/E9A5: FE                   Return


EVENT [A42] ------------------------------------------------------------>
DF/E9A6: A4 20                Clear event flag memory address 00:7044 Bit 0
DF/E9A8: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/E9AA: FE                   Return


EVENT [A43] ------------------------------------------------------------>
DF/E9AB: F8 D8 3D 74 EA       <UNKNOWN COMMAND $F8>
DF/E9B0: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   DF/E9B2: 10 41                Set transition flag, x2 speed
   DF/E9B4: 80 07 58             Move object to on-screen coords: (224,704)
DF/E9B7: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/E9B9: F0 00                Frame Duration: 0
   DF/E9BB: 3D B9 E9             <UNKNOWN COMMAND $3D: pointer to address $DF/E9B9>
   DF/E9BE: 80 0B 71             Move object to on-screen coords: (368,904)
   DF/E9C1: 75                   Object faces up-left
DF/E9C2: 1F F7                Set Object: NPC #11 ---> Command: <UNKNOWN COMMAND $F7>
DF/E9C4: 1F 87                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/E9C6: 10 81                Set sequence flag, x2 speed
   DF/E9C8: 46                   <UNKNOWN COMMAND $46>
   DF/E9C9: 55 02                Shift object up-left 32 pixels
   DF/E9CB: 10 80                Set sequence flag, x1 speed
DF/E9CD: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E9CF: 60 C6 2C 62          Run Dialogue $0CC6
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: You there!
 Are you the one in charge here?<I>

 Do you know what your weapons
 have been doing to our world?<I>

 Stop this nonsense at once!<I><END>


DF/E9D3: FD 61                <UNKNOWN COMMAND $FD 61>
DF/E9D5: 1F 83                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/E9D7: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
DF/E9DA: FD 61                <UNKNOWN COMMAND $FD 61>
DF/E9DC: 1F 83                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/E9DE: 08 11 84             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
DF/E9E1: 65                   <UNKNOWN COMMAND $65>
DF/E9E2: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/E9E4: 08 48 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
DF/E9E7: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E9E9: 60 C7 2C 62          Run Dialogue $0CC7
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DIRECTOR:
    I'm afraid that isn't possible. <I>

 Any dissent against Smithy will be
 dealt with by immediate melt down.<I><END>


DF/E9ED: FD 61                <UNKNOWN COMMAND $FD 61>
DF/E9EF: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/E9F1: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
DF/E9F4: 65                   <UNKNOWN COMMAND $65>
DF/E9F5: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/E9F7: 60 C8 2C 62          Run Dialogue $0CC8
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: 
             M, melt down?<I>

 You can't scare me, I've got
 Mario by my side!<I><END>


DF/E9FB: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/E9FD: 08 41 83             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
DF/EA00: FD 61                <UNKNOWN COMMAND $FD 61>
DF/EA02: 1F 91                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/EA04: 09                   Reset all object properties to default
   DF/EA05: 10 83                Set sequence flag, x4 speed
   DF/EA07: 10 41                Set transition flag, x2 speed
   DF/EA09: 51 03                Shift object down-right 48 pixels
   DF/EA0B: 61 0A                Shift object down-right 10 pixels
   DF/EA0D: 63 0C                Shift object down-left 12 pixels
   DF/EA0F: 75                   Object faces up-left
   DF/EA10: 10 80                Set sequence flag, x1 speed
   DF/EA12: 08 41 8B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
DF/EA15: 65                   <UNKNOWN COMMAND $65>
DF/EA16: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/EA18: 60 C9 AC 62          Run Dialogue $0CC9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DIRECTOR: 
     Dissenters will be eliminated!
       Production will continue.<I><END>


DF/EA1C: 1E 04                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/EA1E: 10 41                Set transition flag, x2 speed
   DF/EA20: 51 07                Shift object down-right 112 pixels
DF/EA22: F0 1F                Duration: 31 frames
DF/EA24: 4A 94 00 30          Engage in battle with formation pack #$0094 in background #$30
DF/EA28: DC 00 2D EA          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/EA2D
DF/EA2C: FB                   Reset game, choose game

DF/EA2D: FD 5B                Restore all HP
DF/EA2F: FD 5C                Restore all FP
DF/EA31: 1E FE                Set Object: NPC #10 ---> Command: End object queue
DF/EA33: F2 D8 3D             <UNKNOWN COMMAND $F2>
DF/EA36: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
DF/EA38: 71                   Lighten screen from black before following commands
DF/EA39: 1F 97                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   DF/EA3B: F0 1F                Frame Duration: 31
   DF/EA3D: 09                   Reset all object properties to default
   DF/EA3E: 10 85                Set sequence flag, 1/2 speed
   DF/EA40: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/EA43: F0 2F                Frame Duration: 47
   DF/EA45: 09                   Reset all object properties to default
   DF/EA46: 10 81                Set sequence flag, x2 speed
   DF/EA48: 10 40                Set transition flag, x1 speed
   DF/EA4A: 47                   <UNKNOWN COMMAND $47>
   DF/EA4B: 55 03                Shift object up-left 48 pixels
   DF/EA4D: F0 17                Frame Duration: 23
   DF/EA4F: 08 42 06             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/EA52: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/EA54: 60 CA 2C 62          Run Dialogue $0CCA
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL:
            That was scary!<I>

 But we can't run away now.<I>
 We've got to kick these lowlifes
 out of our world.<I><END>


DF/EA58: FD 61                <UNKNOWN COMMAND $FD 61>
DF/EA5A: 1F 85                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/EA5C: 10 80                Set sequence flag, x1 speed
   DF/EA5E: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
DF/EA61: 65                   <UNKNOWN COMMAND $65>
DF/EA62: A8 0E 1F             Store #$1F to 00:70AE
DF/EA65: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/EA69: F0 0F                Duration: 15 frames
DF/EA6B: 1F 87                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/EA6D: 09                   Reset all object properties to default
   DF/EA6E: 13 00                Layering priority: MARIO overlaps object
   DF/EA70: 80 0B 71             Move object to on-screen coords: (368,904)
   DF/EA73: 01                   Clear Bit 7 of current object (disable object visibility)
DF/EA74: FE                   Return


EVENT [A44] ------------------------------------------------------------>
DF/EA75: 68 B0 01 00 00 A0    Enter area: $01B0
                              MARIO will be at coords: (0,0) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$00>
DF/EA7B: D0 3B 0A             Execute event id $0A3B subsequently
DF/EA7E: FE                   Return


EVENT [A45] ------------------------------------------------------------>
DF/EA7F: 68 B3 01 00 00 A0    Enter area: $01B3
                              MARIO will be at coords: (0,0) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$00>
DF/EA85: D0 3E 0A             Execute event id $0A3E subsequently
DF/EA88: FE                   Return


EVENT [A46] ------------------------------------------------------------>
DF/EA89: A8 0E 15             Store #$15 to 00:70AE
DF/EA8C: 60 DD AC 60          Run Dialogue $0CDD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: 
 Welcome to the Blackjack table.<I>
 Play a round with me, sir?
  >>  (Yes)
  >>  (No)<I><END>


DF/EA90: 66 18 F2             If 2nd option chosen from dialogue prompt, jump to address $DF/F218
DF/EA93: F0 09                Duration: 9 frames
DF/EA95: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/EA99: D8 30 AC EA          If event flag memory address 00:7046 Bit 0 set, jump to address $DF/EAAC
DF/EA9D: A0 30                Set event flag memory address 00:7046 Bit 0
DF/EA9F: 60 F2 AC 60          Run Dialogue $0CF2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Require instructions?
  >>  (No)
  >>  (Yes)<I><END>


DF/EAA3: 66 BC F1             If 2nd option chosen from dialogue prompt, jump to address $DF/F1BC
DF/EAA6: F0 09                Duration: 9 frames
DF/EAA8: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/EAAC: FD 5A                Store # of current frog coins to 00:7000
DF/EAAE: E2 00 00 B7 F1       If value at 00:7000 = #$0000, jump to address $DF/F1B7
DF/EAB3: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/EAB5: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/EAB7: A8 0C 00             Store #$00 to 00:70AC
DF/EABA: A8 0D 00             Store #$00 to 00:70AD
DF/EABD: A8 0E 00             Store #$00 to 00:70AE
DF/EAC0: A8 0F 00             Store #$00 to 00:70AF
DF/EAC3: A8 20 00             Store #$00 to 00:70C0
DF/EAC6: A8 21 00             Store #$00 to 00:70C1
DF/EAC9: A8 22 00             Store #$00 to 00:70C2
DF/EACC: A8 23 00             Store #$00 to 00:70C3
DF/EACF: A8 24 00             Store #$00 to 00:70C4
DF/EAD2: A8 25 00             Store #$00 to 00:70C5
DF/EAD5: A8 27 00             Store #$00 to 00:70C7
DF/EAD8: A8 4B 00             Store #$00 to 00:70EB
DF/EADB: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/EADD: 77                   Object faces up-right
DF/EADE: 60 D0 AC 60          Run Dialogue $0CD0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: 
 I will first deal you two cards.<I><END>


DF/EAE2: B6 0C 00              Store a random number from 0 to #$000C to 00:7000
DF/EAE5: E2 00 00 5A EB       If value at 00:7000 = #$0000, jump to address $DF/EB5A
DF/EAEA: E2 01 00 52 EB       If value at 00:7000 = #$0001, jump to address $DF/EB52
DF/EAEF: E2 02 00 4A EB       If value at 00:7000 = #$0002, jump to address $DF/EB4A
DF/EAF4: E2 03 00 42 EB       If value at 00:7000 = #$0003, jump to address $DF/EB42
DF/EAF9: E2 04 00 3A EB       If value at 00:7000 = #$0004, jump to address $DF/EB3A
DF/EAFE: E2 05 00 32 EB       If value at 00:7000 = #$0005, jump to address $DF/EB32
DF/EB03: E2 06 00 2A EB       If value at 00:7000 = #$0006, jump to address $DF/EB2A
DF/EB08: E2 07 00 22 EB       If value at 00:7000 = #$0007, jump to address $DF/EB22
DF/EB0D: E2 08 00 1A EB       If value at 00:7000 = #$0008, jump to address $DF/EB1A
DF/EB12: AA 4B                Increment 00:70EB
DF/EB14: A9 0C 0A             Add #$0A to 00:70AC
DF/EB17: D2 5F EB             Jump to address $DF/EB5F
DF/EB1A: AA 27                Increment 00:70C7
DF/EB1C: A9 0C 09             Add #$09 to 00:70AC
DF/EB1F: D2 5F EB             Jump to address $DF/EB5F
DF/EB22: AA 25                Increment 00:70C5
DF/EB24: A9 0C 08             Add #$08 to 00:70AC
DF/EB27: D2 5F EB             Jump to address $DF/EB5F
DF/EB2A: AA 24                Increment 00:70C4
DF/EB2C: A9 0C 07             Add #$07 to 00:70AC
DF/EB2F: D2 5F EB             Jump to address $DF/EB5F
DF/EB32: AA 23                Increment 00:70C3
DF/EB34: A9 0C 06             Add #$06 to 00:70AC
DF/EB37: D2 5F EB             Jump to address $DF/EB5F
DF/EB3A: AA 22                Increment 00:70C2
DF/EB3C: A9 0C 05             Add #$05 to 00:70AC
DF/EB3F: D2 5F EB             Jump to address $DF/EB5F
DF/EB42: AA 21                Increment 00:70C1
DF/EB44: A9 0C 04             Add #$04 to 00:70AC
DF/EB47: D2 5F EB             Jump to address $DF/EB5F
DF/EB4A: AA 20                Increment 00:70C0
DF/EB4C: A9 0C 03             Add #$03 to 00:70AC
DF/EB4F: D2 5F EB             Jump to address $DF/EB5F
DF/EB52: AA 0F                Increment 00:70AF
DF/EB54: A9 0C 02             Add #$02 to 00:70AC
DF/EB57: D2 5F EB             Jump to address $DF/EB5F
DF/EB5A: AA 0E                Increment 00:70AE
DF/EB5C: A9 0C 01             Add #$01 to 00:70AC
DF/EB5F: B6 0C 00              Store a random number from 0 to #$000C to 00:7000
DF/EB62: E2 00 00 D7 EB       If value at 00:7000 = #$0000, jump to address $DF/EBD7
DF/EB67: E2 01 00 CF EB       If value at 00:7000 = #$0001, jump to address $DF/EBCF
DF/EB6C: E2 02 00 C7 EB       If value at 00:7000 = #$0002, jump to address $DF/EBC7
DF/EB71: E2 03 00 BF EB       If value at 00:7000 = #$0003, jump to address $DF/EBBF
DF/EB76: E2 04 00 B7 EB       If value at 00:7000 = #$0004, jump to address $DF/EBB7
DF/EB7B: E2 05 00 AF EB       If value at 00:7000 = #$0005, jump to address $DF/EBAF
DF/EB80: E2 06 00 A7 EB       If value at 00:7000 = #$0006, jump to address $DF/EBA7
DF/EB85: E2 07 00 9F EB       If value at 00:7000 = #$0007, jump to address $DF/EB9F
DF/EB8A: E2 08 00 97 EB       If value at 00:7000 = #$0008, jump to address $DF/EB97
DF/EB8F: AA 4B                Increment 00:70EB
DF/EB91: A9 0C 0A             Add #$0A to 00:70AC
DF/EB94: D2 DC EB             Jump to address $DF/EBDC
DF/EB97: AA 27                Increment 00:70C7
DF/EB99: A9 0C 09             Add #$09 to 00:70AC
DF/EB9C: D2 DC EB             Jump to address $DF/EBDC
DF/EB9F: AA 25                Increment 00:70C5
DF/EBA1: A9 0C 08             Add #$08 to 00:70AC
DF/EBA4: D2 DC EB             Jump to address $DF/EBDC
DF/EBA7: AA 24                Increment 00:70C4
DF/EBA9: A9 0C 07             Add #$07 to 00:70AC
DF/EBAC: D2 DC EB             Jump to address $DF/EBDC
DF/EBAF: AA 23                Increment 00:70C3
DF/EBB1: A9 0C 06             Add #$06 to 00:70AC
DF/EBB4: D2 DC EB             Jump to address $DF/EBDC
DF/EBB7: AA 22                Increment 00:70C2
DF/EBB9: A9 0C 05             Add #$05 to 00:70AC
DF/EBBC: D2 DC EB             Jump to address $DF/EBDC
DF/EBBF: AA 21                Increment 00:70C1
DF/EBC1: A9 0C 04             Add #$04 to 00:70AC
DF/EBC4: D2 DC EB             Jump to address $DF/EBDC
DF/EBC7: AA 20                Increment 00:70C0
DF/EBC9: A9 0C 03             Add #$03 to 00:70AC
DF/EBCC: D2 DC EB             Jump to address $DF/EBDC
DF/EBCF: AA 0F                Increment 00:70AF
DF/EBD1: A9 0C 02             Add #$02 to 00:70AC
DF/EBD4: D2 DC EB             Jump to address $DF/EBDC
DF/EBD7: AA 0E                Increment 00:70AE
DF/EBD9: A9 0C 01             Add #$01 to 00:70AC
DF/EBDC: 60 DB AC 60          Run Dialogue $0CDB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: 
            Your first card.<I><END>


DF/EBE0: 15 A0                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x20 bytes) (Wait until complete)
   DF/EBE2: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/EBE5: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EBE7: 98                   <UNKNOWN COMMAND $98>
   DF/EBE8: F0 0F                Frame Duration: 15
   DF/EBEA: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EBEC: 98                   <UNKNOWN COMMAND $98>
   DF/EBED: F0 0F                Frame Duration: 15
   DF/EBEF: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/EBF2: F0 27                Frame Duration: 39
   DF/EBF4: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/EBF7: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EBF9: 98                   <UNKNOWN COMMAND $98>
   DF/EBFA: F0 0F                Frame Duration: 15
   DF/EBFC: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EBFE: 98                   <UNKNOWN COMMAND $98>
   DF/EBFF: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/EC02: F0 0F                Duration: 15 frames
DF/EC04: 00 95                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   DF/EC06: 08 46 0A             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/EC09: F0 27                Frame Duration: 39
   DF/EC0B: 08 46 09             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/EC0E: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EC10: 98                   <UNKNOWN COMMAND $98>
   DF/EC11: F0 0F                Frame Duration: 15
   DF/EC13: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EC15: 98                   <UNKNOWN COMMAND $98>
   DF/EC16: F0 0F                Frame Duration: 15
   DF/EC18: 08 4E 14             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: no
DF/EC1B: B6 0C 00              Store a random number from 0 to #$000C to 00:7000
DF/EC1E: E2 00 00 93 EC       If value at 00:7000 = #$0000, jump to address $DF/EC93
DF/EC23: E2 01 00 8B EC       If value at 00:7000 = #$0001, jump to address $DF/EC8B
DF/EC28: E2 02 00 83 EC       If value at 00:7000 = #$0002, jump to address $DF/EC83
DF/EC2D: E2 03 00 7B EC       If value at 00:7000 = #$0003, jump to address $DF/EC7B
DF/EC32: E2 04 00 73 EC       If value at 00:7000 = #$0004, jump to address $DF/EC73
DF/EC37: E2 05 00 6B EC       If value at 00:7000 = #$0005, jump to address $DF/EC6B
DF/EC3C: E2 06 00 63 EC       If value at 00:7000 = #$0006, jump to address $DF/EC63
DF/EC41: E2 07 00 5B EC       If value at 00:7000 = #$0007, jump to address $DF/EC5B
DF/EC46: E2 08 00 53 EC       If value at 00:7000 = #$0008, jump to address $DF/EC53
DF/EC4B: AA 4B                Increment 00:70EB
DF/EC4D: A9 0D 0A             Add #$0A to 00:70AD
DF/EC50: D2 98 EC             Jump to address $DF/EC98
DF/EC53: AA 27                Increment 00:70C7
DF/EC55: A9 0D 09             Add #$09 to 00:70AD
DF/EC58: D2 98 EC             Jump to address $DF/EC98
DF/EC5B: AA 25                Increment 00:70C5
DF/EC5D: A9 0D 08             Add #$08 to 00:70AD
DF/EC60: D2 98 EC             Jump to address $DF/EC98
DF/EC63: AA 24                Increment 00:70C4
DF/EC65: A9 0D 07             Add #$07 to 00:70AD
DF/EC68: D2 98 EC             Jump to address $DF/EC98
DF/EC6B: AA 23                Increment 00:70C3
DF/EC6D: A9 0D 06             Add #$06 to 00:70AD
DF/EC70: D2 98 EC             Jump to address $DF/EC98
DF/EC73: AA 22                Increment 00:70C2
DF/EC75: A9 0D 05             Add #$05 to 00:70AD
DF/EC78: D2 98 EC             Jump to address $DF/EC98
DF/EC7B: AA 21                Increment 00:70C1
DF/EC7D: A9 0D 04             Add #$04 to 00:70AD
DF/EC80: D2 98 EC             Jump to address $DF/EC98
DF/EC83: AA 20                Increment 00:70C0
DF/EC85: A9 0D 03             Add #$03 to 00:70AD
DF/EC88: D2 98 EC             Jump to address $DF/EC98
DF/EC8B: AA 0F                Increment 00:70AF
DF/EC8D: A9 0D 02             Add #$02 to 00:70AD
DF/EC90: D2 98 EC             Jump to address $DF/EC98
DF/EC93: AA 0F                Increment 00:70AF
DF/EC95: A9 0D 01             Add #$01 to 00:70AD
DF/EC98: B4 0D                Store value at 00:70AD to 00:7000
DF/EC9A: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/EC9E: 60 DC AC 60          Run Dialogue $0CDC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: 
          Your second card.<I><END>


DF/ECA2: 15 A2                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x22 bytes) (Wait until complete)
   DF/ECA4: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/ECA7: FD 9E                <UNKNOWN COMMAND $9E>
   DF/ECA9: 98                   <UNKNOWN COMMAND $98>
   DF/ECAA: F0 0F                Frame Duration: 15
   DF/ECAC: FD 9E                <UNKNOWN COMMAND $9E>
   DF/ECAE: 98                   <UNKNOWN COMMAND $98>
   DF/ECAF: F0 0F                Frame Duration: 15
   DF/ECB1: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/ECB4: F0 27                Frame Duration: 39
   DF/ECB6: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/ECB9: FD 9E                <UNKNOWN COMMAND $9E>
   DF/ECBB: 98                   <UNKNOWN COMMAND $98>
   DF/ECBC: F0 0F                Frame Duration: 15
   DF/ECBE: FD 9E                <UNKNOWN COMMAND $9E>
   DF/ECC0: 98                   <UNKNOWN COMMAND $98>
   DF/ECC1: F0 0F                Frame Duration: 15
   DF/ECC3: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/ECC6: F0 1F                Duration: 31 frames
DF/ECC8: 00 A2                Set Object: MARIO ---> Begin action queue for object (Length: 0x22 bytes) (Wait until complete)
   DF/ECCA: 08 46 09             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/ECCD: FD 9E                <UNKNOWN COMMAND $9E>
   DF/ECCF: 98                   <UNKNOWN COMMAND $98>
   DF/ECD0: F0 0F                Frame Duration: 15
   DF/ECD2: FD 9E                <UNKNOWN COMMAND $9E>
   DF/ECD4: 98                   <UNKNOWN COMMAND $98>
   DF/ECD5: F0 0F                Frame Duration: 15
   DF/ECD7: 08 46 0A             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/ECDA: F0 27                Frame Duration: 39
   DF/ECDC: 08 46 09             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/ECDF: FD 9E                <UNKNOWN COMMAND $9E>
   DF/ECE1: 98                   <UNKNOWN COMMAND $98>
   DF/ECE2: F0 0F                Frame Duration: 15
   DF/ECE4: FD 9E                <UNKNOWN COMMAND $9E>
   DF/ECE6: 98                   <UNKNOWN COMMAND $98>
   DF/ECE7: F0 0F                Frame Duration: 15
   DF/ECE9: 08 4E 14             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: no
DF/ECEC: B6 0C 00              Store a random number from 0 to #$000C to 00:7000
DF/ECEF: E2 00 00 A3 ED       If value at 00:7000 = #$0000, jump to address $DF/EDA3
DF/ECF4: E2 01 00 94 ED       If value at 00:7000 = #$0001, jump to address $DF/ED94
DF/ECF9: E2 02 00 85 ED       If value at 00:7000 = #$0002, jump to address $DF/ED85
DF/ECFE: E2 03 00 76 ED       If value at 00:7000 = #$0003, jump to address $DF/ED76
DF/ED03: E2 04 00 67 ED       If value at 00:7000 = #$0004, jump to address $DF/ED67
DF/ED08: E2 05 00 58 ED       If value at 00:7000 = #$0005, jump to address $DF/ED58
DF/ED0D: E2 06 00 49 ED       If value at 00:7000 = #$0006, jump to address $DF/ED49
DF/ED12: E2 07 00 3A ED       If value at 00:7000 = #$0007, jump to address $DF/ED3A
DF/ED17: E2 08 00 2B ED       If value at 00:7000 = #$0008, jump to address $DF/ED2B
DF/ED1C: AA 4B                Increment 00:70EB
DF/ED1E: A9 0D 0A             Add #$0A to 00:70AD
DF/ED21: AC 0A 00             Store #$000A to 00:7000
DF/ED24: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/ED28: D2 AF ED             Jump to address $DF/EDAF
DF/ED2B: AA 27                Increment 00:70C7
DF/ED2D: A9 0D 09             Add #$09 to 00:70AD
DF/ED30: AC 09 00             Store #$0009 to 00:7000
DF/ED33: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/ED37: D2 AF ED             Jump to address $DF/EDAF
DF/ED3A: AA 25                Increment 00:70C5
DF/ED3C: A9 0D 08             Add #$08 to 00:70AD
DF/ED3F: AC 08 00             Store #$0008 to 00:7000
DF/ED42: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/ED46: D2 AF ED             Jump to address $DF/EDAF
DF/ED49: AA 24                Increment 00:70C4
DF/ED4B: A9 0D 07             Add #$07 to 00:70AD
DF/ED4E: AC 07 00             Store #$0007 to 00:7000
DF/ED51: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/ED55: D2 AF ED             Jump to address $DF/EDAF
DF/ED58: AA 23                Increment 00:70C3
DF/ED5A: A9 0D 06             Add #$06 to 00:70AD
DF/ED5D: AC 06 00             Store #$0006 to 00:7000
DF/ED60: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/ED64: D2 AF ED             Jump to address $DF/EDAF
DF/ED67: AA 22                Increment 00:70C2
DF/ED69: A9 0D 05             Add #$05 to 00:70AD
DF/ED6C: AC 05 00             Store #$0005 to 00:7000
DF/ED6F: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/ED73: D2 AF ED             Jump to address $DF/EDAF
DF/ED76: AA 21                Increment 00:70C1
DF/ED78: A9 0D 04             Add #$04 to 00:70AD
DF/ED7B: AC 04 00             Store #$0004 to 00:7000
DF/ED7E: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/ED82: D2 AF ED             Jump to address $DF/EDAF
DF/ED85: AA 20                Increment 00:70C0
DF/ED87: A9 0D 03             Add #$03 to 00:70AD
DF/ED8A: AC 03 00             Store #$0003 to 00:7000
DF/ED8D: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/ED91: D2 AF ED             Jump to address $DF/EDAF
DF/ED94: AA 0F                Increment 00:70AF
DF/ED96: A9 0D 02             Add #$02 to 00:70AD
DF/ED99: AC 02 00             Store #$0002 to 00:7000
DF/ED9C: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/EDA0: D2 AF ED             Jump to address $DF/EDAF
DF/EDA3: AA 0F                Increment 00:70AF
DF/EDA5: A9 0D 01             Add #$01 to 00:70AD
DF/EDA8: AC 01 00             Store #$0001 to 00:7000
DF/EDAB: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/EDAF: 15 FE                Set Object: NPC #1 ---> Command: End object queue
DF/EDB1: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/EDB3: D8 28 7A EF          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/EF7A
DF/EDB7: E0 0C 15 74 EF       If value at 00:70AC = #$15, jump to address $DF/EF74
DF/EDBC: E0 0C 14 74 EF       If value at 00:70AC = #$14, jump to address $DF/EF74
DF/EDC1: E0 0C 13 74 EF       If value at 00:70AC = #$13, jump to address $DF/EF74
DF/EDC6: E0 0C 12 64 EF       If value at 00:70AC = #$12, jump to address $DF/EF64
DF/EDCB: E0 0C 11 64 EF       If value at 00:70AC = #$11, jump to address $DF/EF64
DF/EDD0: E0 0C 10 64 EF       If value at 00:70AC = #$10, jump to address $DF/EF64
DF/EDD5: 60 CC AC 60          Run Dialogue $0CCC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: 
         I will draw one card.<I><END>


DF/EDD9: 15 1D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1D bytes)
   DF/EDDB: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/EDDE: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EDE0: 98                   <UNKNOWN COMMAND $98>
   DF/EDE1: F0 0F                Frame Duration: 15
   DF/EDE3: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EDE5: 98                   <UNKNOWN COMMAND $98>
   DF/EDE6: F0 0F                Frame Duration: 15
   DF/EDE8: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/EDEB: F0 27                Frame Duration: 39
   DF/EDED: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/EDF0: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EDF2: 98                   <UNKNOWN COMMAND $98>
   DF/EDF3: F0 0F                Frame Duration: 15
   DF/EDF5: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/EDF8: B6 0C 00              Store a random number from 0 to #$000C to 00:7000
DF/EDFB: E2 00 00 47 EF       If value at 00:7000 = #$0000, jump to address $DF/EF47
DF/EE00: E2 01 00 28 EF       If value at 00:7000 = #$0001, jump to address $DF/EF28
DF/EE05: E2 02 00 08 EF       If value at 00:7000 = #$0002, jump to address $DF/EF08
DF/EE0A: E2 03 00 E8 EE       If value at 00:7000 = #$0003, jump to address $DF/EEE8
DF/EE0F: E2 04 00 C8 EE       If value at 00:7000 = #$0004, jump to address $DF/EEC8
DF/EE14: E2 05 00 A8 EE       If value at 00:7000 = #$0005, jump to address $DF/EEA8
DF/EE19: E2 06 00 88 EE       If value at 00:7000 = #$0006, jump to address $DF/EE88
DF/EE1E: E2 07 00 68 EE       If value at 00:7000 = #$0007, jump to address $DF/EE68
DF/EE23: E2 08 00 48 EE       If value at 00:7000 = #$0008, jump to address $DF/EE48
DF/EE28: E0 4B 03 D9 ED       If value at 00:70EB = #$03, jump to address $DF/EDD9
DF/EE2D: A9 0C 0A             Add #$0A to 00:70AC
DF/EE30: B4 0C                Store value at 00:70AC to 00:7000
DF/EE32: C0 16 00             Compare value at 00:7000 to #$0016
DF/EE35: EC 3D EE             If Bit 0 of 00:70A0,x set, jump to address $DF/EE3D
DF/EE38: AA 4B                Increment 00:70EB
DF/EE3A: D2 7A EF             Jump to address $DF/EF7A
DF/EE3D: E8 02 F1             If random number between 0 and 255 > 128, jump to address $DF/F102
DF/EE40: D4 09                Start code block, repeat 9 times
DF/EE42: AB 0C                Decrement 00:70AC
DF/EE44: D7                   End of code block
DF/EE45: D2 D9 ED             Jump to address $DF/EDD9
DF/EE48: E0 27 03 D9 ED       If value at 00:70C7 = #$03, jump to address $DF/EDD9
DF/EE4D: A9 0C 09             Add #$09 to 00:70AC
DF/EE50: B4 0C                Store value at 00:70AC to 00:7000
DF/EE52: C0 16 00             Compare value at 00:7000 to #$0016
DF/EE55: EC 5D EE             If Bit 0 of 00:70A0,x set, jump to address $DF/EE5D
DF/EE58: AA 27                Increment 00:70C7
DF/EE5A: D2 7A EF             Jump to address $DF/EF7A
DF/EE5D: E8 02 F1             If random number between 0 and 255 > 128, jump to address $DF/F102
DF/EE60: D4 08                Start code block, repeat 8 times
DF/EE62: AB 0C                Decrement 00:70AC
DF/EE64: D7                   End of code block
DF/EE65: D2 D9 ED             Jump to address $DF/EDD9
DF/EE68: E0 25 03 D9 ED       If value at 00:70C5 = #$03, jump to address $DF/EDD9
DF/EE6D: A9 0C 08             Add #$08 to 00:70AC
DF/EE70: B4 0C                Store value at 00:70AC to 00:7000
DF/EE72: C0 16 00             Compare value at 00:7000 to #$0016
DF/EE75: EC 7D EE             If Bit 0 of 00:70A0,x set, jump to address $DF/EE7D
DF/EE78: AA 25                Increment 00:70C5
DF/EE7A: D2 7A EF             Jump to address $DF/EF7A
DF/EE7D: E8 02 F1             If random number between 0 and 255 > 128, jump to address $DF/F102
DF/EE80: D4 07                Start code block, repeat 7 times
DF/EE82: AB 0C                Decrement 00:70AC
DF/EE84: D7                   End of code block
DF/EE85: D2 D9 ED             Jump to address $DF/EDD9
DF/EE88: E0 24 03 D9 ED       If value at 00:70C4 = #$03, jump to address $DF/EDD9
DF/EE8D: A9 0C 07             Add #$07 to 00:70AC
DF/EE90: B4 0C                Store value at 00:70AC to 00:7000
DF/EE92: C0 16 00             Compare value at 00:7000 to #$0016
DF/EE95: EC 9D EE             If Bit 0 of 00:70A0,x set, jump to address $DF/EE9D
DF/EE98: AA 24                Increment 00:70C4
DF/EE9A: D2 7A EF             Jump to address $DF/EF7A
DF/EE9D: E8 02 F1             If random number between 0 and 255 > 128, jump to address $DF/F102
DF/EEA0: D4 06                Start code block, repeat 6 times
DF/EEA2: AB 0C                Decrement 00:70AC
DF/EEA4: D7                   End of code block
DF/EEA5: D2 D9 ED             Jump to address $DF/EDD9
DF/EEA8: E0 23 03 D9 ED       If value at 00:70C3 = #$03, jump to address $DF/EDD9
DF/EEAD: A9 0C 06             Add #$06 to 00:70AC
DF/EEB0: B4 0C                Store value at 00:70AC to 00:7000
DF/EEB2: C0 16 00             Compare value at 00:7000 to #$0016
DF/EEB5: EC BD EE             If Bit 0 of 00:70A0,x set, jump to address $DF/EEBD
DF/EEB8: AA 23                Increment 00:70C3
DF/EEBA: D2 7A EF             Jump to address $DF/EF7A
DF/EEBD: E8 02 F1             If random number between 0 and 255 > 128, jump to address $DF/F102
DF/EEC0: D4 05                Start code block, repeat 5 times
DF/EEC2: AB 0C                Decrement 00:70AC
DF/EEC4: D7                   End of code block
DF/EEC5: D2 D9 ED             Jump to address $DF/EDD9
DF/EEC8: E0 22 03 D9 ED       If value at 00:70C2 = #$03, jump to address $DF/EDD9
DF/EECD: A9 0C 05             Add #$05 to 00:70AC
DF/EED0: B4 0C                Store value at 00:70AC to 00:7000
DF/EED2: C0 16 00             Compare value at 00:7000 to #$0016
DF/EED5: EC DD EE             If Bit 0 of 00:70A0,x set, jump to address $DF/EEDD
DF/EED8: AA 22                Increment 00:70C2
DF/EEDA: D2 7A EF             Jump to address $DF/EF7A
DF/EEDD: E8 02 F1             If random number between 0 and 255 > 128, jump to address $DF/F102
DF/EEE0: D4 04                Start code block, repeat 4 times
DF/EEE2: AB 0C                Decrement 00:70AC
DF/EEE4: D7                   End of code block
DF/EEE5: D2 D9 ED             Jump to address $DF/EDD9
DF/EEE8: E0 21 03 D9 ED       If value at 00:70C1 = #$03, jump to address $DF/EDD9
DF/EEED: A9 0C 04             Add #$04 to 00:70AC
DF/EEF0: B4 0C                Store value at 00:70AC to 00:7000
DF/EEF2: C0 16 00             Compare value at 00:7000 to #$0016
DF/EEF5: EC FD EE             If Bit 0 of 00:70A0,x set, jump to address $DF/EEFD
DF/EEF8: AA 21                Increment 00:70C1
DF/EEFA: D2 7A EF             Jump to address $DF/EF7A
DF/EEFD: E8 02 F1             If random number between 0 and 255 > 128, jump to address $DF/F102
DF/EF00: D4 03                Start code block, repeat 3 times
DF/EF02: AB 0C                Decrement 00:70AC
DF/EF04: D7                   End of code block
DF/EF05: D2 D9 ED             Jump to address $DF/EDD9
DF/EF08: E0 20 03 D9 ED       If value at 00:70C0 = #$03, jump to address $DF/EDD9
DF/EF0D: A9 0C 03             Add #$03 to 00:70AC
DF/EF10: B4 0C                Store value at 00:70AC to 00:7000
DF/EF12: C0 16 00             Compare value at 00:7000 to #$0016
DF/EF15: EC 1D EF             If Bit 0 of 00:70A0,x set, jump to address $DF/EF1D
DF/EF18: AA 20                Increment 00:70C0
DF/EF1A: D2 7A EF             Jump to address $DF/EF7A
DF/EF1D: E8 02 F1             If random number between 0 and 255 > 128, jump to address $DF/F102
DF/EF20: D4 02                Start code block, repeat 2 times
DF/EF22: AB 0C                Decrement 00:70AC
DF/EF24: D7                   End of code block
DF/EF25: D2 D9 ED             Jump to address $DF/EDD9
DF/EF28: E0 0F 03 D9 ED       If value at 00:70AF = #$03, jump to address $DF/EDD9
DF/EF2D: A9 0C 02             Add #$02 to 00:70AC
DF/EF30: B4 0C                Store value at 00:70AC to 00:7000
DF/EF32: C0 16 00             Compare value at 00:7000 to #$0016
DF/EF35: EC 3D EF             If Bit 0 of 00:70A0,x set, jump to address $DF/EF3D
DF/EF38: AA 0F                Increment 00:70AF
DF/EF3A: D2 7A EF             Jump to address $DF/EF7A
DF/EF3D: E8 02 F1             If random number between 0 and 255 > 128, jump to address $DF/F102
DF/EF40: AB 0C                Decrement 00:70AC
DF/EF42: AB 0C                Decrement 00:70AC
DF/EF44: D2 D9 ED             Jump to address $DF/EDD9
DF/EF47: E0 0E 03 D9 ED       If value at 00:70AE = #$03, jump to address $DF/EDD9
DF/EF4C: A9 0C 01             Add #$01 to 00:70AC
DF/EF4F: B4 0C                Store value at 00:70AC to 00:7000
DF/EF51: C0 16 00             Compare value at 00:7000 to #$0016
DF/EF54: EC 5C EF             If Bit 0 of 00:70A0,x set, jump to address $DF/EF5C
DF/EF57: AA 0E                Increment 00:70AE
DF/EF59: D2 7A EF             Jump to address $DF/EF7A
DF/EF5C: E8 02 F1             If random number between 0 and 255 > 128, jump to address $DF/F102
DF/EF5F: AB 0C                Decrement 00:70AC
DF/EF61: D2 D9 ED             Jump to address $DF/EDD9
DF/EF64: B6 09 00              Store a random number from 0 to #$0009 to 00:7000
DF/EF67: E2 00 00 74 EF       If value at 00:7000 = #$0000, jump to address $DF/EF74
DF/EF6C: E2 01 00 74 EF       If value at 00:7000 = #$0001, jump to address $DF/EF74
DF/EF71: D2 D5 ED             Jump to address $DF/EDD5
DF/EF74: A0 28                Set event flag memory address 00:7045 Bit 0
DF/EF76: 60 CD AC 60          Run Dialogue $0CCD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: 
        I'll play with this hand.<I><END>


DF/EF7A: D8 29 F9 F0          If event flag memory address 00:7045 Bit 1 set, jump to address $DF/F0F9
DF/EF7E: 15 FE                Set Object: NPC #1 ---> Command: End object queue
DF/EF80: 60 CE AC 60          Run Dialogue $0CCE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: 
         Draw or stay, Mario?<I><END>


DF/EF84: B4 0D                Store value at 00:70AD to 00:7000
DF/EF86: 60 CF AC 42          Run Dialogue $0CCF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            Your total is <$00>.
  >>  (Draw)
  >>  (Stay)<I><END>


DF/EF8A: 66 F9 F0             If 2nd option chosen from dialogue prompt, jump to address $DF/F0F9
DF/EF8D: 00 22                Set Object: MARIO ---> Begin action queue for object (Length: 0x22 bytes)
   DF/EF8F: 08 46 09             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/EF92: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EF94: 98                   <UNKNOWN COMMAND $98>
   DF/EF95: F0 0F                Frame Duration: 15
   DF/EF97: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EF99: 98                   <UNKNOWN COMMAND $98>
   DF/EF9A: F0 0F                Frame Duration: 15
   DF/EF9C: 08 46 0A             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/EF9F: F0 27                Frame Duration: 39
   DF/EFA1: 08 46 09             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   DF/EFA4: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EFA6: 98                   <UNKNOWN COMMAND $98>
   DF/EFA7: F0 0F                Frame Duration: 15
   DF/EFA9: FD 9E                <UNKNOWN COMMAND $9E>
   DF/EFAB: 98                   <UNKNOWN COMMAND $98>
   DF/EFAC: F0 17                Frame Duration: 23
   DF/EFAE: 08 4E 14             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: no
DF/EFB1: B6 0C 00              Store a random number from 0 to #$000C to 00:7000
DF/EFB4: E2 00 00 DD F0       If value at 00:7000 = #$0000, jump to address $DF/F0DD
DF/EFB9: E2 01 00 C1 F0       If value at 00:7000 = #$0001, jump to address $DF/F0C1
DF/EFBE: E2 02 00 A5 F0       If value at 00:7000 = #$0002, jump to address $DF/F0A5
DF/EFC3: E2 03 00 89 F0       If value at 00:7000 = #$0003, jump to address $DF/F089
DF/EFC8: E2 04 00 6D F0       If value at 00:7000 = #$0004, jump to address $DF/F06D
DF/EFCD: E2 05 00 51 F0       If value at 00:7000 = #$0005, jump to address $DF/F051
DF/EFD2: E2 06 00 35 F0       If value at 00:7000 = #$0006, jump to address $DF/F035
DF/EFD7: E2 07 00 19 F0       If value at 00:7000 = #$0007, jump to address $DF/F019
DF/EFDC: E2 08 00 FD EF       If value at 00:7000 = #$0008, jump to address $DF/EFFD
DF/EFE1: E0 4B 03 8D EF       If value at 00:70EB = #$03, jump to address $DF/EF8D
DF/EFE6: AA 4B                Increment 00:70EB
DF/EFE8: AC 0A 00             Store #$000A to 00:7000
DF/EFEB: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/EFEF: A9 0D 0A             Add #$0A to 00:70AD
DF/EFF2: B4 0D                Store value at 00:70AD to 00:7000
DF/EFF4: C0 16 00             Compare value at 00:7000 to #$0016
DF/EFF7: EC 07 F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F107
DF/EFFA: D2 F6 F0             Jump to address $DF/F0F6
DF/EFFD: E0 27 03 8D EF       If value at 00:70C7 = #$03, jump to address $DF/EF8D
DF/F002: AA 27                Increment 00:70C7
DF/F004: AC 09 00             Store #$0009 to 00:7000
DF/F007: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/F00B: A9 0D 09             Add #$09 to 00:70AD
DF/F00E: B4 0D                Store value at 00:70AD to 00:7000
DF/F010: C0 16 00             Compare value at 00:7000 to #$0016
DF/F013: EC 07 F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F107
DF/F016: D2 F6 F0             Jump to address $DF/F0F6
DF/F019: E0 25 03 8D EF       If value at 00:70C5 = #$03, jump to address $DF/EF8D
DF/F01E: AA 25                Increment 00:70C5
DF/F020: AC 08 00             Store #$0008 to 00:7000
DF/F023: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/F027: A9 0D 08             Add #$08 to 00:70AD
DF/F02A: B4 0D                Store value at 00:70AD to 00:7000
DF/F02C: C0 16 00             Compare value at 00:7000 to #$0016
DF/F02F: EC 07 F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F107
DF/F032: D2 F6 F0             Jump to address $DF/F0F6
DF/F035: E0 24 03 8D EF       If value at 00:70C4 = #$03, jump to address $DF/EF8D
DF/F03A: AA 24                Increment 00:70C4
DF/F03C: AC 07 00             Store #$0007 to 00:7000
DF/F03F: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/F043: A9 0D 07             Add #$07 to 00:70AD
DF/F046: B4 0D                Store value at 00:70AD to 00:7000
DF/F048: C0 16 00             Compare value at 00:7000 to #$0016
DF/F04B: EC 07 F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F107
DF/F04E: D2 F6 F0             Jump to address $DF/F0F6
DF/F051: E0 23 03 8D EF       If value at 00:70C3 = #$03, jump to address $DF/EF8D
DF/F056: AA 23                Increment 00:70C3
DF/F058: AC 06 00             Store #$0006 to 00:7000
DF/F05B: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/F05F: A9 0D 06             Add #$06 to 00:70AD
DF/F062: B4 0D                Store value at 00:70AD to 00:7000
DF/F064: C0 16 00             Compare value at 00:7000 to #$0016
DF/F067: EC 07 F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F107
DF/F06A: D2 F6 F0             Jump to address $DF/F0F6
DF/F06D: E0 22 03 8D EF       If value at 00:70C2 = #$03, jump to address $DF/EF8D
DF/F072: AA 22                Increment 00:70C2
DF/F074: AC 05 00             Store #$0005 to 00:7000
DF/F077: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/F07B: A9 0D 05             Add #$05 to 00:70AD
DF/F07E: B4 0D                Store value at 00:70AD to 00:7000
DF/F080: C0 16 00             Compare value at 00:7000 to #$0016
DF/F083: EC 07 F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F107
DF/F086: D2 F6 F0             Jump to address $DF/F0F6
DF/F089: E0 21 03 8D EF       If value at 00:70C1 = #$03, jump to address $DF/EF8D
DF/F08E: AA 21                Increment 00:70C1
DF/F090: AC 04 00             Store #$0004 to 00:7000
DF/F093: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/F097: A9 0D 04             Add #$04 to 00:70AD
DF/F09A: B4 0D                Store value at 00:70AD to 00:7000
DF/F09C: C0 16 00             Compare value at 00:7000 to #$0016
DF/F09F: EC 07 F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F107
DF/F0A2: D2 F6 F0             Jump to address $DF/F0F6
DF/F0A5: E0 20 03 8D EF       If value at 00:70C0 = #$03, jump to address $DF/EF8D
DF/F0AA: AA 20                Increment 00:70C0
DF/F0AC: AC 03 00             Store #$0003 to 00:7000
DF/F0AF: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/F0B3: A9 0D 03             Add #$03 to 00:70AD
DF/F0B6: B4 0D                Store value at 00:70AD to 00:7000
DF/F0B8: C0 16 00             Compare value at 00:7000 to #$0016
DF/F0BB: EC 07 F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F107
DF/F0BE: D2 F6 F0             Jump to address $DF/F0F6
DF/F0C1: E0 0F 03 8D EF       If value at 00:70AF = #$03, jump to address $DF/EF8D
DF/F0C6: AA 0F                Increment 00:70AF
DF/F0C8: AC 02 00             Store #$0002 to 00:7000
DF/F0CB: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/F0CF: A9 0D 02             Add #$02 to 00:70AD
DF/F0D2: B4 0D                Store value at 00:70AD to 00:7000
DF/F0D4: C0 16 00             Compare value at 00:7000 to #$0016
DF/F0D7: EC 07 F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F107
DF/F0DA: D2 F6 F0             Jump to address $DF/F0F6
DF/F0DD: E0 0E 03 8D EF       If value at 00:70AE = #$03, jump to address $DF/EF8D
DF/F0E2: AA 0E                Increment 00:70AE
DF/F0E4: AC 01 00             Store #$0001 to 00:7000
DF/F0E7: 60 D1 AC 42          Run Dialogue $0CD1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You got a (n) <$00>.<I><END>


DF/F0EB: A9 0D 01             Add #$01 to 00:70AD
DF/F0EE: B4 0D                Store value at 00:70AD to 00:7000
DF/F0F0: C0 16 00             Compare value at 00:7000 to #$0016
DF/F0F3: EC 07 F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F107
DF/F0F6: D2 AF ED             Jump to address $DF/EDAF
DF/F0F9: A0 29                Set event flag memory address 00:7045 Bit 1
DF/F0FB: D8 28 1F F1          If event flag memory address 00:7045 Bit 0 set, jump to address $DF/F11F
DF/F0FF: D2 AF ED             Jump to address $DF/EDAF
DF/F102: A0 28                Set event flag memory address 00:7045 Bit 0
DF/F104: D2 AF ED             Jump to address $DF/EDAF
DF/F107: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/F109: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   DF/F10C: FD 9E                <UNKNOWN COMMAND $9E>
   DF/F10E: 15 60                Clear Bits $7 of current object address 0C,x and set Bit(s) $96
DF/F110: D2 AC 42             Jump to address $DF/42AC
DF/F113: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/F117: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F119: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/F11C: D2 62 F1             Jump to address $DF/F162
DF/F11F: 60 D3 AC 60          Run Dialogue $0CD3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER:
      Please show me your hand.<I><END>


DF/F123: B4 0C                Store value at 00:70AC to 00:7000
DF/F125: C0 16 00             Compare value at 00:7000 to #$0016
DF/F128: EC 7E F1             If Bit 0 of 00:70A0,x set, jump to address $DF/F17E
DF/F12B: BB 12                Store value at 00:7000 to 00:7024
DF/F12D: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/F12F: FD 9E                <UNKNOWN COMMAND $9E>
   DF/F131: 98                   <UNKNOWN COMMAND $98>
   DF/F132: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DF/F135: 60 D4 AC 60          Run Dialogue $0CD4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: 
                I have <$00>.<I><END>


DF/F139: B4 0D                Store value at 00:70AD to 00:7000
DF/F13B: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/F13D: FD 9E                <UNKNOWN COMMAND $9E>
   DF/F13F: 98                   <UNKNOWN COMMAND $98>
   DF/F140: 08 46 0A             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DF/F143: 60 D5 AC 60          Run Dialogue $0CD5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


          Mario, you have <$00>.<I><END>


DF/F147: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F149: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/F14C: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/F14E: 09                   Reset all object properties to default
DF/F14F: C1 12                Compare values at memory addresses 00:7024 and 00:7000
DF/F151: EA 70 F1             If Bit 1 of 00:70A0,x set, jump to address $DF/F170
DF/F154: ED 62 F1             If Bit 0 of 00:70A0,x clear, jump to address $DF/F162
DF/F157: 60 D7 AC 60          Run Dialogue $0CD7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: You won this round.<I>
 Here is your Frog Coin.<I><END>


DF/F15B: 9C 5E                Play sound effect #$5E
DF/F15D: 53 01                Add 1 frog coins
DF/F15F: D2 96 F1             Jump to address $DF/F196
DF/F162: 60 D8 AC 60          Run Dialogue $0CD8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: You lost this round.<I>
 I'll take your Frog Coin.<I><END>


DF/F166: 9C 69                Play sound effect #$69
DF/F168: AC 01 00             Store #$0001 to 00:7000
DF/F16B: FD 55                Subtract # at 00:7000 from total frog coins
DF/F16D: D2 96 F1             Jump to address $DF/F196
DF/F170: 60 D9 AC 60          Run Dialogue $0CD9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: It's a tie.<I>
 I'll keep your Frog Coin.<I><END>


DF/F174: 9C 69                Play sound effect #$69
DF/F176: AC 01 00             Store #$0001 to 00:7000
DF/F179: FD 55                Subtract # at 00:7000 from total frog coins
DF/F17B: D2 96 F1             Jump to address $DF/F196
DF/F17E: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F180: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/F183: 60 D4 AC 60          Run Dialogue $0CD4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: 
                I have <$00>.<I><END>


DF/F187: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/F18B: 60 D6 AC 60          Run Dialogue $0CD6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: I broke 21, so you won!<I>
 Here's your Frog Coin.<I><END>


DF/F18F: 9C 5E                Play sound effect #$5E
DF/F191: 53 01                Add 1 frog coins
DF/F193: D2 96 F1             Jump to address $DF/F196
DF/F196: 60 F7 AC 60          Run Dialogue $0CF7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: Do you want to continue?
  >>  (Yes)
  >>  (No)<I><END>


DF/F19A: 66 A6 F1             If 2nd option chosen from dialogue prompt, jump to address $DF/F1A6
DF/F19D: F0 09                Duration: 9 frames
DF/F19F: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/F1A3: D2 AC EA             Jump to address $DF/EAAC
DF/F1A6: F0 09                Duration: 9 frames
DF/F1A8: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/F1AC: 60 F1 AC D0          Run Dialogue $0CF1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 As you wish.<I><END>


DF/F1B0: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/F1B4: 35 FF                Enable Overworld Menu
DF/F1B6: FE                   Return

DF/F1B7: 60 DA AC 60          Run Dialogue $0CDA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: No Frog Coins?<I>
 Sorry, you can't play then.<I><END>


DF/F1BB: FE                   Return

DF/F1BC: F0 09                Duration: 9 frames
DF/F1BE: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/F1C2: 60 E1 AC 60          Run Dialogue $0CE1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DEALER: In Blackjack, whomever
 comes the closest to 21 points,
 without going over, wins.<I>

 I will first deal 2 cards, then we
 will each draw as many cards as
 we wish.<I>

 Once we stop drawing cards, we
 both show our hand, and whomever
 has the higher total wins.<I>

 But if your hand exceeds 21, your
 opponent wins, regardless of how
 many points they have.<I>

 So if you exceed 21, you'll lose.<I>

 If I go over 21, you'll win.<I>

 To play, you'll need 1 Frog Coin.<I>

 If you win, you'll get 1 Frog Coin,
 but if it's a tie or you lose, I'll
 keep it.<I>

 So how about it?<I>
 Would you like to play Blackjack?
  >>  (Yes)
  >>  (No)<I><END>


DF/F1C6: 66 18 F2             If 2nd option chosen from dialogue prompt, jump to address $DF/F218
DF/F1C9: F0 09                Duration: 9 frames
DF/F1CB: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/F1CF: D2 AC EA             Jump to address $DF/EAAC

EVENT [A47] ------------------------------------------------------------>
DF/F1D2: A8 0E 16             Store #$16 to 00:70AE
DF/F1D5: 60 F0 AC D0          Run Dialogue $0CF0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome to the Grate Guy Casino!<I>
 Wanna play the slot machines?
  >>  (Yes)
  >>  (No)<I><END>


DF/F1D9: 66 18 F2             If 2nd option chosen from dialogue prompt, jump to address $DF/F218
DF/F1DC: F0 09                Duration: 9 frames
DF/F1DE: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/F1E2: D8 2F F5 F1          If event flag memory address 00:7045 Bit 7 set, jump to address $DF/F1F5
DF/F1E6: A0 2F                Set event flag memory address 00:7045 Bit 7
DF/F1E8: 60 F2 AC D0          Run Dialogue $0CF2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Require instructions?
  >>  (No)
  >>  (Yes)<I><END>


DF/F1EC: 66 02 F2             If 2nd option chosen from dialogue prompt, jump to address $DF/F202
DF/F1EF: F0 09                Duration: 9 frames
DF/F1F1: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/F1F5: FD 59                Store # of current coins to 00:7000
DF/F1F7: C0 0A 00             Compare value at 00:7000 to #$000A
DF/F1FA: EC 23 F2             If Bit 0 of 00:70A0,x set, jump to address $DF/F223
DF/F1FD: 60 F4 AC D0          Run Dialogue $0CF4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Please come back with more coins.<I><END>


DF/F201: FE                   Return

DF/F202: F0 09                Duration: 9 frames
DF/F204: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/F208: 60 F5 AC D0          Run Dialogue $0CF5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The slot machine costs 10 coins
 per game.<I>

 Hit it once to start the game.<I>

 Each consecutive hit will freeze
 one of the pictures. Match all 3
 and you might win a Frog Coin.<I>

 Do you want to try it out?
  >>  (Yes)
  >>  (No)<I><END>


DF/F20C: 66 18 F2             If 2nd option chosen from dialogue prompt, jump to address $DF/F218
DF/F20F: F0 09                Duration: 9 frames
DF/F211: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/F215: D2 F5 F1             Jump to address $DF/F1F5
DF/F218: F0 09                Duration: 9 frames
DF/F21A: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/F21E: 60 F1 AC D0          Run Dialogue $0CF1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 As you wish.<I><END>


DF/F222: FE                   Return

DF/F223: 60 F3 AC D0          Run Dialogue $0CF3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'll take your 10 coins.<I>
 Please enjoy yourself.<I><END>


DF/F227: AC 0A 00             Store #$000A to 00:7000
DF/F22A: FD 53                Subtract # at 00:7000 from total coins
DF/F22C: A0 18                Set event flag memory address 00:7043 Bit 0
DF/F22E: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   DF/F230: 0A 00                Store #$00 to current object address 0A,x
   DF/F232: 10 C1                Set transition and sequence flags, x2 speed
   DF/F234: 80 01 11             Move object to on-screen coords: (48,136)
   DF/F237: 72                   Object faces down
   DF/F238: 0A F4                Store #$F4 to current object address 0A,x
   DF/F23A: 10 C0                Set transition and sequence flags, x1 speed
DF/F23C: 35 80                Disable Overworld Menu
DF/F23E: 17 F2 0E 00          Set Object: NPC #3 ---> Command: Set object to movement: $000E
DF/F242: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F244: 08 48 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DF/F247: FE                   Return


EVENT [A48] ------------------------------------------------------------>
DF/F248: D8 27 53 F2          If event flag memory address 00:7044 Bit 7 set, jump to address $DF/F253
DF/F24C: 60 DF AC D0          Run Dialogue $0CDF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

DEALER: 
 Welcome to the Grate Guy Casino.<I><END>


DF/F250: A0 27                Set event flag memory address 00:7044 Bit 7
DF/F252: FE                   Return

DF/F253: 60 E0 AC D0          Run Dialogue $0CE0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

DEALER: If you would like to play,
 please go to the other side of
 the table.<I><END>


DF/F257: FE                   Return


EVENT [A49] ------------------------------------------------------------>
DF/F258: A0 31                Set event flag memory address 00:7046 Bit 1
DF/F25A: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/F25C: 10 44                Set transition flag, x8 speed
   DF/F25E: 64 05                Shift object left 5 pixels
DF/F260: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/F262: 10 44                Set transition flag, x8 speed
   DF/F264: 66 08                Shift object up 8 pixels
   DF/F266: 08 48 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
DF/F269: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   DF/F26B: 10 44                Set transition flag, x8 speed
   DF/F26D: 64 10                Shift object left 16 pixels
   DF/F26F: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
DF/F272: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/F274: 10 44                Set transition flag, x8 speed
   DF/F276: 63 03                Shift object down-left 3 pixels
DF/F278: 1C 86                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/F27A: 10 44                Set transition flag, x8 speed
   DF/F27C: 65 08                Shift object up-left 8 pixels
   DF/F27E: 63 03                Shift object down-left 3 pixels
DF/F280: 71                   Lighten screen from black before following commands
DF/F281: FE                   Return


EVENT [A4A] ------------------------------------------------------------>
DF/F282: DC 18 DF F3          If event flag memory address 00:7043 Bit 0 clear, jump to address $DF/F3DF
DF/F286: D8 19 FB F2          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/F2FB
DF/F28A: A0 19                Set event flag memory address 00:7043 Bit 1
DF/F28C: A4 28                Clear event flag memory address 00:7045 Bit 0
DF/F28E: A4 29                Clear event flag memory address 00:7045 Bit 1
DF/F290: A4 2A                Clear event flag memory address 00:7045 Bit 2
DF/F292: A4 2B                Clear event flag memory address 00:7045 Bit 3
DF/F294: A4 2C                Clear event flag memory address 00:7045 Bit 4
DF/F296: A4 2D                Clear event flag memory address 00:7045 Bit 5
DF/F298: E9 A0 F2             If random number between 0 and 255 > 66, jump to address $DF/F2A0
DF/F29B: A5 F2                Clear event flag memory address 00:707E Bit 2
DF/F29D: D2 A7 F2             Jump to address $DF/F2A7
DF/F2A0: A0 28                Set event flag memory address 00:7045 Bit 0
DF/F2A2: D2 A7 F2             Jump to address $DF/F2A7
DF/F2A5: A0 29                Set event flag memory address 00:7045 Bit 1
DF/F2A7: E9 AF F2             If random number between 0 and 255 > 66, jump to address $DF/F2AF
DF/F2AA: B4 F2                Store value at 00:7192 to 00:7000
DF/F2AC: D2 B6 F2             Jump to address $DF/F2B6
DF/F2AF: A0 2A                Set event flag memory address 00:7045 Bit 2
DF/F2B1: D2 B6 F2             Jump to address $DF/F2B6
DF/F2B4: A0 2B                Set event flag memory address 00:7045 Bit 3
DF/F2B6: E9 BE F2             If random number between 0 and 255 > 66, jump to address $DF/F2BE
DF/F2B9: C3                   <UNKNOWN COMMAND $C3>
DF/F2BA: F2 D2 C5             <UNKNOWN COMMAND $F2>
DF/F2BD: F2 A0 2C             <UNKNOWN COMMAND $F2>
DF/F2C0: D2 C5 F2             Jump to address $DF/F2C5
DF/F2C3: A0 2D                Set event flag memory address 00:7045 Bit 5
DF/F2C5: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
DF/F2C7: 17 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes)
   DF/F2C9: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/F2CA: 08 10 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/F2CD: F0 05                Frame Duration: 5
   DF/F2CF: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/F2D2: F0 05                Duration: 5 frames
DF/F2D4: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DF/F2D6: 19 F8                Set Object: NPC #5 ---> Command: Show Object
DF/F2D8: 1A F8                Set Object: NPC #6 ---> Command: Show Object
DF/F2DA: F0 00                Duration: 0 frames
DF/F2DC: 18 06                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/F2DE: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/F2E0: 10 44                Set transition flag, x8 speed
   DF/F2E2: 64 11                Shift object left 17 pixels
DF/F2E4: 1A 86                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/F2E6: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/F2E8: 10 44                Set transition flag, x8 speed
   DF/F2EA: 60 11                Shift object right 17 pixels
DF/F2EC: 9C 99                Play sound effect #$99
DF/F2EE: 18 F2 CD 00          Set Object: NPC #4 ---> Command: Set object to movement: $00CD
DF/F2F2: 19 F2 CE 00          Set Object: NPC #5 ---> Command: Set object to movement: $00CE
DF/F2F6: 1A F2 CF 00          Set Object: NPC #6 ---> Command: Set object to movement: $00CF
DF/F2FA: FE                   Return

DF/F2FB: D8 1A 08 F3          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/F308
DF/F2FF: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/F301: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
DF/F303: F0 0B                Duration: 11 frames
DF/F305: 9C 99                Play sound effect #$99
DF/F307: FE                   Return

DF/F308: D8 1B 15 F3          If event flag memory address 00:7043 Bit 3 set, jump to address $DF/F315
DF/F30C: A0 1B                Set event flag memory address 00:7043 Bit 3
DF/F30E: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
DF/F310: F0 0B                Duration: 11 frames
DF/F312: 9C 99                Play sound effect #$99
DF/F314: FE                   Return

DF/F315: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
DF/F317: F0 0F                Duration: 15 frames
DF/F319: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/F31B: 10 43                Set transition flag, x4 speed
   DF/F31D: 60 11                Shift object right 17 pixels
DF/F31F: 1A 84                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/F321: 10 43                Set transition flag, x4 speed
   DF/F323: 64 11                Shift object left 17 pixels
DF/F325: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
DF/F327: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/F329: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/F32B: C7 17                <UNKNOWN COMMAND $C7>
DF/F32D: BA 0A                Store value at 00:7014 to 00:7000
DF/F32F: AD 00 01             Store #$0100 to 00:7000
DF/F332: BB 0A                Store value at 00:7000 to 00:7014
DF/F334: 3F 34 38 F3          <UNKNOWN COMMAND: pointer to address $F338>
DF/F338: F0 0F                Duration: 15 frames
DF/F33A: E0 20 00 49 F3       If value at 00:70C0 = #$00, jump to address $DF/F349
DF/F33F: E0 20 01 51 F3       If value at 00:70C0 = #$01, jump to address $DF/F351
DF/F344: E0 20 02 59 F3       If value at 00:70C0 = #$02, jump to address $DF/F359
DF/F349: E0 21 00 61 F3       If value at 00:70C1 = #$00, jump to address $DF/F361
DF/F34E: D2 8D F3             Jump to address $DF/F38D
DF/F351: E0 21 01 69 F3       If value at 00:70C1 = #$01, jump to address $DF/F369
DF/F356: D2 8D F3             Jump to address $DF/F38D
DF/F359: E0 21 02 71 F3       If value at 00:70C1 = #$02, jump to address $DF/F371
DF/F35E: D2 8D F3             Jump to address $DF/F38D
DF/F361: E0 22 00 79 F3       If value at 00:70C2 = #$00, jump to address $DF/F379
DF/F366: D2 8D F3             Jump to address $DF/F38D
DF/F369: E0 22 01 79 F3       If value at 00:70C2 = #$01, jump to address $DF/F379
DF/F36E: D2 8D F3             Jump to address $DF/F38D
DF/F371: E0 22 02 79 F3       If value at 00:70C2 = #$02, jump to address $DF/F379
DF/F376: D2 8D F3             Jump to address $DF/F38D
DF/F379: C7 17                <UNKNOWN COMMAND $C7>
DF/F37B: BA 0A                Store value at 00:7014 to 00:7000
DF/F37D: AD 00 01             Store #$0100 to 00:7000
DF/F380: BB 0A                Store value at 00:7000 to 00:7014
DF/F382: 9C 5E                Play sound effect #$5E
DF/F384: 3F 13 8A F3          <UNKNOWN COMMAND: pointer to address $F38A>
DF/F388: 53 01                Add 1 frog coins
DF/F38A: D2 98 F3             Jump to address $DF/F398
DF/F38D: 9C 69                Play sound effect #$69
DF/F38F: 19 87                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/F391: 00                   Set Bit 7 of current object (enable object visibility)
   DF/F392: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/F395: F0 17                Frame Duration: 23
   DF/F397: 01                   Clear Bit 7 of current object (disable object visibility)
DF/F398: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/F39A: F0 0F                Frame Duration: 15
   DF/F39C: 10 83                Set sequence flag, x4 speed
   DF/F39E: 08 10 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DF/F3A1: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/F3A3: A4 19                Clear event flag memory address 00:7043 Bit 1
DF/F3A5: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/F3A7: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/F3A9: A8 20 00             Store #$00 to 00:70C0
DF/F3AC: A8 21 00             Store #$00 to 00:70C1
DF/F3AF: A8 22 00             Store #$00 to 00:70C2
DF/F3B2: F0 1F                Duration: 31 frames
DF/F3B4: 60 DE AC 60          Run Dialogue $0CDE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Another game, sir?
  >>  (Sure)
  >>  (No)<I><END>


DF/F3B8: 66 E0 F3             If 2nd option chosen from dialogue prompt, jump to address $DF/F3E0
DF/F3BB: F0 09                Duration: 9 frames
DF/F3BD: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/F3C1: FD 59                Store # of current coins to 00:7000
DF/F3C3: C0 0A 00             Compare value at 00:7000 to #$000A
DF/F3C6: EC D5 F3             If Bit 0 of 00:70A0,x set, jump to address $DF/F3D5
DF/F3C9: 60 F4 AC 60          Run Dialogue $0CF4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Please come back with more coins.<I><END>


DF/F3CD: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F3CF: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
DF/F3D2: 35 FF                Enable Overworld Menu
DF/F3D4: FE                   Return

DF/F3D5: A0 18                Set event flag memory address 00:7043 Bit 0
DF/F3D7: AC 0A 00             Store #$000A to 00:7000
DF/F3DA: FD 53                Subtract # at 00:7000 from total coins
DF/F3DC: D2 8A F2             Jump to address $DF/F28A
DF/F3DF: FE                   Return

DF/F3E0: F0 09                Duration: 9 frames
DF/F3E2: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/F3E6: 60 F1 AC 60          Run Dialogue $0CF1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 As you wish.<I><END>


DF/F3EA: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/F3EE: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F3F0: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
DF/F3F3: 35 FF                Enable Overworld Menu
DF/F3F5: FE                   Return


EVENT [A4B] ------------------------------------------------------------>
DF/F3F6: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F3F8: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/F3FB: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/F3FD: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
DF/F400: DC 31 18 F4          If event flag memory address 00:7046 Bit 1 clear, jump to address $DF/F418
DF/F404: 6B 68 80             Modify physical field of area $8068
DF/F407: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/F409: 10 44                Set transition flag, x8 speed
   DF/F40B: 65 08                Shift object up-left 8 pixels
DF/F40D: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   DF/F40F: 10 44                Set transition flag, x8 speed
   DF/F411: 61 08                Shift object down-right 8 pixels
DF/F413: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/F415: 62 08                Shift object down 8 pixels
   DF/F417: 73                   Object faces down-left
DF/F418: 71                   Lighten screen from black before following commands
DF/F419: FE                   Return


EVENT [A4C] ------------------------------------------------------------>
DF/F41A: A8 07 AE             Store #$AE to 00:70A7
DF/F41D: FD 5E                Store value at 00:70A7 to 00:7000
DF/F41F: E2 00 00 43 F4       If value at 00:7000 = #$0000, jump to address $DF/F443
DF/F424: D8 31 3E F4          If event flag memory address 00:7046 Bit 1 set, jump to address $DF/F43E
DF/F428: 60 E4 AC D0          Run Dialogue $0CE4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

DOORMAN: Please enjoy yourself.<I><END>


DF/F42C: D8 18 3D F4          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/F43D
DF/F430: A0 18                Set event flag memory address 00:7043 Bit 0
DF/F432: 6B 68 80             Modify physical field of area $8068
DF/F435: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/F437: 65 08                Shift object up-left 8 pixels
DF/F439: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/F43B: 61 08                Shift object down-right 8 pixels
DF/F43D: FE                   Return

DF/F43E: 60 E5 AC D0          Run Dialogue $0CE5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

DOORMAN: We hope everything was
 to your liking?<I><END>


DF/F442: FE                   Return

DF/F443: DA CE 4C F4          If event flag memory address 00:7099 Bit 6 set, jump to address $DF/F44C
DF/F447: 60 E2 AC D0          Run Dialogue $0CE2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

DOORMAN: Sorry, this casino is
 for members only.<I><END>


DF/F44B: FE                   Return

DF/F44C: 60 E3 AC D0          Run Dialogue $0CE3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

DOORMAN: You don't have a
 Bright Card?<I>
 I'm sorry, I can't let you in.<I><END>


DF/F450: FE                   Return


EVENT [A4D] ------------------------------------------------------------>
DF/F451: A8 0E 14             Store #$14 to 00:70AE
DF/F454: D8 21 5F F4          If event flag memory address 00:7044 Bit 1 set, jump to address $DF/F45F
DF/F458: 60 F6 AC 60          Run Dialogue $0CF6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GRATE GUY: Hello Mario!<I>

 I run this casino!
 Feel free to enjoy yourself.<I><END>


DF/F45C: A0 21                Set event flag memory address 00:7044 Bit 1
DF/F45E: FE                   Return

DF/F45F: E8 67 F4             If random number between 0 and 255 > 128, jump to address $DF/F467
DF/F462: 60 F8 AC 60          Run Dialogue $0CF8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I wonder what became of Booster's
 search for a bride?<I><END>


DF/F466: FE                   Return

DF/F467: 60 E6 AC 60          Run Dialogue $0CE6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Business is so slow...<I>
 Hey Mario, wanna play Look the
 other way with me?<I><END>


DF/F46B: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/F46D: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
DF/F46E: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/F470: 0A 00                Store #$00 to current object address 0A,x
   DF/F472: 80 04 10             Move object to on-screen coords: (128,128)
   DF/F475: 77                   Object faces up-right
DF/F476: 60 E7 AC 60          Run Dialogue $0CE7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Ready, and...
 Look the...other...<pause 13 frames> (

DF/F47A: 60 E8 0C 42          Run Dialogue $0CE8
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  (Hit right/left on the Control Pad)<I><END>


DF/F47E: CA                   Store held joypad register to 00:7000,00:7001
DF/F47F: F0 00                Duration: 0 frames
DF/F481: E2 01 00 8E F4       If value at 00:7000 = #$0001, jump to address $DF/F48E
DF/F486: E2 02 00 AF F4       If value at 00:7000 = #$0002, jump to address $DF/F4AF
DF/F48B: D2 7E F4             Jump to address $DF/F47E
DF/F48E: 64                   <UNKNOWN COMMAND $64>
DF/F48F: 60 E9 2C 60          Run Dialogue $0CE9
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 ...Way!<I><END>


DF/F493: F0 0F                Duration: 15 frames
DF/F495: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F497: 08 48 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
DF/F49A: E8 A6 F4             If random number between 0 and 255 > 128, jump to address $DF/F4A6
DF/F49D: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F49F: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DF/F4A2: 65                   <UNKNOWN COMMAND $65>
DF/F4A3: D2 D0 F4             Jump to address $DF/F4D0
DF/F4A6: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F4A8: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/F4AB: 65                   <UNKNOWN COMMAND $65>
DF/F4AC: D2 EE F4             Jump to address $DF/F4EE
DF/F4AF: 64                   <UNKNOWN COMMAND $64>
DF/F4B0: 60 E9 2C 60          Run Dialogue $0CE9
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 ...Way!<I><END>


DF/F4B4: F0 0F                Duration: 15 frames
DF/F4B6: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F4B8: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
DF/F4BB: E8 C7 F4             If random number between 0 and 255 > 128, jump to address $DF/F4C7
DF/F4BE: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F4C0: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
DF/F4C3: 65                   <UNKNOWN COMMAND $65>
DF/F4C4: D2 EE F4             Jump to address $DF/F4EE
DF/F4C7: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F4C9: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
DF/F4CC: 65                   <UNKNOWN COMMAND $65>
DF/F4CD: D2 D0 F4             Jump to address $DF/F4D0
DF/F4D0: 9C 58                Play sound effect #$58
DF/F4D2: 60 EA AC 60          Run Dialogue $0CEA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Gotcha!
 I win!<I><END>


DF/F4D6: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/F4DA: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/F4DC: 09                   Reset all object properties to default
   DF/F4DD: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/F4DE: 60 EE AC 60          Run Dialogue $0CEE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Wanna try it again?
  >>  (Yes)
  >>  (No)<I><END>


DF/F4E2: 66 25 F6             If 2nd option chosen from dialogue prompt, jump to address $DF/F625
DF/F4E5: F0 09                Duration: 9 frames
DF/F4E7: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/F4EB: D2 6B F4             Jump to address $DF/F46B
DF/F4EE: 9C 57                Play sound effect #$57
DF/F4F0: 60 EB AC 60          Run Dialogue $0CEB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Ooh, you didn't get caught!
 I lost this round.<I><END>


DF/F4F4: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/F4F8: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/F4FA: 09                   Reset all object properties to default
   DF/F4FB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
DF/F4FC: D8 C8 07 F5          If event flag memory address 00:7059 Bit 0 set, jump to address $DF/F507
DF/F500: AA 4F                Increment 00:70EF
DF/F502: E0 4F 64 14 F6       If value at 00:70EF = #$64, jump to address $DF/F614
DF/F507: B6 FF 00              Store a random number from 0 to #$00FF to 00:7000
DF/F50A: E2 00 00 84 F5       If value at 00:7000 = #$0000, jump to address $DF/F584
DF/F50F: E2 01 00 96 F5       If value at 00:7000 = #$0001, jump to address $DF/F596
DF/F514: E2 02 00 96 F5       If value at 00:7000 = #$0002, jump to address $DF/F596
DF/F519: E2 03 00 A8 F5       If value at 00:7000 = #$0003, jump to address $DF/F5A8
DF/F51E: E2 04 00 A8 F5       If value at 00:7000 = #$0004, jump to address $DF/F5A8
DF/F523: E2 05 00 A8 F5       If value at 00:7000 = #$0005, jump to address $DF/F5A8
DF/F528: E2 06 00 BA F5       If value at 00:7000 = #$0006, jump to address $DF/F5BA
DF/F52D: E2 07 00 BA F5       If value at 00:7000 = #$0007, jump to address $DF/F5BA
DF/F532: E2 08 00 BA F5       If value at 00:7000 = #$0008, jump to address $DF/F5BA
DF/F537: E2 09 00 BA F5       If value at 00:7000 = #$0009, jump to address $DF/F5BA
DF/F53C: B6 0A 00              Store a random number from 0 to #$000A to 00:7000
DF/F53F: E2 00 00 CC F5       If value at 00:7000 = #$0000, jump to address $DF/F5CC
DF/F544: E2 01 00 DE F5       If value at 00:7000 = #$0001, jump to address $DF/F5DE
DF/F549: E2 02 00 DE F5       If value at 00:7000 = #$0002, jump to address $DF/F5DE
DF/F54E: E2 03 00 DE F5       If value at 00:7000 = #$0003, jump to address $DF/F5DE
DF/F553: E2 04 00 F0 F5       If value at 00:7000 = #$0004, jump to address $DF/F5F0
DF/F558: E2 05 00 F0 F5       If value at 00:7000 = #$0005, jump to address $DF/F5F0
DF/F55D: E2 06 00 F0 F5       If value at 00:7000 = #$0006, jump to address $DF/F5F0
DF/F562: E2 07 00 02 F6       If value at 00:7000 = #$0007, jump to address $DF/F602
DF/F567: E2 08 00 02 F6       If value at 00:7000 = #$0008, jump to address $DF/F602
DF/F56C: E2 09 00 02 F6       If value at 00:7000 = #$0009, jump to address $DF/F602
DF/F571: D2 CC F5             Jump to address $DF/F5CC
DF/F574: 60 EE AC 60          Run Dialogue $0CEE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Wanna try it again?
  >>  (Yes)
  >>  (No)<I><END>


DF/F578: 66 25 F6             If 2nd option chosen from dialogue prompt, jump to address $DF/F625
DF/F57B: F0 09                Duration: 9 frames
DF/F57D: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/F581: D2 6B F4             Jump to address $DF/F46B
DF/F584: 60 6F AC 60          Run Dialogue $0C6F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Here, you can have this.<I><END>


DF/F588: A8 07 83             Store #$83 to 00:70A7
DF/F58B: 9C 1B                Play sound effect #$1B
DF/F58D: 60 0C A2 42          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Got a <ITEM>!<I><END>


DF/F591: 50 83                Put item in inventory: #$83 (@Rock Candy  )
DF/F593: D2 74 F5             Jump to address $DF/F574
DF/F596: 60 6F AC 60          Run Dialogue $0C6F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Here, you can have this.<I><END>


DF/F59A: A8 07 65             Store #$65 to 00:70A7
DF/F59D: 9C 1B                Play sound effect #$1B
DF/F59F: 60 0C A2 42          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Got a <ITEM>!<I><END>


DF/F5A3: 50 65                Put item in inventory: #$65 (-Royal Syrup )
DF/F5A5: D2 74 F5             Jump to address $DF/F574
DF/F5A8: 60 6F AC 60          Run Dialogue $0C6F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Here, you can have this.<I><END>


DF/F5AC: A8 07 6B             Store #$6B to 00:70A7
DF/F5AF: 9C 1B                Play sound effect #$1B
DF/F5B1: 60 0C A2 42          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Got a <ITEM>!<I><END>


DF/F5B5: 50 6B                Put item in inventory: #$6B (-Red Essence )
DF/F5B7: D2 74 F5             Jump to address $DF/F574
DF/F5BA: 60 6F AC 60          Run Dialogue $0C6F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Here, you can have this.<I><END>


DF/F5BE: A8 07 6C             Store #$6C to 00:70A7
DF/F5C1: 9C 1B                Play sound effect #$1B
DF/F5C3: 60 0C A2 42          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Got a <ITEM>!<I><END>


DF/F5C7: 50 6C                Put item in inventory: #$6C (-KerokeroCola)
DF/F5C9: D2 74 F5             Jump to address $DF/F574
DF/F5CC: 60 6F AC 60          Run Dialogue $0C6F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Here, you can have this.<I><END>


DF/F5D0: A8 07 60             Store #$60 to 00:70A7
DF/F5D3: 9C 1B                Play sound effect #$1B
DF/F5D5: 60 0C A2 42          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Got a <ITEM>!<I><END>


DF/F5D9: 50 60                Put item in inventory: #$60 (-Mushroom    )
DF/F5DB: D2 74 F5             Jump to address $DF/F574
DF/F5DE: 60 6F AC 60          Run Dialogue $0C6F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Here, you can have this.<I><END>


DF/F5E2: A8 07 9B             Store #$9B to 00:70A7
DF/F5E5: 9C 1B                Play sound effect #$1B
DF/F5E7: 60 0C A2 42          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Got a <ITEM>!<I><END>


DF/F5EB: 50 9B                Put item in inventory: #$9B (-Wilt Shroom )
DF/F5ED: D2 74 F5             Jump to address $DF/F574
DF/F5F0: 60 6F AC 60          Run Dialogue $0C6F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Here, you can have this.<I><END>


DF/F5F4: A8 07 9C             Store #$9C to 00:70A7
DF/F5F7: 9C 1B                Play sound effect #$1B
DF/F5F9: 60 0C A2 42          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Got a <ITEM>!<I><END>


DF/F5FD: 50 9C                Put item in inventory: #$9C (-Rotten Mush )
DF/F5FF: D2 74 F5             Jump to address $DF/F574
DF/F602: 60 6F AC 60          Run Dialogue $0C6F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Here, you can have this.<I><END>


DF/F606: A8 07 9D             Store #$9D to 00:70A7
DF/F609: 9C 1B                Play sound effect #$1B
DF/F60B: 60 0C A2 42          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

          Got a <ITEM>!<I><END>


DF/F60F: 50 9D                Put item in inventory: #$9D (-Moldy Mush  )
DF/F611: D2 74 F5             Jump to address $DF/F574
DF/F614: 60 EC AC 60          Run Dialogue $0CEC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Okay, Mario, this is in celebration
 of your wins!<I><END>


DF/F618: 9C 1B                Play sound effect #$1B
DF/F61A: A0 C8                Set event flag memory address 00:7059 Bit 0
DF/F61C: 60 ED AC 42          Run Dialogue $0CED (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

        Received a Star Egg!<I><END>


DF/F620: 50 B0                Put item in inventory: #$B0 (@Star Egg    )
DF/F622: D2 74 F5             Jump to address $DF/F574
DF/F625: F0 09                Duration: 9 frames
DF/F627: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/F62B: 60 68 A9 60          Run Dialogue $0968 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You think you're sooo hot,
 but...you're not!<I><END>


DF/F62F: FE                   Return


EVENT [A4E] ------------------------------------------------------------>
DF/F630: 9C 0E                Play sound effect #$0E
DF/F632: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/F634: 1E F8                Set Object: NPC #10 ---> Command: Show Object
DF/F636: 1E F2 0E 00          Set Object: NPC #10 ---> Command: Set object to movement: $000E
DF/F63A: FE                   Return


EVENT [A4F] ------------------------------------------------------------>
DF/F63B: 9C 0E                Play sound effect #$0E
DF/F63D: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
DF/F63F: 1F F8                Set Object: NPC #11 ---> Command: Show Object
DF/F641: 1F F2 0E 00          Set Object: NPC #11 ---> Command: Set object to movement: $000E
DF/F645: FE                   Return


EVENT [A50] ------------------------------------------------------------>
DF/F646: D8 CB 63 F6          If event flag memory address 00:7059 Bit 3 set, jump to address $DF/F663
DF/F64A: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   DF/F64C: 10 41                Set transition flag, x2 speed
   DF/F64E: 56 03                Shift object up 48 pixels
DF/F650: D1 54 0A             Execute event id $0A54
DF/F653: A0 CB                Set event flag memory address 00:7059 Bit 3
DF/F655: F2 64 BE             <UNKNOWN COMMAND $F2>
DF/F658: F2 64 3A             <UNKNOWN COMMAND $F2>
DF/F65B: 60 07 AC 42          Run Dialogue $0C07 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

       Received Rock Candy!<I><END>


DF/F65F: 50 83                Put item in inventory: #$83 (@Rock Candy  )
DF/F661: AA 28                Increment 00:70C8
DF/F663: FE                   Return


EVENT [A51] ------------------------------------------------------------>
DF/F664: D8 CC A3 F6          If event flag memory address 00:7059 Bit 4 set, jump to address $DF/F6A3
DF/F668: 0C 07                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x07 bytes)
   DF/F66A: 10 44                Set transition flag, x8 speed
   DF/F66C: 80 05 14             Move object to on-screen coords: (160,160)
   DF/F66F: 10 40                Set transition flag, x1 speed
DF/F671: 1B 88                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/F673: 10 44                Set transition flag, x8 speed
   DF/F675: 46                   <UNKNOWN COMMAND $46>
   DF/F676: 65 08                Shift object up-left 8 pixels
   DF/F678: 75                   Object faces up-left
   DF/F679: 10 40                Set transition flag, x1 speed
DF/F67B: A0 CC                Set event flag memory address 00:7059 Bit 4
DF/F67D: 71                   Lighten screen from black before following commands
DF/F67E: F0 0F                Duration: 15 frames
DF/F680: 60 B6 AC 62          Run Dialogue $0CB6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Ha!
 Hope you learned your lesson!<I><END>


DF/F684: 1B 08                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/F686: 55 05                Shift object up-left 80 pixels
   DF/F688: 71                   Object faces down-right
   DF/F689: F0 0F                Frame Duration: 15
   DF/F68B: 08 41 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
DF/F68E: 60 B7 AC 62          Run Dialogue $0CB7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: 
 We're almost there, Mario.<I>
 Come on!<I><END>


DF/F692: 1B FE                Set Object: NPC #7 ---> Command: End object queue
DF/F694: 1B 87                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/F696: 09                   Reset all object properties to default
   DF/F697: 10 81                Set sequence flag, x2 speed
   DF/F699: 80 0A 2F             Move object to on-screen coords: (336,376)
   DF/F69C: 01                   Clear Bit 7 of current object (disable object visibility)
DF/F69D: F2 96 37             <UNKNOWN COMMAND $F2>
DF/F6A0: FD 30                Screen moves with MARIO
DF/F6A2: FE                   Return

DF/F6A3: DC CD AF F6          If event flag memory address 00:7059 Bit 5 clear, jump to address $DF/F6AF
DF/F6A7: 1D 82                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/F6A9: 63 08                Shift object down-left 8 pixels
DF/F6AB: 1D F2 D2 03          Set Object: NPC #9 ---> Command: Set object to movement: $03D2
DF/F6AF: DE 89 BA F6          If event flag memory address 00:7091 Bit 1 clear, jump to address $DF/F6BA
DF/F6B3: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/F6B5: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/F6B8: 13 00                Layering priority: MARIO overlaps object
DF/F6BA: 71                   Lighten screen from black before following commands
DF/F6BB: FE                   Return


EVENT [A52] ------------------------------------------------------------>
DF/F6BC: D8 CD E4 F7          If event flag memory address 00:7059 Bit 5 set, jump to address $DF/F7E4
DF/F6C0: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F6C2: 60 D2 A9 60          Run Dialogue $09D2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                  Mario!<I><END>


DF/F6C6: A0 CD                Set event flag memory address 00:7059 Bit 5
DF/F6C8: F2 96 BB             <UNKNOWN COMMAND $F2>
DF/F6CB: 1D F8                Set Object: NPC #9 ---> Command: Show Object
DF/F6CD: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/F6CF: 71                   Object faces down-right
DF/F6D0: 1D 0D                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0D bytes)
   DF/F6D2: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   DF/F6D4: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   DF/F6D6: 0A 00                Store #$00 to current object address 0A,x
   DF/F6D8: 92 0F 3B 0A          Place object at on-screen coords: (496,472) Z=160
   DF/F6DC: 66 10                Shift object up 16 pixels
   DF/F6DE: 75                   Object faces up-left
DF/F6DF: 0C 87                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/F6E1: F0 0F                Frame Duration: 15
   DF/F6E3: 10 43                Set transition flag, x4 speed
   DF/F6E5: 80 0A 1D             Move object to on-screen coords: (336,232)
DF/F6E8: 1D 14                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x14 bytes)
   DF/F6EA: 0A 44                Store #$44 to current object address 0A,x
   DF/F6EC: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   DF/F6EE: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/F6F1: F0 17                Frame Duration: 23
   DF/F6F3: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/F6F6: F0 17                Frame Duration: 23
   DF/F6F8: 10 83                Set sequence flag, x4 speed
   DF/F6FA: 10 41                Set transition flag, x2 speed
   DF/F6FC: 55 0A                Shift object up-left 160 pixels
DF/F6FE: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   DF/F700: F0 3F                Frame Duration: 63
   DF/F702: 10 83                Set sequence flag, x4 speed
   DF/F704: 10 41                Set transition flag, x2 speed
   DF/F706: 80 09 2D             Move object to on-screen coords: (304,360)
   DF/F709: 71                   Object faces down-right
DF/F70A: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/F70C: F0 5F                Frame Duration: 95
   DF/F70E: 10 41                Set transition flag, x2 speed
   DF/F710: 55 08                Shift object up-left 128 pixels
DF/F712: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F714: 60 D3 A9 60          Run Dialogue $09D3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD:  (gasping) Phew, I...<I>
 ...finally made it up here...<I><END>


DF/F718: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F71A: 60 D4 29 60          Run Dialogue $09D4
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       Let me help you guys out!<I><END>


DF/F71E: 1D 8A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/F720: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/F723: F0 17                Frame Duration: 23
   DF/F725: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/F728: F0 17                Frame Duration: 23
DF/F72A: 65                   <UNKNOWN COMMAND $65>
DF/F72B: F0 17                Duration: 23 frames
DF/F72D: 1E F7                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F7>
DF/F72F: 1E 85                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/F731: 10 45                Set transition flag, 1/2 speed
   DF/F733: 47                   <UNKNOWN COMMAND $47>
   DF/F734: 61 06                Shift object down-right 6 pixels
DF/F736: F0 2F                Duration: 47 frames
DF/F738: 1D 8B                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/F73A: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/F73D: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/F740: F0 1F                Frame Duration: 31
   DF/F742: 51 02                Shift object down-right 32 pixels
   DF/F744: 75                   Object faces up-left
DF/F745: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F747: 60 D5 A9 60          Run Dialogue $09D5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: P..Princess!<I><END>


DF/F74B: F0 0F                Duration: 15 frames
DF/F74D: 1E 08                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/F74F: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/F752: F0 05                Frame Duration: 5
   DF/F754: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
DF/F757: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F759: 60 D6 A9 62          Run Dialogue $09D6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: I'm sorry I snuck out
 without telling you or the
 Chancellor.<I>

DF/F75D: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/F75F: 09                   Reset all object properties to default
DF/F760: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F762: 60 D7 A9 62          Run Dialogue $09D7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I just wanted things to get back
 to normal. I wanted to do
 my part to help...<I><END>


DF/F766: 1D 08                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/F768: 09                   Reset all object properties to default
   DF/F769: 10 80                Set sequence flag, x1 speed
   DF/F76B: 10 45                Set transition flag, 1/2 speed
   DF/F76D: F0 5F                Frame Duration: 95
   DF/F76F: 45                   <UNKNOWN COMMAND $45>
DF/F770: F0 4F                Duration: 79 frames
DF/F772: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F774: 60 D8 A9 60          Run Dialogue $09D8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: ...Princess...<I><END>


DF/F778: 1D FE                Set Object: NPC #9 ---> Command: End object queue
DF/F77A: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F77C: 7F 48 00             Object jumps (with sound effect) #$0048 units
DF/F77F: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F781: 60 D9 A9 60          Run Dialogue $09D9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Yes! That's it!<I>
 Any job that lets me help
 both Mario and the Princess
 is worthwhile!<I><END>


DF/F785: 1E 83                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/F787: 08 42 86             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
DF/F78A: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F78C: 60 DA A9 62          Run Dialogue $09DA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: You're gonna help
 BOTH of us?<I><END>


DF/F790: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   DF/F792: 09                   Reset all object properties to default
DF/F793: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F795: 7F 40 00             Object jumps (with sound effect) #$0040 units
DF/F798: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F79A: 60 DB A9 60          Run Dialogue $09DB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Well, I carried all I could!<I>
 Now, what could you use?<I><END>


DF/F79E: 4C 18                Open Shop Menu $18
DF/F7A0: 71                   Lighten screen from black before following commands
DF/F7A1: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F7A3: 7F 40 00             Object jumps (with sound effect) #$0040 units
DF/F7A6: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F7A8: 60 EF AC 60          Run Dialogue $0CEF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: This is for you.<I><END>


DF/F7AC: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F7AE: 60 07 AC 42          Run Dialogue $0C07 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

       Received Rock Candy!<I><END>


DF/F7B2: 9C 1B                Play sound effect #$1B
DF/F7B4: 50 83                Put item in inventory: #$83 (@Rock Candy  )
DF/F7B6: 1E 86                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/F7B8: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   DF/F7BB: F0 1F                Frame Duration: 31
   DF/F7BD: 09                   Reset all object properties to default
DF/F7BE: 1D 08                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/F7C0: F0 1F                Frame Duration: 31
   DF/F7C2: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/F7C5: F0 2F                Frame Duration: 47
   DF/F7C7: 09                   Reset all object properties to default
DF/F7C8: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F7CA: 60 DC A9 60          Run Dialogue $09DC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Thank you, Toad.<I><END>


DF/F7CE: F0 17                Duration: 23 frames
DF/F7D0: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/F7D2: 60 DD A9 60          Run Dialogue $09DD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: We're almost there!<I>
 Come on! Let's show 'em!<I><END>


DF/F7D6: 1D FE                Set Object: NPC #9 ---> Command: End object queue
DF/F7D8: F0 0F                Duration: 15 frames
DF/F7DA: 1E 84                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/F7DC: 80 09 2D             Move object to on-screen coords: (304,360)
   DF/F7DF: 01                   Clear Bit 7 of current object (disable object visibility)
DF/F7E0: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/F7E4: FE                   Return


EVENT [A53] ------------------------------------------------------------>
DF/F7E5: 60 DB A9 60          Run Dialogue $09DB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Well, I carried all I could!<I>
 Now, what could you use?<I><END>


DF/F7E9: 4C 18                Open Shop Menu $18
DF/F7EB: 71                   Lighten screen from black before following commands
DF/F7EC: 1D 0A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes)
   DF/F7EE: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/F7F1: F0 17                Frame Duration: 23
   DF/F7F3: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/F7F6: F0 17                Frame Duration: 23
DF/F7F8: 60 DD A9 60          Run Dialogue $09DD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: We're almost there!<I>
 Come on! Let's show 'em!<I><END>


DF/F7FC: 1D FE                Set Object: NPC #9 ---> Command: End object queue
DF/F7FE: FE                   Return


EVENT [A54] ------------------------------------------------------------>
DF/F7FF: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
DF/F801: 9C 05                Play sound effect #$05
DF/F803: 10 F2 07 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0007
DF/F807: C7 10                <UNKNOWN COMMAND $C7>
DF/F809: BA 0A                Store value at 00:7014 to 00:7000
DF/F80B: AD 00 02             Store #$0200 to 00:7000
DF/F80E: BB 0A                Store value at 00:7000 to 00:7014
DF/F810: 9C 1B                Play sound effect #$1B
DF/F812: 3F 05 16 F8          <UNKNOWN COMMAND: pointer to address $F816>
DF/F816: FE                   Return


EVENT [A55] ------------------------------------------------------------>

EVENT [A56] ------------------------------------------------------------>

EVENT [A57] ------------------------------------------------------------>
DF/F817: 60 8C AC D0          Run Dialogue $0C8C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GENO: Come on!
 Let's get this show on the road.<I><END>


DF/F81B: FE                   Return


EVENT [A58] ------------------------------------------------------------>
DF/F81C: A4 31                Clear event flag memory address 00:7046 Bit 1
DF/F81E: A4 30                Clear event flag memory address 00:7046 Bit 0
DF/F820: A4 2F                Clear event flag memory address 00:7045 Bit 7
DF/F822: A0 C9                Set event flag memory address 00:7059 Bit 1
DF/F824: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/F826: 63 04                Shift object down-left 4 pixels
   DF/F828: 71                   Object faces down-right
DF/F829: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/F82B: 67 04                Shift object up-right 4 pixels
   DF/F82D: 71                   Object faces down-right
DF/F82E: 71                   Lighten screen from black before following commands
DF/F82F: FE                   Return


EVENT [A59] ------------------------------------------------------------>

EVENT [A5A] ------------------------------------------------------------>

EVENT [A5B] ------------------------------------------------------------>

EVENT [A5C] ------------------------------------------------------------>

EVENT [A5D] ------------------------------------------------------------>

EVENT [A5E] ------------------------------------------------------------>

EVENT [A5F] ------------------------------------------------------------>

EVENT [A60] ------------------------------------------------------------>
DF/F830: 9C 0E                Play sound effect #$0E
DF/F832: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
DF/F834: 16 F8                Set Object: NPC #2 ---> Command: Show Object
DF/F836: 16 F2 0E 00          Set Object: NPC #2 ---> Command: Set object to movement: $000E
DF/F83A: FE                   Return


EVENT [A61] ------------------------------------------------------------>
DF/F83B: 9C 0E                Play sound effect #$0E
DF/F83D: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
DF/F83F: 17 F8                Set Object: NPC #3 ---> Command: Show Object
DF/F841: 17 F2 0E 00          Set Object: NPC #3 ---> Command: Set object to movement: $000E
DF/F845: FE                   Return


EVENT [A62] ------------------------------------------------------------>
DF/F846: 9C 0E                Play sound effect #$0E
DF/F848: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/F84A: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DF/F84C: 18 F2 0E 00          Set Object: NPC #4 ---> Command: Set object to movement: $000E
DF/F850: FE                   Return


EVENT [A63] ------------------------------------------------------------>
DF/F851: D8 34 68 F8          If event flag memory address 00:7046 Bit 4 set, jump to address $DF/F868
DF/F855: D1 54 0A             Execute event id $0A54
DF/F858: A0 34                Set event flag memory address 00:7046 Bit 4
DF/F85A: F2 F2 AC             <UNKNOWN COMMAND $F2>
DF/F85D: F2 F2 32             <UNKNOWN COMMAND $F2>
DF/F860: 60 53 AC 42          Run Dialogue $0C53 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     Received a KerokeroCola!<I><END>


DF/F864: 50 6C                Put item in inventory: #$6C (-KerokeroCola)
DF/F866: AA 28                Increment 00:70C8
DF/F868: FE                   Return


EVENT [A64] ------------------------------------------------------------>
DF/F869: D8 33 8F F8          If event flag memory address 00:7046 Bit 3 set, jump to address $DF/F88F
DF/F86D: 9C 0E                Play sound effect #$0E
DF/F86F: 17 F2 07 00          Set Object: NPC #3 ---> Command: Set object to movement: $0007
DF/F873: A0 33                Set event flag memory address 00:7046 Bit 3
DF/F875: F2 F2 AE             <UNKNOWN COMMAND $F2>
DF/F878: F2 F2 34             <UNKNOWN COMMAND $F2>
DF/F87B: AA 28                Increment 00:70C8
DF/F87D: C7 17                <UNKNOWN COMMAND $C7>
DF/F87F: BA 0A                Store value at 00:7014 to 00:7000
DF/F881: AD 00 02             Store #$0200 to 00:7000
DF/F884: BB 0A                Store value at 00:7000 to 00:7014
DF/F886: 3F 00 8F F8          <UNKNOWN COMMAND: pointer to address $F88F>
DF/F88A: AC 01 00             Store #$0001 to 00:7000
DF/F88D: FD 57                Add # at 00:7000 to max FP
DF/F88F: FE                   Return


EVENT [A65] ------------------------------------------------------------>
DF/F890: D8 32 BF F8          If event flag memory address 00:7046 Bit 2 set, jump to address $DF/F8BF
DF/F894: 9C 05                Play sound effect #$05
DF/F896: 18 F2 07 00          Set Object: NPC #4 ---> Command: Set object to movement: $0007
DF/F89A: F2 F2 B0             <UNKNOWN COMMAND $F2>
DF/F89D: F2 F2 36             <UNKNOWN COMMAND $F2>
DF/F8A0: A0 32                Set event flag memory address 00:7046 Bit 2
DF/F8A2: AA 28                Increment 00:70C8
DF/F8A4: 60 F9 AC 42          Run Dialogue $0CF9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

           You missed!<pause 13 frames> (

DF/F8A8: 0C F2 87 01          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0187
DF/F8AC: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/F8AE: 73                   Object faces down-left
   DF/F8AF: 08 43 01             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/F8B2: FD 9E                <UNKNOWN COMMAND $9E>
   DF/F8B4: 16                   <UNKNOWN COMMAND $16>
DF/F8B5: F0 27                Duration: 39 frames
DF/F8B7: 00 F3 80 01          Set Object: MARIO ---> Command: Set object to movement: $0180
DF/F8BB: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/F8BF: FE                   Return


EVENT [A66] ------------------------------------------------------------>

EVENT [A67] ------------------------------------------------------------>

EVENT [A68] ------------------------------------------------------------>

EVENT [A69] ------------------------------------------------------------>

EVENT [A6A] ------------------------------------------------------------>

EVENT [A6B] ------------------------------------------------------------>

EVENT [A6C] ------------------------------------------------------------>

EVENT [A6D] ------------------------------------------------------------>

EVENT [A6E] ------------------------------------------------------------>

EVENT [A6F] ------------------------------------------------------------>

EVENT [A70] ------------------------------------------------------------>
DF/F8C0: D8 19 D7 F8          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/F8D7
DF/F8C4: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   DF/F8C6: C8 94                <UNKNOWN COMMAND $C8>
   DF/F8C8: B1 0C 02 00          Add #$0002 to 00:7018
   DF/F8CC: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/F8CE: F0 00                Frame Duration: 0
   DF/F8D0: 3D CE F8             <UNKNOWN COMMAND $3D: pointer to address $DF/F8CE>
   DF/F8D3: 98                   <UNKNOWN COMMAND $98>
   DF/F8D4: 76                   Object faces up
   DF/F8D5: 0B F0                Set Bits $F0 of current object address 0A,x
DF/F8D7: A8 0E 14             Store #$14 to 00:70AE
DF/F8DA: 14 FB                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FB>
DF/F8DC: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/F8DE: 94 F4 01 00          Place object: right=244px down=1px up=0px
   DF/F8E2: 0C F0                XOR Bits $F0 of current object address 0A,x
DF/F8E4: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   DF/F8E6: 94 0C 01 00          Place object: right=12px down=1px up=0px
   DF/F8EA: 0C F0                XOR Bits $F0 of current object address 0A,x
DF/F8EC: FD 32                <UNKNOWN COMMAND $FD 32>
DF/F8EE: D8 F8 3D F9          If event flag memory address 00:705F Bit 0 set, jump to address $DF/F93D
DF/F8F2: A0 F8                Set event flag memory address 00:705F Bit 0
DF/F8F4: 60 F0 A9 62          Run Dialogue $09F0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KNIFE GUY: Hee hee hee hee...<I>
 I'm...really, REALLY sorry
 about before...<I>

 Here, I'll make it up to ya!
 Hee haaaaw...<I><END>


DF/F8F8: 91 20                Play music: #$20
DF/F8FA: 60 F1 A9 62          Run Dialogue $09F1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KNIFE GUY: Are we having
 fun, yet?...Hee hee hee.<I><END>


DF/F8FE: 00 14                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes)
   DF/F900: 77                   Object faces up-right
   DF/F901: F0 01                Frame Duration: 1
   DF/F903: 70                   Object faces right
   DF/F904: F0 01                Frame Duration: 1
   DF/F906: 71                   Object faces down-right
   DF/F907: 10 81                Set sequence flag, x2 speed
   DF/F909: 10 45                Set transition flag, 1/2 speed
   DF/F90B: 61 02                Shift object down-right 2 pixels
   DF/F90D: F0 1D                Frame Duration: 29
   DF/F90F: 65 02                Shift object up-left 2 pixels
   DF/F911: 76                   Object faces up
   DF/F912: 10 C0                Set transition and sequence flags, x1 speed
DF/F914: F0 13                Duration: 19 frames
DF/F916: 60 F2 89 62          Run Dialogue $09F2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Okay! That was just practice.
 This time it's for REAL.
 Ya up to it?!...Hee hee...<I>
 >>   (Of course)
 >>   (No thanks, bud)<I><END>


DF/F91A: FD 32                <UNKNOWN COMMAND $FD 32>
DF/F91C: 66 2E F9             If 2nd option chosen from dialogue prompt, jump to address $DF/F92E
DF/F91F: F0 09                Duration: 9 frames
DF/F921: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
DF/F925: F0 09                Duration: 9 frames
DF/F927: 60 F4 A9 62          Run Dialogue $09F4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Guess which hand the yellow
 ball is in...IF YOU CAN!
 Now watch carefully...<I><END>


DF/F92B: D2 56 F9             Jump to address $DF/F956
DF/F92E: F0 09                Duration: 9 frames
DF/F930: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/F934: F0 09                Duration: 9 frames
DF/F936: 60 F5 A9 62          Run Dialogue $09F5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Come on, come on...
 Don't be such a poor sport.<I><END>


DF/F93A: D2 62 FB             Jump to address $DF/FB62
DF/F93D: 60 F3 89 62          Run Dialogue $09F3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KNIFE GUY: Wanna play?...<I>
 >>   (You bet)
 >>   (Nope)<I><END>


DF/F941: 66 47 F9             If 2nd option chosen from dialogue prompt, jump to address $DF/F947
DF/F944: D2 1F F9             Jump to address $DF/F91F
DF/F947: F0 09                Duration: 9 frames
DF/F949: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
DF/F94D: F0 09                Duration: 9 frames
DF/F94F: 60 F9 A9 62          Run Dialogue $09F9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 It's not so bad being stuck
 in this room...<I>
 It's not like I get lonely
 or anything like that.<I><END>


DF/F953: D2 62 FB             Jump to address $DF/FB62
DF/F956: 14 F2 7D 03          Set Object: NPC #0 ---> Command: Set object to movement: $037D
DF/F95A: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/F95C: 08 08 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DF/F95F: F0 1D                Frame Duration: 29
   DF/F961: 09                   Reset all object properties to default
DF/F962: B4 29                Store value at 00:70C9 to 00:7000
DF/F964: BB 16                Store value at 00:7000 to 00:702C
DF/F966: C2 16 0A 00          Compare value at 00:702C to #$000A
DF/F96A: EC EE F9             If Bit 0 of 00:70A0,x set, jump to address $DF/F9EE
DF/F96D: C2 16 05 00          Compare value at 00:702C to #$0005
DF/F971: EC B0 F9             If Bit 0 of 00:70A0,x set, jump to address $DF/F9B0
DF/F974: B7 15 05 00          Store a random number from 0 to #$0005 to 00:702A
DF/F978: C2 15 01 00          Compare value at 00:702A to #$0001
DF/F97C: ED 74 F9             If Bit 0 of 00:70A0,x clear, jump to address $DF/F974
DF/F97F: 14 AC                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x2C bytes) (Wait until complete)
   DF/F981: 10 81                Set sequence flag, x2 speed
   DF/F983: D6 15                Store value at 00:702A to object memory
   DF/F985: 08 50 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/F988: F0 0F                Frame Duration: 15
   DF/F98A: 08 50 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/F98D: F0 0F                Frame Duration: 15
   DF/F98F: D7                   End of code block
   DF/F990: E8                   <UNKNOWN COMMAND $E8>
   DF/F991: 9F F9 08             <UNKNOWN COMMAND $9F>
   DF/F994: 08 10 F0             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $70
                                 ---> Mirrored: yes
   DF/F997: 1D                   <UNKNOWN COMMAND $1D>
   DF/F998: A0 25                Set event flag memory address 00:7044 Bit 5
   DF/F99A: A4 26                Clear event flag memory address 00:7044 Bit 6
   DF/F99C: D2 AD F9             Jump to address $DF/F9AD
   DF/F99F: 08 50 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/F9A2: F0 0F                Frame Duration: 15
   DF/F9A4: 08 08 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DF/F9A7: F0 1D                Frame Duration: 29
   DF/F9A9: A0 26                Set event flag memory address 00:7044 Bit 6
   DF/F9AB: A4 25                Clear event flag memory address 00:7044 Bit 5
DF/F9AD: D2 65 FA             Jump to address $DF/FA65
DF/F9B0: B7 15 07 00          Store a random number from 0 to #$0007 to 00:702A
DF/F9B4: C2 15 01 00          Compare value at 00:702A to #$0001
DF/F9B8: ED B0 F9             If Bit 0 of 00:70A0,x clear, jump to address $DF/F9B0
DF/F9BB: A0 1F                Set event flag memory address 00:7043 Bit 7
DF/F9BD: 14 AC                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x2C bytes) (Wait until complete)
   DF/F9BF: 10 82                Set sequence flag, x3 speed
   DF/F9C1: D6 15                Store value at 00:702A to object memory
   DF/F9C3: 08 50 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/F9C6: F0 0D                Frame Duration: 13
   DF/F9C8: 08 50 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   DF/F9CB: F0 0D                Frame Duration: 13
   DF/F9CD: D7                   End of code block
   DF/F9CE: E8                   <UNKNOWN COMMAND $E8>
   DF/F9CF: DD F9 08 08          If event flag memory address 00:707F Bit 1 clear, jump to address $DF/0808
   DF/F9D3: 10 F0                Set transition and sequence flags, x1 speed
   DF/F9D5: 1D                   <UNKNOWN COMMAND $1D>
   DF/F9D6: A0 25                Set event flag memory address 00:7044 Bit 5
   DF/F9D8: A4 26                Clear event flag memory address 00:7044 Bit 6
   DF/F9DA: D2 EB F9             Jump to address $DF/F9EB
   DF/F9DD: 08 50 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/F9E0: F0 0D                Frame Duration: 13
   DF/F9E2: 08 08 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DF/F9E5: F0 1D                Frame Duration: 29
   DF/F9E7: A0 26                Set event flag memory address 00:7044 Bit 6
   DF/F9E9: A4 25                Clear event flag memory address 00:7044 Bit 5
DF/F9EB: D2 65 FA             Jump to address $DF/FA65
DF/F9EE: B7 15 07 00          Store a random number from 0 to #$0007 to 00:702A
DF/F9F2: C2 15 01 00          Compare value at 00:702A to #$0001
DF/F9F6: ED EE F9             If Bit 0 of 00:70A0,x clear, jump to address $DF/F9EE
DF/F9F9: A0 20                Set event flag memory address 00:7044 Bit 0
DF/F9FB: 14 E8                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x68 bytes) (Wait until complete)
   DF/F9FD: 10 83                Set sequence flag, x4 speed
   DF/F9FF: D6 15                Store value at 00:702A to object memory
   DF/FA01: 08 08 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/FA04: F0 02                Frame Duration: 2
   DF/FA06: 08 08 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/FA09: F0 02                Frame Duration: 2
   DF/FA0B: 08 08 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/FA0E: F0 02                Frame Duration: 2
   DF/FA10: 08 08 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/FA13: F0 02                Frame Duration: 2
   DF/FA15: 08 08 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/FA18: F0 02                Frame Duration: 2
   DF/FA1A: 08 08 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/FA1D: F0 02                Frame Duration: 2
   DF/FA1F: 08 08 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   DF/FA22: F0 02                Frame Duration: 2
   DF/FA24: 08 08 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   DF/FA27: F0 02                Frame Duration: 2
   DF/FA29: D7                   End of code block
   DF/FA2A: E8                   <UNKNOWN COMMAND $E8>
   DF/FA2B: 3E FA 08 08 00       <UNKNOWN COMMAND $3E: pointer to address $DF/0008>
   DF/FA30: F0 00                Frame Duration: 0
   DF/FA32: 08 08 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DF/FA35: F0 1D                Frame Duration: 29
   DF/FA37: A0 25                Set event flag memory address 00:7044 Bit 5
   DF/FA39: A4 26                Clear event flag memory address 00:7044 Bit 6
   DF/FA3B: D2 65 FA             Jump to address $DF/FA65
   DF/FA3E: 08 08 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/FA41: F0 02                Frame Duration: 2
   DF/FA43: 08 08 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   DF/FA46: F0 02                Frame Duration: 2
   DF/FA48: 08 08 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   DF/FA4B: F0 02                Frame Duration: 2
   DF/FA4D: 08 08 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/FA50: F0 02                Frame Duration: 2
   DF/FA52: 08 08 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   DF/FA55: F0 02                Frame Duration: 2
   DF/FA57: 08 08 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   DF/FA5A: F0 00                Frame Duration: 0
   DF/FA5C: 08 08 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   DF/FA5F: F0 1D                Frame Duration: 29
   DF/FA61: A0 26                Set event flag memory address 00:7044 Bit 6
   DF/FA63: A4 25                Clear event flag memory address 00:7044 Bit 5
DF/FA65: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/FA67: 10 80                Set sequence flag, x1 speed
DF/FA69: 14 F2 7D 03          Set Object: NPC #0 ---> Command: Set object to movement: $037D
DF/FA6D: 60 F6 89 62          Run Dialogue $09F6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KNIFE GUY: So which hand is
 it in? Touch the hand you think
 is holding the ball.

DF/FA71: 14 FD                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FD>
DF/FA73: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/FA75: 0B 08                Set Bits $8 of current object address 0A,x
DF/FA77: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   DF/FA79: 0B 08                Set Bits $8 of current object address 0A,x
DF/FA7B: A0 1A                Set event flag memory address 00:7043 Bit 2
DF/FA7D: FD 32                <UNKNOWN COMMAND $FD 32>
DF/FA7F: FE                   Return

DF/FA80: 9C 57                Play sound effect #$57
DF/FA82: B4 29                Store value at 00:70C9 to 00:7000
DF/FA84: E2 0B 00 45 FB       If value at 00:7000 = #$000B, jump to address $DF/FB45
DF/FA89: 60 F7 A9 62          Run Dialogue $09F7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 VERY GOOD!
 Here, a prize goes to the winner!<I><END>


DF/FA8D: AA 29                Increment 00:70C9
DF/FA8F: B4 29                Store value at 00:70C9 to 00:7000
DF/FA91: E2 FF 00 3F FB       If value at 00:7000 = #$00FF, jump to address $DF/FB3F
DF/FA96: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/FA98: A4 24                Clear event flag memory address 00:7044 Bit 4
DF/FA9A: D2 C8 FA             Jump to address $DF/FAC8
DF/FA9D: 9C 58                Play sound effect #$58
DF/FA9F: 60 F8 29 62          Run Dialogue $09F8
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Hee hee hee...WRONG!!<I>
 It's this hand! YOU LOSE!!
 Let's do this again sometime.<I><END>


DF/FAA3: B4 29                Store value at 00:70C9 to 00:7000
DF/FAA5: E2 00 00 AD FA       If value at 00:7000 = #$0000, jump to address $DF/FAAD
DF/FAAA: AF                   Decrement 00:7000
DF/FAAB: B5 29                Store value at 00:7000 to 00:70C9
DF/FAAD: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/FAAF: FD 60                <UNKNOWN COMMAND $FD 60>
DF/FAB1: D8 25 BC FA          If event flag memory address 00:7044 Bit 5 set, jump to address $DF/FABC
DF/FAB5: 14 F2 7E 03          Set Object: NPC #0 ---> Command: Set object to movement: $037E
DF/FAB9: D2 C0 FA             Jump to address $DF/FAC0
DF/FABC: 14 F2 7F 03          Set Object: NPC #0 ---> Command: Set object to movement: $037F
DF/FAC0: 65                   <UNKNOWN COMMAND $65>
DF/FAC1: 14 F2 7C 03          Set Object: NPC #0 ---> Command: Set object to movement: $037C
DF/FAC5: D2 62 FB             Jump to address $DF/FB62
DF/FAC8: B6 15 00              Store a random number from 0 to #$0015 to 00:7000
DF/FACB: C0 03 00             Compare value at 00:7000 to #$0003
DF/FACE: ED 25 FB             If Bit 0 of 00:70A0,x clear, jump to address $DF/FB25
DF/FAD1: D8 1F DF FA          If event flag memory address 00:7043 Bit 7 set, jump to address $DF/FADF
DF/FAD5: D8 20 E5 FA          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/FAE5
DF/FAD9: A8 07 9B             Store #$9B to 00:70A7
DF/FADC: D2 EB FA             Jump to address $DF/FAEB
DF/FADF: A8 07 9C             Store #$9C to 00:70A7
DF/FAE2: D2 EB FA             Jump to address $DF/FAEB
DF/FAE5: A8 07 9D             Store #$9D to 00:70A7
DF/FAE8: D2 EB FA             Jump to address $DF/FAEB
DF/FAEB: 9C 1B                Play sound effect #$1B
DF/FAED: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DF/FAF1: D8 1F FE FA          If event flag memory address 00:7043 Bit 7 set, jump to address $DF/FAFE
DF/FAF5: D8 20 03 FB          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/FB03
DF/FAF9: 50 9B                Put item in inventory: #$9B (-Wilt Shroom )
DF/FAFB: D2 62 FB             Jump to address $DF/FB62
DF/FAFE: 50 9C                Put item in inventory: #$9C (-Rotten Mush )
DF/FB00: D2 62 FB             Jump to address $DF/FB62
DF/FB03: 50 9D                Put item in inventory: #$9D (-Moldy Mush  )
DF/FB05: D2 62 FB             Jump to address $DF/FB62
DF/FB08: 9C 1B                Play sound effect #$1B
DF/FB0A: 60 0C A2 02          Run Dialogue $020C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


DF/FB0E: D8 1F 1B FB          If event flag memory address 00:7043 Bit 7 set, jump to address $DF/FB1B
DF/FB12: D8 20 20 FB          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/FB20
DF/FB16: 50 60                Put item in inventory: #$60 (-Mushroom    )
DF/FB18: D2 62 FB             Jump to address $DF/FB62
DF/FB1B: 50 61                Put item in inventory: #$61 (-Mid Mushroom)
DF/FB1D: D2 62 FB             Jump to address $DF/FB62
DF/FB20: 50 62                Put item in inventory: #$62 (-Max Mushroom)
DF/FB22: D2 62 FB             Jump to address $DF/FB62
DF/FB25: D8 1F 33 FB          If event flag memory address 00:7043 Bit 7 set, jump to address $DF/FB33
DF/FB29: D8 20 39 FB          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/FB39
DF/FB2D: A8 07 60             Store #$60 to 00:70A7
DF/FB30: D2 08 FB             Jump to address $DF/FB08
DF/FB33: A8 07 61             Store #$61 to 00:70A7
DF/FB36: D2 08 FB             Jump to address $DF/FB08
DF/FB39: A8 07 62             Store #$62 to 00:70A7
DF/FB3C: D2 08 FB             Jump to address $DF/FB08
DF/FB3F: A8 07 6B             Store #$6B to 00:70A7
DF/FB42: D2 08 FB             Jump to address $DF/FB08
DF/FB45: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/FB47: A4 24                Clear event flag memory address 00:7044 Bit 4
DF/FB49: AA 29                Increment 00:70C9
DF/FB4B: DA CE C8 FA          If event flag memory address 00:7099 Bit 6 set, jump to address $DF/FAC8
DF/FB4F: A2 CE                Set event flag memory address 00:7099 Bit 6
DF/FB51: 60 26 A0 62          Run Dialogue $0026 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Whoa! Congratulations!<I>
 You deserve this!<I><END>


DF/FB55: A8 07 AE             Store #$AE to 00:70A7
DF/FB58: AC 0C 02             Store #$020C to 00:7000
DF/FB5B: D1 F4 0E             Execute event id $0EF4
DF/FB5E: 60 27 A0 62          Run Dialogue $0027 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 It'll let you get into my brother's
 Casino...wherever THAT is...<I><END>


DF/FB62: A4 1A                Clear event flag memory address 00:7043 Bit 2
DF/FB64: A4 1B                Clear event flag memory address 00:7043 Bit 3
DF/FB66: A4 25                Clear event flag memory address 00:7044 Bit 5
DF/FB68: A4 26                Clear event flag memory address 00:7044 Bit 6
DF/FB6A: A4 1C                Clear event flag memory address 00:7043 Bit 4
DF/FB6C: A4 24                Clear event flag memory address 00:7044 Bit 4
DF/FB6E: A4 1F                Clear event flag memory address 00:7043 Bit 7
DF/FB70: A4 20                Clear event flag memory address 00:7044 Bit 0
DF/FB72: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/FB74: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/FB76: 0C 08                XOR Bits $8 of current object address 0A,x
   DF/FB78: 94 0C FF 00          Place object: right=12px down=255px up=0px
DF/FB7C: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   DF/FB7E: 0C F0                XOR Bits $F0 of current object address 0A,x
   DF/FB80: 0C 08                XOR Bits $8 of current object address 0A,x
   DF/FB82: 94 F4 FF 00          Place object: right=244px down=255px up=0px
DF/FB86: FD 32                <UNKNOWN COMMAND $FD 32>
DF/FB88: 14 F2 7C 03          Set Object: NPC #0 ---> Command: Set object to movement: $037C
DF/FB8C: 14 FC                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FC>
DF/FB8E: FE                   Return


EVENT [A71] ------------------------------------------------------------>
DF/FB8F: DC 1A A3 FB          If event flag memory address 00:7043 Bit 2 clear, jump to address $DF/FBA3
DF/FB93: D8 1C A3 FB          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/FBA3
DF/FB97: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/FB99: D8 25 A0 FB          If event flag memory address 00:7044 Bit 5 set, jump to address $DF/FBA0
DF/FB9D: D2 9D FA             Jump to address $DF/FA9D
DF/FBA0: D2 80 FA             Jump to address $DF/FA80
DF/FBA3: FE                   Return


EVENT [A72] ------------------------------------------------------------>
DF/FBA4: DC 1A B8 FB          If event flag memory address 00:7043 Bit 2 clear, jump to address $DF/FBB8
DF/FBA8: D8 1C B8 FB          If event flag memory address 00:7043 Bit 4 set, jump to address $DF/FBB8
DF/FBAC: A0 1C                Set event flag memory address 00:7043 Bit 4
DF/FBAE: D8 26 B5 FB          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/FBB5
DF/FBB2: D2 9D FA             Jump to address $DF/FA9D
DF/FBB5: D2 80 FA             Jump to address $DF/FA80
DF/FBB8: FE                   Return


EVENT [A73] ------------------------------------------------------------>

EVENT [A74] ------------------------------------------------------------>

EVENT [A75] ------------------------------------------------------------>

EVENT [A76] ------------------------------------------------------------>

EVENT [A77] ------------------------------------------------------------>

EVENT [A78] ------------------------------------------------------------>

EVENT [A79] ------------------------------------------------------------>

EVENT [A7A] ------------------------------------------------------------>

EVENT [A7B] ------------------------------------------------------------>

EVENT [A7C] ------------------------------------------------------------>

EVENT [A7D] ------------------------------------------------------------>

EVENT [A7E] ------------------------------------------------------------>

EVENT [A7F] ------------------------------------------------------------>

EVENT [A80] ------------------------------------------------------------>

EVENT [A81] ------------------------------------------------------------>

EVENT [A82] ------------------------------------------------------------>

EVENT [A83] ------------------------------------------------------------>

EVENT [A84] ------------------------------------------------------------>

EVENT [A85] ------------------------------------------------------------>

EVENT [A86] ------------------------------------------------------------>

EVENT [A87] ------------------------------------------------------------>

EVENT [A88] ------------------------------------------------------------>

EVENT [A89] ------------------------------------------------------------>

EVENT [A8A] ------------------------------------------------------------>

EVENT [A8B] ------------------------------------------------------------>

EVENT [A8C] ------------------------------------------------------------>

EVENT [A8D] ------------------------------------------------------------>

EVENT [A8E] ------------------------------------------------------------>

EVENT [A8F] ------------------------------------------------------------>

EVENT [A90] ------------------------------------------------------------>

EVENT [A91] ------------------------------------------------------------>

EVENT [A92] ------------------------------------------------------------>

EVENT [A93] ------------------------------------------------------------>

EVENT [A94] ------------------------------------------------------------>

EVENT [A95] ------------------------------------------------------------>

EVENT [A96] ------------------------------------------------------------>

EVENT [A97] ------------------------------------------------------------>

EVENT [A98] ------------------------------------------------------------>

EVENT [A99] ------------------------------------------------------------>

EVENT [A9A] ------------------------------------------------------------>

EVENT [A9B] ------------------------------------------------------------>

EVENT [A9C] ------------------------------------------------------------>

EVENT [A9D] ------------------------------------------------------------>

EVENT [A9E] ------------------------------------------------------------>

EVENT [A9F] ------------------------------------------------------------>

EVENT [AA0] ------------------------------------------------------------>

EVENT [AA1] ------------------------------------------------------------>

EVENT [AA2] ------------------------------------------------------------>

EVENT [AA3] ------------------------------------------------------------>

EVENT [AA4] ------------------------------------------------------------>

EVENT [AA5] ------------------------------------------------------------>

EVENT [AA6] ------------------------------------------------------------>

EVENT [AA7] ------------------------------------------------------------>

EVENT [AA8] ------------------------------------------------------------>

EVENT [AA9] ------------------------------------------------------------>

EVENT [AAA] ------------------------------------------------------------>

EVENT [AAB] ------------------------------------------------------------>

EVENT [AAC] ------------------------------------------------------------>

EVENT [AAD] ------------------------------------------------------------>

EVENT [AAE] ------------------------------------------------------------>

EVENT [AAF] ------------------------------------------------------------>

EVENT [AB0] ------------------------------------------------------------>

EVENT [AB1] ------------------------------------------------------------>

EVENT [AB2] ------------------------------------------------------------>

EVENT [AB3] ------------------------------------------------------------>

EVENT [AB4] ------------------------------------------------------------>

EVENT [AB5] ------------------------------------------------------------>

EVENT [AB6] ------------------------------------------------------------>

EVENT [AB7] ------------------------------------------------------------>

EVENT [AB8] ------------------------------------------------------------>

EVENT [AB9] ------------------------------------------------------------>

EVENT [ABA] ------------------------------------------------------------>

EVENT [ABB] ------------------------------------------------------------>

EVENT [ABC] ------------------------------------------------------------>

EVENT [ABD] ------------------------------------------------------------>

EVENT [ABE] ------------------------------------------------------------>

EVENT [ABF] ------------------------------------------------------------>

EVENT [AC0] ------------------------------------------------------------>

EVENT [AC1] ------------------------------------------------------------>

EVENT [AC2] ------------------------------------------------------------>

EVENT [AC3] ------------------------------------------------------------>

EVENT [AC4] ------------------------------------------------------------>

EVENT [AC5] ------------------------------------------------------------>

EVENT [AC6] ------------------------------------------------------------>

EVENT [AC7] ------------------------------------------------------------>

EVENT [AC8] ------------------------------------------------------------>

EVENT [AC9] ------------------------------------------------------------>

EVENT [ACA] ------------------------------------------------------------>

EVENT [ACB] ------------------------------------------------------------>

EVENT [ACC] ------------------------------------------------------------>

EVENT [ACD] ------------------------------------------------------------>

EVENT [ACE] ------------------------------------------------------------>

EVENT [ACF] ------------------------------------------------------------>

EVENT [AD0] ------------------------------------------------------------>

EVENT [AD1] ------------------------------------------------------------>

EVENT [AD2] ------------------------------------------------------------>

EVENT [AD3] ------------------------------------------------------------>

EVENT [AD4] ------------------------------------------------------------>

EVENT [AD5] ------------------------------------------------------------>

EVENT [AD6] ------------------------------------------------------------>

EVENT [AD7] ------------------------------------------------------------>

EVENT [AD8] ------------------------------------------------------------>

EVENT [AD9] ------------------------------------------------------------>

EVENT [ADA] ------------------------------------------------------------>

EVENT [ADB] ------------------------------------------------------------>

EVENT [ADC] ------------------------------------------------------------>

EVENT [ADD] ------------------------------------------------------------>

EVENT [ADE] ------------------------------------------------------------>

EVENT [ADF] ------------------------------------------------------------>

EVENT [AE0] ------------------------------------------------------------>

EVENT [AE1] ------------------------------------------------------------>

EVENT [AE2] ------------------------------------------------------------>

EVENT [AE3] ------------------------------------------------------------>

EVENT [AE4] ------------------------------------------------------------>

EVENT [AE5] ------------------------------------------------------------>

EVENT [AE6] ------------------------------------------------------------>

EVENT [AE7] ------------------------------------------------------------>

EVENT [AE8] ------------------------------------------------------------>

EVENT [AE9] ------------------------------------------------------------>
DF/FBB9: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   DF/FBBB: 64 10                Shift object left 16 pixels
DF/FBBD: 71                   Lighten screen from black before following commands
DF/FBBE: FE                   Return


EVENT [AEA] ------------------------------------------------------------>
DF/FBBF: 60 FB AC 20          Run Dialogue $0CFB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

             To Marrymore<I><END>


DF/FBC3: DA 8F CD FB          If event flag memory address 00:7091 Bit 7 set, jump to address $DF/FBCD
DF/FBC7: A2 8F                Set event flag memory address 00:7091 Bit 7
DF/FBC9: 60 FA AC 20          Run Dialogue $0CFA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Talk to the flower<I>
     and the star gate will open.<I><END>


DF/FBCD: FE                   Return


EVENT [AEB] ------------------------------------------------------------>
DF/FBCE: 60 FC AC 20          Run Dialogue $0CFC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

              To Star Hill<I><END>


DF/FBD2: DA 8F DC FB          If event flag memory address 00:7091 Bit 7 set, jump to address $DF/FBDC
DF/FBD6: A2 8F                Set event flag memory address 00:7091 Bit 7
DF/FBD8: 60 FA AC 20          Run Dialogue $0CFA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Talk to the flower<I>
     and the star gate will open.<I><END>


DF/FBDC: FE                   Return


EVENT [AEC] ------------------------------------------------------------>
DF/FBDD: D8 18 FD FB          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/FBFD
DF/FBE1: A0 18                Set event flag memory address 00:7043 Bit 0
DF/FBE3: 9C 51                Play sound effect #$51
DF/FBE5: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/FBE7: 6A 91 8C             Modify BGL of area $8C91
DF/FBEA: F0 00                Duration: 0 frames
DF/FBEC: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/FBEE: 6A 91 90             Modify BGL of area $9091
DF/FBF1: F0 17                Duration: 23 frames
DF/FBF3: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/FBF5: 6A 91 88             Modify BGL of area $8891
DF/FBF8: 6B 91 82             Modify physical field of area $8291
DF/FBFB: 9C 7E                Play sound effect #$7E
DF/FBFD: FE                   Return


EVENT [AED] ------------------------------------------------------------>
DF/FBFE: D8 19 1E FC          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/FC1E
DF/FC02: A0 19                Set event flag memory address 00:7043 Bit 1
DF/FC04: 9C 51                Play sound effect #$51
DF/FC06: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/FC08: 6A 91 8A             Modify BGL of area $8A91
DF/FC0B: F0 00                Duration: 0 frames
DF/FC0D: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/FC0F: 6A 91 8E             Modify BGL of area $8E91
DF/FC12: F0 17                Duration: 23 frames
DF/FC14: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/FC16: 6A 91 84             Modify BGL of area $8491
DF/FC19: 6B 91 80             Modify physical field of area $8091
DF/FC1C: 9C 7E                Play sound effect #$7E
DF/FC1E: FE                   Return

DF/FC1F: FE                   Return


EVENT [AEE] ------------------------------------------------------------>
DF/FC20: D8 18 25 FC          If event flag memory address 00:7043 Bit 0 set, jump to address $DF/FC25
DF/FC24: FE                   Return

DF/FC25: FD 31                Screen doesn't move with MARIO
DF/FC27: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/FC29: F0 00                Frame Duration: 0
   DF/FC2B: 3D 29 FC             <UNKNOWN COMMAND $3D: pointer to address $DF/FC29>
   DF/FC2E: 0A 00                Store #$00 to current object address 0A,x
   DF/FC30: 47                   <UNKNOWN COMMAND $47>
   DF/FC31: 01                   Clear Bit 7 of current object (disable object visibility)
DF/FC32: F0 1F                Duration: 31 frames
DF/FC34: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/FC36: 6A 91 86             Modify BGL of area $8691
DF/FC39: 9C 7D                Play sound effect #$7D
DF/FC3B: FD 30                Screen moves with MARIO
DF/FC3D: F0 1F                Duration: 31 frames
DF/FC3F: 77 10                Darken screen from black before following commands; Duration: 16 frames
DF/FC41: 4B 1F C0             Lead to World Map Point $C01F
DF/FC44: FE                   Return


EVENT [AEF] ------------------------------------------------------------>
DF/FC45: D8 19 4A FC          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/FC4A
DF/FC49: FE                   Return

DF/FC4A: FD 31                Screen doesn't move with MARIO
DF/FC4C: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   DF/FC4E: F0 00                Frame Duration: 0
   DF/FC50: 3D 4E FC             <UNKNOWN COMMAND $3D: pointer to address $DF/FC4E>
   DF/FC53: 0A 00                Store #$00 to current object address 0A,x
   DF/FC55: 47                   <UNKNOWN COMMAND $47>
   DF/FC56: 01                   Clear Bit 7 of current object (disable object visibility)
DF/FC57: F0 1F                Duration: 31 frames
DF/FC59: FD 8D                <UNKNOWN COMMAND $FD 8D>
DF/FC5B: 6A 91 82             Modify BGL of area $8291
DF/FC5E: 9C 7D                Play sound effect #$7D
DF/FC60: FD 30                Screen moves with MARIO
DF/FC62: F0 1F                Duration: 31 frames
DF/FC64: 77 10                Darken screen from black before following commands; Duration: 16 frames
DF/FC66: 68 9E 80 0A 7B A2    Enter area: $009E
                              MARIO will be at coords: (336,984) Z=32
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
DF/FC6C: FE                   Return


EVENT [AF0] ------------------------------------------------------------>
DF/FC6D: DA 64 75 FC          If event flag memory address 00:708C Bit 4 set, jump to address $DF/FC75
DF/FC71: 4B 28 C0             Lead to World Map Point $C028
DF/FC74: FE                   Return

DF/FC75: 4B 2E C0             Lead to World Map Point $C02E
DF/FC78: FE                   Return


EVENT [AF1] ------------------------------------------------------------>
DF/FC79: A1 46                Set event flag memory address 00:7068 Bit 6
DF/FC7B: A1 86                Set event flag memory address 00:7070 Bit 6
DF/FC7D: DA 64 85 FC          If event flag memory address 00:708C Bit 4 set, jump to address $DF/FC85
DF/FC81: 4B 27 C0             Lead to World Map Point $C027
DF/FC84: FE                   Return

DF/FC85: 4B 2D C0             Lead to World Map Point $C02D
DF/FC88: FE                   Return


EVENT [AF2] ------------------------------------------------------------>
DF/FC89: F0 00                Duration: 0 frames
DF/FC8B: DC 18 89 FC          If event flag memory address 00:7043 Bit 0 clear, jump to address $DF/FC89
DF/FC8F: CB                   Store joypad register to 00:7000,00:7001
DF/FC90: E2 80 00 98 FC       If value at 00:7000 = #$0080, jump to address $DF/FC98
DF/FC95: D2 89 FC             Jump to address $DF/FC89
DF/FC98: B4 0E                Store value at 00:70AE to 00:7000
DF/FC9A: C0 02 00             Compare value at 00:7000 to #$0002
DF/FC9D: EC B0 FC             If Bit 0 of 00:70A0,x set, jump to address $DF/FCB0
DF/FCA0: AA 0E                Increment 00:70AE
DF/FCA2: DE CE A8 FC          If event flag memory address 00:7099 Bit 6 clear, jump to address $DF/FCA8
DF/FCA6: 9C 0E                Play sound effect #$0E
DF/FCA8: F0 00                Duration: 0 frames
DF/FCAA: 3D A8 FC             <UNKNOWN COMMAND: pointer to address $FCA8>
DF/FCAD: D2 89 FC             Jump to address $DF/FC89
DF/FCB0: DE CE B6 FC          If event flag memory address 00:7099 Bit 6 clear, jump to address $DF/FCB6
DF/FCB4: 9C 0E                Play sound effect #$0E
DF/FCB6: F2 5B B1             <UNKNOWN COMMAND $F2>
DF/FCB9: 18 F8                Set Object: NPC #4 ---> Command: Show Object
DF/FCBB: 6A 5B 81             Modify BGL of area $815B
DF/FCBE: 6B 5B 81             Modify physical field of area $815B
DF/FCC1: FE                   Return


EVENT [AF3] ------------------------------------------------------------>
DF/FCC2: A0 18                Set event flag memory address 00:7043 Bit 0
DF/FCC4: FE                   Return


EVENT [AF4] ------------------------------------------------------------>
DF/FCC5: A8 0E 00             Store #$00 to 00:70AE
DF/FCC8: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/FCCA: FE                   Return


EVENT [AF5] ------------------------------------------------------------>
DF/FCCB: F8 C6 32 D6 FC       <UNKNOWN COMMAND $F8>
DF/FCD0: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/FCD2: 10 44                Set transition flag, x8 speed
   DF/FCD4: 66 08                Shift object up 8 pixels
DF/FCD6: 71                   Lighten screen from black before following commands
DF/FCD7: FE                   Return


EVENT [AF6] ------------------------------------------------------------>
DF/FCD8: D1 04 0E             Execute event id $0E04
DF/FCDB: DE 8A E3 FC          If event flag memory address 00:7091 Bit 2 clear, jump to address $DF/FCE3
DF/FCDF: 16 F2 B2 02          Set Object: NPC #2 ---> Command: Set object to movement: $02B2
DF/FCE3: DC 38 04 FD          If event flag memory address 00:7047 Bit 0 clear, jump to address $DF/FD04
DF/FCE7: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   DF/FCE9: 01                   Clear Bit 7 of current object (disable object visibility)
DF/FCEA: 71                   Lighten screen from black before following commands
DF/FCEB: FD 31                Screen doesn't move with MARIO
DF/FCED: 00 F3 E2 01          Set Object: MARIO ---> Command: Set object to movement: $01E2
DF/FCF1: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/FCF5: DE CF FF FC          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/FCFF
DF/FCF9: DA 8A FF FC          If event flag memory address 00:7091 Bit 2 set, jump to address $DF/FCFF
DF/FCFD: F0 17                Duration: 23 frames
DF/FCFF: FD 30                Screen moves with MARIO
DF/FD01: D2 05 FD             Jump to address $DF/FD05
DF/FD04: 71                   Lighten screen from black before following commands
DF/FD05: DE CF 11 FD          If event flag memory address 00:7099 Bit 7 clear, jump to address $DF/FD11
DF/FD09: DA 8A 11 FD          If event flag memory address 00:7091 Bit 2 set, jump to address $DF/FD11
DF/FD0D: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/FD0F: 9C 95                Play sound effect #$95
DF/FD11: A6 CF                Clear event flag memory address 00:7099 Bit 7
DF/FD13: FE                   Return


EVENT [AF7] ------------------------------------------------------------>
DF/FD14: DC 96 45 FD          If event flag memory address 00:7052 Bit 6 clear, jump to address $DF/FD45
DF/FD18: A1 6B                Set event flag memory address 00:706D Bit 3
DF/FD1A: F3 CC AA             <UNKNOWN COMMAND $F2>
DF/FD1D: F2 CB AC             <UNKNOWN COMMAND $F2>
DF/FD20: F2 CB AE             <UNKNOWN COMMAND $F2>
DF/FD23: F2 CB B0             <UNKNOWN COMMAND $F2>
DF/FD26: F2 CB B2             <UNKNOWN COMMAND $F2>
DF/FD29: F2 CB B4             <UNKNOWN COMMAND $F2>
DF/FD2C: F2 CB B6             <UNKNOWN COMMAND $F2>
DF/FD2F: F2 CC AC             <UNKNOWN COMMAND $F2>
DF/FD32: F2 CC AE             <UNKNOWN COMMAND $F2>
DF/FD35: F2 CC B0             <UNKNOWN COMMAND $F2>
DF/FD38: F2 CC B2             <UNKNOWN COMMAND $F2>
DF/FD3B: F2 CC B4             <UNKNOWN COMMAND $F2>
DF/FD3E: F2 CC BA             <UNKNOWN COMMAND $F2>
DF/FD41: 4B 09 C0             Lead to World Map Point $C009
DF/FD44: FE                   Return


EVENT [AF8] ------------------------------------------------------------>
DF/FD45: D8 96 23 FF          If event flag memory address 00:7052 Bit 6 set, jump to address $DF/FF23
DF/FD49: 30                   <UNKNOWN COMMAND $30>
DF/FD4A: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   DF/FD4C: 0A 00                Store #$00 to current object address 0A,x
   DF/FD4E: 10 41                Set transition flag, x2 speed
   DF/FD50: 80 1B 5E             Move object to on-screen coords: (864,752)
   DF/FD53: 77                   Object faces up-right
DF/FD54: 60 60 AC 62          Run Dialogue $0C60 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Now ya got my hammer angry!
 Ya shouldn't have done that!<I><END>


DF/FD58: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/FD5A: 4A B7 00 09          Engage in battle with formation pack #$00B7 in background #$09
DF/FD5E: DC 00 63 FD          If event flag memory address 00:7040 Bit 0 clear, jump to address $DF/FD63
DF/FD62: FB                   Reset game, choose game

DF/FD63: FD 5B                Restore all HP
DF/FD65: FD 5C                Restore all FP
DF/FD67: A0 96                Set event flag memory address 00:7052 Bit 6
DF/FD69: A1 6B                Set event flag memory address 00:706D Bit 3
DF/FD6B: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
DF/FD6D: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
DF/FD6F: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
DF/FD71: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
DF/FD73: 1C F8                Set Object: NPC #8 ---> Command: Show Object
DF/FD75: 30                   <UNKNOWN COMMAND $30>
DF/FD76: F2 CD 36             <UNKNOWN COMMAND $F2>
DF/FD79: 0C 87                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/FD7B: 10 44                Set transition flag, x8 speed
   DF/FD7D: 80 18 4F             Move object to on-screen coords: (784,632)
   DF/FD80: 10 40                Set transition flag, x1 speed
DF/FD82: DC 95 98 FE          If event flag memory address 00:7052 Bit 5 clear, jump to address $DF/FE98
DF/FD86: 19 F3 91 01          Set Object: NPC #5 ---> Command: Set object to movement: $0191
DF/FD8A: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   DF/FD8C: 82 1B 5C             Place object at on-screen coords: (864,736)
   DF/FD8F: 71                   Object faces down-right
DF/FD90: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/FD92: 82 1C 5E             Place object at on-screen coords: (896,752)
   DF/FD95: 75                   Object faces up-left
DF/FD96: 71                   Lighten screen from black before following commands
DF/FD97: F0 0F                Duration: 15 frames
DF/FD99: 60 69 AC 62          Run Dialogue $0C69 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Thanks, Mario!
 I was running so fast I wasn't
 watching where I was going!<I><END>


DF/FD9D: 19 10                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x10 bytes)
   DF/FD9F: 77                   Object faces up-right
   DF/FDA0: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/FDA3: F0 00                Frame Duration: 0
   DF/FDA5: 3D A3 FD             <UNKNOWN COMMAND $3D: pointer to address $DF/FDA3>
   DF/FDA8: D8 20 AF FD          If event flag memory address 00:7044 Bit 0 set, jump to address $DF/FDAF
   DF/FDAC: D2 A0 FD             Jump to address $DF/FDA0
DF/FDAF: 60 6A AC 62          Run Dialogue $0C6A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD:
 Mushroom Kingdom's just ahead.
 We're almost there, Mario.<I><END>


DF/FDB3: A0 20                Set event flag memory address 00:7044 Bit 0
DF/FDB5: 19 FE                Set Object: NPC #5 ---> Command: End object queue
DF/FDB7: F0 1F                Duration: 31 frames
DF/FDB9: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   DF/FDBB: 0A 00                Store #$00 to current object address 0A,x
   DF/FDBD: F0 1F                Frame Duration: 31
   DF/FDBF: 70                   Object faces right
DF/FDC0: 60 6B 2C 62          Run Dialogue $0C6B
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Hey!
 Where did this hammer come from?<I><END>


DF/FDC4: 19 8B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   DF/FDC6: 10 45                Set transition flag, 1/2 speed
   DF/FDC8: 10 81                Set sequence flag, x2 speed
   DF/FDCA: 13 02                Layering priority: Object overlaps MARIO
   DF/FDCC: 67 30                Shift object up-right 48 pixels
   DF/FDCE: 75                   Object faces up-left
   DF/FDCF: 65 08                Shift object up-left 8 pixels
DF/FDD1: 65                   <UNKNOWN COMMAND $65>
DF/FDD2: 60 6C 2C 62          Run Dialogue $0C6C
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Hmm....
 Hey, do you know what THIS is?!<I><END>


DF/FDD6: 19 B6                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x36 bytes) (Wait until complete)
   DF/FDD8: D4 01                Start code block, repeat 1 times
   DF/FDDA: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/FDDD: F0 00                Frame Duration: 0
   DF/FDDF: 3D DD FD             <UNKNOWN COMMAND $3D: pointer to address $DF/FDDD>
   DF/FDE2: F0 0F                Frame Duration: 15
   DF/FDE4: D7                   End of code block
   DF/FDE5: 63 10                Shift object down-left 16 pixels
   DF/FDE7: 65 10                Shift object up-left 16 pixels
   DF/FDE9: 77                   Object faces up-right
   DF/FDEA: D4 01                Start code block, repeat 1 times
   DF/FDEC: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/FDEF: F0 00                Frame Duration: 0
   DF/FDF1: 3D EF FD             <UNKNOWN COMMAND $3D: pointer to address $DF/FDEF>
   DF/FDF4: F0 0F                Frame Duration: 15
   DF/FDF6: D7                   End of code block
   DF/FDF7: 13 01                Layering priority: Normal
   DF/FDF9: 65 10                Shift object up-left 16 pixels
   DF/FDFB: 67 10                Shift object up-right 16 pixels
   DF/FDFD: 71                   Object faces down-right
   DF/FDFE: D4 01                Start code block, repeat 1 times
   DF/FE00: 7F 40 00             Object jumps (with sound effect) #$0040 units
   DF/FE03: F0 00                Frame Duration: 0
   DF/FE05: 3D 03 FE             <UNKNOWN COMMAND $3D: pointer to address $DF/FE03>
   DF/FE08: F0 0F                Frame Duration: 15
   DF/FE0A: D7                   End of code block
   DF/FE0B: F0 17                Frame Duration: 23
   DF/FE0D: 73                   Object faces down-left
DF/FE0E: 65                   <UNKNOWN COMMAND $65>
DF/FE0F: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/FE11: 61 0C                Shift object down-right 12 pixels
   DF/FE13: F0 0F                Frame Duration: 15
   DF/FE15: 73                   Object faces down-left
DF/FE16: 1C 0F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/FE18: 13 00                Layering priority: MARIO overlaps object
   DF/FE1A: 10 44                Set transition flag, x8 speed
   DF/FE1C: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   DF/FE1F: 60 0C                Shift object right 12 pixels
   DF/FE21: 62 0B                Shift object down 11 pixels
   DF/FE23: 10 45                Set transition flag, 1/2 speed
   DF/FE25: 63 1D                Shift object down-left 29 pixels
DF/FE27: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/FE29: F0 07                Frame Duration: 7
   DF/FE2B: 63 1A                Shift object down-left 26 pixels
DF/FE2D: 60 6D AC 62          Run Dialogue $0C6D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: It has the Hammer Bro's
 insignia on it.<I>
 No one stands a chance against
 you when you whomp them with this.<I><END>


DF/FE31: FD 31                Screen doesn't move with MARIO
DF/FE33: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   DF/FE35: F0 AF                Frame Duration: 175
   DF/FE37: 71                   Object faces down-right
DF/FE38: 1C 0F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0F bytes)
   DF/FE3A: F0 7F                Frame Duration: 127
   DF/FE3C: 01                   Clear Bit 7 of current object (disable object visibility)
   DF/FE3D: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   DF/FE40: 92 1C 5C 01          Place object at on-screen coords: (896,736) Z=16
   DF/FE44: 00                   Set Bit 7 of current object (enable object visibility)
   DF/FE45: 10 44                Set transition flag, x8 speed
   DF/FE47: 63 02                Shift object down-left 2 pixels
DF/FE49: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   DF/FE4B: 10 45                Set transition flag, 1/2 speed
   DF/FE4D: 61 18                Shift object down-right 24 pixels
   DF/FE4F: 67 18                Shift object up-right 24 pixels
   DF/FE51: 75                   Object faces up-left
   DF/FE52: F0 1F                Frame Duration: 31
   DF/FE54: 08 4A 1A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   DF/FE57: 72                   Object faces down
DF/FE58: 60 65 AC 42          Run Dialogue $0C65 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You never know!
        It might come in handy!<I><END>


DF/FE5C: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/FE5E: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/FE62: 9C 1B                Play sound effect #$1B
DF/FE64: 50 05                Put item in inventory: #$05 (Hammer      )
DF/FE66: 00 F3 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/FE6A: 60 66 AC 42          Run Dialogue $0C66 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

        Picked up a Hammer!<I><END>


DF/FE6E: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/FE72: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   DF/FE74: 75                   Object faces up-left
DF/FE75: 60 6E AC 62          Run Dialogue $0C6E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Let's get a move on!<I>
 I'll see you in Mushroom Kingdom.<I><END>


DF/FE79: 19 94                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   DF/FE7B: 77                   Object faces up-right
   DF/FE7C: 10 83                Set sequence flag, x4 speed
   DF/FE7E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/FE7F: F0 1F                Frame Duration: 31
   DF/FE81: 9C 04                Play sound effect #$04
   DF/FE83: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/FE86: F0 1F                Frame Duration: 31
   DF/FE88: 9C 0B                Play sound effect #$0B
   DF/FE8A: 10 44                Set transition flag, x8 speed
   DF/FE8C: 57 04                Shift object up-right 64 pixels
   DF/FE8E: 01                   Clear Bit 7 of current object (disable object visibility)
DF/FE8F: F2 CD 32             <UNKNOWN COMMAND $F2>
DF/FE92: FD 30                Screen moves with MARIO
DF/FE94: 31                   <UNKNOWN COMMAND $31>
DF/FE95: D2 23 FF             Jump to address $DF/FF23
DF/FE98: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   DF/FE9A: 0A 00                Store #$00 to current object address 0A,x
   DF/FE9C: 82 1B 5D             Place object at on-screen coords: (880,744)
   DF/FE9F: 77                   Object faces up-right
DF/FEA0: 71                   Lighten screen from black before following commands
DF/FEA1: FD 31                Screen doesn't move with MARIO
DF/FEA3: F0 1F                Duration: 31 frames
DF/FEA5: 00 A3                Set Object: MARIO ---> Begin action queue for object (Length: 0x23 bytes) (Wait until complete)
   DF/FEA7: 10 45                Set transition flag, 1/2 speed
   DF/FEA9: 10 81                Set sequence flag, x2 speed
   DF/FEAB: 67 18                Shift object up-right 24 pixels
   DF/FEAD: F0 1F                Frame Duration: 31
   DF/FEAF: 9C 04                Play sound effect #$04
   DF/FEB1: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/FEB4: F0 00                Frame Duration: 0
   DF/FEB6: 3D B4 FE             <UNKNOWN COMMAND $3D: pointer to address $DF/FEB4>
   DF/FEB9: 9C 04                Play sound effect #$04
   DF/FEBB: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/FEBE: F0 00                Frame Duration: 0
   DF/FEC0: 3D BE FE             <UNKNOWN COMMAND $3D: pointer to address $DF/FEBE>
   DF/FEC3: F0 1F                Frame Duration: 31
   DF/FEC5: 60 25                Shift object right 37 pixels
   DF/FEC7: 75                   Object faces up-left
   DF/FEC8: F0 1F                Frame Duration: 31
DF/FECA: 00 14                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes)
   DF/FECC: 9C 04                Play sound effect #$04
   DF/FECE: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/FED1: F0 00                Frame Duration: 0
   DF/FED3: 3D D1 FE             <UNKNOWN COMMAND $3D: pointer to address $DF/FED1>
   DF/FED6: 9C 04                Play sound effect #$04
   DF/FED8: 7F 6C 00             Object jumps (with sound effect) #$006C units
   DF/FEDB: F0 00                Frame Duration: 0
   DF/FEDD: 3D DB FE             <UNKNOWN COMMAND $3D: pointer to address $DF/FEDB>
DF/FEE0: 60 63 AC 42          Run Dialogue $0C63 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     It's a battered old hammer.<I><END>


DF/FEE4: 00 FE                Set Object: MARIO ---> Command: End object queue
DF/FEE6: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/FEE8: 10 85                Set sequence flag, 1/2 speed
   DF/FEEA: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
DF/FEED: 60 64 AC 42          Run Dialogue $0C64 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

                Actually...
    It's a sturdy hammer, bearing
    the Hammer Brother's insignia.<I><END>


DF/FEF1: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   DF/FEF3: 09                   Reset all object properties to default
   DF/FEF4: 10 80                Set sequence flag, x1 speed
   DF/FEF6: 65 0C                Shift object up-left 12 pixels
   DF/FEF8: 08 4A 1A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   DF/FEFB: 72                   Object faces down
DF/FEFC: 1C 88                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   DF/FEFE: F0 1F                Frame Duration: 31
   DF/FF00: 10 43                Set transition flag, x4 speed
   DF/FF02: 6A 08                Shift object up 8 pixels
   DF/FF04: 13 02                Layering priority: Object overlaps MARIO
DF/FF06: 60 65 AC 42          Run Dialogue $0C65 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            You never know!
        It might come in handy!<I><END>


DF/FF0A: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
DF/FF0C: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/FF10: 9C 1B                Play sound effect #$1B
DF/FF12: 50 05                Put item in inventory: #$05 (Hammer      )
DF/FF14: 00 F3 81 01          Set Object: MARIO ---> Command: Set object to movement: $0181
DF/FF18: 60 66 AC 42          Run Dialogue $0C66 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

        Picked up a Hammer!<I><END>


DF/FF1C: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
DF/FF20: FD 30                Screen moves with MARIO
DF/FF22: 31                   <UNKNOWN COMMAND $31>
DF/FF23: FE                   Return


EVENT [AF9] ------------------------------------------------------------>
DF/FF24: D8 26 2D FF          If event flag memory address 00:7044 Bit 6 set, jump to address $DF/FF2D
DF/FF28: F0 00                Duration: 0 frames
DF/FF2A: D2 24 FF             Jump to address $DF/FF24
DF/FF2D: D8 96 6C FF          If event flag memory address 00:7052 Bit 6 set, jump to address $DF/FF6C
DF/FF31: A4 26                Clear event flag memory address 00:7044 Bit 6
DF/FF33: 30                   <UNKNOWN COMMAND $30>
DF/FF34: 35 00                Disable Overworld Menu
DF/FF36: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   DF/FF38: 77                   Object faces up-right
   DF/FF39: F0 0F                Frame Duration: 15
DF/FF3B: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   DF/FF3D: 10 41                Set transition flag, x2 speed
   DF/FF3F: 80 18 50             Move object to on-screen coords: (768,640)
DF/FF42: FD 31                Screen doesn't move with MARIO
DF/FF44: 1B 87                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   DF/FF46: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   DF/FF47: 10 83                Set sequence flag, x4 speed
   DF/FF49: F0 27                Frame Duration: 39
   DF/FF4B: 10 80                Set sequence flag, x1 speed
DF/FF4D: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   DF/FF4F: F0 04                Frame Duration: 4
   DF/FF51: 06                   Set "moon-walk" Bits
   DF/FF52: 10 45                Set transition flag, 1/2 speed
   DF/FF54: 53 01                Shift object down-left 16 pixels
   DF/FF56: 10 40                Set transition flag, x1 speed
   DF/FF58: 07                   Clear "moon-walk" Bits
DF/FF59: F0 09                Duration: 9 frames
DF/FF5B: 60 61 AC 62          Run Dialogue $0C61 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 HEY!
 Are YOU lookin' at me?
 My hammer and I don't like you!<I><END>


DF/FF5F: DC 95 67 FF          If event flag memory address 00:7052 Bit 5 clear, jump to address $DF/FF67
DF/FF63: 60 62 AC 62          Run Dialogue $0C62 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Mario!
 You better be careful.
 He's definitely got a mean streak!<I><END>


DF/FF67: 31                   <UNKNOWN COMMAND $31>
DF/FF68: 35 FF                Enable Overworld Menu
DF/FF6A: FD 30                Screen moves with MARIO
DF/FF6C: FE                   Return


EVENT [AFA] ------------------------------------------------------------>

EVENT [AFB] ------------------------------------------------------------>
DF/FF6D: D8 1A 75 FF          If event flag memory address 00:7043 Bit 2 set, jump to address $DF/FF75
DF/FF71: 18 F2 EE 01          Set Object: NPC #4 ---> Command: Set object to movement: $01EE
DF/FF75: FE                   Return


EVENT [AFC] ------------------------------------------------------------>
DF/FF76: D8 19 7E FF          If event flag memory address 00:7043 Bit 1 set, jump to address $DF/FF7E
DF/FF7A: 17 F2 EF 01          Set Object: NPC #3 ---> Command: Set object to movement: $01EF
DF/FF7E: FE                   Return


EVENT [AFD] ------------------------------------------------------------>
DF/FF7F: F0 02                Duration: 2 frames
DF/FF81: D8 1F C6 FF          If event flag memory address 00:7043 Bit 7 set, jump to address $DF/FFC6
DF/FF85: DC 18 C6 FF          If event flag memory address 00:7043 Bit 0 clear, jump to address $DF/FFC6
DF/FF89: A4 18                Clear event flag memory address 00:7043 Bit 0
DF/FF8B: F8 CD 28 B9 FF       <UNKNOWN COMMAND $F8>
DF/FF90: F8 CD 2A AB FF       <UNKNOWN COMMAND $F8>
DF/FF95: F8 CD 2C 9D FF       <UNKNOWN COMMAND $F8>
DF/FF9A: D2 C6 FF             Jump to address $DF/FFC6
DF/FF9D: F2 CD AC             <UNKNOWN COMMAND $F2>
DF/FFA0: 16 F2 C4 00          Set Object: NPC #2 ---> Command: Set object to movement: $00C4
DF/FFA4: 1A F4 2C 02          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F4: movement $022C
DF/FFA8: D2 C4 FF             Jump to address $DF/FFC4
DF/FFAB: F2 CD AA             <UNKNOWN COMMAND $F2>
DF/FFAE: 15 F2 C4 00          Set Object: NPC #1 ---> Command: Set object to movement: $00C4
DF/FFB2: 1A F4 2C 02          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F4: movement $022C
DF/FFB6: D2 C4 FF             Jump to address $DF/FFC4
DF/FFB9: F2 CD A8             <UNKNOWN COMMAND $F2>
DF/FFBC: 14 F2 C4 00          Set Object: NPC #0 ---> Command: Set object to movement: $00C4
DF/FFC0: 1A F4 2C 02          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F4: movement $022C
DF/FFC4: F0 1F                Duration: 31 frames
DF/FFC6: D2 7F FF             Jump to address $DF/FF7F

EVENT [AFE] ------------------------------------------------------------>
DF/FFC9: A5 20                Clear event flag memory address 00:7064 Bit 0
DF/FFCB: A5 21                Clear event flag memory address 00:7064 Bit 1
DF/FFCD: A5 22                Clear event flag memory address 00:7064 Bit 2
DF/FFCF: A5 23                Clear event flag memory address 00:7064 Bit 3
DF/FFD1: A8 3A 00             Store #$00 to 00:70DA
DF/FFD4: A8 3B 00             Store #$00 to 00:70DB
DF/FFD7: A8 3C 00             Store #$00 to 00:70DC
DF/FFDA: A8 3D 00             Store #$00 to 00:70DD
DF/FFDD: F2 CD 28             <UNKNOWN COMMAND $F2>
DF/FFE0: F2 CD 2A             <UNKNOWN COMMAND $F2>
DF/FFE3: F2 CD 2C             <UNKNOWN COMMAND $F2>
DF/FFE6: 1D 84                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   DF/FFE8: 10 44                Set transition flag, x8 speed
   DF/FFEA: 65 08                Shift object up-left 8 pixels
DF/FFEC: 71                   Lighten screen from black before following commands
DF/FFED: 40 FD 2A             Execute event id $2AFD simultaneously with the following commands
DF/FFF0: 40 F9 6A             Execute event id $6AF9 simultaneously with the following commands
DF/FFF3: FE                   Return


EVENT [AFF] ------------------------------------------------------------>
DF/FFF4: 71                   Lighten screen from black before following commands
DF/FFF5: 71                   Lighten screen from black before following commands
DF/FFF6: FE                   Return


EVENT [B00] ------------------------------------------------------------>

EVENT [B01] ------------------------------------------------------------>

EVENT [B02] ------------------------------------------------------------>

EVENT [B03] ------------------------------------------------------------>

EVENT [B04] ------------------------------------------------------------>

EVENT [B05] ------------------------------------------------------------>

EVENT [B06] ------------------------------------------------------------>

EVENT [B07] ------------------------------------------------------------>

EVENT [B08] ------------------------------------------------------------>

EVENT [B09] ------------------------------------------------------------>

EVENT [B0A] ------------------------------------------------------------>

EVENT [B0B] ------------------------------------------------------------>

EVENT [B0C] ------------------------------------------------------------>

EVENT [B0D] ------------------------------------------------------------>

EVENT [B0E] ------------------------------------------------------------>

EVENT [B0F] ------------------------------------------------------------>

EVENT [B10] ------------------------------------------------------------>

EVENT [B11] ------------------------------------------------------------>

EVENT [B12] ------------------------------------------------------------>

EVENT [B13] ------------------------------------------------------------>

EVENT [B14] ------------------------------------------------------------>

EVENT [B15] ------------------------------------------------------------>

EVENT [B16] ------------------------------------------------------------>

EVENT [B17] ------------------------------------------------------------>

EVENT [B18] ------------------------------------------------------------>

EVENT [B19] ------------------------------------------------------------>

EVENT [B1A] ------------------------------------------------------------>

EVENT [B1B] ------------------------------------------------------------>

EVENT [B1C] ------------------------------------------------------------>

EVENT [B1D] ------------------------------------------------------------>

EVENT [B1E] ------------------------------------------------------------>

EVENT [B1F] ------------------------------------------------------------>

EVENT [B20] ------------------------------------------------------------>

EVENT [B21] ------------------------------------------------------------>

EVENT [B22] ------------------------------------------------------------>

EVENT [B23] ------------------------------------------------------------>

EVENT [B24] ------------------------------------------------------------>

EVENT [B25] ------------------------------------------------------------>

EVENT [B26] ------------------------------------------------------------>

EVENT [B27] ------------------------------------------------------------>

EVENT [B28] ------------------------------------------------------------>

EVENT [B29] ------------------------------------------------------------>

EVENT [B2A] ------------------------------------------------------------>

EVENT [B2B] ------------------------------------------------------------>

EVENT [B2C] ------------------------------------------------------------>

EVENT [B2D] ------------------------------------------------------------>

EVENT [B2E] ------------------------------------------------------------>

EVENT [B2F] ------------------------------------------------------------>

EVENT [B30] ------------------------------------------------------------>

EVENT [B31] ------------------------------------------------------------>

EVENT [B32] ------------------------------------------------------------>

EVENT [B33] ------------------------------------------------------------>

EVENT [B34] ------------------------------------------------------------>

EVENT [B35] ------------------------------------------------------------>

EVENT [B36] ------------------------------------------------------------>

EVENT [B37] ------------------------------------------------------------>

EVENT [B38] ------------------------------------------------------------>

EVENT [B39] ------------------------------------------------------------>

EVENT [B3A] ------------------------------------------------------------>

EVENT [B3B] ------------------------------------------------------------>

EVENT [B3C] ------------------------------------------------------------>

EVENT [B3D] ------------------------------------------------------------>

EVENT [B3E] ------------------------------------------------------------>

EVENT [B3F] ------------------------------------------------------------>

EVENT [B40] ------------------------------------------------------------>

EVENT [B41] ------------------------------------------------------------>

EVENT [B42] ------------------------------------------------------------>

EVENT [B43] ------------------------------------------------------------>

EVENT [B44] ------------------------------------------------------------>

EVENT [B45] ------------------------------------------------------------>

EVENT [B46] ------------------------------------------------------------>

EVENT [B47] ------------------------------------------------------------>

EVENT [B48] ------------------------------------------------------------>

EVENT [B49] ------------------------------------------------------------>

EVENT [B4A] ------------------------------------------------------------>

EVENT [B4B] ------------------------------------------------------------>

EVENT [B4C] ------------------------------------------------------------>

EVENT [B4D] ------------------------------------------------------------>

EVENT [B4E] ------------------------------------------------------------>

EVENT [B4F] ------------------------------------------------------------>

EVENT [B50] ------------------------------------------------------------>

EVENT [B51] ------------------------------------------------------------>

EVENT [B52] ------------------------------------------------------------>

EVENT [B53] ------------------------------------------------------------>

EVENT [B54] ------------------------------------------------------------>

EVENT [B55] ------------------------------------------------------------>

EVENT [B56] ------------------------------------------------------------>

EVENT [B57] ------------------------------------------------------------>

EVENT [B58] ------------------------------------------------------------>

EVENT [B59] ------------------------------------------------------------>

EVENT [B5A] ------------------------------------------------------------>

EVENT [B5B] ------------------------------------------------------------>

EVENT [B5C] ------------------------------------------------------------>

EVENT [B5D] ------------------------------------------------------------>

EVENT [B5E] ------------------------------------------------------------>

EVENT [B5F] ------------------------------------------------------------>

EVENT [B60] ------------------------------------------------------------>

EVENT [B61] ------------------------------------------------------------>

EVENT [B62] ------------------------------------------------------------>

EVENT [B63] ------------------------------------------------------------>

EVENT [B64] ------------------------------------------------------------>

EVENT [B65] ------------------------------------------------------------>

EVENT [B66] ------------------------------------------------------------>

EVENT [B67] ------------------------------------------------------------>

EVENT [B68] ------------------------------------------------------------>

EVENT [B69] ------------------------------------------------------------>

EVENT [B6A] ------------------------------------------------------------>

EVENT [B6B] ------------------------------------------------------------>

EVENT [B6C] ------------------------------------------------------------>

EVENT [B6D] ------------------------------------------------------------>

EVENT [B6E] ------------------------------------------------------------>

EVENT [B6F] ------------------------------------------------------------>

EVENT [B70] ------------------------------------------------------------>

EVENT [B71] ------------------------------------------------------------>

EVENT [B72] ------------------------------------------------------------>

EVENT [B73] ------------------------------------------------------------>

EVENT [B74] ------------------------------------------------------------>

EVENT [B75] ------------------------------------------------------------>

EVENT [B76] ------------------------------------------------------------>

EVENT [B77] ------------------------------------------------------------>

EVENT [B78] ------------------------------------------------------------>

EVENT [B79] ------------------------------------------------------------>

EVENT [B7A] ------------------------------------------------------------>

EVENT [B7B] ------------------------------------------------------------>

EVENT [B7C] ------------------------------------------------------------>

EVENT [B7D] ------------------------------------------------------------>

EVENT [B7E] ------------------------------------------------------------>

EVENT [B7F] ------------------------------------------------------------>

EVENT [B80] ------------------------------------------------------------>

EVENT [B81] ------------------------------------------------------------>

EVENT [B82] ------------------------------------------------------------>

EVENT [B83] ------------------------------------------------------------>

EVENT [B84] ------------------------------------------------------------>

EVENT [B85] ------------------------------------------------------------>

EVENT [B86] ------------------------------------------------------------>

EVENT [B87] ------------------------------------------------------------>

EVENT [B88] ------------------------------------------------------------>

EVENT [B89] ------------------------------------------------------------>

EVENT [B8A] ------------------------------------------------------------>

EVENT [B8B] ------------------------------------------------------------>

EVENT [B8C] ------------------------------------------------------------>

EVENT [B8D] ------------------------------------------------------------>

EVENT [B8E] ------------------------------------------------------------>

EVENT [B8F] ------------------------------------------------------------>

EVENT [B90] ------------------------------------------------------------>

EVENT [B91] ------------------------------------------------------------>

EVENT [B92] ------------------------------------------------------------>

EVENT [B93] ------------------------------------------------------------>

EVENT [B94] ------------------------------------------------------------>

EVENT [B95] ------------------------------------------------------------>

EVENT [B96] ------------------------------------------------------------>

EVENT [B97] ------------------------------------------------------------>

EVENT [B98] ------------------------------------------------------------>

EVENT [B99] ------------------------------------------------------------>

EVENT [B9A] ------------------------------------------------------------>

EVENT [B9B] ------------------------------------------------------------>

EVENT [B9C] ------------------------------------------------------------>

EVENT [B9D] ------------------------------------------------------------>

EVENT [B9E] ------------------------------------------------------------>

EVENT [B9F] ------------------------------------------------------------>

EVENT [BA0] ------------------------------------------------------------>

EVENT [BA1] ------------------------------------------------------------>

EVENT [BA2] ------------------------------------------------------------>

EVENT [BA3] ------------------------------------------------------------>

EVENT [BA4] ------------------------------------------------------------>

EVENT [BA5] ------------------------------------------------------------>

EVENT [BA6] ------------------------------------------------------------>

EVENT [BA7] ------------------------------------------------------------>

EVENT [BA8] ------------------------------------------------------------>

EVENT [BA9] ------------------------------------------------------------>

EVENT [BAA] ------------------------------------------------------------>

EVENT [BAB] ------------------------------------------------------------>

EVENT [BAC] ------------------------------------------------------------>

EVENT [BAD] ------------------------------------------------------------>

EVENT [BAE] ------------------------------------------------------------>

EVENT [BAF] ------------------------------------------------------------>

EVENT [BB0] ------------------------------------------------------------>

EVENT [BB1] ------------------------------------------------------------>

EVENT [BB2] ------------------------------------------------------------>

EVENT [BB3] ------------------------------------------------------------>

EVENT [BB4] ------------------------------------------------------------>

EVENT [BB5] ------------------------------------------------------------>

EVENT [BB6] ------------------------------------------------------------>

EVENT [BB7] ------------------------------------------------------------>

EVENT [BB8] ------------------------------------------------------------>

EVENT [BB9] ------------------------------------------------------------>

EVENT [BBA] ------------------------------------------------------------>

EVENT [BBB] ------------------------------------------------------------>

EVENT [BBC] ------------------------------------------------------------>

EVENT [BBD] ------------------------------------------------------------>

EVENT [BBE] ------------------------------------------------------------>

EVENT [BBF] ------------------------------------------------------------>

EVENT [BC0] ------------------------------------------------------------>

EVENT [BC1] ------------------------------------------------------------>

EVENT [BC2] ------------------------------------------------------------>

EVENT [BC3] ------------------------------------------------------------>

EVENT [BC4] ------------------------------------------------------------>

EVENT [BC5] ------------------------------------------------------------>

EVENT [BC6] ------------------------------------------------------------>

EVENT [BC7] ------------------------------------------------------------>

EVENT [BC8] ------------------------------------------------------------>

EVENT [BC9] ------------------------------------------------------------>

EVENT [BCA] ------------------------------------------------------------>

EVENT [BCB] ------------------------------------------------------------>

EVENT [BCC] ------------------------------------------------------------>

EVENT [BCD] ------------------------------------------------------------>

EVENT [BCE] ------------------------------------------------------------>

EVENT [BCF] ------------------------------------------------------------>

EVENT [BD0] ------------------------------------------------------------>

EVENT [BD1] ------------------------------------------------------------>

EVENT [BD2] ------------------------------------------------------------>

EVENT [BD3] ------------------------------------------------------------>

EVENT [BD4] ------------------------------------------------------------>

EVENT [BD5] ------------------------------------------------------------>

EVENT [BD6] ------------------------------------------------------------>

EVENT [BD7] ------------------------------------------------------------>

EVENT [BD8] ------------------------------------------------------------>

EVENT [BD9] ------------------------------------------------------------>

EVENT [BDA] ------------------------------------------------------------>

EVENT [BDB] ------------------------------------------------------------>

EVENT [BDC] ------------------------------------------------------------>

EVENT [BDD] ------------------------------------------------------------>

EVENT [BDE] ------------------------------------------------------------>

EVENT [BDF] ------------------------------------------------------------>

EVENT [BE0] ------------------------------------------------------------>

EVENT [BE1] ------------------------------------------------------------>

EVENT [BE2] ------------------------------------------------------------>

EVENT [BE3] ------------------------------------------------------------>

EVENT [BE4] ------------------------------------------------------------>

EVENT [BE5] ------------------------------------------------------------>

EVENT [BE6] ------------------------------------------------------------>

EVENT [BE7] ------------------------------------------------------------>

EVENT [BE8] ------------------------------------------------------------>

EVENT [BE9] ------------------------------------------------------------>

EVENT [BEA] ------------------------------------------------------------>

EVENT [BEB] ------------------------------------------------------------>

EVENT [BEC] ------------------------------------------------------------>

EVENT [BED] ------------------------------------------------------------>

EVENT [BEE] ------------------------------------------------------------>

EVENT [BEF] ------------------------------------------------------------>

EVENT [BF0] ------------------------------------------------------------>

EVENT [BF1] ------------------------------------------------------------>

EVENT [BF2] ------------------------------------------------------------>

EVENT [BF3] ------------------------------------------------------------>

EVENT [BF4] ------------------------------------------------------------>

EVENT [BF5] ------------------------------------------------------------>

EVENT [BF6] ------------------------------------------------------------>

EVENT [BF7] ------------------------------------------------------------>

EVENT [BF8] ------------------------------------------------------------>

EVENT [BF9] ------------------------------------------------------------>

EVENT [BFA] ------------------------------------------------------------>

EVENT [BFB] ------------------------------------------------------------>

EVENT [BFC] ------------------------------------------------------------>

EVENT [BFD] ------------------------------------------------------------>

EVENT [BFE] ------------------------------------------------------------>

EVENT [BFF] ------------------------------------------------------------>

EVENT [C00] ------------------------------------------------------------>
E0/0800: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/0802: 9C 05                Play sound effect #$05
E0/0804: B4 07                Store value at 00:70A7 to 00:7000
E0/0806: F7                   <UNKNOWN COMMAND: check object maps?>
E0/0807: FD B0 F0 00          Isolate Bits $00F0 of 00:7000
E0/080B: B5 14                Store value at 00:7000 to 00:70B4
E0/080D: 10 F2 07 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0007
E0/0811: C7 10                <UNKNOWN COMMAND $C7>
E0/0813: BA 0A                Store value at 00:7014 to 00:7000
E0/0815: AD 60 02             Store #$0260 to 00:7000
E0/0818: BB 0A                Store value at 00:7000 to 00:7014
E0/081A: E0 14 00 31 08       If value at 00:70B4 = #$00, jump to address $E0/0831
E0/081F: E0 14 10 45 08       If value at 00:70B4 = #$10, jump to address $E0/0845
E0/0824: E0 14 20 70 08       If value at 00:70B4 = #$20, jump to address $E0/0870
E0/0829: E0 14 30 7E 08       If value at 00:70B4 = #$30, jump to address $E0/087E
E0/082E: D2 86 08             Jump to address $E0/0886
E0/0831: 9C 0E                Play sound effect #$0E
E0/0833: 3F 01 86 08          <UNKNOWN COMMAND: pointer to address $0886>
E0/0837: FD 5B                Restore all HP
E0/0839: FD 5C                Restore all FP
E0/083B: B0 10 08 00          Store #$0008 to 00:7020
E0/083F: 44 03 BC             <UNKNOWN COMMAND $44>
E0/0842: D2 86 08             Jump to address $E0/0886
E0/0845: 35 EF                Enable Overworld Menu
E0/0847: 9C 0E                Play sound effect #$0E
E0/0849: 3F 03 86 08          <UNKNOWN COMMAND: pointer to address $0886>
E0/084D: FD A0                Stop music playback
E0/084F: B0 11 26 02          Store #$0226 to 00:7022
E0/0853: 44 04 FC             <UNKNOWN COMMAND $44>
E0/0856: A1 B0                Set event flag memory address 00:7076 Bit 0
E0/0858: B4 07                Store value at 00:70A7 to 00:7000
E0/085A: FD B0 0F 00          Isolate Bits $000F of 00:7000
E0/085E: FD 64                Add XP received from battle to current XP
E0/0860: FD F9                Store value at 7F:F8CD to 00:7000
E0/0862: A5 E3                Clear event flag memory address 00:707C Bit 3
E0/0864: A5 24                Clear event flag memory address 00:7064 Bit 4
E0/0866: A5 E2                Clear event flag memory address 00:707C Bit 2
E0/0868: 3E 16 00 6D 08       <UNKNOWN COMMAND: pointer to address $086D>
E0/086D: D2 86 08             Jump to address $E0/0886
E0/0870: 9C 0E                Play sound effect #$0E
E0/0872: 3F 00 86 08          <UNKNOWN COMMAND: pointer to address $0886>
E0/0876: AC 01 00             Store #$0001 to 00:7000
E0/0879: FD 57                Add # at 00:7000 to max FP
E0/087B: D2 86 08             Jump to address $E0/0886
E0/087E: 9C 5E                Play sound effect #$5E
E0/0880: 3F 13 86 08          <UNKNOWN COMMAND: pointer to address $0886>
E0/0884: 53 01                Add 1 frog coins
E0/0886: FE                   Return


EVENT [C01] ------------------------------------------------------------>
E0/0887: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/0889: 9C 05                Play sound effect #$05
E0/088B: F7                   <UNKNOWN COMMAND: check object maps?>
E0/088C: 10 F2 07 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0007
E0/0890: C7 10                <UNKNOWN COMMAND $C7>
E0/0892: BA 0A                Store value at 00:7014 to 00:7000
E0/0894: AD 60 02             Store #$0260 to 00:7000
E0/0897: BB 0A                Store value at 00:7000 to 00:7014
E0/0899: D8 53 9F 08          If event flag memory address 00:704A Bit 3 set, jump to address $E0/089F
E0/089D: 9C 0E                Play sound effect #$0E
E0/089F: A4 53                Clear event flag memory address 00:704A Bit 3
E0/08A1: 3F 05 A5 08          <UNKNOWN COMMAND: pointer to address $08A5>
E0/08A5: FE                   Return


EVENT [C02] ------------------------------------------------------------>
E0/08A6: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/08A8: E0 07 F0 AE 08       If value at 00:70A7 = #$F0, jump to address $E0/08AE
E0/08AD: F7                   <UNKNOWN COMMAND: check object maps?>
E0/08AE: 9C 05                Play sound effect #$05
E0/08B0: B4 08                Store value at 00:70A8 to 00:7000
E0/08B2: B5 0A                Store value at 00:7000 to 00:70AA
E0/08B4: FD B0 03 00          Isolate Bits $0003 of 00:7000
E0/08B8: B5 14                Store value at 00:7000 to 00:70B4
E0/08BA: AD 20 01             Store #$0120 to 00:7000
E0/08BD: DB E7 08             If Bit set at memory address (set by value at 00:7000), jump to address $E0/08E7
E0/08C0: A3                   Set memory address Bit using 00:7000
E0/08C1: B4 07                Store value at 00:70A7 to 00:7000
E0/08C3: FD B0 0F 00          Isolate Bits $000F of 00:7000
E0/08C7: E0 14 01 DB 08       If value at 00:70B4 = #$01, jump to address $E0/08DB
E0/08CC: E0 14 02 E0 08       If value at 00:70B4 = #$02, jump to address $E0/08E0
E0/08D1: E0 14 03 E5 08       If value at 00:70B4 = #$03, jump to address $E0/08E5
E0/08D6: B5 3A                Store value at 00:7000 to 00:70DA
E0/08D8: D2 E7 08             Jump to address $E0/08E7
E0/08DB: B5 3B                Store value at 00:7000 to 00:70DB
E0/08DD: D2 E7 08             Jump to address $E0/08E7
E0/08E0: B5 3C                Store value at 00:7000 to 00:70DC
E0/08E2: D2 E7 08             Jump to address $E0/08E7
E0/08E5: B5 3D                Store value at 00:7000 to 00:70DD
E0/08E7: E0 14 01 FE 08       If value at 00:70B4 = #$01, jump to address $E0/08FE
E0/08EC: E0 14 02 06 09       If value at 00:70B4 = #$02, jump to address $E0/0906
E0/08F1: E0 14 03 0E 09       If value at 00:70B4 = #$03, jump to address $E0/090E
E0/08F6: E1 3A 01 1A 09       If value at 00:70DA != #$01, jump to address $E0/091A
E0/08FB: D2 13 09             Jump to address $E0/0913
E0/08FE: E1 3B 01 1A 09       If value at 00:70DB != #$01, jump to address $E0/091A
E0/0903: D2 13 09             Jump to address $E0/0913
E0/0906: E1 3C 01 1A 09       If value at 00:70DC != #$01, jump to address $E0/091A
E0/090B: D2 13 09             Jump to address $E0/0913
E0/090E: E1 3D 01 1A 09       If value at 00:70DD != #$01, jump to address $E0/091A
E0/0913: 12 F2 07 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0007
E0/0917: D2 1E 09             Jump to address $E0/091E
E0/091A: 12 F4 08 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0008
E0/091E: C7 12                <UNKNOWN COMMAND $C7>
E0/0920: BA 0A                Store value at 00:7014 to 00:7000
E0/0922: AD 60 02             Store #$0260 to 00:7000
E0/0925: BB 0A                Store value at 00:7000 to 00:7014
E0/0927: B4 07                Store value at 00:70A7 to 00:7000
E0/0929: FD B0 F0 00          Isolate Bits $00F0 of 00:7000
E0/092D: E2 F0 00 9D 09       If value at 00:7000 = #$00F0, jump to address $E0/099D
E0/0932: E2 A0 00 3F 09       If value at 00:7000 = #$00A0, jump to address $E0/093F
E0/0937: E2 80 00 6E 09       If value at 00:7000 = #$0080, jump to address $E0/096E
E0/093C: D2 A9 09             Jump to address $E0/09A9
E0/093F: 9C 0D                Play sound effect #$0D
E0/0941: 3F 10 A9 09          <UNKNOWN COMMAND: pointer to address $09A9>
E0/0945: 11 F2 8A 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $038A
E0/0949: 52 0A                Add 10 coins
E0/094B: E0 14 01 5F 09       If value at 00:70B4 = #$01, jump to address $E0/095F
E0/0950: E0 14 02 64 09       If value at 00:70B4 = #$02, jump to address $E0/0964
E0/0955: E0 14 03 69 09       If value at 00:70B4 = #$03, jump to address $E0/0969
E0/095A: AB 3A                Decrement 00:70DA
E0/095C: D2 A9 09             Jump to address $E0/09A9
E0/095F: AB 3B                Decrement 00:70DB
E0/0961: D2 A9 09             Jump to address $E0/09A9
E0/0964: AB 3C                Decrement 00:70DC
E0/0966: D2 A9 09             Jump to address $E0/09A9
E0/0969: AB 3D                Decrement 00:70DD
E0/096B: D2 A9 09             Jump to address $E0/09A9
E0/096E: 9C 0D                Play sound effect #$0D
E0/0970: 3F 12 A9 09          <UNKNOWN COMMAND: pointer to address $09A9>
E0/0974: 11 F2 8A 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $038A
E0/0978: 52 01                Add 1 coins
E0/097A: E0 14 01 8E 09       If value at 00:70B4 = #$01, jump to address $E0/098E
E0/097F: E0 14 02 93 09       If value at 00:70B4 = #$02, jump to address $E0/0993
E0/0984: E0 14 03 98 09       If value at 00:70B4 = #$03, jump to address $E0/0998
E0/0989: AB 3A                Decrement 00:70DA
E0/098B: D2 A9 09             Jump to address $E0/09A9
E0/098E: AB 3B                Decrement 00:70DB
E0/0990: D2 A9 09             Jump to address $E0/09A9
E0/0993: AB 3C                Decrement 00:70DC
E0/0995: D2 A9 09             Jump to address $E0/09A9
E0/0998: AB 3D                Decrement 00:70DD
E0/099A: D2 A9 09             Jump to address $E0/09A9
E0/099D: 9C 0D                Play sound effect #$0D
E0/099F: 3F 12 A9 09          <UNKNOWN COMMAND: pointer to address $09A9>
E0/09A3: 11 F2 8A 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $038A
E0/09A7: 52 01                Add 1 coins
E0/09A9: FE                   Return


EVENT [C03] ------------------------------------------------------------>
E0/09AA: 80                   <UNKNOWN COMMAND $80>
E0/09AB: 88                   <UNKNOWN COMMAND $88>
E0/09AC: A2 3F                Set event flag memory address 00:7087 Bit 7
E0/09AE: 03 80                Set Object: GENO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
E0/09B0: 00 80                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
E0/09B2: 3F 03 82 FE          <UNKNOWN COMMAND: pointer to address $FE82>

EVENT [C04] ------------------------------------------------------------>
E0/09B6: FD 40                <UNKNOWN COMMAND $FD 40>
E0/09B8: 9C 66                Play sound effect #$66
E0/09BA: FD A1                Stop music playback
E0/09BC: A1 E2                Set event flag memory address 00:707C Bit 2
E0/09BE: A1 E3                Set event flag memory address 00:707C Bit 3
E0/09C0: B0 11 32 00          Store #$0032 to 00:7022
E0/09C4: 44 07 DC             <UNKNOWN COMMAND $44>
E0/09C7: FE                   Return


EVENT [C05] ------------------------------------------------------------>
E0/09C8: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/09CA: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
E0/09CC: 9C 0E                Play sound effect #$0E
E0/09CE: FD 42                <UNKNOWN COMMAND $FD 42>
E0/09D0: 34 FF                Change directional maneuverability: left right down up 
E0/09D2: FD 5B                Restore all HP
E0/09D4: FD 5C                Restore all FP
E0/09D6: 80                   <UNKNOWN COMMAND $80>
E0/09D7: 88                   <UNKNOWN COMMAND $88>
E0/09D8: A2 3F                Set event flag memory address 00:7087 Bit 7
E0/09DA: 03 80                Set Object: GENO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
E0/09DC: 00 80                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
E0/09DE: 3F 03 82 FD          <UNKNOWN COMMAND: pointer to address $FD82>
E0/09E2: 40 FE 9C             Execute event id $9CFE simultaneously with the following commands

EVENT [C06] ------------------------------------------------------------>
E0/09E5: 05 B4                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x34 bytes) (Wait until complete)
   E0/09E7: 08 B5 14             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: no
   E0/09EA: 10 15                Set , 1/2 speed
   E0/09EC: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/09EE: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/09EF: 10 81                Set sequence flag, x2 speed
   E0/09F1: 08 50 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/09F4: 20 04                <UNKNOWN COMMAND $20>
   E0/09F6: 25 C0 03 80 FF       <UNKNOWN COMMAND $25>
   E0/09FB: F0 07                Frame Duration: 7
   E0/09FD: 21                   <UNKNOWN COMMAND $21>
   E0/09FE: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/0A01: C7 10                <UNKNOWN COMMAND $C7>
   E0/0A03: BA 0A                Store value at 00:7014 to 00:700C
   E0/0A05: AD 60 02             Store #$0260 to 00:700C
   E0/0A08: BB 0A                Store value at 00:700C to 00:7014
   E0/0A0A: A5 26                Clear event flag memory address 00:7064 Bit 6
   E0/0A0C: 9C 0E                Play sound effect #$0E
   E0/0A0E: 3F 04 12 0A          <UNKNOWN COMMAND $3F: pointer to address $E0/0A12>
   E0/0A12: F0 07                Frame Duration: 7
   E0/0A14: F0 0B                Frame Duration: 11
   E0/0A16: 9C 00                Play sound effect #$00
   E0/0A18: E4                   <UNKNOWN COMMAND $E4>
   E0/0A19: 07                   Clear "moon-walk" Bits
   E0/0A1A: 9C 00                Play sound effect #$00
E0/0A1C: 30                   <UNKNOWN COMMAND $30>
E0/0A1D: 0A E4                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x64 bytes) (Wait until complete)
   E0/0A1F: 07                   Clear "moon-walk" Bits
   E0/0A20: 9D 00 37             <UNKNOWN COMMAND $9D>
   E0/0A23: 0A E4                Store #$E4 to current object address 0A,x
   E0/0A25: 07                   Clear "moon-walk" Bits
   E0/0A26: 9E 00 3E             <UNKNOWN COMMAND $9E>
   E0/0A29: 0A E4                Store #$E4 to current object address 0A,x
   E0/0A2B: 07                   Clear "moon-walk" Bits
   E0/0A2C: 9F 00 3E             <UNKNOWN COMMAND $9F>
   E0/0A2F: 0A 4A                Store #$4A to current object address 0A,x
   E0/0A31: 9C 00                Play sound effect #$00
   E0/0A33: 15 D2                Clear Bits $7 of current object address 0C,x and set Bit(s) $210
   E0/0A35: 3E 0A 4A 9D 00       <UNKNOWN COMMAND $3E: pointer to address $E0/009D>
   E0/0A3A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/0A3B: D2 3E 0A             Jump to address $E0/0A3E
   E0/0A3E: D8 00 6C 0A          If event flag memory address 00:7040 Bit 0 set, jump to address $E0/0A6C
   E0/0A42: 71                   Object faces down-right
   E0/0A43: A1 26                Set event flag memory address 00:7064 Bit 6
   E0/0A45: 10 1C                Set , 
   E0/0A47: 20 04                <UNKNOWN COMMAND $20>
   E0/0A49: 25 40 00 80 FF       <UNKNOWN COMMAND $25>
   E0/0A4E: F0 07                Frame Duration: 7
   E0/0A50: 21                   <UNKNOWN COMMAND $21>
   E0/0A51: D8 01 5C 0A          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/0A5C
   E0/0A55: 08 50 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/0A58: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/0A5A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/0A5B: FE                   Return Queue

E0/0A5C: FD 0C                <UNKNOWN COMMAND $FD 0C>
E0/0A5E: 05 08                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x08 bytes)
   E0/0A60: 50 00                Shift object right 0 pixels
   E0/0A62: FE                   Return Queue

E0/0A63: A5 25                Clear event flag memory address 00:7064 Bit 5
E0/0A65: D8 01 6B 0A          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/0A6B
E0/0A69: A1 25                Set event flag memory address 00:7064 Bit 5
E0/0A6B: FE                   Return

E0/0A6C: FB                   Reset game, choose game


EVENT [C07] ------------------------------------------------------------>
E0/0A6D: FD 40                <UNKNOWN COMMAND $FD 40>
E0/0A6F: A5 B0                Clear event flag memory address 00:7076 Bit 0
E0/0A71: A1 E2                Set event flag memory address 00:707C Bit 2
E0/0A73: FD FA                Store value at 7F:F8CD to 00:7000
E0/0A75: DD 24 7C 0A          If event flag memory address 00:7064 Bit 4 clear, jump to address $E0/0A7C
E0/0A79: FD 65                Open Level Up Bonus menu
E0/0A7B: 71                   Lighten screen from black before following commands
E0/0A7C: 35 FF                Enable Overworld Menu
E0/0A7E: FE                   Return


EVENT [C08] ------------------------------------------------------------>

EVENT [C09] ------------------------------------------------------------>

EVENT [C0A] ------------------------------------------------------------>

EVENT [C0B] ------------------------------------------------------------>
E0/0A7F: FE                   Return


EVENT [C0C] ------------------------------------------------------------>
E0/0A80: FE                   Return


EVENT [C0D] ------------------------------------------------------------>
E0/0A81: AC 28 01             Store #$0128 to 00:7000
E0/0A84: D4 87                Start code block, repeat 135 times
E0/0A86: A3                   Set memory address Bit using 00:7000
E0/0A87: AE                   Increment 00:7000
E0/0A88: D7                   End of code block
E0/0A89: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0A8B: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0A8D: FE                   Return

E0/0A8E: AC 28 01             Store #$0128 to 00:7000
E0/0A91: D4 87                Start code block, repeat 135 times
E0/0A93: A7                   Clear memory address Bit using 00:7000
E0/0A94: AE                   Increment 00:7000
E0/0A95: D7                   End of code block
E0/0A96: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0A98: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0A9A: FE                   Return


EVENT [C0E] ------------------------------------------------------------>

EVENT [C0F] ------------------------------------------------------------>
E0/0A9B: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   E0/0A9D: 0B 20                Set Bits $20 of current object address 0A,x
E0/0A9F: 68 00 00 06 18 42    Enter area: $0000
                              MARIO will be at coords: (192,192) Z=32
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/0AA5: 71                   Lighten screen from black before following commands
E0/0AA6: 60 10 46 42          Run Dialogue $0610
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

    The World Map
   Talk to the person of the place
           you wish to go to.<I><END>


E0/0AAA: FE                   Return


EVENT [C10] ------------------------------------------------------------>
E0/0AAB: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0AAD: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0AAF: FE                   Return


EVENT [C11] ------------------------------------------------------------>

EVENT [C12] ------------------------------------------------------------>
E0/0AB0: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/0AB2: 10 F2 01 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0001
E0/0AB6: 60 0C A6 C0          Run Dialogue $060C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 >>  Next Page
 >>  Save
 >>  Oops, talked to him!<I><END>


E0/0ABA: 67 0C 0B AB 0A       If 2nd option chosen from dialogue prompt, jump to address $E0/0B0C
                              If 3rd option chosen from dialogue prompt, jump to address $E0/0AAB
E0/0ABF: CA                   Store held joypad register to 00:7000,00:7001
E0/0AC0: E7 10 00 FB 0A       If memory address 00:7000 Bit $0010 set, jump to address $E0/0AFB
E0/0AC5: 60 04 A6 C0          Run Dialogue $0604 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 >>  Next Page
 >>  Treasure Seeker
 >>  999 Coins<I><END>


E0/0AC9: 67 1B 0B F7 0B       If 2nd option chosen from dialogue prompt, jump to address $E0/0B1B
                              If 3rd option chosen from dialogue prompt, jump to address $E0/0BF7
E0/0ACE: CA                   Store held joypad register to 00:7000,00:7001
E0/0ACF: E7 10 00 FB 0A       If memory address 00:7000 Bit $0010 set, jump to address $E0/0AFB
E0/0AD4: 60 06 A6 C0          Run Dialogue $0606 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 >>  Next Page
 >>  Princess joins party
 >>  Bowser joins party<I><END>


E0/0AD8: 67 E1 0B E9 0B       If 2nd option chosen from dialogue prompt, jump to address $E0/0BE1
                              If 3rd option chosen from dialogue prompt, jump to address $E0/0BE9
E0/0ADD: CA                   Store held joypad register to 00:7000,00:7001
E0/0ADE: E7 10 00 FB 0A       If memory address 00:7000 Bit $0010 set, jump to address $E0/0AFB
E0/0AE3: 60 05 A6 C0          Run Dialogue $0605 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 >>  Next Page
 >>  Mallow joins party
 >>  Geno joins party<I><END>


E0/0AE7: 67 D3 0B DA 0B       If 2nd option chosen from dialogue prompt, jump to address $E0/0BD3
                              If 3rd option chosen from dialogue prompt, jump to address $E0/0BDA
E0/0AEC: CA                   Store held joypad register to 00:7000,00:7001
E0/0AED: E7 10 00 FB 0A       If memory address 00:7000 Bit $0010 set, jump to address $E0/0AFB
E0/0AF2: 60 0D A6 C0          Run Dialogue $060D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 >>  Next Page
 >>  World Map ON
 >>  World Map OFF<I><END>


E0/0AF6: 67 81 0A 8E 0A       If 2nd option chosen from dialogue prompt, jump to address $E0/0A81
                              If 3rd option chosen from dialogue prompt, jump to address $E0/0A8E
E0/0AFB: 60 0E A6 C0          Run Dialogue $060E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 >>  End
 >>  Star Menu Test
 >>  Ending<I><END>


E0/0AFF: 67 09 0B 14 0B       If 2nd option chosen from dialogue prompt, jump to address $E0/0B09
                              If 3rd option chosen from dialogue prompt, jump to address $E0/0B14
E0/0B04: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0B06: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0B08: FE                   Return

E0/0B09: D0 E4 0E             Execute event id $0EE4 subsequently
E0/0B0C: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0B0E: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0B10: FD 4A                Save Game
E0/0B12: 71                   Lighten screen from black before following commands
E0/0B13: FE                   Return

E0/0B14: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0B16: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0B18: D0 DD 0E             Execute event id $0EDD subsequently
E0/0B1B: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0B1D: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0B1F: 50 5D                Put item in inventory: #$5D (@Signal Ring )
E0/0B21: FE                   Return

E0/0B22: 91 17                Play music: #$17
E0/0B24: FD 8E 19 08 01       <UNKNOWN COMMAND $8E>
E0/0B29: F0 3F                Duration: 63 frames
E0/0B2B: FD 8E 00 0C 00       <UNKNOWN COMMAND $8E>
E0/0B30: 91 18                Play music: #$18
E0/0B32: F0 5F                Duration: 95 frames
E0/0B34: FD 4D 01             ENDING - Star Piece Scene #1
E0/0B37: CA                   Store held joypad register to 00:7000,00:7001
E0/0B38: E2 22 00 CD 0B       If value at 00:7000 = #$0022, jump to address $E0/0BCD
E0/0B3D: 91 17                Play music: #$17
E0/0B3F: 71                   Lighten screen from black before following commands
E0/0B40: FD 8E 19 08 01       <UNKNOWN COMMAND $8E>
E0/0B45: F0 3F                Duration: 63 frames
E0/0B47: FD 8E 00 0C 00       <UNKNOWN COMMAND $8E>
E0/0B4C: 91 18                Play music: #$18
E0/0B4E: F0 5F                Duration: 95 frames
E0/0B50: FD 4D 02             ENDING - Star Piece Scene #2
E0/0B53: CA                   Store held joypad register to 00:7000,00:7001
E0/0B54: E2 22 00 CD 0B       If value at 00:7000 = #$0022, jump to address $E0/0BCD
E0/0B59: 91 17                Play music: #$17
E0/0B5B: 71                   Lighten screen from black before following commands
E0/0B5C: FD 8E 19 08 01       <UNKNOWN COMMAND $8E>
E0/0B61: F0 3F                Duration: 63 frames
E0/0B63: FD 8E 00 0C 00       <UNKNOWN COMMAND $8E>
E0/0B68: 91 18                Play music: #$18
E0/0B6A: F0 5F                Duration: 95 frames
E0/0B6C: FD 4D 03             ENDING - Star Piece Scene #3
E0/0B6F: CA                   Store held joypad register to 00:7000,00:7001
E0/0B70: E2 22 00 CD 0B       If value at 00:7000 = #$0022, jump to address $E0/0BCD
E0/0B75: 91 17                Play music: #$17
E0/0B77: 71                   Lighten screen from black before following commands
E0/0B78: FD 8E 19 08 01       <UNKNOWN COMMAND $8E>
E0/0B7D: F0 3F                Duration: 63 frames
E0/0B7F: FD 8E 00 0C 00       <UNKNOWN COMMAND $8E>
E0/0B84: 91 18                Play music: #$18
E0/0B86: F0 5F                Duration: 95 frames
E0/0B88: FD 4D 04             ENDING - Star Piece Scene #4
E0/0B8B: CA                   Store held joypad register to 00:7000,00:7001
E0/0B8C: E2 22 00 CD 0B       If value at 00:7000 = #$0022, jump to address $E0/0BCD
E0/0B91: 91 17                Play music: #$17
E0/0B93: 71                   Lighten screen from black before following commands
E0/0B94: FD 8E 19 08 01       <UNKNOWN COMMAND $8E>
E0/0B99: F0 3F                Duration: 63 frames
E0/0B9B: FD 8E 00 0C 00       <UNKNOWN COMMAND $8E>
E0/0BA0: 91 18                Play music: #$18
E0/0BA2: F0 5F                Duration: 95 frames
E0/0BA4: FD 4D 05             ENDING - Star Piece Scene #5
E0/0BA7: CA                   Store held joypad register to 00:7000,00:7001
E0/0BA8: E2 22 00 CD 0B       If value at 00:7000 = #$0022, jump to address $E0/0BCD
E0/0BAD: 91 17                Play music: #$17
E0/0BAF: 71                   Lighten screen from black before following commands
E0/0BB0: FD 8E 19 08 01       <UNKNOWN COMMAND $8E>
E0/0BB5: F0 3F                Duration: 63 frames
E0/0BB7: FD 8E 00 0C 00       <UNKNOWN COMMAND $8E>
E0/0BBC: 91 18                Play music: #$18
E0/0BBE: F0 5F                Duration: 95 frames
E0/0BC0: FD 4D 06             ENDING - Star Piece Scene #6
E0/0BC3: CA                   Store held joypad register to 00:7000,00:7001
E0/0BC4: E2 22 00 CD 0B       If value at 00:7000 = #$0022, jump to address $E0/0BCD
E0/0BC9: 71                   Lighten screen from black before following commands
E0/0BCA: D2 22 0B             Jump to address $E0/0B22
E0/0BCD: 71                   Lighten screen from black before following commands
E0/0BCE: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0BD0: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0BD2: FE                   Return

E0/0BD3: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0BD5: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0BD7: 36 84                Add MALLOW to party (also increase maximum number of party members by 1)
E0/0BD9: FE                   Return

E0/0BDA: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0BDC: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0BDE: 36 83                Add GENO to party (also increase maximum number of party members by 1)
E0/0BE0: FE                   Return

E0/0BE1: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0BE3: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0BE5: 37                   Store total number of characters in party to 00:7000
E0/0BE6: 36 81                Add TOADSTOOL to party (also increase maximum number of party members by 1)
E0/0BE8: FE                   Return

E0/0BE9: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0BEB: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0BED: 36 82                Add BOWSER to party (also increase maximum number of party members by 1)
E0/0BEF: FE                   Return

E0/0BF0: 52 63                Add 99 coins
E0/0BF2: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0BF4: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0BF6: FE                   Return

E0/0BF7: AC E7 03             Store #$03E7 to 00:7000
E0/0BFA: FD 52                Add # at 00:7000 to total coins
E0/0BFC: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/0BFE: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/0C00: FE                   Return


EVENT [C13] ------------------------------------------------------------>

EVENT [C14] ------------------------------------------------------------>

EVENT [C15] ------------------------------------------------------------>

EVENT [C16] ------------------------------------------------------------>

EVENT [C17] ------------------------------------------------------------>

EVENT [C18] ------------------------------------------------------------>

EVENT [C19] ------------------------------------------------------------>

EVENT [C1A] ------------------------------------------------------------>

EVENT [C1B] ------------------------------------------------------------>

EVENT [C1C] ------------------------------------------------------------>

EVENT [C1D] ------------------------------------------------------------>

EVENT [C1E] ------------------------------------------------------------>
E0/0C01: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/0C03: 10 F2 01 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0001
E0/0C07: 60 1C A6 C0          Run Dialogue $061C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Select your destination point
 >>  I'll go to Barrel Volcano
 >>  Forget it<I><END>


E0/0C0B: 66 AB 0A             If 2nd option chosen from dialogue prompt, jump to address $E0/0AAB
E0/0C0E: D0 19 0F             Execute event id $0F19 subsequently

EVENT [C1F] ------------------------------------------------------------>

EVENT [C20] ------------------------------------------------------------>
E0/0C11: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/0C13: 10 F2 01 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0001
E0/0C17: 60 1E A6 C0          Run Dialogue $061E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Select your destination point
 >>  I'll go to Land's End
 >>  Forget it<I><END>


E0/0C1B: 66 AB 0A             If 2nd option chosen from dialogue prompt, jump to address $E0/0AAB
E0/0C1E: D0 15 0F             Execute event id $0F15 subsequently

EVENT [C21] ------------------------------------------------------------>

EVENT [C22] ------------------------------------------------------------>

EVENT [C23] ------------------------------------------------------------>
E0/0C21: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/0C23: 10 F2 01 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0001
E0/0C27: 60 27 A6 C0          Run Dialogue $0627 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Select your destination point
 >>  I'll go to Bean Valley
 >>  Forget it<I><END>


E0/0C2B: 66 AB 0A             If 2nd option chosen from dialogue prompt, jump to address $E0/0AAB
E0/0C2E: D0 17 0F             Execute event id $0F17 subsequently

EVENT [C24] ------------------------------------------------------------>
E0/0C31: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/0C33: 10 F2 01 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0001
E0/0C37: 60 23 A6 C0          Run Dialogue $0623 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Select your destination point
 >>  I'll go to Monstro Town
 >>  Forget it<I><END>


E0/0C3B: 66 AB 0A             If 2nd option chosen from dialogue prompt, jump to address $E0/0AAB
E0/0C3E: D0 16 0F             Execute event id $0F16 subsequently

EVENT [C25] ------------------------------------------------------------>

EVENT [C26] ------------------------------------------------------------>

EVENT [C27] ------------------------------------------------------------>

EVENT [C28] ------------------------------------------------------------>

EVENT [C29] ------------------------------------------------------------>

EVENT [C2A] ------------------------------------------------------------>
E0/0C41: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/0C43: 10 F2 01 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0001
E0/0C47: 60 28 A6 C0          Run Dialogue $0628 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Select your destination point
>>  I'll go to Nimbus Land
>>  Forget it<I><END>


E0/0C4B: 66 AB 0A             If 2nd option chosen from dialogue prompt, jump to address $E0/0AAB
E0/0C4E: D0 18 0F             Execute event id $0F18 subsequently

EVENT [C2B] ------------------------------------------------------------>
E0/0C51: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/0C53: 10 F2 01 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0001
E0/0C57: 60 25 A6 C0          Run Dialogue $0625 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Select your destination point
 >>  I'll go to Bowser's Keep
 >>  Forget it<I><END>


E0/0C5B: 66 AB 0A             If 2nd option chosen from dialogue prompt, jump to address $E0/0AAB
E0/0C5E: D0 1C 0F             Execute event id $0F1C subsequently

EVENT [C2C] ------------------------------------------------------------>
E0/0C61: DC BC 68 0C          If event flag memory address 00:7057 Bit 4 clear, jump to address $E0/0C68
E0/0C65: 75                   Darken screen from normal before following commands
E0/0C66: 91 21                Play music: #$21
E0/0C68: FE                   Return


EVENT [C2D] ------------------------------------------------------------>
E0/0C69: D9 EE D0 0C          If event flag memory address 00:707D Bit 6 set, jump to address $E0/0CD0
E0/0C6D: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
E0/0C6F: 14 F1 21                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0C72: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/0C74: 9A                   <UNKNOWN COMMAND $9A>
   E0/0C75: 10 C0                Set transition and sequence flags, x1 speed
   E0/0C77: 09                   Reset all object properties to default
   E0/0C78: 73                   Object faces down-left
   E0/0C79: F0 00                Frame Duration: 0
   E0/0C7B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/0C7C: FD 9E                <UNKNOWN COMMAND $9E>
   E0/0C7E: 1C                   <UNKNOWN COMMAND $1C>
   E0/0C7F: F0 03                Frame Duration: 3
   E0/0C81: 09                   Reset all object properties to default
   E0/0C82: 4A                   <UNKNOWN COMMAND $4A>
   E0/0C83: F0 07                Frame Duration: 7
   E0/0C85: FD 9E                <UNKNOWN COMMAND $9E>
   E0/0C87: 0B 10                Set Bits $10 of current object address 0A,x
   E0/0C89: C1 08                Compare values at memory addresses 00:7010 and 00:700C
   E0/0C8B: 40                   <UNKNOWN COMMAND $40>
   E0/0C8C: 0B 53                Set Bits $53 of current object address 0A,x
   E0/0C8E: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/0C8F: 09                   Reset all object properties to default
   E0/0C90: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/0C91: A0 27                Set event flag memory address 00:7044 Bit 7
E0/0C93: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/0C95: 80 02 19             Move object to on-screen coords: (80,200)
   E0/0C98: 77                   Object faces up-right
   E0/0C99: F0 00                Frame Duration: 0
E0/0C9B: 60 36 A6 60          Run Dialogue $0636 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Mario! Hold on a sec!<I><END>


E0/0C9F: F0 00                Duration: 0 frames
E0/0CA1: DC 27 9F 0C          If event flag memory address 00:7044 Bit 7 clear, jump to address $E0/0C9F
E0/0CA5: 14 10                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/0CA7: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/0CAA: F0 0F                Frame Duration: 15
   E0/0CAC: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/0CAF: F0 07                Frame Duration: 7
   E0/0CB1: 09                   Reset all object properties to default
   E0/0CB2: F0 07                Frame Duration: 7
   E0/0CB4: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/0CB5: A0 26                Set event flag memory address 00:7044 Bit 6
E0/0CB7: 60 37 A6 60          Run Dialogue $0637 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: I'm not waiting here
 alone. If you go outside,
 I GO outside.<I><END>


E0/0CBB: F0 00                Duration: 0 frames
E0/0CBD: DC 26 BB 0C          If event flag memory address 00:7044 Bit 6 clear, jump to address $E0/0CBB
E0/0CC1: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/0CC3: 10 40                Set transition flag, x1 speed
   E0/0CC5: 43                   <UNKNOWN COMMAND $43>
   E0/0CC6: 01                   Clear Bit 7 of current object (disable object visibility)
E0/0CC7: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/0CC9: F0 07                Frame Duration: 7
   E0/0CCB: 43                   <UNKNOWN COMMAND $43>
E0/0CCC: F0 07                Duration: 7 frames
E0/0CCE: A1 EE                Set event flag memory address 00:707D Bit 6
E0/0CD0: FE                   Return


EVENT [C2E] ------------------------------------------------------------>
E0/0CD1: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/0CD3: FD 13                Clear Bit 3,4,5 of object address 0C,x
   E0/0CD5: F0 00                Frame Duration: 0
E0/0CD7: FE                   Return


EVENT [C2F] ------------------------------------------------------------>
E0/0CD8: A1 E1                Set event flag memory address 00:707C Bit 1
E0/0CDA: B0 07 10 00          Store #$0010 to 00:700E
E0/0CDE: D1 10 00             Execute event id $0010
E0/0CE1: F0 00                Duration: 0 frames
E0/0CE3: A5 E1                Clear event flag memory address 00:707C Bit 1
E0/0CE5: FE                   Return


EVENT [C30] ------------------------------------------------------------>
E0/0CE6: D8 AB 17 0D          If event flag memory address 00:7055 Bit 3 set, jump to address $E0/0D17
E0/0CEA: A0 AB                Set event flag memory address 00:7055 Bit 3
E0/0CEC: 16 F7                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $F7>
E0/0CEE: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/0CF0: 43                   <UNKNOWN COMMAND $43>
   E0/0CF1: 77                   Object faces up-right
   E0/0CF2: F0 00                Frame Duration: 0
E0/0CF4: 16 15                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x15 bytes)
   E0/0CF6: 00                   Set Bit 7 of current object (enable object visibility)
   E0/0CF7: 77                   Object faces up-right
   E0/0CF8: F0 1F                Frame Duration: 31
   E0/0CFA: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/0CFB: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/0CFE: F0 3B                Frame Duration: 59
   E0/0D00: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/0D01: 09                   Reset all object properties to default
   E0/0D02: 75                   Object faces up-left
   E0/0D03: F0 0F                Frame Duration: 15
   E0/0D05: 71                   Object faces down-right
   E0/0D06: F0 0F                Frame Duration: 15
   E0/0D08: 73                   Object faces down-left
   E0/0D09: F0 07                Frame Duration: 7
E0/0D0B: F0 3B                Duration: 59 frames
E0/0D0D: 60 33 A6 D6          Run Dialogue $0633 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Now THAT's what I call
 a door! I wonder how ya open it?<I><END>


E0/0D11: 16 82                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/0D13: 43                   <UNKNOWN COMMAND $43>
   E0/0D14: 01                   Clear Bit 7 of current object (disable object visibility)
E0/0D15: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/0D17: FE                   Return


EVENT [C31] ------------------------------------------------------------>
E0/0D18: 16 F7                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $F7>
E0/0D1A: 16 30                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x30 bytes)
   E0/0D1C: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/0D1D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/0D1E: 09                   Reset all object properties to default
   E0/0D1F: 10 41                Set transition flag, x2 speed
   E0/0D21: 07                   Clear "moon-walk" Bits
   E0/0D22: 77                   Object faces up-right
   E0/0D23: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/0D25: F0 00                Frame Duration: 0
   E0/0D27: 06                   Set "moon-walk" Bits
   E0/0D28: 80 07 26             Move object to on-screen coords: (224,304)
   E0/0D2B: 07                   Clear "moon-walk" Bits
   E0/0D2C: F0 1D                Frame Duration: 29
   E0/0D2E: 10 40                Set transition flag, x1 speed
   E0/0D30: F0 1F                Frame Duration: 31
   E0/0D32: 10 43                Set transition flag, x4 speed
   E0/0D34: 50 02                Shift object right 32 pixels
   E0/0D36: 75                   Object faces up-left
   E0/0D37: F0 0F                Frame Duration: 15
   E0/0D39: 56 02                Shift object up 32 pixels
   E0/0D3B: 73                   Object faces down-left
   E0/0D3C: F0 1F                Frame Duration: 31
   E0/0D3E: 54 02                Shift object left 32 pixels
   E0/0D40: 71                   Object faces down-right
   E0/0D41: F0 17                Frame Duration: 23
   E0/0D43: 52 02                Shift object down 32 pixels
   E0/0D45: 77                   Object faces up-right
   E0/0D46: F0 01                Frame Duration: 1
   E0/0D48: 10 40                Set transition flag, x1 speed
   E0/0D4A: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/0D4C: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   E0/0D4E: 77                   Object faces up-right
   E0/0D4F: 10 41                Set transition flag, x2 speed
   E0/0D51: 06                   Set "moon-walk" Bits
   E0/0D52: 12 00                Clear Bits $3 of current object address 0B,x and set Bit(s) $0
   E0/0D54: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/0D56: 80 06 25             Move object to on-screen coords: (208,296)
   E0/0D59: 07                   Clear "moon-walk" Bits
   E0/0D5A: F0 1D                Frame Duration: 29
   E0/0D5C: 0B F0                Set Bits $F0 of current object address 0A,x
   E0/0D5E: 10 40                Set transition flag, x1 speed
E0/0D60: 95 10 00             Fade out music to volume 0; Duration: 16 frames
E0/0D63: 60 34 86 D6          Run Dialogue $0634 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: T...this must be...
 ... BELOME!<I>

 Is that a fire hose or his tongue?!<I><END>


E0/0D67: F0 00                Duration: 0 frames
E0/0D69: DC 1A 67 0D          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/0D67
E0/0D6D: 64                   <UNKNOWN COMMAND $64>
E0/0D6E: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/0D70: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/0D71: 00 F1 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0D74: F0 1F                Frame Duration: 31
   E0/0D76: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/0D79: F0 1F                Frame Duration: 31
E0/0D7B: 16 F1 0B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0D7E: F0 1F                Frame Duration: 31
   E0/0D80: 08 42 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/0D83: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/0D86: F0 1F                Frame Duration: 31
   E0/0D88: 09                   Reset all object properties to default
E0/0D89: 60 35 A6 D7          Run Dialogue $0635 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BELOME: Moh, ho, ho...!<I>
 Ack! It's a snack attack!
 And YOU'RE it!<I><END>


E0/0D8D: 4A A8 00 15          Engage in battle with formation pack #$00A8 in background #$15
E0/0D91: A1 E5                Set event flag memory address 00:707C Bit 5
E0/0D93: A5 E6                Clear event flag memory address 00:707C Bit 6
E0/0D95: A5 E7                Clear event flag memory address 00:707C Bit 7
E0/0D97: D1 18 00             Execute event id $0018
E0/0D9A: 68 2F 01 06 25 E1    Enter area: $012F
                              MARIO will be at coords: (208,296) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/0DA0: 16 89                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/0DA2: 92 07 26 02          Place object at on-screen coords: (224,304) Z=32
   E0/0DA6: F0 00                Frame Duration: 0
   E0/0DA8: 00                   Set Bit 7 of current object (enable object visibility)
   E0/0DA9: F0 00                Frame Duration: 0
E0/0DAB: 71                   Lighten screen from black before following commands
E0/0DAC: A0 AA                Set event flag memory address 00:7055 Bit 2
E0/0DAE: FD 5B                Restore all HP
E0/0DB0: FD 5C                Restore all FP
E0/0DB2: F0 77                Duration: 119 frames
E0/0DB4: 9C 09                Play sound effect #$09
E0/0DB6: 17 F2 38 00          Set Object: NPC #3 ---> Command: Set object to movement: $0038
E0/0DBA: 0C 0B                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0B bytes)
   E0/0DBC: F0 3F                Frame Duration: 63
   E0/0DBE: 10 45                Set transition flag, 1/2 speed
   E0/0DC0: 47                   <UNKNOWN COMMAND $47>
   E0/0DC1: 10 40                Set transition flag, x1 speed
   E0/0DC3: 47                   <UNKNOWN COMMAND $47>
   E0/0DC4: 10 45                Set transition flag, 1/2 speed
   E0/0DC6: 47                   <UNKNOWN COMMAND $47>
E0/0DC7: 0D 28                Set Object: BG1 ---> Begin action queue for object (Length: 0x28 bytes)
   E0/0DC9: 9C 11                Play sound effect #$11
   E0/0DCB: 10 46                Set transition flag, 1/4 speed
   E0/0DCD: 62 01                Shift object down 1 pixels
   E0/0DCF: F0 01                Frame Duration: 1
   E0/0DD1: 62 02                Shift object down 2 pixels
   E0/0DD3: F0 01                Frame Duration: 1
   E0/0DD5: 62 04                Shift object down 4 pixels
   E0/0DD7: F0 00                Frame Duration: 0
   E0/0DD9: 62 09                Shift object down 9 pixels
   E0/0DDB: 10 45                Set transition flag, 1/2 speed
   E0/0DDD: 52 04                Shift object down 64 pixels
   E0/0DDF: F0 00                Frame Duration: 0
   E0/0DE1: DC 19 DF 0D          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/0DDF
   E0/0DE5: 66 01                Shift object up 1 pixels
   E0/0DE7: F0 01                Frame Duration: 1
   E0/0DE9: DC 1A E5 0D          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/0DE5
   E0/0DED: 52 02                Shift object down 32 pixels
   E0/0DEF: A0 1B                Set event flag memory address 00:7043 Bit 3
E0/0DF1: 60 38 A6 62          Run Dialogue $0638 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Belome must have been
 lying when he said water would
 come gushing out of here...<I><END>


E0/0DF5: A0 26                Set event flag memory address 00:7044 Bit 6
E0/0DF7: FD 9C 07             Play sound effect #$07
E0/0DFA: 60 39 A6 62          Run Dialogue $0639 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Er, Mario...do you
 hear something?
 ...Or is it just me?<I><END>


E0/0DFE: A0 25                Set event flag memory address 00:7044 Bit 5
E0/0E00: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/0E02: F0 2F                Duration: 47 frames
E0/0E04: 60 3A 26 62          Run Dialogue $063A
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: WATER!!<I>
 Here it comes!!!
 Quick, Mario! Hit the button
 before we're washed away!!<I><END>


E0/0E08: FD 31                Screen doesn't move with MARIO
E0/0E0A: 00 F1 37                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0E0D: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/0E10: F0 2F                Frame Duration: 47
   E0/0E12: 10 C1                Set transition and sequence flags, x2 speed
   E0/0E14: 55 02                Shift object up-left 32 pixels
   E0/0E16: 51 02                Shift object down-right 32 pixels
   E0/0E18: 55 02                Shift object up-left 32 pixels
   E0/0E1A: 51 02                Shift object down-right 32 pixels
   E0/0E1C: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/0E1F: F0 0F                Frame Duration: 15
   E0/0E21: 09                   Reset all object properties to default
   E0/0E22: 77                   Object faces up-right
   E0/0E23: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/0E26: 57 02                Shift object up-right 32 pixels
   E0/0E28: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/0E2B: 57 02                Shift object up-right 32 pixels
   E0/0E2D: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/0E30: 57 02                Shift object up-right 32 pixels
   E0/0E32: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/0E35: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/0E38: F0 0F                Frame Duration: 15
   E0/0E3A: DC 1B 35 0E          If event flag memory address 00:7043 Bit 3 clear, jump to address $E0/0E35
   E0/0E3E: 09                   Reset all object properties to default
   E0/0E3F: 77                   Object faces up-right
   E0/0E40: F0 00                Frame Duration: 0
   E0/0E42: 10 C0                Set transition and sequence flags, x1 speed
E0/0E44: 16 F1 48                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0E47: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/0E4A: 08 42 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/0E4D: F0 2F                Frame Duration: 47
   E0/0E4F: 10 C1                Set transition and sequence flags, x2 speed
   E0/0E51: 08 40 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   E0/0E54: 51 02                Shift object down-right 32 pixels
   E0/0E56: 08 40 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/0E59: 55 02                Shift object up-left 32 pixels
   E0/0E5B: 08 40 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   E0/0E5E: 51 02                Shift object down-right 32 pixels
   E0/0E60: 08 40 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/0E63: 55 02                Shift object up-left 32 pixels
   E0/0E65: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/0E68: F0 0F                Frame Duration: 15
   E0/0E6A: 09                   Reset all object properties to default
   E0/0E6B: 57 02                Shift object up-right 32 pixels
   E0/0E6D: 7F 48 00             Object jumps (with sound effect) #$0048 units
   E0/0E70: 08 42 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/0E73: 0B 20                Set Bits $20 of current object address 0A,x
   E0/0E75: 47                   <UNKNOWN COMMAND $47>
   E0/0E76: A0 19                Set event flag memory address 00:7043 Bit 1
   E0/0E78: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/0E7A: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/0E7C: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/0E7F: F0 77                Frame Duration: 119
   E0/0E81: A0 1A                Set event flag memory address 00:7043 Bit 2
   E0/0E83: 09                   Reset all object properties to default
   E0/0E84: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/0E87: 06                   Set "moon-walk" Bits
   E0/0E88: 53 02                Shift object down-left 32 pixels
   E0/0E8A: 08 41 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/0E8D: 10 C0                Set transition and sequence flags, x1 speed
E0/0E8F: 17 F1 19                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0E92: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/0E93: F0 00                Frame Duration: 0
   E0/0E95: DC 19 93 0E          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/0E93
   E0/0E99: 9C 09                Play sound effect #$09
   E0/0E9B: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/0E9E: F0 00                Frame Duration: 0
   E0/0EA0: DC 1A 9E 0E          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/0E9E
   E0/0EA4: 9C 09                Play sound effect #$09
   E0/0EA6: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/0EA9: F0 00                Frame Duration: 0
E0/0EAB: F0 00                Duration: 0 frames
E0/0EAD: DC 1B AB 0E          If event flag memory address 00:7043 Bit 3 clear, jump to address $E0/0EAB
E0/0EB1: 64                   <UNKNOWN COMMAND $64>
E0/0EB2: 9C 07                Play sound effect #$07
E0/0EB4: 0F F1 0E                Set Object: BG2 + NPC ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0EB7: 10 40                Set transition flag, x1 speed
   E0/0EB9: 57 05                Shift object up-right 80 pixels
   E0/0EBB: A0 1C                Set event flag memory address 00:7043 Bit 4
   E0/0EBD: 10 40                Set transition flag, x1 speed
   E0/0EBF: 57 04                Shift object up-right 64 pixels
   E0/0EC1: 10 41                Set transition flag, x2 speed
   E0/0EC3: 57 0A                Shift object up-right 160 pixels
E0/0EC5: 00 F1 30                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0EC8: F0 07                Frame Duration: 7
   E0/0ECA: 10 83                Set sequence flag, x4 speed
   E0/0ECC: 09                   Reset all object properties to default
   E0/0ECD: 72                   Object faces down
   E0/0ECE: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/0ECF: 0C 24                XOR Bits $24 of current object address 0A,x
   E0/0ED1: F0 00                Frame Duration: 0
   E0/0ED3: DC 1C D1 0E          If event flag memory address 00:7043 Bit 4 clear, jump to address $E0/0ED1
   E0/0ED7: F0 03                Frame Duration: 3
   E0/0ED9: 10 80                Set sequence flag, x1 speed
   E0/0EDB: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/0EDE: 10 45                Set transition flag, 1/2 speed
   E0/0EE0: 43                   <UNKNOWN COMMAND $43>
   E0/0EE1: 10 40                Set transition flag, x1 speed
   E0/0EE3: 43                   <UNKNOWN COMMAND $43>
   E0/0EE4: 10 41                Set transition flag, x2 speed
   E0/0EE6: 43                   <UNKNOWN COMMAND $43>
   E0/0EE7: A0 1D                Set event flag memory address 00:7043 Bit 5
   E0/0EE9: 53 03                Shift object down-left 48 pixels
   E0/0EEB: A0 1F                Set event flag memory address 00:7043 Bit 7
   E0/0EED: 53 05                Shift object down-left 80 pixels
   E0/0EEF: A0 1E                Set event flag memory address 00:7043 Bit 6
   E0/0EF1: 43                   <UNKNOWN COMMAND $43>
   E0/0EF2: 0B 24                Set Bits $24 of current object address 0A,x
   E0/0EF4: 10 40                Set transition flag, x1 speed
   E0/0EF6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/0EF7: 09                   Reset all object properties to default
E0/0EF8: 16 F1 0F                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0EFB: F0 00                Frame Duration: 0
   E0/0EFD: DC 1D FB 0E          If event flag memory address 00:7043 Bit 5 clear, jump to address $E0/0EFB
   E0/0F01: F0 08                Frame Duration: 8
   E0/0F03: 0C 24                XOR Bits $24 of current object address 0A,x
   E0/0F05: 08 41 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/0F08: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
E0/0F0A: 0C F1 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0F0D: F0 00                Frame Duration: 0
   E0/0F0F: DC 1D 0D 0F          If event flag memory address 00:7043 Bit 5 clear, jump to address $E0/0F0D
   E0/0F13: 53 03                Shift object down-left 48 pixels
E0/0F15: 15 F1 10                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/0F18: F0 00                Frame Duration: 0
   E0/0F1A: DC 1E 18 0F          If event flag memory address 00:7043 Bit 6 clear, jump to address $E0/0F18
   E0/0F1E: 0C 24                XOR Bits $24 of current object address 0A,x
   E0/0F20: 10 43                Set transition flag, x4 speed
   E0/0F22: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/0F23: 53 02                Shift object down-left 32 pixels
   E0/0F25: 10 40                Set transition flag, x1 speed
   E0/0F27: 02                   Set Bit 4,6 of current object (enable all sequence playback)
E0/0F28: F0 00                Duration: 0 frames
E0/0F2A: DC 1F 28 0F          If event flag memory address 00:7043 Bit 7 clear, jump to address $E0/0F28
E0/0F2E: 9E 02 00             <UNKNOWN>
E0/0F31: 77 10                Darken screen from black before following commands; Duration: 16 frames
E0/0F33: FD 30                Screen moves with MARIO
E0/0F35: 00 F9                Set Object: MARIO ---> Command: Remove Object
E0/0F37: A0 6E                Set event flag memory address 00:704D Bit 6
E0/0F39: A6 B5                Clear event flag memory address 00:7096 Bit 5
E0/0F3B: 68 45 80 09 6C 40    Enter area: $0045
                              MARIO will be at coords: (288,864) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/0F41: FE                   Return


EVENT [C32] ------------------------------------------------------------>
E0/0F42: D1 41 00             Execute event id $0041
E0/0F45: 68 2D 01 0C 6C 4B    Enter area: $012D
                              MARIO will be at coords: (384,864) Z=176
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/0F4B: D1 0E 00             Execute event id $000E
E0/0F4E: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/0F50: 7E 90 00             Object jumps #$0090 units
E0/0F53: FE                   Return


EVENT [C33] ------------------------------------------------------------>
E0/0F54: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/0F56: A0 A9                Set event flag memory address 00:7055 Bit 1
E0/0F58: 10 F2 38 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0038
E0/0F5C: 9C 09                Play sound effect #$09
E0/0F5E: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/0F60: 7E 00 00             Object jumps #$0000 units
   E0/0F63: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/0F65: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/0F67: 09                   Reset all object properties to default
   E0/0F68: 0B 20                Set Bits $20 of current object address 0A,x
E0/0F6A: FD 9C 08             Play sound effect #$08
E0/0F6D: 60 31 46 00          Run Dialogue $0631
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

     The water has been drained.<I><END>


E0/0F71: 6B 38 80             Modify physical field of area $8038
E0/0F74: 6B 38 82             Modify physical field of area $8238
E0/0F77: 6B 39 80             Modify physical field of area $8039
E0/0F7A: 6B 39 82             Modify physical field of area $8239
E0/0F7D: 6B 3A 80             Modify physical field of area $803A
E0/0F80: 6B 3A 82             Modify physical field of area $823A
E0/0F83: FE                   Return


EVENT [C34] ------------------------------------------------------------>
E0/0F84: D9 B0 B0 0F          If event flag memory address 00:7076 Bit 0 set, jump to address $E0/0FB0
E0/0F88: D8 BD B1 0F          If event flag memory address 00:7057 Bit 5 set, jump to address $E0/0FB1
E0/0F8C: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   E0/0F8E: 10 41                Set transition flag, x2 speed
   E0/0F90: 5A 02                Shift object up 32 pixels
   E0/0F92: 5B 02                Shift object down 32 pixels
   E0/0F94: 10 40                Set transition flag, x1 speed
E0/0F96: B0 07 9C 00          Store #$009C to 00:700E
E0/0F9A: D1 23 00             Execute event id $0023
E0/0F9D: DD 25 B0 0F          If event flag memory address 00:7064 Bit 5 clear, jump to address $E0/0FB0
E0/0FA1: A0 BD                Set event flag memory address 00:7057 Bit 5
E0/0FA3: 10 F2 0F 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $000F
E0/0FA7: A8 07 57             Store #$57 to 00:70A7
E0/0FAA: AC 32 06             Store #$0632 to 00:7000
E0/0FAD: D1 F5 0E             Execute event id $0EF5
E0/0FB0: FE                   Return

E0/0FB1: D0 22 00             Execute event id $0022 subsequently

EVENT [C35] ------------------------------------------------------------>
E0/0FB4: B0 0B 08 00          Store #$0008 to 00:7016
E0/0FB8: B0 0C 64 00          Store #$0064 to 00:7018
E0/0FBC: D1 42 00             Execute event id $0042
E0/0FBF: 68 91 01 1D 23 4A    Enter area: $0191
                              MARIO will be at coords: (944,280) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/0FC5: A0 48                Set event flag memory address 00:7049 Bit 0
E0/0FC7: 35 00                Disable Overworld Menu
E0/0FC9: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/0FCB: 7E 00 00             Object jumps #$0000 units
E0/0FCE: D0 36 06             Execute event id $0636 subsequently

EVENT [C36] ------------------------------------------------------------>
E0/0FD1: D8 BF F0 0F          If event flag memory address 00:7057 Bit 7 set, jump to address $E0/0FF0
E0/0FD5: B0 07 9D 00          Store #$009D to 00:700E
E0/0FD9: D1 23 00             Execute event id $0023
E0/0FDC: DD 25 EF 0F          If event flag memory address 00:7064 Bit 5 clear, jump to address $E0/0FEF
E0/0FE0: A0 BF                Set event flag memory address 00:7057 Bit 7
E0/0FE2: 10 F2 0F 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $000F
E0/0FE6: A8 07 4B             Store #$4B to 00:70A7
E0/0FE9: AC 32 06             Store #$0632 to 00:7000
E0/0FEC: D1 F5 0E             Execute event id $0EF5
E0/0FEF: FE                   Return

E0/0FF0: D0 22 00             Execute event id $0022 subsequently

EVENT [C37] ------------------------------------------------------------>
E0/0FF3: D1 41 00             Execute event id $0041
E0/0FF6: 68 4D 01 05 14 41    Enter area: $014D
                              MARIO will be at coords: (160,160) Z=16
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/0FFC: 70                   Simultaneously lighten screen from black with following commands
E0/0FFD: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/0FFF: 7E 90 00             Object jumps #$0090 units
E0/1002: FE                   Return


EVENT [C38] ------------------------------------------------------------>
E0/1003: 68 39 80 0C 67 62    Enter area: $0039
                              MARIO will be at coords: (400,824) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/1009: FE                   Return


EVENT [C39] ------------------------------------------------------------>
E0/100A: 68 3A 80 15 28 E0    Enter area: $003A
                              MARIO will be at coords: (672,320) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/1010: FE                   Return


EVENT [C3A] ------------------------------------------------------------>
E0/1011: 60 2D A6 D0          Run Dialogue $062D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Read directions on how to enter?
 >>   (Yes)
 >>   (I already know)<I><END>


E0/1015: 66 1C 10             If 2nd option chosen from dialogue prompt, jump to address $E0/101C
E0/1018: 60 2E A6 D0          Run Dialogue $062E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Stand on the pipe and push down
 on the control pad.<I>
 If you are pressing several buttons
 at the same time, you will not be
 able to enter. To reenter a pipe,<I>
 jump off once, and try again.<I><END>


E0/101C: FE                   Return


EVENT [C3B] ------------------------------------------------------------>
E0/101D: A0 18                Set event flag memory address 00:7043 Bit 0
E0/101F: 60 7F A6 D0          Run Dialogue $067F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey! Have you heard?<I>

 There's a rare item
 hidden in the mines!<I>

 If I find it, I'm gonna sell it to
 someone in town!<I>
 I'm in it for the money!<I><END>


E0/1023: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/1025: FE                   Return


EVENT [C3C] ------------------------------------------------------------>
E0/1026: AC 47 06             Store #$0647 to 00:7000
E0/1029: D4 07                Start code block, repeat 7 times
E0/102B: 61 80 62             Run Dialogue from 00:7000
                              <UNKNOWN: $80>
                              Position: bottom of screen
                              Box Style: Paragraph of normal text on vellum paper
E0/102E: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/1030: 7E 40 00             Object jumps #$0040 units
E0/1033: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/1035: F0 09                Frame Duration: 9
   E0/1037: 7E 40 00             Object jumps #$0040 units
E0/103A: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/103C: F0 13                Frame Duration: 19
   E0/103E: 7E 40 00             Object jumps #$0040 units
E0/1041: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/1043: F0 1D                Frame Duration: 29
   E0/1045: 7E 40 00             Object jumps #$0040 units
E0/1048: AE                   Increment 00:7000
E0/1049: D7                   End of code block
E0/104A: 60 4F A6 62          Run Dialogue $064F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 To DO them old Moleville blues!~<I><END>


E0/104E: FE                   Return


EVENT [C3D] ------------------------------------------------------------>
E0/104F: 60 74 A6 60          Run Dialogue $0674 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PA'MOLE: Mario, I owe you one for
 savin' my kids.<I><END>


E0/1053: FE                   Return


EVENT [C3E] ------------------------------------------------------------>
E0/1054: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
E0/1056: FD 42                <UNKNOWN COMMAND $FD 42>
E0/1058: E3 00 01 73 10       If value at 00:7000 != #$0100, jump to address $E0/1073
E0/105D: 60 2F 06 80          Run Dialogue $062F
                              ---> Box Style: Paragraph
                              ---> Box BG: Floating blue text

Stand on the pipe and push down.<I><END>


E0/1061: B0 12 2C 01          Store #$012C to 00:7024
E0/1065: F0 00                Duration: 0 frames
E0/1067: CA                   Store held joypad register to 00:7000,00:7001
E0/1068: E7 9F 00 72 10       If memory address 00:7000 Bit $009F set, jump to address $E0/1072
E0/106D: B3 12                Decrement 00:7024
E0/106F: EB 65 10             If Bit 1 of 00:70A0,x clear, jump to address $E0/1065
E0/1072: 64                   <UNKNOWN COMMAND $64>
E0/1073: B0 0E 2C 01          Store #$012C to 00:701C
E0/1077: 46 00                <UNKNOWN COMMAND $46>
E0/1079: FD 40                <UNKNOWN COMMAND $FD 40>
E0/107B: FE                   Return

E0/107C: F2 38 A8             <UNKNOWN COMMAND $F2>
E0/107F: F2 38 AA             <UNKNOWN COMMAND $F2>
E0/1082: F2 38 2C             <UNKNOWN COMMAND $F2>
E0/1085: F2 39 A8             <UNKNOWN COMMAND $F2>
E0/1088: F2 39 AA             <UNKNOWN COMMAND $F2>
E0/108B: F2 39 AC             <UNKNOWN COMMAND $F2>
E0/108E: F2 39 AE             <UNKNOWN COMMAND $F2>
E0/1091: F2 39 B0             <UNKNOWN COMMAND $F2>
E0/1094: F2 39 B2             <UNKNOWN COMMAND $F2>
E0/1097: F2 3A A8             <UNKNOWN COMMAND $F2>
E0/109A: F2 3A AA             <UNKNOWN COMMAND $F2>
E0/109D: F2 3A AC             <UNKNOWN COMMAND $F2>
E0/10A0: F2 3A AE             <UNKNOWN COMMAND $F2>
E0/10A3: F2 3B AA             <UNKNOWN COMMAND $F2>
E0/10A6: F2 3B AC             <UNKNOWN COMMAND $F2>
E0/10A9: F2 3B AE             <UNKNOWN COMMAND $F2>
E0/10AC: F2 3B B0             <UNKNOWN COMMAND $F2>
E0/10AF: F2 3B B2             <UNKNOWN COMMAND $F2>
E0/10B2: F2 3B B4             <UNKNOWN COMMAND $F2>
E0/10B5: F2 3C AC             <UNKNOWN COMMAND $F2>
E0/10B8: F2 3C AE             <UNKNOWN COMMAND $F2>
E0/10BB: F2 3C B0             <UNKNOWN COMMAND $F2>
E0/10BE: F2 3C B2             <UNKNOWN COMMAND $F2>
E0/10C1: F2 3C B4             <UNKNOWN COMMAND $F2>
E0/10C4: F2 2D AF             <UNKNOWN COMMAND $F2>
E0/10C7: F2 2D B1             <UNKNOWN COMMAND $F2>
E0/10CA: F2 2D B3             <UNKNOWN COMMAND $F2>
E0/10CD: A4 A9                Clear event flag memory address 00:7055 Bit 1
E0/10CF: 6B 38 00             Modify physical field of area $0038
E0/10D2: 6B 38 02             Modify physical field of area $0238
E0/10D5: 6B 39 00             Modify physical field of area $0039
E0/10D8: 6B 39 02             Modify physical field of area $0239
E0/10DB: 6B 3A 00             Modify physical field of area $003A
E0/10DE: 6B 3A 02             Modify physical field of area $023A
E0/10E1: A0 10                Set event flag memory address 00:7042 Bit 0
E0/10E3: FE                   Return


EVENT [C3F] ------------------------------------------------------------>
E0/10E4: A5 E5                Clear event flag memory address 00:707C Bit 5
E0/10E6: B0 0E 2C 01          Store #$012C to 00:701C
E0/10EA: 46 00                <UNKNOWN COMMAND $46>
E0/10EC: E0 3F 0E FA 10       If value at 00:70DF = #$0E, jump to address $E0/10FA
E0/10F1: D3 7C 10             Jump to address $E0/107C
E0/10F4: A8 3F 0E             Store #$0E to 00:70DF
E0/10F7: D2 01 11             Jump to address $E0/1101
E0/10FA: D8 10 01 11          If event flag memory address 00:7042 Bit 0 set, jump to address $E0/1101
E0/10FE: D3 7C 10             Jump to address $E0/107C
E0/1101: DC A9 12 11          If event flag memory address 00:7055 Bit 1 clear, jump to address $E0/1112
E0/1105: C3                   <UNKNOWN COMMAND $C3>
E0/1106: E2 3E 00 13 11       If value at 00:7000 = #$003E, jump to address $E0/1113
E0/110B: 81                   <UNKNOWN COMMAND $81>
E0/110C: 13 00                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes)
E0/110E: 00 D2                Set Object: MARIO ---> Begin action queue for object (Length: 0x52 bytes) (Wait until complete)
   E0/1110: 13 11                Layering priority: 
   E0/1112: 82 D1 0F             Place object at on-screen coords: (2608,120)
   E0/1115: 00                   Set Bit 7 of current object (enable object visibility)
   E0/1116: C3                   <UNKNOWN COMMAND $C3>
   E0/1117: E3                   <UNKNOWN COMMAND $E3>
   E0/1118: 4D                   <UNKNOWN COMMAND $4D>
   E0/1119: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/111A: 87 11                Transfer object to coords of <UNKNOWN>
   E0/111C: D8 A8 87 11          If event flag memory address 00:7055 Bit 0 set, jump to address $E0/1187
   E0/1120: A0 A8                Set event flag memory address 00:7055 Bit 0
   E0/1122: 34 60                <UNKNOWN COMMAND $34>
   E0/1124: 00                   Set Bit 7 of current object (enable object visibility)
   E0/1125: 83 57 04             Place object: right=2784px down=32px
   E0/1128: 70                   Object faces right
   E0/1129: 14 F7                Isolate top Bits of current object address 0E,x and set Bit(s) $247
   E0/112B: 14 30                Isolate top Bits of current object address 0E,x and set Bit(s) $48
   E0/112D: 41                   <UNKNOWN COMMAND $41>
   E0/112E: 47                   <UNKNOWN COMMAND $47>
   E0/112F: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/1132: F0 17                Frame Duration: 23
   E0/1134: 09                   Reset all object properties to default
   E0/1135: 73                   Object faces down-left
   E0/1136: A0 19                Set event flag memory address 00:7043 Bit 1
   E0/1138: F0 00                Frame Duration: 0
   E0/113A: DC 18 38 11          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/1138
   E0/113E: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/1141: F0 0F                Frame Duration: 15
   E0/1143: 09                   Reset all object properties to default
   E0/1144: 7E 6C 00             Object jumps #$006C units
   E0/1147: 45                   <UNKNOWN COMMAND $45>
   E0/1148: F0 00                Frame Duration: 0
   E0/114A: FD 3D 07 48 11       <UNKNOWN COMMAND $E0: pointer to address 
   E0/114F: 08 48 14             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: no
   E0/1152: F0 1F                Frame Duration: 31
   E0/1154: 9C 1C                Play sound effect #$1C
   E0/1156: 08 49 1E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1E
                                 ---> Mirrored: no
   E0/1159: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/115B: 4B                   <UNKNOWN COMMAND $4B>
   E0/115C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/115D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/115E: 14 F0                Isolate top Bits of current object address 0E,x and set Bit(s) $240
   E0/1160: 00                   Set Bit 7 of current object (enable object visibility)
   E0/1161: DC 18 5F 11          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/115F
E0/1165: F0 3F                Duration: 63 frames
E0/1167: 77 F0                Darken screen from black before following commands; Duration: 240 frames
E0/1169: 3F 7F 6C 00          <UNKNOWN COMMAND: pointer to address $006C>
E0/116D: 47 72                <UNKNOWN COMMAND $47>
E0/116F: F0 00                Duration: 0 frames
E0/1171: A0 1B                Set event flag memory address 00:7043 Bit 3
E0/1173: F0 00                Duration: 0 frames
E0/1175: DC 19 73 11          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/1173
E0/1179: 60 30 A6 60          Run Dialogue $0630 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: This is the entrance.<I>
 Grandpa says to watch out for
 Belome, whoever that is!<I>

 It's probably a little dark
 down there, so keep alert!<I><END>


E0/117D: A0 18                Set event flag memory address 00:7043 Bit 0
E0/117F: F0 00                Duration: 0 frames
E0/1181: DC 1B 7F 11          If event flag memory address 00:7043 Bit 3 clear, jump to address $E0/117F
E0/1185: F0 1D                Duration: 29 frames
E0/1187: FE                   Return


EVENT [C40] ------------------------------------------------------------>
E0/1188: 45 3E 3C             <UNKNOWN COMMAND $45>
E0/118B: 47 00                <UNKNOWN COMMAND $47>
E0/118D: B0 0B 05 00          Store #$0005 to 00:7016
E0/1191: B0 0C 14 00          Store #$0014 to 00:7018
E0/1195: D1 42 00             Execute event id $0042
E0/1198: A1 EE                Set event flag memory address 00:707D Bit 6
E0/119A: 68 3E 80 05 5A 44    Enter area: $003E
                              MARIO will be at coords: (160,720) Z=64
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/11A0: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/11A4: FE                   Return


EVENT [C41] ------------------------------------------------------------>
E0/11A5: B0 0B 0C 00          Store #$000C to 00:7016
E0/11A9: B0 0C 1A 00          Store #$001A to 00:7018
E0/11AD: D1 42 00             Execute event id $0042
E0/11B0: 68 3E 80 0E 5A 44    Enter area: $003E
                              MARIO will be at coords: (448,720) Z=64
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/11B6: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/11BA: FE                   Return


EVENT [C42] ------------------------------------------------------------>
E0/11BB: B0 0B 02 00          Store #$0002 to 00:7016
E0/11BF: B0 0C 2E 00          Store #$002E to 00:7018
E0/11C3: D1 42 00             Execute event id $0042
E0/11C6: 68 39 80 08 60 4B    Enter area: $0039
                              MARIO will be at coords: (256,768) Z=176
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/11CC: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/11D0: FE                   Return


EVENT [C43] ------------------------------------------------------------>
E0/11D1: B0 0B 14 00          Store #$0014 to 00:7016
E0/11D5: B0 0C 64 00          Store #$0064 to 00:7018
E0/11D9: D1 42 00             Execute event id $0042
E0/11DC: 68 38 80 0E 1E 44    Enter area: $0038
                              MARIO will be at coords: (448,240) Z=64
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/11E2: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/11E6: FE                   Return


EVENT [C44] ------------------------------------------------------------>
E0/11E7: B0 0B 0E 00          Store #$000E to 00:7016
E0/11EB: B0 0C 1E 00          Store #$001E to 00:7018
E0/11EF: D1 42 00             Execute event id $0042
E0/11F2: 68 3B 80 14 64 40    Enter area: $003B
                              MARIO will be at coords: (640,800) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/11F8: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/11FC: FE                   Return


EVENT [C45] ------------------------------------------------------------>
E0/11FD: B0 0B 08 00          Store #$0008 to 00:7016
E0/1201: B0 0C 60 00          Store #$0060 to 00:7018
E0/1205: D1 42 00             Execute event id $0042
E0/1208: 68 38 80 02 2E 44    Enter area: $0038
                              MARIO will be at coords: (64,368) Z=64
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/120E: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1212: FE                   Return


EVENT [C46] ------------------------------------------------------------>
E0/1213: B0 0B 0C 00          Store #$000C to 00:7016
E0/1217: B0 0C 6C 00          Store #$006C to 00:7018
E0/121B: D1 42 00             Execute event id $0042
E0/121E: D8 AA 3D 12          If event flag memory address 00:7055 Bit 2 set, jump to address $E0/123D
E0/1222: 68 2E 01 06 28 E9    Enter area: $012E
                              MARIO will be at coords: (192,320) Z=144
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/1228: 70                   Simultaneously lighten screen from black with following commands
E0/1229: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/122B: 77                   Object faces up-right
   E0/122C: 7E 00 00             Object jumps #$0000 units
E0/122F: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   E0/1231: 10 41                Set transition flag, x2 speed
   E0/1233: 52 06                Shift object down 96 pixels
   E0/1235: 10 40                Set transition flag, x1 speed
E0/1237: F0 00                Duration: 0 frames
E0/1239: 3D 37 12             <UNKNOWN COMMAND: pointer to address $1237>
E0/123C: FE                   Return

E0/123D: A0 6E                Set event flag memory address 00:704D Bit 6
E0/123F: A6 B5                Clear event flag memory address 00:7096 Bit 5
E0/1241: 68 45 80 09 6C 40    Enter area: $0045
                              MARIO will be at coords: (288,864) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1247: FE                   Return


EVENT [C47] ------------------------------------------------------------>
E0/1248: FD 31                Screen doesn't move with MARIO
E0/124A: B4 0A                Store value at 00:70AA to 00:7000
E0/124C: BB 1A                Store value at 00:7000 to 00:7034
E0/124E: 34 90                Change directional maneuverability: 
E0/1250: 0C F1 0D                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1253: 10 41                Set transition flag, x2 speed
   E0/1255: C8 92                <UNKNOWN COMMAND $C8>
   E0/1257: B1 0B FC FF          Add #$FFFC to 00:7016
   E0/125B: B1 0C F2 FF          Add #$FFF2 to 00:7018
   E0/125F: 88                   Object runs away?
E0/1260: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   E0/1262: 10 41                Set transition flag, x2 speed
E0/1264: 12 02                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes)
   E0/1266: 10 41                Set transition flag, x2 speed
E0/1268: 3D 79 12             <UNKNOWN COMMAND: pointer to address $1279>
E0/126B: CB                   Store joypad register to 00:7000,00:7001
E0/126C: E6 80 00 79 12       If memory address 00:7000 Bit $0080 set, do NOT jump to address $E0/1279
E0/1271: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/1273: FD 9C                <UNKNOWN COMMAND $9C>
   E0/1275: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/1276: 7E 6C 00             Object jumps #$006C units
E0/1279: CA                   Store held joypad register to 00:7000,00:7001
E0/127A: FD B0 0F 00          Isolate Bits $000F of 00:7000
E0/127E: E2 01 00 AC 12       If value at 00:7000 = #$0001, jump to address $E0/12AC
E0/1283: E2 05 00 B3 12       If value at 00:7000 = #$0005, jump to address $E0/12B3
E0/1288: E2 04 00 BA 12       If value at 00:7000 = #$0004, jump to address $E0/12BA
E0/128D: E2 06 00 C1 12       If value at 00:7000 = #$0006, jump to address $E0/12C1
E0/1292: E2 02 00 C8 12       If value at 00:7000 = #$0002, jump to address $E0/12C8
E0/1297: E2 0A 00 CF 12       If value at 00:7000 = #$000A, jump to address $E0/12CF
E0/129C: E2 08 00 D6 12       If value at 00:7000 = #$0008, jump to address $E0/12D6
E0/12A1: E2 09 00 DD 12       If value at 00:7000 = #$0009, jump to address $E0/12DD
E0/12A6: BC 19 06             Store value at 00:7032 to 00:700C
E0/12A9: D2 E1 12             Jump to address $E0/12E1
E0/12AC: B0 06 00 00          Store #$0000 to 00:700C
E0/12B0: D2 E1 12             Jump to address $E0/12E1
E0/12B3: B0 06 01 00          Store #$0001 to 00:700C
E0/12B7: D2 E1 12             Jump to address $E0/12E1
E0/12BA: B0 06 02 00          Store #$0002 to 00:700C
E0/12BE: D2 E1 12             Jump to address $E0/12E1
E0/12C1: B0 06 03 00          Store #$0003 to 00:700C
E0/12C5: D2 E1 12             Jump to address $E0/12E1
E0/12C8: B0 06 04 00          Store #$0004 to 00:700C
E0/12CC: D2 E1 12             Jump to address $E0/12E1
E0/12CF: B0 06 05 00          Store #$0005 to 00:700C
E0/12D3: D2 E1 12             Jump to address $E0/12E1
E0/12D6: B0 06 06 00          Store #$0006 to 00:700C
E0/12DA: D2 E1 12             Jump to address $E0/12E1
E0/12DD: B0 06 07 00          Store #$0007 to 00:700C
E0/12E1: BC 06 19             Store value at 00:700C to 00:7032
E0/12E4: A4 1C                Clear event flag memory address 00:7043 Bit 4
E0/12E6: C8 12                <UNKNOWN COMMAND $C8>
E0/12E8: 00 F1 0E                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/12EB: FD 0F 03             Object overlaps BG1 & BG2
   E0/12EE: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/12F0: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/12F1: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/12F3: 7C                   Object faces right
   E0/12F4: B1 0B 30 00          Add #$0030 to 00:7016
   E0/12F8: 89                   Object disappears?
E0/12F9: F0 00                Duration: 0 frames
E0/12FB: D8 18 4A 12          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/124A
E0/12FF: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/1301: FD 9E                <UNKNOWN COMMAND $9E>
   E0/1303: 33 0B 04             <UNKNOWN COMMAND $33>
E0/1306: B0 1A 00 00          Store #$0000 to 00:7034
E0/130A: 34 FF                Change directional maneuverability: left right down up 
E0/130C: D4 2F                Start code block, repeat 47 times
E0/130E: 3D 21 13             <UNKNOWN COMMAND: pointer to address $1321>
E0/1311: F0 00                Duration: 0 frames
E0/1313: D7                   End of code block
E0/1314: 3D 21 13             <UNKNOWN COMMAND: pointer to address $1321>
E0/1317: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/1319: FD 9E                <UNKNOWN COMMAND $9E>
   E0/131B: 33 0C 04             <UNKNOWN COMMAND $33>
E0/131E: D2 4A 12             Jump to address $E0/124A
E0/1321: 34 FF                Change directional maneuverability: left right down up 
E0/1323: B4 0E                Store value at 00:70AE to 00:7000
E0/1325: B5 0A                Store value at 00:7000 to 00:70AA
E0/1327: 12 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/1329: FD 30                Screen moves with MARIO
E0/132B: 0C F1 02                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/132E: 10 40                Set transition flag, x1 speed
E0/1330: 12 F1 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1333: 10 41                Set transition flag, x2 speed
   E0/1335: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/1337: A8 0A 00             Store #$00 to 00:70AA
E0/133A: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/133C: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/133D: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   E0/133F: 0B 04                Set Bits $4 of current object address 0A,x
   E0/1341: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
E0/1343: FE                   Return


EVENT [C48] ------------------------------------------------------------>
E0/1344: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/1346: 09                   Reset all object properties to default
E0/1347: B4 08                Store value at 00:70A8 to 00:7000
E0/1349: B5 0A                Store value at 00:7000 to 00:70AA
E0/134B: A8 09 14             Store #$14 to 00:70A9
E0/134E: D4 06                Start code block, repeat 6 times
E0/1350: 11 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/1352: AA 09                Increment 00:70A9
E0/1354: D7                   End of code block
E0/1355: 12 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
E0/1357: 40 47 2C             Execute event id $2C47 simultaneously with the following commands
E0/135A: FE                   Return


EVENT [C49] ------------------------------------------------------------>
E0/135B: E0 08 14 67 13       If value at 00:70A8 = #$14, jump to address $E0/1367
E0/1360: D8 12 6A 13          If event flag memory address 00:7042 Bit 2 set, jump to address $E0/136A
E0/1364: D0 20 00             Execute event id $0020 subsequently
E0/1367: D0 20 00             Execute event id $0020 subsequently
E0/136A: A8 07 A6             Store #$A6 to 00:70A7
E0/136D: D1 21 00             Execute event id $0021
E0/1370: AC 32 06             Store #$0632 to 00:7000
E0/1373: A8 07 A6             Store #$A6 to 00:70A7
E0/1376: D1 F4 0E             Execute event id $0EF4
E0/1379: A0 AC                Set event flag memory address 00:7055 Bit 4
E0/137B: FE                   Return


EVENT [C4A] ------------------------------------------------------------>
E0/137C: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/137E: FD 9C 0D             Play sound effect #$0D
E0/1381: 10 0A                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0A bytes)
   E0/1383: 0C 50                XOR Bits $50 of current object address 0A,x
   E0/1385: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/1388: 5A 02                Shift object up 32 pixels
   E0/138A: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/138B: FD F2                <UNKNOWN COMMAND $F2>
E0/138D: 52 0A                Add 10 coins
E0/138F: FE                   Return


EVENT [C4B] ------------------------------------------------------------>
E0/1390: 60 3F A6 62          Run Dialogue $063F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You can't jump on or off when
 the block is blue.<I>

 Try jumping when the block
 turns yellow.<I><END>


E0/1394: FE                   Return


EVENT [C4C] ------------------------------------------------------------>
E0/1395: A1 E1                Set event flag memory address 00:707C Bit 1
E0/1397: F2 52 AA             <UNKNOWN COMMAND $F2>
E0/139A: F2 52 AC             <UNKNOWN COMMAND $F2>
E0/139D: F2 52 AE             <UNKNOWN COMMAND $F2>
E0/13A0: F2 52 B0             <UNKNOWN COMMAND $F2>
E0/13A3: B0 1C 00 00          Store #$0000 to 00:7038
E0/13A7: B0 1D 00 00          Store #$0000 to 00:703A
E0/13AB: B0 1E 00 00          Store #$0000 to 00:703C
E0/13AF: B0 1F 00 00          Store #$0000 to 00:703E
E0/13B3: F8 4F 36 BD 13       <UNKNOWN COMMAND $F8>
E0/13B8: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/13BA: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
E0/13BD: F8 4F 38 C7 13       <UNKNOWN COMMAND $F8>
E0/13C2: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/13C4: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
E0/13C7: D0 0F 00             Execute event id $000F subsequently

EVENT [C4D] ------------------------------------------------------------>
E0/13CA: F5                   <UNKNOWN COMMAND: check current area?>
E0/13CB: E0 08 1C E6 13       If value at 00:70A8 = #$1C, jump to address $E0/13E6
E0/13D0: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/13D2: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
E0/13D4: 9C 0E                Play sound effect #$0E
E0/13D6: 10 08                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x08 bytes)
   E0/13D8: 5A 02                Shift object up 32 pixels
   E0/13DA: 08 50 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/13DD: F0 05                Frame Duration: 5
   E0/13DF: 01                   Clear Bit 7 of current object (disable object visibility)
E0/13E0: AC 01 00             Store #$0001 to 00:7000
E0/13E3: FD 57                Add # at 00:7000 to max FP
E0/13E5: FE                   Return

E0/13E6: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/13E8: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
E0/13EA: 9C 0E                Play sound effect #$0E
E0/13EC: FD 42                <UNKNOWN COMMAND $FD 42>
E0/13EE: 34 FF                Change directional maneuverability: left right down up 
E0/13F0: FD 5B                Restore all HP
E0/13F2: FD 5C                Restore all FP
E0/13F4: 80                   <UNKNOWN COMMAND $80>
E0/13F5: 88                   <UNKNOWN COMMAND $88>
E0/13F6: A2 3E                Set event flag memory address 00:7087 Bit 6
E0/13F8: 03 80                Set Object: GENO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
E0/13FA: 00 80                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
E0/13FC: 3E 03 82 FD 40       <UNKNOWN COMMAND: pointer to address $40FD>
E0/1401: FE                   Return


EVENT [C4E] ------------------------------------------------------------>
E0/1402: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   E0/1404: 10 41                Set transition flag, x2 speed
   E0/1406: 56 02                Shift object up 32 pixels
   E0/1408: 52 02                Shift object down 32 pixels
   E0/140A: 10 40                Set transition flag, x1 speed
E0/140C: D0 20 00             Execute event id $0020 subsequently

EVENT [C4F] ------------------------------------------------------------>
E0/140F: B0 07 14 00          Store #$0014 to 00:700E
E0/1413: D1 11 00             Execute event id $0011
E0/1416: D8 01 25 14          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/1425
E0/141A: AA 0E                Increment 00:70AE
E0/141C: E1 0E 19 25 14       If value at 00:70AE != #$19, jump to address $E0/1425
E0/1421: 14 F2 B7 01          Set Object: NPC #0 ---> Command: Set object to movement: $01B7
E0/1425: FE                   Return


EVENT [C50] ------------------------------------------------------------>
E0/1426: E0 08 15 43 14       If value at 00:70A8 = #$15, jump to address $E0/1443
E0/142B: E0 08 16 4C 14       If value at 00:70A8 = #$16, jump to address $E0/144C
E0/1430: E0 08 17 55 14       If value at 00:70A8 = #$17, jump to address $E0/1455
E0/1435: E0 08 18 5E 14       If value at 00:70A8 = #$18, jump to address $E0/145E
E0/143A: A0 18                Set event flag memory address 00:7043 Bit 0
E0/143C: D1 20 00             Execute event id $0020
E0/143F: F3 51 A8             <UNKNOWN COMMAND $F2>
E0/1442: FE                   Return

E0/1443: A0 19                Set event flag memory address 00:7043 Bit 1
E0/1445: D1 22 00             Execute event id $0022
E0/1448: F3 51 AA             <UNKNOWN COMMAND $F2>
E0/144B: FE                   Return

E0/144C: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/144E: D1 22 00             Execute event id $0022
E0/1451: F3 51 AC             <UNKNOWN COMMAND $F2>
E0/1454: FE                   Return

E0/1455: A0 1B                Set event flag memory address 00:7043 Bit 3
E0/1457: D1 22 00             Execute event id $0022
E0/145A: F3 51 AE             <UNKNOWN COMMAND $F2>
E0/145D: FE                   Return

E0/145E: A0 1C                Set event flag memory address 00:7043 Bit 4
E0/1460: D1 22 00             Execute event id $0022
E0/1463: F3 51 B0             <UNKNOWN COMMAND $F2>
E0/1466: FE                   Return


EVENT [C51] ------------------------------------------------------------>
E0/1467: D8 B0 37 18          If event flag memory address 00:7056 Bit 0 set, jump to address $E0/1837
E0/146B: A0 B0                Set event flag memory address 00:7056 Bit 0
E0/146D: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/146F: 80 1A 6A             Move object to on-screen coords: (832,848)
   E0/1472: 76                   Object faces up
   E0/1473: F0 00                Frame Duration: 0
E0/1475: 24 26                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x26 bytes)
   E0/1477: C8 00                <UNKNOWN COMMAND $C8>
   E0/1479: B0 0D 00 00          Store #$0000 to 00:701A
   E0/147D: 99                   <UNKNOWN COMMAND $99>
   E0/147E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/147F: 07                   Clear "moon-walk" Bits
   E0/1480: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/1481: 10 45                Set transition flag, 1/2 speed
   E0/1483: 57 02                Shift object up-right 32 pixels
   E0/1485: 08 51 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/1488: 10 43                Set transition flag, x4 speed
   E0/148A: 43                   <UNKNOWN COMMAND $43>
   E0/148B: 09                   Reset all object properties to default
   E0/148C: 75                   Object faces up-left
   E0/148D: 10 81                Set sequence flag, x2 speed
   E0/148F: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/1492: 7F 20 00             Object jumps (with sound effect) #$0020 units
   E0/1495: F0 17                Frame Duration: 23
   E0/1497: 09                   Reset all object properties to default
   E0/1498: 10 80                Set sequence flag, x1 speed
   E0/149A: 75                   Object faces up-left
   E0/149B: F0 00                Frame Duration: 0
E0/149D: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/149F: 76                   Object faces up
   E0/14A0: F0 17                Frame Duration: 23
   E0/14A2: 7E 20 00             Object jumps #$0020 units
   E0/14A5: F0 17                Frame Duration: 23
   E0/14A7: 08 14 00             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/14AA: F0 0F                Frame Duration: 15
   E0/14AC: 09                   Reset all object properties to default
E0/14AD: 14 2A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x2A bytes)
   E0/14AF: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   E0/14B2: F0 95                Frame Duration: 149
   E0/14B4: 09                   Reset all object properties to default
   E0/14B5: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/14B6: 77                   Object faces up-right
   E0/14B7: 57 02                Shift object up-right 32 pixels
   E0/14B9: 08 14 01             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/14BC: F0 2F                Frame Duration: 47
   E0/14BE: 09                   Reset all object properties to default
   E0/14BF: 73                   Object faces down-left
   E0/14C0: 53 02                Shift object down-left 32 pixels
   E0/14C2: 08 13 03             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/14C5: F0 2F                Frame Duration: 47
   E0/14C7: 71                   Object faces down-right
   E0/14C8: D4 02                Start code block, repeat 2 times
   E0/14CA: 09                   Reset all object properties to default
   E0/14CB: F0 00                Frame Duration: 0
   E0/14CD: DC 18 CB 14          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/14CB
   E0/14D1: A4 18                Clear event flag memory address 00:7043 Bit 0
   E0/14D3: 08 08 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   E0/14D6: F0 05                Frame Duration: 5
   E0/14D8: D7                   End of code block
E0/14D9: 1A 1A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x1A bytes)
   E0/14DB: F0 13                Frame Duration: 19
   E0/14DD: 71                   Object faces down-right
   E0/14DE: F1 35 01             Frame Duration: 309
   E0/14E1: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/14E2: 10 81                Set sequence flag, x2 speed
   E0/14E4: 55 02                Shift object up-left 32 pixels
   E0/14E6: A0 18                Set event flag memory address 00:7043 Bit 0
   E0/14E8: F0 1F                Frame Duration: 31
   E0/14EA: 71                   Object faces down-right
   E0/14EB: F0 07                Frame Duration: 7
   E0/14ED: 51 02                Shift object down-right 32 pixels
   E0/14EF: 75                   Object faces up-left
   E0/14F0: 10 80                Set sequence flag, x1 speed
   E0/14F2: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/14F3: F0 00                Frame Duration: 0
E0/14F5: 1B 20                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x20 bytes)
   E0/14F7: 61 04                Shift object down-right 4 pixels
   E0/14F9: F0 1D                Frame Duration: 29
   E0/14FB: 75                   Object faces up-left
   E0/14FC: 06                   Set "moon-walk" Bits
   E0/14FD: 65 06                Shift object up-left 6 pixels
   E0/14FF: 61 02                Shift object down-right 2 pixels
   E0/1501: 07                   Clear "moon-walk" Bits
   E0/1502: F0 63                Frame Duration: 99
   E0/1504: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/1507: F0 07                Frame Duration: 7
   E0/1509: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/150C: F0 0F                Frame Duration: 15
   E0/150E: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/1511: F0 07                Frame Duration: 7
   E0/1513: 09                   Reset all object properties to default
   E0/1514: 75                   Object faces up-left
   E0/1515: F0 00                Frame Duration: 0
E0/1517: 1C 15                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x15 bytes)
   E0/1519: F0 A9                Frame Duration: 169
   E0/151B: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/151E: F0 07                Frame Duration: 7
   E0/1520: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/1523: F0 0F                Frame Duration: 15
   E0/1525: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/1528: F0 07                Frame Duration: 7
   E0/152A: 09                   Reset all object properties to default
   E0/152B: 75                   Object faces up-left
   E0/152C: F0 00                Frame Duration: 0
E0/152E: 1D 15                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x15 bytes)
   E0/1530: F0 C7                Frame Duration: 199
   E0/1532: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/1535: F0 07                Frame Duration: 7
   E0/1537: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/153A: F0 0F                Frame Duration: 15
   E0/153C: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/153F: F0 07                Frame Duration: 7
   E0/1541: 09                   Reset all object properties to default
   E0/1542: 75                   Object faces up-left
   E0/1543: F0 00                Frame Duration: 0
E0/1545: 1E 1C                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x1C bytes)
   E0/1547: 63 04                Shift object down-left 4 pixels
   E0/1549: 75                   Object faces up-left
   E0/154A: F0 EF                Frame Duration: 239
   E0/154C: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/154D: 10 81                Set sequence flag, x2 speed
   E0/154F: 43                   <UNKNOWN COMMAND $43>
   E0/1550: 55 04                Shift object up-left 64 pixels
   E0/1552: 77                   Object faces up-right
   E0/1553: F0 31                Frame Duration: 49
   E0/1555: 51 04                Shift object down-right 64 pixels
   E0/1557: 47                   <UNKNOWN COMMAND $47>
   E0/1558: 75                   Object faces up-left
   E0/1559: F0 0F                Frame Duration: 15
   E0/155B: 67 04                Shift object up-right 4 pixels
   E0/155D: 75                   Object faces up-left
   E0/155E: 10 80                Set sequence flag, x1 speed
   E0/1560: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/1561: F0 00                Frame Duration: 0
E0/1563: 1F 1A                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x1A bytes)
   E0/1565: F0 01                Frame Duration: 1
   E0/1567: 71                   Object faces down-right
   E0/1568: F1 8F 01             Frame Duration: 399
   E0/156B: 73                   Object faces down-left
   E0/156C: F0 0E                Frame Duration: 14
   E0/156E: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/156F: 55 02                Shift object up-left 32 pixels
   E0/1571: 53 03                Shift object down-left 48 pixels
   E0/1573: 75                   Object faces up-left
   E0/1574: A0 18                Set event flag memory address 00:7043 Bit 0
   E0/1576: F0 0E                Frame Duration: 14
   E0/1578: 57 03                Shift object up-right 48 pixels
   E0/157A: 51 02                Shift object down-right 32 pixels
   E0/157C: 75                   Object faces up-left
   E0/157D: F0 00                Frame Duration: 0
E0/157F: 20 08                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/1581: F0 DB                Frame Duration: 219
   E0/1583: 73                   Object faces down-left
   E0/1584: F0 22                Frame Duration: 34
   E0/1586: 75                   Object faces up-left
   E0/1587: F0 00                Frame Duration: 0
E0/1589: 21 08                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/158B: F0 EF                Frame Duration: 239
   E0/158D: 73                   Object faces down-left
   E0/158E: F0 22                Frame Duration: 34
   E0/1590: 75                   Object faces up-left
   E0/1591: F0 00                Frame Duration: 0
E0/1593: 22 15                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x15 bytes)
   E0/1595: 63 04                Shift object down-left 4 pixels
   E0/1597: 71                   Object faces down-right
   E0/1598: F0 27                Frame Duration: 39
   E0/159A: 73                   Object faces down-left
   E0/159B: F0 18                Frame Duration: 24
   E0/159D: 75                   Object faces up-left
   E0/159E: F0 4F                Frame Duration: 79
   E0/15A0: 67 04                Shift object up-right 4 pixels
   E0/15A2: F0 5E                Frame Duration: 94
   E0/15A4: 73                   Object faces down-left
   E0/15A5: F0 0E                Frame Duration: 14
   E0/15A7: 75                   Object faces up-left
   E0/15A8: F0 00                Frame Duration: 0
E0/15AA: 23 11                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x11 bytes)
   E0/15AC: F1 2B 01             Frame Duration: 299
   E0/15AF: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/15B0: 43                   <UNKNOWN COMMAND $43>
   E0/15B1: 55 04                Shift object up-left 64 pixels
   E0/15B3: 77                   Object faces up-right
   E0/15B4: F0 17                Frame Duration: 23
   E0/15B6: 51 04                Shift object down-right 64 pixels
   E0/15B8: 47                   <UNKNOWN COMMAND $47>
   E0/15B9: 75                   Object faces up-left
   E0/15BA: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/15BB: F0 00                Frame Duration: 0
E0/15BD: 15 1B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1B bytes)
   E0/15BF: 73                   Object faces down-left
   E0/15C0: F0 07                Frame Duration: 7
   E0/15C2: 71                   Object faces down-right
   E0/15C3: F1 17 01             Frame Duration: 279
   E0/15C6: 73                   Object faces down-left
   E0/15C7: F0 3B                Frame Duration: 59
   E0/15C9: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/15CA: 55 02                Shift object up-left 32 pixels
   E0/15CC: 57 03                Shift object up-right 48 pixels
   E0/15CE: 75                   Object faces up-left
   E0/15CF: A0 18                Set event flag memory address 00:7043 Bit 0
   E0/15D1: F0 0F                Frame Duration: 15
   E0/15D3: 53 03                Shift object down-left 48 pixels
   E0/15D5: 51 02                Shift object down-right 32 pixels
   E0/15D7: 75                   Object faces up-left
   E0/15D8: F0 00                Frame Duration: 0
E0/15DA: 16 12                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/15DC: 60 06                Shift object right 6 pixels
   E0/15DE: F0 6D                Frame Duration: 109
   E0/15E0: 75                   Object faces up-left
   E0/15E1: F0 0E                Frame Duration: 14
   E0/15E3: 73                   Object faces down-left
   E0/15E4: F0 22                Frame Duration: 34
   E0/15E6: 75                   Object faces up-left
   E0/15E7: F0 07                Frame Duration: 7
   E0/15E9: 64 06                Shift object left 6 pixels
   E0/15EB: 75                   Object faces up-left
   E0/15EC: F0 00                Frame Duration: 0
E0/15EE: 17 08                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/15F0: F0 9F                Frame Duration: 159
   E0/15F2: 73                   Object faces down-left
   E0/15F3: F0 0F                Frame Duration: 15
   E0/15F5: 75                   Object faces up-left
   E0/15F6: F0 00                Frame Duration: 0
E0/15F8: 18 08                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/15FA: F0 B3                Frame Duration: 179
   E0/15FC: 73                   Object faces down-left
   E0/15FD: F0 0F                Frame Duration: 15
   E0/15FF: 75                   Object faces up-left
   E0/1600: F0 00                Frame Duration: 0
E0/1602: 19 10                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/1604: F0 C7                Frame Duration: 199
   E0/1606: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/1607: 43                   <UNKNOWN COMMAND $43>
   E0/1608: 55 04                Shift object up-left 64 pixels
   E0/160A: 77                   Object faces up-right
   E0/160B: F0 17                Frame Duration: 23
   E0/160D: 51 04                Shift object down-right 64 pixels
   E0/160F: 47                   <UNKNOWN COMMAND $47>
   E0/1610: 75                   Object faces up-left
   E0/1611: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/1612: F0 00                Frame Duration: 0
E0/1614: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/1616: 80 15 4D             Move object to on-screen coords: (688,616)
E0/1619: 60 40 86 62          Run Dialogue $0640 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:
    All right people! Form ranks!

E0/161D: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/161F: 7F 40 00             Object jumps (with sound effect) #$0040 units
   E0/1622: F0 13                Frame Duration: 19
   E0/1624: 09                   Reset all object properties to default
E0/1625: 60 41 86 62          Run Dialogue $0641 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

<I>

 Attention, Shelled warriors!

E0/1629: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/162B: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/162D: 09                   Reset all object properties to default
   E0/162E: F0 00                Frame Duration: 0
E0/1630: 1A 98                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   E0/1632: 09                   Reset all object properties to default
   E0/1633: 45                   <UNKNOWN COMMAND $45>
   E0/1634: 3E 1B 1A 39 16       <UNKNOWN COMMAND $3E: pointer to address $E0/1639>
   E0/1639: F0 00                Frame Duration: 0
   E0/163B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/163C: FD 9E                <UNKNOWN COMMAND $9E>
   E0/163E: 65 F0                Shift object up-left 240 pixels
   E0/1640: 00                   Set Bit 7 of current object (enable object visibility)
   E0/1641: DC 18 3F 16          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/163F
   E0/1645: 00                   Set Bit 7 of current object (enable object visibility)
   E0/1646: 41                   <UNKNOWN COMMAND $41>
   E0/1647: 75                   Object faces up-left
   E0/1648: F0 00                Frame Duration: 0
E0/164A: 60 42 86 62          Run Dialogue $0642 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

<I>
 ...Hooded sorcerers...

E0/164E: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/1650: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/1652: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
   E0/1655: F0 00                Frame Duration: 0
E0/1657: 1F 94                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   E0/1659: 45                   <UNKNOWN COMMAND $45>
   E0/165A: 3E 1A 1F 5F 16       <UNKNOWN COMMAND $3E: pointer to address $E0/165F>
   E0/165F: F0 00                Frame Duration: 0
   E0/1661: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/1662: F0 00                Frame Duration: 0
   E0/1664: DC 18 62 16          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/1662
   E0/1668: 00                   Set Bit 7 of current object (enable object visibility)
   E0/1669: 41                   <UNKNOWN COMMAND $41>
   E0/166A: 75                   Object faces up-left
   E0/166B: F0 00                Frame Duration: 0
E0/166D: 60 43 86 62          Run Dialogue $0643 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

<I>
 ...And last, but not least,
 groundling Goombas!

E0/1671: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/1673: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
   E0/1676: F0 00                Frame Duration: 0
E0/1678: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/167A: 09                   Reset all object properties to default
   E0/167B: 45                   <UNKNOWN COMMAND $45>
   E0/167C: 77                   Object faces up-right
   E0/167D: FD 9E                <UNKNOWN COMMAND $9E>
   E0/167F: 2D 80 94             <UNKNOWN COMMAND $2D>
E0/1682: 90                   <UNKNOWN COMMAND $90>
E0/1683: 2B 05                Set Object: NPC #23 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/1685: F0 07                Frame Duration: 7
   E0/1687: 80 00 00             Move object to on-screen coords: (0,0)
E0/168A: 2B 05                Set Object: NPC #23 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/168C: 15 86                Clear Bits $7 of current object address 0C,x and set Bit(s) $134
   E0/168E: F0 3F                Frame Duration: 63
   E0/1690: 41                   <UNKNOWN COMMAND $41>
E0/1691: 75                   Darken screen from normal before following commands
E0/1692: F0 00                Duration: 0 frames
E0/1694: 82                   <UNKNOWN COMMAND $82>
E0/1695: 60 44 86 62          Run Dialogue $0644 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

<I>

 This is our finest moment!
 The Koopa Troop is invincible!
 We shall be victorious!


E0/1699: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/169B: 08 11 0A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/169E: F0 5F                Frame Duration: 95
   E0/16A0: 09                   Reset all object properties to default
E0/16A1: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/16A3: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/16A6: FD 9E                <UNKNOWN COMMAND $9E>
   E0/16A8: 1A                   <UNKNOWN COMMAND $1A>
   E0/16A9: F0 77                Frame Duration: 119
E0/16AB: 60 45 A6 62          Run Dialogue $0645 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 The bridge is down, but we'll
 find a way to get back in!
 Move out, on the double!<I><END>


E0/16AF: 14 17                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x17 bytes)
   E0/16B1: 09                   Reset all object properties to default
   E0/16B2: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/16B3: F0 2F                Frame Duration: 47
   E0/16B5: 77                   Object faces up-right
   E0/16B6: FD 9E                <UNKNOWN COMMAND $9E>
   E0/16B8: 39                   <UNKNOWN COMMAND $39>
   E0/16B9: 08 11 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/16BC: F0 2F                Frame Duration: 47
   E0/16BE: 09                   Reset all object properties to default
   E0/16BF: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/16C0: F0 0F                Frame Duration: 15
   E0/16C2: FD 0F 03             Object overlaps BG1 & BG2
   E0/16C5: 57 09                Shift object up-right 144 pixels
   E0/16C7: 01                   Clear Bit 7 of current object (disable object visibility)
E0/16C8: 1A 12                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/16CA: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/16CB: F0 3B                Frame Duration: 59
   E0/16CD: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/16CE: FD 9E                <UNKNOWN COMMAND $9E>
   E0/16D0: 2E F0 3B             <UNKNOWN COMMAND $2E>
   E0/16D3: FD 0F 03             Object overlaps BG1 & BG2
   E0/16D6: 55 03                Shift object up-left 48 pixels
   E0/16D8: 57 09                Shift object up-right 144 pixels
   E0/16DA: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/16DB: FE                   Return Queue

E0/16DC: 1B 0F                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/16DE: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/16DF: F0 3B                Frame Duration: 59
   E0/16E1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/16E2: F0 3B                Frame Duration: 59
   E0/16E4: FD 0F 03             Object overlaps BG1 & BG2
   E0/16E7: 55 04                Shift object up-left 64 pixels
   E0/16E9: 57 09                Shift object up-right 144 pixels
   E0/16EB: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/16EC: FE                   Return Queue

E0/16ED: 1C 0F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/16EF: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/16F0: F0 3B                Frame Duration: 59
   E0/16F2: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/16F3: F0 3B                Frame Duration: 59
   E0/16F5: FD 0F 03             Object overlaps BG1 & BG2
   E0/16F8: 55 05                Shift object up-left 80 pixels
   E0/16FA: 57 09                Shift object up-right 144 pixels
   E0/16FC: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/16FD: FE                   Return Queue

E0/16FE: 1D 0F                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/1700: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/1701: F0 3B                Frame Duration: 59
   E0/1703: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/1704: F0 3B                Frame Duration: 59
   E0/1706: FD 0F 03             Object overlaps BG1 & BG2
   E0/1709: 55 06                Shift object up-left 96 pixels
   E0/170B: 57 09                Shift object up-right 144 pixels
   E0/170D: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/170E: FE                   Return Queue

E0/170F: 1E 0F                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/1711: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/1712: F0 3B                Frame Duration: 59
   E0/1714: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/1715: F0 3B                Frame Duration: 59
   E0/1717: FD 0F 03             Object overlaps BG1 & BG2
   E0/171A: 55 07                Shift object up-left 112 pixels
   E0/171C: 57 09                Shift object up-right 144 pixels
   E0/171E: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/171F: FE                   Return Queue

E0/1720: 1F 0F                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/1722: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/1723: F0 3B                Frame Duration: 59
   E0/1725: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/1726: F0 F9                Frame Duration: 249
   E0/1728: FD 0F 03             Object overlaps BG1 & BG2
   E0/172B: 55 03                Shift object up-left 48 pixels
   E0/172D: 57 06                Shift object up-right 96 pixels
   E0/172F: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/1730: FE                   Return Queue

E0/1731: 20 0F                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/1733: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/1734: F0 3B                Frame Duration: 59
   E0/1736: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/1737: F0 F9                Frame Duration: 249
   E0/1739: FD 0F 03             Object overlaps BG1 & BG2
   E0/173C: 55 04                Shift object up-left 64 pixels
   E0/173E: 57 06                Shift object up-right 96 pixels
   E0/1740: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/1741: FE                   Return Queue

E0/1742: 21 0F                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/1744: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/1745: F0 3B                Frame Duration: 59
   E0/1747: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/1748: F0 F9                Frame Duration: 249
   E0/174A: FD 0F 03             Object overlaps BG1 & BG2
   E0/174D: 55 05                Shift object up-left 80 pixels
   E0/174F: 57 06                Shift object up-right 96 pixels
   E0/1751: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/1752: FE                   Return Queue

E0/1753: 22 0F                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/1755: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/1756: F0 3B                Frame Duration: 59
   E0/1758: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/1759: F0 F9                Frame Duration: 249
   E0/175B: FD 0F 03             Object overlaps BG1 & BG2
   E0/175E: 55 06                Shift object up-left 96 pixels
   E0/1760: 57 06                Shift object up-right 96 pixels
   E0/1762: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/1763: FE                   Return Queue

E0/1764: 23 0F                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/1766: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/1767: F0 3B                Frame Duration: 59
   E0/1769: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/176A: F0 F9                Frame Duration: 249
   E0/176C: FD 0F 03             Object overlaps BG1 & BG2
   E0/176F: 55 07                Shift object up-left 112 pixels
   E0/1771: 57 06                Shift object up-right 96 pixels
   E0/1773: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/1774: FE                   Return Queue

E0/1775: 15 10                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/1777: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/1778: F0 3B                Frame Duration: 59
   E0/177A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/177B: F1 2B 01             Frame Duration: 299
   E0/177E: FD 0F 03             Object overlaps BG1 & BG2
   E0/1781: 55 03                Shift object up-left 48 pixels
   E0/1783: 57 05                Shift object up-right 80 pixels
   E0/1785: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/1786: FE                   Return Queue

E0/1787: 16 10                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/1789: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/178A: F0 3B                Frame Duration: 59
   E0/178C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/178D: F1 2B 01             Frame Duration: 299
   E0/1790: FD 0F 03             Object overlaps BG1 & BG2
   E0/1793: 55 04                Shift object up-left 64 pixels
   E0/1795: 57 05                Shift object up-right 80 pixels
   E0/1797: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/1798: FE                   Return Queue

E0/1799: 17 10                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/179B: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/179C: F0 3B                Frame Duration: 59
   E0/179E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/179F: F1 2B 01             Frame Duration: 299
   E0/17A2: FD 0F 03             Object overlaps BG1 & BG2
   E0/17A5: 55 05                Shift object up-left 80 pixels
   E0/17A7: 57 04                Shift object up-right 64 pixels
   E0/17A9: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/17AA: FE                   Return Queue

E0/17AB: 18 10                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/17AD: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/17AE: F0 3B                Frame Duration: 59
   E0/17B0: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/17B1: F1 2B 01             Frame Duration: 299
   E0/17B4: FD 0F 03             Object overlaps BG1 & BG2
   E0/17B7: 55 06                Shift object up-left 96 pixels
   E0/17B9: 57 04                Shift object up-right 64 pixels
   E0/17BB: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/17BC: FE                   Return Queue

E0/17BD: 19 10                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/17BF: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/17C0: F0 3B                Frame Duration: 59
   E0/17C2: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/17C3: F1 2B 01             Frame Duration: 299
   E0/17C6: FD 0F 03             Object overlaps BG1 & BG2
   E0/17C9: 55 07                Shift object up-left 112 pixels
   E0/17CB: 57 03                Shift object up-right 48 pixels
   E0/17CD: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/17CE: FE                   Return Queue

E0/17CF: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/17D1: F1 7B 01             Frame Duration: 379
   E0/17D4: 52 08                Shift object down 128 pixels
E0/17D6: 9E 08 00             <UNKNOWN>
E0/17D9: 24 13                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x13 bytes)
   E0/17DB: 10 C0                Set transition and sequence flags, x1 speed
   E0/17DD: 73                   Object faces down-left
   E0/17DE: F0 63                Frame Duration: 99
   E0/17E0: 71                   Object faces down-right
   E0/17E1: F0 13                Frame Duration: 19
   E0/17E3: 08 15 02             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/17E6: F0 1D                Frame Duration: 29
   E0/17E8: 09                   Reset all object properties to default
   E0/17E9: 73                   Object faces down-left
   E0/17EA: F0 00                Frame Duration: 0
   E0/17EC: A0 19                Set event flag memory address 00:7043 Bit 1
E0/17EE: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/17F0: 77                   Object faces up-right
   E0/17F1: F0 13                Frame Duration: 19
E0/17F3: 60 46 A6 62          Run Dialogue $0646 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Bowser and his
 troops must be on their way to
 Bowser's Keep.<I>

 Come on! Rose Town is
 just up ahead.<I><END>


E0/17F7: F0 00                Duration: 0 frames
E0/17F9: DC 19 F7 17          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/17F7
E0/17FD: 24 85                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/17FF: 09                   Reset all object properties to default
   E0/1800: 43                   <UNKNOWN COMMAND $43>
   E0/1801: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/1802: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
E0/1804: F2 42 28             <UNKNOWN COMMAND $F2>
E0/1807: F2 42 2A             <UNKNOWN COMMAND $F2>
E0/180A: F2 42 2C             <UNKNOWN COMMAND $F2>
E0/180D: F2 42 2E             <UNKNOWN COMMAND $F2>
E0/1810: F2 42 30             <UNKNOWN COMMAND $F2>
E0/1813: F2 42 32             <UNKNOWN COMMAND $F2>
E0/1816: F2 42 34             <UNKNOWN COMMAND $F2>
E0/1819: F2 42 36             <UNKNOWN COMMAND $F2>
E0/181C: F2 42 38             <UNKNOWN COMMAND $F2>
E0/181F: F2 42 3A             <UNKNOWN COMMAND $F2>
E0/1822: F2 42 3C             <UNKNOWN COMMAND $F2>
E0/1825: F2 42 3E             <UNKNOWN COMMAND $F2>
E0/1828: F2 42 40             <UNKNOWN COMMAND $F2>
E0/182B: F2 42 42             <UNKNOWN COMMAND $F2>
E0/182E: F2 42 44             <UNKNOWN COMMAND $F2>
E0/1831: F2 42 46             <UNKNOWN COMMAND $F2>
E0/1834: F2 42 48             <UNKNOWN COMMAND $F2>
E0/1837: FE                   Return


EVENT [C52] ------------------------------------------------------------>
E0/1838: A5 E1                Clear event flag memory address 00:707C Bit 1
E0/183A: A1 31                Set event flag memory address 00:7066 Bit 1
E0/183C: A1 72                Set event flag memory address 00:706E Bit 2
E0/183E: F2 4F C2             <UNKNOWN COMMAND $F2>
E0/1841: F2 4F C4             <UNKNOWN COMMAND $F2>
E0/1844: F2 4F C6             <UNKNOWN COMMAND $F2>
E0/1847: F2 4F C8             <UNKNOWN COMMAND $F2>
E0/184A: F2 50 AE             <UNKNOWN COMMAND $F2>
E0/184D: F2 50 B0             <UNKNOWN COMMAND $F2>
E0/1850: F2 52 AA             <UNKNOWN COMMAND $F2>
E0/1853: F2 52 AC             <UNKNOWN COMMAND $F2>
E0/1856: F2 52 AE             <UNKNOWN COMMAND $F2>
E0/1859: F2 52 B0             <UNKNOWN COMMAND $F2>
E0/185C: F2 52 B2             <UNKNOWN COMMAND $F2>
E0/185F: F2 52 B4             <UNKNOWN COMMAND $F2>
E0/1862: F2 51 BC             <UNKNOWN COMMAND $F2>
E0/1865: F2 51 BE             <UNKNOWN COMMAND $F2>
E0/1868: 4B 11 C0             Lead to World Map Point $C011
E0/186B: FE                   Return


EVENT [C53] ------------------------------------------------------------>
E0/186C: A5 E1                Clear event flag memory address 00:707C Bit 1
E0/186E: D2 3E 18             Jump to address $E0/183E

EVENT [C54] ------------------------------------------------------------>
E0/1871: 40 55 2C             Execute event id $2C55 simultaneously with the following commands
E0/1874: D0 0F 00             Execute event id $000F subsequently

EVENT [C55] ------------------------------------------------------------>
E0/1877: C4 80                <UNKNOWN COMMAND $C4>
E0/1879: E2 0C 00 87 18       If value at 00:7000 = #$000C, jump to address $E0/1887
E0/187E: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/1880: 13 01                Layering priority: Normal
   E0/1882: F0 00                Frame Duration: 0
E0/1884: D2 77 18             Jump to address $E0/1877
E0/1887: C5 80                <UNKNOWN COMMAND $C5>
E0/1889: E3 3D 00 7E 18       If value at 00:7000 != #$003D, jump to address $E0/187E
E0/188E: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/1890: 13 02                Layering priority: Object overlaps MARIO
   E0/1892: F0 00                Frame Duration: 0
E0/1894: D2 77 18             Jump to address $E0/1877

EVENT [C56] ------------------------------------------------------------>
E0/1897: D8 C0 AE 18          If event flag memory address 00:7058 Bit 0 set, jump to address $E0/18AE
E0/189B: A0 C0                Set event flag memory address 00:7058 Bit 0
E0/189D: 9C 0E                Play sound effect #$0E
E0/189F: C7 00                <UNKNOWN COMMAND $C7>
E0/18A1: B1 0A 00 02          Add #$0200 to 00:7014
E0/18A5: 3F 00 A9 18          <UNKNOWN COMMAND: pointer to address $18A9>
E0/18A9: AC 01 00             Store #$0001 to 00:7000
E0/18AC: FD 57                Add # at 00:7000 to max FP
E0/18AE: FE                   Return


EVENT [C57] ------------------------------------------------------------>
E0/18AF: A0 18                Set event flag memory address 00:7043 Bit 0
E0/18B1: 42 BD 18 BD 18       <UNKNOWN COMMAND $42>
E0/18B6: 60 66 A6 D0          Run Dialogue $0666 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

PA'MOLE: I just can't go any
 further. Please...
 ...Go find Dyna & little Mite!<I><END>


E0/18BA: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/18BC: FE                   Return

E0/18BD: 34 FF                Change directional maneuverability: left right down up 
E0/18BF: D4 3B                Start code block, repeat 59 times
E0/18C1: F0 00                Duration: 0 frames
E0/18C3: 3D CD 18             <UNKNOWN COMMAND: pointer to address $18CD>
E0/18C6: D7                   End of code block
E0/18C7: 34 00                Change directional maneuverability: 
E0/18C9: 60 6E A6 D0          Run Dialogue $066E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

PA'MOLE: Hey, hey! It's not time
 to be goofing off now. Do that
 AFTER you find Dyna & Mite.<I><END>


E0/18CD: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/18CF: FE                   Return


EVENT [C58] ------------------------------------------------------------>
E0/18D0: 5B                   <UNKNOWN COMMAND $5B>
E0/18D1: F8 1E A9 DC 18       <UNKNOWN COMMAND $F8>
E0/18D6: 68 1E 81 14 19 60    Enter area: $011E
                              MARIO will be at coords: (656,200) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/18DC: FE                   Return


EVENT [C59] ------------------------------------------------------------>
E0/18DD: 5B                   <UNKNOWN COMMAND $5B>
E0/18DE: F8 1F A9 EA 18       <UNKNOWN COMMAND $F8>
E0/18E3: 68 1F 81 17 48 E0    Enter area: $011F
                              MARIO will be at coords: (736,576) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/18E9: FE                   Return

E0/18EA: D2 66 21             Jump to address $E0/2166
E0/18ED: FE                   Return


EVENT [C5A] ------------------------------------------------------------>
E0/18EE: DC B3 F8 18          If event flag memory address 00:7056 Bit 3 clear, jump to address $E0/18F8
E0/18F2: 68 14 81 13 1B 60    Enter area: $0114
                              MARIO will be at coords: (624,216) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/18F8: FE                   Return


EVENT [C5B] ------------------------------------------------------------>
E0/18F9: B0 0B 05 00          Store #$0005 to 00:7016
E0/18FD: B0 0C 5A 00          Store #$005A to 00:7018
E0/1901: D1 42 00             Execute event id $0042
E0/1904: 68 4D 81 05 14 40    Enter area: $014D
                              MARIO will be at coords: (160,160) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/190A: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/190E: FE                   Return


EVENT [C5C] ------------------------------------------------------------>
E0/190F: B0 0B 0E 00          Store #$000E to 00:7016
E0/1913: B0 0C 5A 00          Store #$005A to 00:7018
E0/1917: D1 42 00             Execute event id $0042
E0/191A: 68 38 80 0C 1A 48    Enter area: $0038
                              MARIO will be at coords: (384,208) Z=128
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1920: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1924: FE                   Return


EVENT [C5D] ------------------------------------------------------------>
E0/1925: D8 23 2E 19          If event flag memory address 00:7044 Bit 3 set, jump to address $E0/192E
E0/1929: 40 5E 2C             Execute event id $2C5E simultaneously with the following commands
E0/192C: A0 23                Set event flag memory address 00:7044 Bit 3
E0/192E: FE                   Return


EVENT [C5E] ------------------------------------------------------------>
E0/192F: C7 80                <UNKNOWN COMMAND $C7>
E0/1931: E5 08 16 00 49 19    If value at 00:7010 = #$0016, jump to address $E0/1949
E0/1937: E5 09 4A 00 49 19    If value at 00:7012 = #$004A, jump to address $E0/1949
E0/193D: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/193F: FD 0F 03             Object overlaps BG1 & BG2
   E0/1942: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/1944: F0 00                Duration: 0 frames
E0/1946: D2 2F 19             Jump to address $E0/192F
E0/1949: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/194B: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   E0/194D: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
E0/194F: F0 00                Duration: 0 frames
E0/1951: D2 2F 19             Jump to address $E0/192F

EVENT [C5F] ------------------------------------------------------------>
E0/1954: A8 3F 36             Store #$36 to 00:70DF
E0/1957: 9B                   Stop sound effect
E0/1958: D0 0F 00             Execute event id $000F subsequently

EVENT [C60] ------------------------------------------------------------>
E0/195B: B0 0B 0F 00          Store #$000F to 00:7016
E0/195F: B0 0C 68 00          Store #$0068 to 00:7018
E0/1963: D1 42 00             Execute event id $0042
E0/1966: 68 2D 81 0B 76 40    Enter area: $012D
                              MARIO will be at coords: (352,944) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/196C: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1970: FE                   Return


EVENT [C61] ------------------------------------------------------------>
E0/1971: B0 0B 02 00          Store #$0002 to 00:7016
E0/1975: B0 0C 2A 00          Store #$002A to 00:7018
E0/1979: D1 42 00             Execute event id $0042
E0/197C: 68 39 80 02 6A 45    Enter area: $0039
                              MARIO will be at coords: (64,848) Z=80
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1982: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1986: FE                   Return


EVENT [C62] ------------------------------------------------------------>
E0/1987: B0 0B 1E 00          Store #$001E to 00:7016
E0/198B: B0 0C 62 00          Store #$0062 to 00:7018
E0/198F: D1 42 00             Execute event id $0042
E0/1992: 68 3C 80 0B 36 44    Enter area: $003C
                              MARIO will be at coords: (352,432) Z=64
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1998: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/199C: FE                   Return


EVENT [C63] ------------------------------------------------------------>
E0/199D: B0 0B 0B 00          Store #$000B to 00:7016
E0/19A1: B0 0C 36 00          Store #$0036 to 00:7018
E0/19A5: D1 42 00             Execute event id $0042
E0/19A8: 68 3B 80 1E 62 40    Enter area: $003B
                              MARIO will be at coords: (960,784) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/19AE: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/19B2: FE                   Return


EVENT [C64] ------------------------------------------------------------>
E0/19B3: B0 0B 02 00          Store #$0002 to 00:7016
E0/19B7: B0 0C 6A 00          Store #$006A to 00:7018
E0/19BB: D1 42 00             Execute event id $0042
E0/19BE: 68 3C 80 02 2A 40    Enter area: $003C
                              MARIO will be at coords: (64,336) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/19C4: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/19C8: FE                   Return


EVENT [C65] ------------------------------------------------------------>
E0/19C9: B0 0B 12 00          Store #$0012 to 00:7016
E0/19CD: B0 0C 5A 00          Store #$005A to 00:7018
E0/19D1: D1 42 00             Execute event id $0042
E0/19D4: 68 3A 80 1C 1A 45    Enter area: $003A
                              MARIO will be at coords: (896,208) Z=80
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/19DA: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/19DE: FE                   Return


EVENT [C66] ------------------------------------------------------------>
E0/19DF: B0 0B 08 00          Store #$0008 to 00:7016
E0/19E3: B0 0C 76 00          Store #$0076 to 00:7018
E0/19E7: D1 42 00             Execute event id $0042
E0/19EA: 68 2D 81 02 70 4A    Enter area: $012D
                              MARIO will be at coords: (64,896) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/19F0: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/19F4: FE                   Return


EVENT [C67] ------------------------------------------------------------>
E0/19F5: B0 0B 02 00          Store #$0002 to 00:7016
E0/19F9: B0 0C 70 00          Store #$0070 to 00:7018
E0/19FD: D1 42 00             Execute event id $0042
E0/1A00: 68 39 80 08 76 40    Enter area: $0039
                              MARIO will be at coords: (256,944) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1A06: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1A0A: FE                   Return


EVENT [C68] ------------------------------------------------------------>
E0/1A0B: B0 0B 12 00          Store #$0012 to 00:7016
E0/1A0F: B0 0C 28 00          Store #$0028 to 00:7018
E0/1A13: D1 42 00             Execute event id $0042
E0/1A16: 68 39 80 0B 64 47    Enter area: $0039
                              MARIO will be at coords: (352,800) Z=112
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1A1C: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1A20: FE                   Return


EVENT [C69] ------------------------------------------------------------>
E0/1A21: B0 0B 10 00          Store #$0010 to 00:7016
E0/1A25: B0 0C 2E 00          Store #$002E to 00:7018
E0/1A29: D1 42 00             Execute event id $0042
E0/1A2C: 68 3B 80 1E 5C 47    Enter area: $003B
                              MARIO will be at coords: (960,736) Z=112
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1A32: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1A36: FE                   Return


EVENT [C6A] ------------------------------------------------------------>
E0/1A37: B0 0B 0B 00          Store #$000B to 00:7016
E0/1A3B: B0 0C 64 00          Store #$0064 to 00:7018
E0/1A3F: D1 42 00             Execute event id $0042
E0/1A42: 68 3A 80 12 28 45    Enter area: $003A
                              MARIO will be at coords: (576,320) Z=80
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1A48: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1A4C: FE                   Return


EVENT [C6B] ------------------------------------------------------------>
E0/1A4D: B0 0B 1E 00          Store #$001E to 00:7016
E0/1A51: B0 0C 5C 00          Store #$005C to 00:7018
E0/1A55: D1 42 00             Execute event id $0042
E0/1A58: 68 3C 80 10 2E 4D    Enter area: $003C
                              MARIO will be at coords: (512,368) Z=208
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1A5E: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1A62: FE                   Return


EVENT [C6C] ------------------------------------------------------------>
E0/1A63: B0 0B 1C 00          Store #$001C to 00:7016
E0/1A67: B0 0C 1A 00          Store #$001A to 00:7018
E0/1A6B: D1 42 00             Execute event id $0042
E0/1A6E: 68 3B 80 12 5A 47    Enter area: $003B
                              MARIO will be at coords: (576,720) Z=112
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1A74: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1A78: FE                   Return


EVENT [C6D] ------------------------------------------------------------>
E0/1A79: B0 0B 0B 00          Store #$000B to 00:7016
E0/1A7D: B0 0C 76 00          Store #$0076 to 00:7018
E0/1A81: D1 42 00             Execute event id $0042
E0/1A84: 68 39 80 0F 68 45    Enter area: $0039
                              MARIO will be at coords: (480,832) Z=80
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1A8A: 00 F3 0A 00          Set Object: MARIO ---> Command: Set object to movement: $000A
E0/1A8E: FE                   Return


EVENT [C6E] ------------------------------------------------------------>
E0/1A8F: A8 3F 36             Store #$36 to 00:70DF
E0/1A92: D8 10 99 1A          If event flag memory address 00:7042 Bit 0 set, jump to address $E0/1A99
E0/1A96: D3 B1 1A             Jump to address $E0/1AB1
E0/1A99: A0 48                Set event flag memory address 00:7049 Bit 0
E0/1A9B: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/1A9D: 7E 00 00             Object jumps #$0000 units
E0/1AA0: D0 0F 00             Execute event id $000F subsequently

EVENT [C6F] ------------------------------------------------------------>
E0/1AA3: D1 41 00             Execute event id $0041
E0/1AA6: 68 6C 00 14 29 4A    Enter area: $006C
                              MARIO will be at coords: (656,328) Z=160
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/1AAC: A0 27                Set event flag memory address 00:7044 Bit 7
E0/1AAE: D0 70 06             Execute event id $0670 subsequently
E0/1AB1: D8 B3 FA 1A          If event flag memory address 00:7056 Bit 3 set, jump to address $E0/1AFA
E0/1AB5: F2 16 A9             <UNKNOWN COMMAND $F2>
E0/1AB8: F2 16 AB             <UNKNOWN COMMAND $F2>
E0/1ABB: F2 16 AD             <UNKNOWN COMMAND $F2>
E0/1ABE: F2 12 AD             <UNKNOWN COMMAND $F2>
E0/1AC1: F2 12 AF             <UNKNOWN COMMAND $F2>
E0/1AC4: F2 1B B3             <UNKNOWN COMMAND $F2>
E0/1AC7: F2 1B B5             <UNKNOWN COMMAND $F2>
E0/1ACA: F2 17 AB             <UNKNOWN COMMAND $F2>
E0/1ACD: F2 17 AD             <UNKNOWN COMMAND $F2>
E0/1AD0: F2 17 AF             <UNKNOWN COMMAND $F2>
E0/1AD3: F2 19 B1             <UNKNOWN COMMAND $F2>
E0/1AD6: F2 19 B3             <UNKNOWN COMMAND $F2>
E0/1AD9: F2 19 B5             <UNKNOWN COMMAND $F2>
E0/1ADC: F2 13 AB             <UNKNOWN COMMAND $F2>
E0/1ADF: F2 13 AD             <UNKNOWN COMMAND $F2>
E0/1AE2: F2 13 AF             <UNKNOWN COMMAND $F2>
E0/1AE5: F2 15 B1             <UNKNOWN COMMAND $F2>
E0/1AE8: F2 15 B3             <UNKNOWN COMMAND $F2>
E0/1AEB: F2 15 B5             <UNKNOWN COMMAND $F2>
E0/1AEE: F2 1A A9             <UNKNOWN COMMAND $F2>
E0/1AF1: F2 1A AB             <UNKNOWN COMMAND $F2>
E0/1AF4: F2 1A AD             <UNKNOWN COMMAND $F2>
E0/1AF7: D2 3C 1B             Jump to address $E0/1B3C
E0/1AFA: F2 16 29             <UNKNOWN COMMAND $F2>
E0/1AFD: F2 16 2B             <UNKNOWN COMMAND $F2>
E0/1B00: F2 16 2D             <UNKNOWN COMMAND $F2>
E0/1B03: F2 12 2D             <UNKNOWN COMMAND $F2>
E0/1B06: F2 12 2F             <UNKNOWN COMMAND $F2>
E0/1B09: F2 1B 33             <UNKNOWN COMMAND $F2>
E0/1B0C: F2 1B 35             <UNKNOWN COMMAND $F2>
E0/1B0F: F2 17 2B             <UNKNOWN COMMAND $F2>
E0/1B12: F2 17 2D             <UNKNOWN COMMAND $F2>
E0/1B15: F2 17 2F             <UNKNOWN COMMAND $F2>
E0/1B18: F2 19 31             <UNKNOWN COMMAND $F2>
E0/1B1B: F2 19 33             <UNKNOWN COMMAND $F2>
E0/1B1E: F2 19 35             <UNKNOWN COMMAND $F2>
E0/1B21: F2 13 2B             <UNKNOWN COMMAND $F2>
E0/1B24: F2 13 2D             <UNKNOWN COMMAND $F2>
E0/1B27: F2 13 2F             <UNKNOWN COMMAND $F2>
E0/1B2A: F2 15 31             <UNKNOWN COMMAND $F2>
E0/1B2D: F2 15 33             <UNKNOWN COMMAND $F2>
E0/1B30: F2 15 35             <UNKNOWN COMMAND $F2>
E0/1B33: F2 1A 29             <UNKNOWN COMMAND $F2>
E0/1B36: F2 1A 2B             <UNKNOWN COMMAND $F2>
E0/1B39: F2 1A 2D             <UNKNOWN COMMAND $F2>
E0/1B3C: F2 10 2D             <UNKNOWN COMMAND $F2>
E0/1B3F: F2 10 2F             <UNKNOWN COMMAND $F2>
E0/1B42: F2 10 31             <UNKNOWN COMMAND $F2>
E0/1B45: F2 10 33             <UNKNOWN COMMAND $F2>
E0/1B48: DC BC 61 1B          If event flag memory address 00:7057 Bit 4 clear, jump to address $E0/1B61
E0/1B4C: F2 12 2B             <UNKNOWN COMMAND $F2>
E0/1B4F: F2 10 29             <UNKNOWN COMMAND $F2>
E0/1B52: F2 10 2B             <UNKNOWN COMMAND $F2>
E0/1B55: F2 10 AD             <UNKNOWN COMMAND $F2>
E0/1B58: F2 10 AF             <UNKNOWN COMMAND $F2>
E0/1B5B: F2 10 B1             <UNKNOWN COMMAND $F2>
E0/1B5E: F2 10 B3             <UNKNOWN COMMAND $F2>
E0/1B61: F2 1E 29             <UNKNOWN COMMAND $F2>
E0/1B64: F2 1E 2B             <UNKNOWN COMMAND $F2>
E0/1B67: F2 1E 2D             <UNKNOWN COMMAND $F2>
E0/1B6A: F2 1D AB             <UNKNOWN COMMAND $F2>
E0/1B6D: F2 1D AF             <UNKNOWN COMMAND $F2>
E0/1B70: F2 1D B1             <UNKNOWN COMMAND $F2>
E0/1B73: F2 1D B3             <UNKNOWN COMMAND $F2>
E0/1B76: F2 1D B5             <UNKNOWN COMMAND $F2>
E0/1B79: F2 1F A9             <UNKNOWN COMMAND $F2>
E0/1B7C: F2 1F AB             <UNKNOWN COMMAND $F2>
E0/1B7F: F2 1F AD             <UNKNOWN COMMAND $F2>
E0/1B82: F2 1F AF             <UNKNOWN COMMAND $F2>
E0/1B85: F2 1F B1             <UNKNOWN COMMAND $F2>
E0/1B88: F2 18 AB             <UNKNOWN COMMAND $F2>
E0/1B8B: F2 18 AD             <UNKNOWN COMMAND $F2>
E0/1B8E: F2 20 AD             <UNKNOWN COMMAND $F2>
E0/1B91: F2 20 AF             <UNKNOWN COMMAND $F2>
E0/1B94: F2 20 B1             <UNKNOWN COMMAND $F2>
E0/1B97: F2 20 B3             <UNKNOWN COMMAND $F2>
E0/1B9A: F2 21 B3             <UNKNOWN COMMAND $F2>
E0/1B9D: F2 21 B5             <UNKNOWN COMMAND $F2>
E0/1BA0: F2 21 B7             <UNKNOWN COMMAND $F2>
E0/1BA3: FE                   Return


EVENT [C70] ------------------------------------------------------------>
E0/1BA4: A8 3F 36             Store #$36 to 00:70DF
E0/1BA7: D8 10 AE 1B          If event flag memory address 00:7042 Bit 0 set, jump to address $E0/1BAE
E0/1BAB: D3 B1 1A             Jump to address $E0/1AB1
E0/1BAE: A0 10                Set event flag memory address 00:7042 Bit 0
E0/1BB0: D8 B1 EB 1C          If event flag memory address 00:7056 Bit 1 set, jump to address $E0/1CEB
E0/1BB4: 91 1B                Play music: #$1B
E0/1BB6: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/1BB8: 10 45                Set transition flag, 1/2 speed
   E0/1BBA: 57 04                Shift object up-right 64 pixels
E0/1BBC: D1 0F 00             Execute event id $000F
E0/1BBF: 60 50 A6 62          Run Dialogue $0650 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MA'MOLE: Oh dear!
 I sure hope the kids are OK...<I><END>


E0/1BC3: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/1BC5: 7D                   Object faces down-left
   E0/1BC6: 14 7F                Isolate top Bits of current object address 0E,x and set Bit(s) $127
   E0/1BC8: 40                   <UNKNOWN COMMAND $40>
   E0/1BC9: 00                   Set Bit 7 of current object (enable object visibility)
E0/1BCA: 60 51 A6 62          Run Dialogue $0651 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I know how you're feelin'
 but mopin' 'round here ain't
 gonna help a thing!<I><END>


E0/1BCE: 14 F1 A7                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1BD1: 7D                   Object faces down-left
   E0/1BD2: 15 05                Clear Bits $7 of current object address 0C,x and set Bit(s) $5
   E0/1BD4: F0 45                Frame Duration: 69
   E0/1BD6: 77                   Object faces up-right
   E0/1BD7: F0 0B                Frame Duration: 11
   E0/1BD9: 7D                   Object faces down-left
   E0/1BDA: 15 80                Clear Bits $7 of current object address 0C,x and set Bit(s) $128
   E0/1BDC: 12 1E                Clear Bits $3 of current object address 0B,x and set Bit(s) $30
   E0/1BDE: 77                   Object faces up-right
   E0/1BDF: F0 0F                Frame Duration: 15
   E0/1BE1: 06                   Set "moon-walk" Bits
   E0/1BE2: 10 45                Set transition flag, 1/2 speed
   E0/1BE4: 43                   <UNKNOWN COMMAND $43>
   E0/1BE5: F0 17                Frame Duration: 23
   E0/1BE7: 43                   <UNKNOWN COMMAND $43>
   E0/1BE8: F0 2F                Frame Duration: 47
   E0/1BEA: 07                   Clear "moon-walk" Bits
   E0/1BEB: 73                   Object faces down-left
   E0/1BEC: 10 40                Set transition flag, x1 speed
   E0/1BEE: 53 03                Shift object down-left 48 pixels
   E0/1BF0: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/1BF1: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/1BF3: FD F2                <UNKNOWN COMMAND $F2>
   E0/1BF5: 0C 50                XOR Bits $50 of current object address 0A,x
   E0/1BF7: FF                   Return Queue All


E0/1BF8: A0 B1                Set event flag memory address 00:7056 Bit 1
E0/1BFA: 15 F1 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1BFD: 77                   Object faces up-right
E0/1BFE: 16 F1 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1C01: 77                   Object faces up-right
E0/1C02: F0 1F                Duration: 31 frames
E0/1C04: 15 F1 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1C07: 80 13 1D             Move object to on-screen coords: (624,232)
E0/1C0A: 60 52 A6 62          Run Dialogue $0652 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 That's what I TOLD her, but
 I don't know if I'd be feelin'
 any different if I was her!<I><END>


E0/1C0E: 16 F1 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1C11: 80 12 1A             Move object to on-screen coords: (576,208)
E0/1C14: 60 53 A6 62          Run Dialogue $0653 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 We're gettin' nowhere FAST!
 We'll never reach the kids at
 this rate!<I><END>


E0/1C18: 15 F1 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1C1B: 75                   Object faces up-left
   E0/1C1C: 7F 1D 00             Object jumps (with sound effect) #$001D units
E0/1C1F: 0C F1 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1C22: 10 46                Set transition flag, 1/4 speed
   E0/1C24: 46                   <UNKNOWN COMMAND $46>
   E0/1C25: 47                   <UNKNOWN COMMAND $47>
E0/1C26: 60 54 A6 62          Run Dialogue $0654 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 See that up there?
 That's the old entrance
 to the mines...<I><END>


E0/1C2A: 16 F1 0A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1C2D: 71                   Object faces down-right
   E0/1C2E: 7F 1D 00             Object jumps (with sound effect) #$001D units
   E0/1C31: F0 13                Frame Duration: 19
   E0/1C33: 77                   Object faces up-right
   E0/1C34: F0 13                Frame Duration: 19
   E0/1C36: 71                   Object faces down-right
E0/1C37: 60 55 A6 62          Run Dialogue $0655 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 ...But we can't reach it
 anymore!<I><END>


E0/1C3B: 15 F1 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1C3E: 75                   Object faces up-left
   E0/1C3F: 7F 1D 00             Object jumps (with sound effect) #$001D units
E0/1C42: 60 56 A6 62          Run Dialogue $0656 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 If only that fellow...uh...<I>
 Mario were here! He could reach
 that in a heart beat!<I><END>


E0/1C46: 16 F1 11                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1C49: 77                   Object faces up-right
   E0/1C4A: F0 07                Frame Duration: 7
   E0/1C4C: 71                   Object faces down-right
   E0/1C4D: F0 00                Frame Duration: 0
   E0/1C4F: DC 1A 4D 1C          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/1C4D
   E0/1C53: 73                   Object faces down-left
   E0/1C54: 7F 48 00             Object jumps (with sound effect) #$0048 units
   E0/1C57: 10 83                Set sequence flag, x4 speed
   E0/1C59: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/1C5A: 60 57 A6 62          Run Dialogue $0657 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


  Wha..?! Well speak o' the devil!<I><END>


E0/1C5E: 15 F1 9E                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/1C61: F0 17                Frame Duration: 23
   E0/1C63: 73                   Object faces down-left
   E0/1C64: F0 07                Frame Duration: 7
   E0/1C66: 75                   Object faces up-left
   E0/1C67: F0 17                Frame Duration: 23
   E0/1C69: A0 1B                Set event flag memory address 00:7043 Bit 3
   E0/1C6B: 7F 1D 00             Object jumps (with sound effect) #$001D units
   E0/1C6E: 10 83                Set sequence flag, x4 speed
   E0/1C70: F0 0B                Frame Duration: 11
   E0/1C72: 10 41                Set transition flag, x2 speed
   E0/1C74: 43                   <UNKNOWN COMMAND $43>
   E0/1C75: 7F 48 00             Object jumps (with sound effect) #$0048 units
   E0/1C78: 10 40                Set transition flag, x1 speed
   E0/1C7A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/1C7B: F0 07                Frame Duration: 7
   E0/1C7D: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/1C7F: F0 00                Duration: 0 frames
E0/1C81: DC 1B 7F 1C          If event flag memory address 00:7043 Bit 3 clear, jump to address $E0/1C7F
E0/1C85: 60 58 A6 60          Run Dialogue $0658 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Well, I'll be a Goomba's uncle!!
 If it ain't HIM in the flesh!
 Mario, you're a life saver!<I><END>


E0/1C89: A8 0E 15             Store #$15 to 00:70AE
E0/1C8C: 00 F4 9E 02          Set Object: MARIO ---> Command: UNKNOWN COMMAND $F4: movement $029E
E0/1C90: 60 59 A6 60          Run Dialogue $0659 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Mario, have you heard the news?
 >>   (Sure have)
 >>   (News? What news?)<I><END>


E0/1C94: 66 CB 1C             If 2nd option chosen from dialogue prompt, jump to address $E0/1CCB
E0/1C97: A8 0E 15             Store #$15 to 00:70AE
E0/1C9A: 00 F4 9E 02          Set Object: MARIO ---> Command: UNKNOWN COMMAND $F4: movement $029E
E0/1C9E: 60 5C A6 60          Run Dialogue $065C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Mario, will you help rescue them?
 >>   (Of course)
 >>   (No)<I><END>


E0/1CA2: 66 DD 1C             If 2nd option chosen from dialogue prompt, jump to address $E0/1CDD
E0/1CA5: A8 0E 15             Store #$15 to 00:70AE
E0/1CA8: 00 F4 9E 02          Set Object: MARIO ---> Command: UNKNOWN COMMAND $F4: movement $029E
E0/1CAC: 60 5E A6 60          Run Dialogue $065E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Thanks, Mario!
 Well, there's the entrance
 up there!<I><END>


E0/1CB0: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/1CB2: 10 C0                Set transition and sequence flags, x1 speed
   E0/1CB4: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/1CB5: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
   E0/1CB7: 80 13 1B             Move object to on-screen coords: (624,216)
   E0/1CBA: 77                   Object faces up-right
E0/1CBB: 16 09                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/1CBD: 10 C0                Set transition and sequence flags, x1 speed
   E0/1CBF: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/1CC0: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
   E0/1CC2: 80 13 1A             Move object to on-screen coords: (608,208)
   E0/1CC5: 77                   Object faces up-right
E0/1CC6: 60 5F A6 62          Run Dialogue $065F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


   Here, hop up on our shoulders!<I><END>


E0/1CCA: FE                   Return

E0/1CCB: A8 0E 15             Store #$15 to 00:70AE
E0/1CCE: 00 F4 9F 02          Set Object: MARIO ---> Command: UNKNOWN COMMAND $F4: movement $029F
E0/1CD2: 60 5A A6 60          Run Dialogue $065A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Well, Dyna took her l'il brother
 into the mines so they could
 play...<I>

 And then, a HUGE star crashed
 into the mountain causing a big
 cave in! Now they're trapped<I>
 inside.<I><END>


E0/1CD6: 60 5B A6 60          Run Dialogue $065B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 And now, their daddy, who went
 lookin' for 'em, is trapped, too!<I><END>


E0/1CDA: D2 9E 1C             Jump to address $E0/1C9E
E0/1CDD: A8 0E 15             Store #$15 to 00:70AE
E0/1CE0: 00 F4 9F 02          Set Object: MARIO ---> Command: UNKNOWN COMMAND $F4: movement $029F
E0/1CE4: 60 5D A6 60          Run Dialogue $065D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Don't flake out on us, Mario!
 Please, we're beggin' ya.<I><END>


E0/1CE8: D2 9E 1C             Jump to address $E0/1C9E
E0/1CEB: D8 B3 04 1D          If event flag memory address 00:7056 Bit 3 set, jump to address $E0/1D04
E0/1CEF: 91 1B                Play music: #$1B
E0/1CF1: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/1CF3: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
   E0/1CF5: 80 13 1B             Move object to on-screen coords: (624,216)
   E0/1CF8: 77                   Object faces up-right
E0/1CF9: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/1CFB: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
   E0/1CFD: 80 13 1A             Move object to on-screen coords: (608,208)
   E0/1D00: 77                   Object faces up-right
E0/1D01: D0 0F 00             Execute event id $000F subsequently
E0/1D04: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
E0/1D06: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/1D08: 15 FD                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FD>
E0/1D0A: 16 FD                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FD>
E0/1D0C: D0 0F 00             Execute event id $000F subsequently

EVENT [C71] ------------------------------------------------------------>
E0/1D0F: D8 B5 44 1D          If event flag memory address 00:7056 Bit 5 set, jump to address $E0/1D44
E0/1D13: D8 C3 22 1D          If event flag memory address 00:7058 Bit 3 set, jump to address $E0/1D22
E0/1D17: 60 60 26 D4          Run Dialogue $0660
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

PA'MOLE: Mario! You've come to
 save us? One problem, though.
 This is a dead end...<I>

 We'd need a bomb to blast
 through here...
 Think you could find one?<I><END>


E0/1D1B: FD 61                <UNKNOWN COMMAND $FD 61>
E0/1D1D: A0 C3                Set event flag memory address 00:7058 Bit 3
E0/1D1F: D2 27 1D             Jump to address $E0/1D27
E0/1D22: 60 61 A6 D4          Run Dialogue $0661 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

PA'MOLE: We REALLY need to find
 a bomb!<I>

 I looked, but they're all missing
 from the store room.
 You think someone stole 'em?<I><END>


E0/1D26: FE                   Return

E0/1D27: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/1D29: 77                   Object faces up-right
   E0/1D2A: F0 1F                Frame Duration: 31
   E0/1D2C: 78                   Object faces down
E0/1D2D: 65                   <UNKNOWN COMMAND $65>
E0/1D2E: 64                   <UNKNOWN COMMAND $64>
E0/1D2F: FE                   Return

E0/1D30: 60 62 A6 D4          Run Dialogue $0662 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

PA'MOLE: Seems like you found
 something mighty useful!<I>

 My kids, Dyna & Mite are trapped
 back there. Let's blast through
 and find 'em!<I><END>


E0/1D34: A8 0E 14             Store #$14 to 00:70AE
E0/1D37: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/1D3B: 60 67 26 62          Run Dialogue $0667
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PA'MOLE: Gwo ho!
 Thanks, Mario!<I>
 Now, stand back and let me
 get things going...<I><END>


E0/1D3F: F0 77                Duration: 119 frames
E0/1D41: D2 51 1D             Jump to address $E0/1D51
E0/1D44: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/1D46: 7F 48 00             Object jumps (with sound effect) #$0048 units
E0/1D49: DC C3 30 1D          If event flag memory address 00:7058 Bit 3 clear, jump to address $E0/1D30
E0/1D4D: 60 63 A6 D4          Run Dialogue $0663 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

PA'MOLE: You found a bomb!
 Now we'll bust through in no time!<I><END>


E0/1D51: 14 0F                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/1D53: 77                   Object faces up-right
   E0/1D54: 47                   <UNKNOWN COMMAND $47>
   E0/1D55: A0 1C                Set event flag memory address 00:7043 Bit 4
   E0/1D57: 06                   Set "moon-walk" Bits
   E0/1D58: 10 40                Set transition flag, x1 speed
   E0/1D5A: 43                   <UNKNOWN COMMAND $43>
   E0/1D5B: F0 13                Frame Duration: 19
   E0/1D5D: 53 02                Shift object down-left 32 pixels
   E0/1D5F: F0 13                Frame Duration: 19
   E0/1D61: 07                   Clear "moon-walk" Bits
E0/1D62: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/1D64: 77                   Object faces up-right
   E0/1D65: 06                   Set "moon-walk" Bits
   E0/1D66: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/1D68: 80 08 14             Move object to on-screen coords: (256,160)
   E0/1D6B: 07                   Clear "moon-walk" Bits
   E0/1D6C: 0B A0                Set Bits $A0 of current object address 0A,x
E0/1D6E: DC C3 76 1D          If event flag memory address 00:7058 Bit 3 clear, jump to address $E0/1D76
E0/1D72: 60 64 26 62          Run Dialogue $0664
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PA'MOLE: All rightee!
 Stand back!<I>
 Close your eyes...<I><END>


E0/1D76: F0 DB                Duration: 219 frames
E0/1D78: 64                   <UNKNOWN COMMAND $64>
E0/1D79: F0 13                Duration: 19 frames
E0/1D7B: FD FD                Store value at 7F:F8CD to 00:7000
E0/1D7D: A1 E4                Set event flag memory address 00:707C Bit 4
E0/1D7F: F0 01                Duration: 1 frames
E0/1D81: 6A 10 C1             Modify BGL of area $C110
E0/1D84: 6B 10 81             Modify physical field of area $8110
E0/1D87: F0 01                Duration: 1 frames
E0/1D89: A5 E4                Clear event flag memory address 00:707C Bit 4
E0/1D8B: FD FC                Store value at 7F:F8CD to 00:7000
E0/1D8D: F0 00                Duration: 0 frames
E0/1D8F: DC 1D 8D 1D          If event flag memory address 00:7043 Bit 5 clear, jump to address $E0/1D8D
E0/1D93: F0 13                Duration: 19 frames
E0/1D95: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/1D97: 07                   Clear "moon-walk" Bits
   E0/1D98: 10 40                Set transition flag, x1 speed
   E0/1D9A: 78                   Object faces down
E0/1D9B: 60 65 A6 62          Run Dialogue $0665 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PA'MOLE: Let's follow the tracks
 to the end.<I>

 What? The star?
 It's probably in the back.
 Thanks a million, Mario!<I>

 
         Let's mosey along now.<I><END>


E0/1D9F: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   E0/1DA1: 10 C1                Set transition and sequence flags, x2 speed
   E0/1DA3: 41                   <UNKNOWN COMMAND $41>
   E0/1DA4: 57 02                Shift object up-right 32 pixels
   E0/1DA6: 45                   <UNKNOWN COMMAND $45>
   E0/1DA7: 73                   Object faces down-left
   E0/1DA8: 10 C0                Set transition and sequence flags, x1 speed
E0/1DAA: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/1DAC: F0 0F                Frame Duration: 15
   E0/1DAE: 71                   Object faces down-right
   E0/1DAF: F0 0F                Frame Duration: 15
   E0/1DB1: 77                   Object faces up-right
E0/1DB2: A8 0E 14             Store #$14 to 00:70AE
E0/1DB5: 00 F2 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/1DB9: 60 94 A6 62          Run Dialogue $0694 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Oh...guess you're right. I'd
 just be a burden on you fellas...
 Well then, I'm countin' on ya<I>
 to find the kids, you hear?<I><END>


E0/1DBD: 00 F2 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/1DC1: 60 95 A6 62          Run Dialogue $0695 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Well, thanks a lot, Mario!
 Guess I'll be goin' back to tell
 Ma 'bout everythin'...<I><END>


E0/1DC5: 14 99                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   E0/1DC7: F0 0F                Frame Duration: 15
   E0/1DC9: 73                   Object faces down-left
   E0/1DCA: 10 C3                Set transition and sequence flags, x4 speed
   E0/1DCC: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/1DCD: 7F 48 00             Object jumps (with sound effect) #$0048 units
   E0/1DD0: F0 13                Frame Duration: 19
   E0/1DD2: FD 9E                <UNKNOWN COMMAND $9E>
   E0/1DD4: 0B 80                Set Bits $80 of current object address 0A,x
   E0/1DD6: 06                   Set "moon-walk" Bits
   E0/1DD7: 18                   <UNKNOWN COMMAND $18>
   E0/1DD8: 80 04 14             Move object to on-screen coords: (128,160)
   E0/1DDB: 53 02                Shift object down-left 32 pixels
   E0/1DDD: FD F2                <UNKNOWN COMMAND $F2>
   E0/1DDF: 01                   Clear Bit 7 of current object (disable object visibility)
E0/1DE0: A0 B2                Set event flag memory address 00:7056 Bit 2
E0/1DE2: 51 87                Remove item in inventory: #$87 (Bambino Bomb)
E0/1DE4: FE                   Return


EVENT [C72] ------------------------------------------------------------>
E0/1DE5: D8 C3 EE 1D          If event flag memory address 00:7058 Bit 3 set, jump to address $E0/1DEE
E0/1DE9: 60 5F A6 D0          Run Dialogue $065F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


   Here, hop up on our shoulders!<I><END>


E0/1DED: FE                   Return

E0/1DEE: D8 B5 E9 1D          If event flag memory address 00:7056 Bit 5 set, jump to address $E0/1DE9
E0/1DF2: 60 75 A6 D0          Run Dialogue $0675 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 WHAT?! NO BOMB?!
 This can't BE!!
 It should be around somewhere!<I>
 Maybe someone stole it!<I><END>


E0/1DF6: FE                   Return


EVENT [C73] ------------------------------------------------------------>
E0/1DF7: 60 72 A6 60          Run Dialogue $0672 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Care to read the warning?
 >>   (Of course)
 >>   (Forget it)<I><END>


E0/1DFB: 66 02 1E             If 2nd option chosen from dialogue prompt, jump to address $E0/1E02
E0/1DFE: 60 73 A6 60          Run Dialogue $0673 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


           Mine Car Guidelines<I>

 Press A or Y to brake
 Press B to jump
 Get mushrooms & press X <I>
 to accelerate<I>


    Moleville Safety Board  (MSB)<I><END>


E0/1E02: FE                   Return


EVENT [C74] ------------------------------------------------------------>
E0/1E03: FD 43                <UNKNOWN COMMAND $FD 43>
E0/1E05: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/1E07: 13 01                Layering priority: Normal
E0/1E09: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/1E0B: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/1E0D: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/1E0F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/1E11: 87 10                Transfer object to coords of <UNKNOWN>
   E0/1E13: 94 00 00 FA          Place object: right=0px down=0px up=250px
   E0/1E17: 73                   Object faces down-left
   E0/1E18: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/1E19: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/1E1A: 10 2E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x2E bytes)
   E0/1E1C: 0C 50                XOR Bits $50 of current object address 0A,x
   E0/1E1E: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/1E21: F0 07                Frame Duration: 7
   E0/1E23: 20 03                <UNKNOWN COMMAND $20>
   E0/1E25: 26 00 00 FE FF 00 00 00 00 00 00 00 00 00 00 00 <UNKNOWN COMMAND $26>
   E0/1E35: 27 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 <UNKNOWN COMMAND $27>
   E0/1E45: FD 9E                <UNKNOWN COMMAND $9E>
   E0/1E47: 30 F0 C7             <UNKNOWN COMMAND $30>
E0/1E4A: 00 3C                Set Object: MARIO ---> Begin action queue for object (Length: 0x3C bytes)
   E0/1E4C: F0 07                Frame Duration: 7
   E0/1E4E: FD 17                Set Bit 3 of object address 0B,x
   E0/1E50: 20 07                <UNKNOWN COMMAND $20>
   E0/1E52: 26 00 00 FE FF 00 00 00 00 00 00 00 00 00 00 00 <UNKNOWN COMMAND $26>
   E0/1E62: 27 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 <UNKNOWN COMMAND $27>
   E0/1E72: 28 00 00 00 00 00 00 10 00 00 01 00 00 00 04 80 <UNKNOWN COMMAND $28>
   E0/1E82: F0 C7                Frame Duration: 199
   E0/1E84: A0 18                Set event flag memory address 00:7043 Bit 0
   E0/1E86: FD 16                Clear Bit 3 of object address 0B,x
E0/1E88: F0 00                Duration: 0 frames
E0/1E8A: DC 18 88 1E          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/1E88
E0/1E8E: 75                   Darken screen from normal before following commands
E0/1E8F: FD B8                Store value at 7F:F8CD to 00:7000
E0/1E91: BB 17                Store value at 00:7000 to 00:702E
E0/1E93: FD 4E                Start Moleville Mountain Game
E0/1E95: 68 6C 00 00 00 40    Enter area: $006C
                              MARIO will be at coords: (0,0) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/1E9B: A0 26                Set event flag memory address 00:7044 Bit 6
E0/1E9D: D0 70 06             Execute event id $0670 subsequently

EVENT [C75] ------------------------------------------------------------>
E0/1EA0: 68 1C 81 04 39 4F    Enter area: $011C
                              MARIO will be at coords: (144,456) Z=240
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/1EA6: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/1EA8: 7E 00 00             Object jumps #$0000 units
E0/1EAB: FE                   Return


EVENT [C76] ------------------------------------------------------------>
E0/1EAC: FD 43                <UNKNOWN COMMAND $FD 43>
E0/1EAE: A0 BC                Set event flag memory address 00:7057 Bit 4
E0/1EB0: A4 91                Clear event flag memory address 00:7052 Bit 1
E0/1EB2: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/1EB4: 13 01                Layering priority: Normal
E0/1EB6: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/1EB8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/1EBA: 0C A4                XOR Bits $A4 of current object address 0A,x
   E0/1EBC: 80 0B 3D             Move object to on-screen coords: (368,488)
   E0/1EBF: 0B 04                Set Bits $4 of current object address 0A,x
   E0/1EC1: 71                   Object faces down-right
   E0/1EC2: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/1EC4: 15 F3 0F 00          Set Object: NPC #1 ---> Command: Set object to movement: $000F
E0/1EC8: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/1ECA: 80 0C 3D             Move object to on-screen coords: (400,488)
   E0/1ECD: 75                   Object faces up-left
E0/1ECE: 60 70 A6 60          Run Dialogue $0670 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DYNA: Help me, here!
 Give the mine car a push!<I><END>


E0/1ED2: A8 0E 15             Store #$15 to 00:70AE
E0/1ED5: 00 F5 9E 02          Set Object: MARIO ---> Command: UNKNOWN COMMAND $F5: movement $029E
E0/1ED9: 15 8A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/1EDB: 7F 36 00             Object jumps (with sound effect) #$0036 units
   E0/1EDE: F0 13                Frame Duration: 19
   E0/1EE0: 7F 36 00             Object jumps (with sound effect) #$0036 units
   E0/1EE3: F0 1D                Frame Duration: 29
E0/1EE5: 15 34                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x34 bytes)
   E0/1EE7: 09                   Reset all object properties to default
   E0/1EE8: 73                   Object faces down-left
   E0/1EE9: 06                   Set "moon-walk" Bits
   E0/1EEA: 47                   <UNKNOWN COMMAND $47>
   E0/1EEB: 07                   Clear "moon-walk" Bits
   E0/1EEC: F0 00                Frame Duration: 0
   E0/1EEE: DC 26 EC 1E          If event flag memory address 00:7044 Bit 6 clear, jump to address $E0/1EEC
   E0/1EF2: 10 41                Set transition flag, x2 speed
   E0/1EF4: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/1EF5: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/1EF6: 61 03                Shift object down-right 3 pixels
   E0/1EF8: 62 06                Shift object down 6 pixels
   E0/1EFA: 63 0C                Shift object down-left 12 pixels
   E0/1EFC: 64 08                Shift object left 8 pixels
   E0/1EFE: 6A 14                Shift object up 20 pixels
   E0/1F00: F0 0F                Frame Duration: 15
   E0/1F02: 73                   Object faces down-left
   E0/1F03: 06                   Set "moon-walk" Bits
   E0/1F04: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/1F06: 90 0C 3E 02          Objects bounces 2px high to on-screen coords: (384,496)
   E0/1F0A: 63 04                Shift object down-left 4 pixels
   E0/1F0C: 6B 03                <UNKNOWN COMMAND: frame duration=3?>
   E0/1F0E: 07                   Clear "moon-walk" Bits
   E0/1F0F: 0C 50                XOR Bits $50 of current object address 0A,x
   E0/1F11: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/1F13: F0 00                Frame Duration: 0
   E0/1F15: DC 25 13 1F          If event flag memory address 00:7044 Bit 5 clear, jump to address $E0/1F13
   E0/1F19: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
E0/1F1B: 00 4C                Set Object: MARIO ---> Begin action queue for object (Length: 0x4C bytes)
   E0/1F1D: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/1F20: 80 0C 3D             Move object to on-screen coords: (400,488)
   E0/1F23: F0 13                Frame Duration: 19
   E0/1F25: 77                   Object faces up-right
   E0/1F26: F0 13                Frame Duration: 19
   E0/1F28: A0 26                Set event flag memory address 00:7044 Bit 6
   E0/1F2A: 70                   Object faces right
   E0/1F2B: F0 05                Frame Duration: 5
   E0/1F2D: 71                   Object faces down-right
   E0/1F2E: F0 05                Frame Duration: 5
   E0/1F30: 72                   Object faces down
   E0/1F31: F0 07                Frame Duration: 7
   E0/1F33: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/1F36: F0 0F                Frame Duration: 15
   E0/1F38: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/1F3B: F0 13                Frame Duration: 19
   E0/1F3D: 09                   Reset all object properties to default
   E0/1F3E: 73                   Object faces down-left
   E0/1F3F: F0 0F                Frame Duration: 15
   E0/1F41: 77                   Object faces up-right
   E0/1F42: 47                   <UNKNOWN COMMAND $47>
   E0/1F43: A0 22                Set event flag memory address 00:7044 Bit 2
   E0/1F45: F0 00                Frame Duration: 0
   E0/1F47: DC 21 45 1F          If event flag memory address 00:7044 Bit 1 clear, jump to address $E0/1F45
   E0/1F4B: 73                   Object faces down-left
   E0/1F4C: 43                   <UNKNOWN COMMAND $43>
   E0/1F4D: F0 0F                Frame Duration: 15
   E0/1F4F: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/1F51: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/1F54: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/1F56: 10 45                Set transition flag, 1/2 speed
   E0/1F58: 63 09                Shift object down-left 9 pixels
   E0/1F5A: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/1F5C: F0 07                Frame Duration: 7
   E0/1F5E: 13 02                Layering priority: Object overlaps MARIO
   E0/1F60: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/1F62: 10 40                Set transition flag, x1 speed
   E0/1F64: 08 46 05             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/1F67: A0 25                Set event flag memory address 00:7044 Bit 5
E0/1F69: F0 00                Duration: 0 frames
E0/1F6B: DC 22 69 1F          If event flag memory address 00:7044 Bit 2 clear, jump to address $E0/1F69
E0/1F6F: 60 72 A6 60          Run Dialogue $0672 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Care to read the warning?
 >>   (Of course)
 >>   (Forget it)<I><END>


E0/1F73: 66 7A 1F             If 2nd option chosen from dialogue prompt, jump to address $E0/1F7A
E0/1F76: 60 73 A6 60          Run Dialogue $0673 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


           Mine Car Guidelines<I>

 Press A or Y to brake
 Press B to jump
 Get mushrooms & press X <I>
 to accelerate<I>


    Moleville Safety Board  (MSB)<I><END>


E0/1F7A: A0 21                Set event flag memory address 00:7044 Bit 1
E0/1F7C: 60 71 26 60          Run Dialogue $0671
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DYNA: Yeah! A mine car ride!
 Yippie! This is gonna be FUN!<I><END>


E0/1F80: F0 00                Duration: 0 frames
E0/1F82: DC 25 80 1F          If event flag memory address 00:7044 Bit 5 clear, jump to address $E0/1F80
E0/1F86: 14 2C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x2C bytes)
   E0/1F88: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/1F8B: F0 07                Frame Duration: 7
   E0/1F8D: 20 03                <UNKNOWN COMMAND $20>
   E0/1F8F: 26 00 00 FE FF 00 00 00 00 00 00 00 00 00 00 00 <UNKNOWN COMMAND $26>
   E0/1F9F: 27 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 <UNKNOWN COMMAND $27>
   E0/1FAF: FD 9E                <UNKNOWN COMMAND $9E>
   E0/1FB1: 30 F0 C7             <UNKNOWN COMMAND $30>
E0/1FB4: 00 38                Set Object: MARIO ---> Begin action queue for object (Length: 0x38 bytes)
   E0/1FB6: F0 07                Frame Duration: 7
   E0/1FB8: 20 07                <UNKNOWN COMMAND $20>
   E0/1FBA: 26 00 00 FE FF 00 00 00 00 00 00 00 00 00 00 00 <UNKNOWN COMMAND $26>
   E0/1FCA: 27 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 <UNKNOWN COMMAND $27>
   E0/1FDA: 28 00 00 00 00 00 00 10 00 00 01 00 00 00 04 80 <UNKNOWN COMMAND $28>
   E0/1FEA: F0 C7                Frame Duration: 199
   E0/1FEC: A0 18                Set event flag memory address 00:7043 Bit 0
E0/1FEE: F0 00                Duration: 0 frames
E0/1FF0: DC 18 EE 1F          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/1FEE
E0/1FF4: 64                   <UNKNOWN COMMAND $64>
E0/1FF5: 75                   Darken screen from normal before following commands
E0/1FF6: F2 1C 2B             <UNKNOWN COMMAND $F2>
E0/1FF9: FD B8                Store value at 7F:F8CD to 00:7000
E0/1FFB: BB 17                Store value at 00:7000 to 00:702E
E0/1FFD: FD 4E                Start Moleville Mountain Game
E0/1FFF: 68 6C 00 00 00 40    Enter area: $006C
                              MARIO will be at coords: (0,0) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/2005: A0 26                Set event flag memory address 00:7044 Bit 6
E0/2007: D0 70 06             Execute event id $0670 subsequently

EVENT [C77] ------------------------------------------------------------>
E0/200A: D8 BC 26 20          If event flag memory address 00:7057 Bit 4 set, jump to address $E0/2026
E0/200E: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/2010: 7F 3C 00             Object jumps (with sound effect) #$003C units
   E0/2013: 08 43 88             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/2016: F0 1D                Frame Duration: 29
   E0/2018: 71                   Object faces down-right
   E0/2019: 09                   Reset all object properties to default
E0/201A: 60 77 26 D0          Run Dialogue $0677
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

DYNA: Urgh...!
 This...won't...budge...arghhh!
 I hate this stupid thing!<I><END>


E0/201E: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/2020: 50 04                Shift object right 64 pixels
E0/2022: 64                   <UNKNOWN COMMAND $64>
E0/2023: D2 AC 1E             Jump to address $E0/1EAC
E0/2026: FE                   Return


EVENT [C78] ------------------------------------------------------------>
E0/2027: FD 40                <UNKNOWN COMMAND $FD 40>
E0/2029: A0 18                Set event flag memory address 00:7043 Bit 0
E0/202B: B0 07 8D 00          Store #$008D to 00:700E
E0/202F: D1 12 00             Execute event id $0012
E0/2032: 10 31                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x31 bytes)
   E0/2034: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/2036: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/2038: 78                   Object faces down
   E0/2039: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/203A: 10 C0                Set transition and sequence flags, x1 speed
   E0/203C: F0 1F                Frame Duration: 31
   E0/203E: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/2041: F0 1F                Frame Duration: 31
   E0/2043: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/2046: F0 1F                Frame Duration: 31
   E0/2048: F0 00                Frame Duration: 0
   E0/204A: DC 19 48 20          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/2048
   E0/204E: F0 1F                Frame Duration: 31
   E0/2050: 10 C3                Set transition and sequence flags, x4 speed
   E0/2052: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2053: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/2056: F0 1F                Frame Duration: 31
   E0/2058: FD 9E                <UNKNOWN COMMAND $9E>
   E0/205A: 0B 51                Set Bits $51 of current object address 0A,x
   E0/205C: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/205D: 53 03                Shift object down-left 48 pixels
   E0/205F: 51 02                Shift object down-right 32 pixels
   E0/2061: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/2062: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/2064: FE                   Return Queue

E0/2065: 60 6C 86 D0          Run Dialogue $066C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FLUNKIE:  (Sob, sob...)
 Just...you wait...we'll
 getcha for this!<I>

 Maybe not today, maybe not
 tomorrow, but someday...<I><END>


E0/2069: A0 B6                Set event flag memory address 00:7056 Bit 6
E0/206B: A0 19                Set event flag memory address 00:7043 Bit 1
E0/206D: D8 01 7C 20          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/207C
E0/2071: A8 07 73             Store #$73 to 00:70A7
E0/2074: 9C 55                Play sound effect #$55
E0/2076: 60 6D A6 42          Run Dialogue $066D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

   He didn't have the coins on him,
   but he dropped a <ITEM>!<I><END>


E0/207A: FD 50                Store item to item inventory from 00:70A7
E0/207C: 64                   <UNKNOWN COMMAND $64>
E0/207D: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/207F: FE                   Return


EVENT [C79] ------------------------------------------------------------>
E0/2080: FD 40                <UNKNOWN COMMAND $FD 40>
E0/2082: A0 18                Set event flag memory address 00:7043 Bit 0
E0/2084: B0 07 8D 00          Store #$008D to 00:700E
E0/2088: D1 12 00             Execute event id $0012
E0/208B: 10 31                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x31 bytes)
   E0/208D: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/208F: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/2091: 78                   Object faces down
   E0/2092: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2093: 10 C0                Set transition and sequence flags, x1 speed
   E0/2095: F0 1F                Frame Duration: 31
   E0/2097: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/209A: F0 1F                Frame Duration: 31
   E0/209C: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/209F: F0 1F                Frame Duration: 31
   E0/20A1: F0 00                Frame Duration: 0
   E0/20A3: DC 19 A1 20          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/20A1
   E0/20A7: F0 1F                Frame Duration: 31
   E0/20A9: 10 C3                Set transition and sequence flags, x4 speed
   E0/20AB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/20AC: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/20AF: F0 1F                Frame Duration: 31
   E0/20B1: FD 9E                <UNKNOWN COMMAND $9E>
   E0/20B3: 0B 55                Set Bits $55 of current object address 0A,x
   E0/20B5: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/20B6: 53 05                Shift object down-left 80 pixels
   E0/20B8: 55 04                Shift object up-left 64 pixels
   E0/20BA: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/20BB: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/20BD: FE                   Return Queue

E0/20BE: 60 6C 86 D0          Run Dialogue $066C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FLUNKIE:  (Sob, sob...)
 Just...you wait...we'll
 getcha for this!<I>

 Maybe not today, maybe not
 tomorrow, but someday...<I><END>


E0/20C2: A0 B7                Set event flag memory address 00:7056 Bit 7
E0/20C4: A0 19                Set event flag memory address 00:7043 Bit 1
E0/20C6: D8 01 D5 20          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/20D5
E0/20CA: A8 07 73             Store #$73 to 00:70A7
E0/20CD: 9C 55                Play sound effect #$55
E0/20CF: 60 6D A6 42          Run Dialogue $066D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

   He didn't have the coins on him,
   but he dropped a <ITEM>!<I><END>


E0/20D3: FD 50                Store item to item inventory from 00:70A7
E0/20D5: 64                   <UNKNOWN COMMAND $64>
E0/20D6: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/20D8: FE                   Return


EVENT [C7A] ------------------------------------------------------------>
E0/20D9: FD 40                <UNKNOWN COMMAND $FD 40>
E0/20DB: A0 18                Set event flag memory address 00:7043 Bit 0
E0/20DD: B0 07 8D 00          Store #$008D to 00:700E
E0/20E1: D1 12 00             Execute event id $0012
E0/20E4: 10 2F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x2F bytes)
   E0/20E6: F0 1F                Frame Duration: 31
   E0/20E8: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/20EA: 78                   Object faces down
   E0/20EB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/20EC: 10 C0                Set transition and sequence flags, x1 speed
   E0/20EE: F0 1F                Frame Duration: 31
   E0/20F0: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/20F3: F0 1F                Frame Duration: 31
   E0/20F5: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/20F8: F0 1F                Frame Duration: 31
   E0/20FA: F0 00                Frame Duration: 0
   E0/20FC: DC 19 FA 20          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/20FA
   E0/2100: F0 1F                Frame Duration: 31
   E0/2102: 10 C3                Set transition and sequence flags, x4 speed
   E0/2104: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2105: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/2108: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/210A: FD 9E                <UNKNOWN COMMAND $9E>
   E0/210C: 0B 51                Set Bits $51 of current object address 0A,x
   E0/210E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/210F: 57 03                Shift object up-right 48 pixels
   E0/2111: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/2112: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/2114: FE                   Return Queue

E0/2115: 60 6C 86 D0          Run Dialogue $066C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

FLUNKIE:  (Sob, sob...)
 Just...you wait...we'll
 getcha for this!<I>

 Maybe not today, maybe not
 tomorrow, but someday...<I><END>


E0/2119: A0 B8                Set event flag memory address 00:7057 Bit 0
E0/211B: A0 19                Set event flag memory address 00:7043 Bit 1
E0/211D: D8 01 2C 21          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/212C
E0/2121: A8 07 73             Store #$73 to 00:70A7
E0/2124: 9C 55                Play sound effect #$55
E0/2126: 60 6D A6 42          Run Dialogue $066D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

   He didn't have the coins on him,
   but he dropped a <ITEM>!<I><END>


E0/212A: FD 50                Store item to item inventory from 00:70A7
E0/212C: 64                   <UNKNOWN COMMAND $64>
E0/212D: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/212F: FE                   Return


EVENT [C7B] ------------------------------------------------------------>
E0/2130: D8 23 39 21          If event flag memory address 00:7044 Bit 3 set, jump to address $E0/2139
E0/2134: 40 7C 2C             Execute event id $2C7C simultaneously with the following commands
E0/2137: A0 23                Set event flag memory address 00:7044 Bit 3
E0/2139: FE                   Return


EVENT [C7C] ------------------------------------------------------------>
E0/213A: C7 80                <UNKNOWN COMMAND $C7>
E0/213C: E5 08 14 00 54 21    If value at 00:7010 = #$0014, jump to address $E0/2154
E0/2142: E5 09 19 00 54 21    If value at 00:7012 = #$0019, jump to address $E0/2154
E0/2148: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/214A: FD 0F 03             Object overlaps BG1 & BG2
   E0/214D: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/214F: F0 00                Duration: 0 frames
E0/2151: D2 3A 21             Jump to address $E0/213A
E0/2154: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/2156: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   E0/2158: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
E0/215A: F0 00                Duration: 0 frames
E0/215C: D2 3A 21             Jump to address $E0/213A

EVENT [C7D] ------------------------------------------------------------>
E0/215F: 68 21 81 02 1C E0    Enter area: $0121
                              MARIO will be at coords: (64,224) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/2165: FE                   Return


EVENT [C7E] ------------------------------------------------------------>
E0/2166: 5B                   <UNKNOWN COMMAND $5B>
E0/2167: 15 FD                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FD>
E0/2169: A0 27                Set event flag memory address 00:7044 Bit 7
E0/216B: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
E0/216D: 1A FB                Set Object: NPC #6 ---> Command: <UNKNOWN COMMAND $FB>
E0/216F: 9C 30                Play sound effect #$30
E0/2171: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/2173: 0C A4                XOR Bits $A4 of current object address 0A,x
   E0/2175: 87 10                Transfer object to coords of <UNKNOWN>
   E0/2177: 84 F0 08             Place object: right=240px down=8px
   E0/217A: 08 43 06             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/217D: 10 41                Set transition flag, x2 speed
   E0/217F: 80 02 7C             Move object to on-screen coords: (64,992)
   E0/2182: 01                   Clear Bit 7 of current object (disable object visibility)
E0/2183: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
E0/2185: F2 1D 35             <UNKNOWN COMMAND $F2>
E0/2188: 68 1E 01 14 19 60    Enter area: $011E
                              MARIO will be at coords: (656,200) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
E0/218E: D1 0F 00             Execute event id $000F
E0/2191: 00 25                Set Object: MARIO ---> Begin action queue for object (Length: 0x25 bytes)
   E0/2193: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2194: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/2196: 08 43 06             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/2199: 80 14 1A             Move object to on-screen coords: (640,208)
   E0/219C: A0 1A                Set event flag memory address 00:7043 Bit 2
   E0/219E: 7E 80 00             Object jumps #$0080 units
   E0/21A1: F0 0F                Frame Duration: 15
   E0/21A3: 53 02                Shift object down-left 32 pixels
   E0/21A5: F0 00                Frame Duration: 0
   E0/21A7: 3D A5 21             <UNKNOWN COMMAND $3D: pointer to address $E0/21A5>
   E0/21AA: 08 4B 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/21AD: 7E 20 00             Object jumps #$0020 units
   E0/21B0: F0 0F                Frame Duration: 15
   E0/21B2: 10 40                Set transition flag, x1 speed
   E0/21B4: 09                   Reset all object properties to default
   E0/21B5: 71                   Object faces down-right
   E0/21B6: 0B A4                Set Bits $A4 of current object address 0A,x
E0/21B8: 0C 13                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x13 bytes)
   E0/21BA: F0 00                Frame Duration: 0
   E0/21BC: DC 1A BA 21          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/21BA
   E0/21C0: 9C 15                Play sound effect #$15
   E0/21C2: 10 41                Set transition flag, x2 speed
   E0/21C4: D4 03                Start code block, repeat 3 times
   E0/21C6: 63 04                Shift object down-left 4 pixels
   E0/21C8: 67 04                Shift object up-right 4 pixels
   E0/21CA: D7                   End of code block
   E0/21CB: 10 40                Set transition flag, x1 speed
E0/21CD: 14 20                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x20 bytes)
   E0/21CF: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/21D1: 82 15 18             Place object at on-screen coords: (672,192)
   E0/21D4: 08 40 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/21D7: F0 05                Frame Duration: 5
   E0/21D9: 00                   Set Bit 7 of current object (enable object visibility)
   E0/21DA: 53 02                Shift object down-left 32 pixels
   E0/21DC: D4 01                Start code block, repeat 1 times
   E0/21DE: 64 02                Shift object left 2 pixels
   E0/21E0: 60 02                Shift object right 2 pixels
   E0/21E2: D7                   End of code block
   E0/21E3: 10 46                Set transition flag, 1/4 speed
   E0/21E5: 47                   <UNKNOWN COMMAND $47>
   E0/21E6: 0B F0                Set Bits $F0 of current object address 0A,x
   E0/21E8: F0 1F                Frame Duration: 31
   E0/21EA: 08 48 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/21ED: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/21EE: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
E0/21EF: D8 BE 23 22          If event flag memory address 00:7057 Bit 6 set, jump to address $E0/2223
E0/21F3: 16 2E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x2E bytes)
   E0/21F5: F0 15                Frame Duration: 21
   E0/21F7: 87 14                Transfer object to coords of <UNKNOWN>
   E0/21F9: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/21FC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/21FD: 10 81                Set sequence flag, x2 speed
   E0/21FF: 7E 50 00             Object jumps #$0050 units
   E0/2202: 52 02                Shift object down 32 pixels
   E0/2204: 7E 20 00             Object jumps #$0020 units
   E0/2207: 62 03                Shift object down 3 pixels
   E0/2209: 7E 08 00             Object jumps #$0008 units
   E0/220C: 62 01                Shift object down 1 pixels
   E0/220E: 10 80                Set sequence flag, x1 speed
   E0/2210: F0 0E                Frame Duration: 14
   E0/2212: 10 85                Set sequence flag, 1/2 speed
   E0/2214: F0 04                Frame Duration: 4
   E0/2216: 10 80                Set sequence flag, x1 speed
   E0/2218: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/221B: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   E0/221D: 0B 08                Set Bits $8 of current object address 0A,x
   E0/221F: F2 1E AD             <UNKNOWN COMMAND $F2>
   E0/2222: FE                   Return Queue

E0/2223: 15 CC                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x4C bytes) (Wait until complete)
   E0/2225: 10 81                Set sequence flag, x2 speed
   E0/2227: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/2229: 82 15 18             Place object at on-screen coords: (672,192)
   E0/222C: 94 00 00 08          Place object: right=0px down=0px up=8px
   E0/2230: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/2231: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/2234: F0 05                Frame Duration: 5
   E0/2236: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2237: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/223A: 53 02                Shift object down-left 32 pixels
   E0/223C: D4 01                Start code block, repeat 1 times
   E0/223E: 64 02                Shift object left 2 pixels
   E0/2240: 60 02                Shift object right 2 pixels
   E0/2242: D7                   End of code block
   E0/2243: 7F 80 00             Object jumps (with sound effect) #$0080 units
   E0/2246: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2247: 10 C0                Set transition and sequence flags, x1 speed
   E0/2249: 08 50 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/224C: FD 9E                <UNKNOWN COMMAND $9E>
   E0/224E: 4F                   <UNKNOWN COMMAND $4F>
   E0/224F: 90 15 1C 00          Objects bounces 0px high to on-screen coords: (672,224)
   E0/2253: F0 07                Frame Duration: 7
   E0/2255: 10 C3                Set transition and sequence flags, x4 speed
   E0/2257: FD 9E                <UNKNOWN COMMAND $9E>
   E0/2259: 18                   <UNKNOWN COMMAND $18>
   E0/225A: 09                   Reset all object properties to default
   E0/225B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/225C: 7F 30 00             Object jumps (with sound effect) #$0030 units
   E0/225F: F0 13                Frame Duration: 19
   E0/2261: 7F 30 00             Object jumps (with sound effect) #$0030 units
   E0/2264: F0 13                Frame Duration: 19
   E0/2266: FD 9E                <UNKNOWN COMMAND $9E>
   E0/2268: 0B 80                Set Bits $80 of current object address 0A,x
   E0/226A: 13 20                Layering priority: 
   E0/226C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/226D: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/226F: FD F2                <UNKNOWN COMMAND $F2>
E0/2271: F2 1E A9             <UNKNOWN COMMAND $F2>
E0/2274: F2 1D 2B             <UNKNOWN COMMAND $F2>
E0/2277: F2 1F 29             <UNKNOWN COMMAND $F2>
E0/227A: FE                   Return


EVENT [C7F] ------------------------------------------------------------>
E0/227B: D8 BE 94 22          If event flag memory address 00:7057 Bit 6 set, jump to address $E0/2294
E0/227F: 9C 5E                Play sound effect #$5E
E0/2281: 53 01                Add 1 frog coins
E0/2283: A0 BE                Set event flag memory address 00:7057 Bit 6
E0/2285: 10 0D                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0D bytes)
   E0/2287: FD F2                <UNKNOWN COMMAND $F2>
   E0/2289: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/228B: 10 C0                Set transition and sequence flags, x1 speed
   E0/228D: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/2290: 5A 02                Shift object up 32 pixels
   E0/2292: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/2293: FE                   Return Queue

E0/2294: FE                   Return


EVENT [C80] ------------------------------------------------------------>
E0/2295: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/2297: B4 08                Store value at 00:70A8 to 00:7000
E0/2299: B5 0A                Store value at 00:7000 to 00:70AA
E0/229B: 12 0C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes)
   E0/229D: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/229E: 08 50 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/22A1: 10 80                Set sequence flag, x1 speed
   E0/22A3: F0 23                Frame Duration: 35
   E0/22A5: 10 81                Set sequence flag, x2 speed
   E0/22A7: 9C 0A                Play sound effect #$0A
E0/22A9: 00 B8                Set Object: MARIO ---> Begin action queue for object (Length: 0x38 bytes) (Wait until complete)
   E0/22AB: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/22AC: 13 03                Layering priority: ...
   E0/22AE: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/22B0: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/22B2: 10 45                Set transition flag, 1/2 speed
   E0/22B4: 6B 03                <UNKNOWN COMMAND: frame duration=3?>
   E0/22B6: 10 40                Set transition flag, x1 speed
   E0/22B8: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   E0/22BA: 10 45                Set transition flag, 1/2 speed
   E0/22BC: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   E0/22BE: 10 46                Set transition flag, 1/4 speed
   E0/22C0: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/22C2: F0 01                Frame Duration: 1
   E0/22C4: 10 45                Set transition flag, 1/2 speed
   E0/22C6: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   E0/22C8: F0 08                Frame Duration: 8
   E0/22CA: 10 40                Set transition flag, x1 speed
   E0/22CC: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/22CD: 20 04                <UNKNOWN COMMAND $20>
   E0/22CF: 25 00 10 80 FF       <UNKNOWN COMMAND $25>
   E0/22D4: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/22D6: F0 0B                Frame Duration: 11
   E0/22D8: 21                   <UNKNOWN COMMAND $21>
   E0/22D9: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/22DB: 0B 20                Set Bits $20 of current object address 0A,x
   E0/22DD: 08 42 05             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/22E0: 80 07 31             Move object to on-screen coords: (240,392)
E0/22E3: 9C 15                Play sound effect #$15
E0/22E5: 0C F1 97                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/22E8: 10 41                Set transition flag, x2 speed
   E0/22EA: D4 02                Start code block, repeat 2 times
   E0/22EC: 64 02                Shift object left 2 pixels
   E0/22EE: 66 04                Shift object up 4 pixels
   E0/22F0: 60 02                Shift object right 2 pixels
   E0/22F2: 62 01                Shift object down 1 pixels
   E0/22F4: 64 01                Shift object left 1 pixels
   E0/22F6: 62 05                Shift object down 5 pixels
   E0/22F8: 60 01                Shift object right 1 pixels
   E0/22FA: 66 02                Shift object up 2 pixels
   E0/22FC: D7                   End of code block
   E0/22FD: 10 40                Set transition flag, x1 speed
E0/22FF: 12 F1 16                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/2302: F0 00                Frame Duration: 0
   E0/2304: DC 19 02 23          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/2302
   E0/2308: A4 19                Clear event flag memory address 00:7043 Bit 1
   E0/230A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/230B: 10 81                Set sequence flag, x2 speed
   E0/230D: 08 10 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/2310: 9C 0A                Play sound effect #$0A
   E0/2312: F0 17                Frame Duration: 23
   E0/2314: 10 80                Set sequence flag, x1 speed
   E0/2316: 09                   Reset all object properties to default
   E0/2317: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/2318: 00 A5                Set Object: MARIO ---> Begin action queue for object (Length: 0x25 bytes) (Wait until complete)
   E0/231A: 7E 00 00             Object jumps #$0000 units
   E0/231D: 09                   Reset all object properties to default
   E0/231E: 77                   Object faces up-right
   E0/231F: F0 00                Frame Duration: 0
   E0/2321: 3D 1F 23             <UNKNOWN COMMAND $3D: pointer to address $E0/231F>
   E0/2324: A0 19                Set event flag memory address 00:7043 Bit 1
   E0/2326: 10 41                Set transition flag, x2 speed
   E0/2328: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/232A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/232C: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/232E: F0 01                Frame Duration: 1
   E0/2330: 10 40                Set transition flag, x1 speed
   E0/2332: 08 42 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/2335: 7E 6C 00             Object jumps #$006C units
   E0/2338: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/233A: 42                   <UNKNOWN COMMAND $42>
   E0/233B: 13 01                Layering priority: Normal
   E0/233D: 0B 20                Set Bits $20 of current object address 0A,x
E0/233F: D8 B4 7F 24          If event flag memory address 00:7056 Bit 4 set, jump to address $E0/247F
E0/2343: F0 0B                Duration: 11 frames
E0/2345: 9C 0C                Play sound effect #$0C
E0/2347: 84                   <UNKNOWN COMMAND $84>
E0/2348: 83                   <UNKNOWN COMMAND $83>
E0/2349: C4 84                <UNKNOWN COMMAND $C4>
E0/234B: 03 C4                Set Object: GENO ---> Begin action queue for object (Length: 0x44 bytes) (Wait until complete)
   E0/234D: F0 0B                Frame Duration: 11
   E0/234F: 84 83 C4             Place object: right=131px down=196px
   E0/2352: 84 03 C4             Place object: right=3px down=196px
   E0/2355: F0 0B                Frame Duration: 11
   E0/2357: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2358: 83 08 52             Place object: right=256px down=656px
   E0/235B: 08 9C 16             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   E0/235E: 84 F3 47             Place object: right=243px down=71px
   E0/2361: F0 3F                Frame Duration: 63
   E0/2363: 77                   Object faces up-right
   E0/2364: 20 84                <UNKNOWN COMMAND $20>
   E0/2366: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/2367: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2368: 14 F8                Isolate top Bits of current object address 0E,x and set Bit(s) $248
   E0/236A: 14 02                Isolate top Bits of current object address 0E,x and set Bit(s) $2
   E0/236C: 13 02                Layering priority: Object overlaps MARIO
   E0/236E: 15 F8                Clear Bits $7 of current object address 0C,x and set Bit(s) $248
   E0/2370: 16                   <UNKNOWN COMMAND $16>
   E0/2371: F8 17 F8 F0 4F       <UNKNOWN COMMAND $E0: pointer to address 
   E0/2376: 73                   Object faces down-left
   E0/2377: 20 14                <UNKNOWN COMMAND $20>
   E0/2379: 0A 12                Store #$12 to current object address 0A,x
   E0/237B: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/237C: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/237D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/237E: F0 1F                Frame Duration: 31
   E0/2380: 71                   Object faces down-right
   E0/2381: F0 1F                Frame Duration: 31
   E0/2383: 73                   Object faces down-left
   E0/2384: 15 02                Clear Bits $7 of current object address 0C,x and set Bit(s) $2
   E0/2386: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/2387: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2388: 16                   <UNKNOWN COMMAND $16>
   E0/2389: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/238A: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/238B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/238C: 17                   <UNKNOWN COMMAND $17>
   E0/238D: 82 02 04             Place object at on-screen coords: (64,32)
   E0/2390: 60 68                Shift object right 104 pixels
E0/2392: A6 60                Clear event flag memory address 00:708C Bit 0
E0/2394: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/2396: 7F 38 00             Object jumps (with sound effect) #$0038 units
E0/2399: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/239B: F0 03                Frame Duration: 3
   E0/239D: 7F 30 00             Object jumps (with sound effect) #$0030 units
E0/23A0: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/23A2: 7F 48 00             Object jumps (with sound effect) #$0048 units
E0/23A5: 60 69 A6 60          Run Dialogue $0669 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CROCO: Listen up! Let's leave dis
 half-wit Mario here and SPLIT!
 Anyone got a beef wit' that?!<I><END>


E0/23A9: 12 F1 0E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/23AC: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/23AD: 10 81                Set sequence flag, x2 speed
   E0/23AF: 08 10 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/23B2: 9C 0A                Play sound effect #$0A
   E0/23B4: F0 17                Frame Duration: 23
   E0/23B6: 10 80                Set sequence flag, x1 speed
   E0/23B8: 09                   Reset all object properties to default
   E0/23B9: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/23BA: 14 49                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x49 bytes)
   E0/23BC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/23BD: 10 41                Set transition flag, x2 speed
   E0/23BF: 0C 30                XOR Bits $30 of current object address 0A,x
   E0/23C1: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/23C3: F0 01                Frame Duration: 1
   E0/23C5: 10 40                Set transition flag, x1 speed
   E0/23C7: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/23CA: 42                   <UNKNOWN COMMAND $42>
   E0/23CB: F0 0F                Frame Duration: 15
   E0/23CD: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/23CE: FD 9E                <UNKNOWN COMMAND $9E>
   E0/23D0: 3A 20 04 25 80 04    <UNKNOWN COMMAND $3A>
   E0/23D6: 00                   Set Bit 7 of current object (enable object visibility)
   E0/23D7: FF                   Return Queue All


E0/23D8: F0 0F                Duration: 15 frames
E0/23DA: FD 9E 3A             Play music #$3A
E0/23DD: 25 80                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
E0/23DF: 04 00                Set Object: MALLOW ---> Begin action queue for object (Length: 0x00 bytes)
E0/23E1: FF                   Return all

E0/23E2: F0 0F                Duration: 15 frames
E0/23E4: FD 9E 3A             Play music #$3A
E0/23E7: 21 05                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/23E9: 7F 48 00             Object jumps (with sound effect) #$0048 units
   E0/23EC: 41                   <UNKNOWN COMMAND $41>
   E0/23ED: F0 07                Frame Duration: 7
E0/23EF: 75                   Darken screen from normal before following commands
E0/23F0: F0 2F                Duration: 47 frames
E0/23F2: 77 13                Darken screen from black before following commands; Duration: 19 frames
E0/23F4: 01 04                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x04 bytes)
   E0/23F6: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/23F7: 10 C3                Set transition and sequence flags, x4 speed
   E0/23F9: 7F 6C 00             Object jumps (with sound effect) #$006C units
E0/23FC: F0 2F                Duration: 47 frames
E0/23FE: FD 9E 0B             Play music #$0B
E0/2401: 80                   <UNKNOWN COMMAND $80>
E0/2402: 0A 31                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x31 bytes)
   E0/2404: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/2405: 15 13                Clear Bits $7 of current object address 0C,x and set Bit(s) $19
   E0/2407: F0 D1                Frame Duration: 209
   E0/2409: 10 C3                Set transition and sequence flags, x4 speed
   E0/240B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/240C: 0C 30                XOR Bits $30 of current object address 0A,x
   E0/240E: 7F 20 00             Object jumps (with sound effect) #$0020 units
   E0/2411: F0 0B                Frame Duration: 11
   E0/2413: FD 9E                <UNKNOWN COMMAND $9E>
   E0/2415: 0B 80                Set Bits $80 of current object address 0A,x
   E0/2417: 0A 31                Store #$31 to current object address 0A,x
   E0/2419: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/241A: 16                   <UNKNOWN COMMAND $16>
   E0/241B: 13 F0                Layering priority: 
   E0/241D: EF                   <UNKNOWN COMMAND $EF>
   E0/241E: 10 C3                Set transition and sequence flags, x4 speed
   E0/2420: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2421: 0C 30                XOR Bits $30 of current object address 0A,x
   E0/2423: 7F 20 00             Object jumps (with sound effect) #$0020 units
   E0/2426: F0 0B                Frame Duration: 11
   E0/2428: FD 9E                <UNKNOWN COMMAND $9E>
   E0/242A: 0B 80                Set Bits $80 of current object address 0A,x
   E0/242C: 0A 31                Store #$31 to current object address 0A,x
   E0/242E: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/242F: 17                   <UNKNOWN COMMAND $17>
   E0/2430: 13 F0                Layering priority: 
   E0/2432: BD 10 C3             Exchange values at memory addresses 00:7020 and 00:7186
E0/2435: 04 0C                Set Object: MALLOW ---> Begin action queue for object (Length: 0x0C bytes)
   E0/2437: 30 7F 20             <UNKNOWN COMMAND $30>
   E0/243A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/243B: F0 0B                Frame Duration: 11
   E0/243D: FD 9E                <UNKNOWN COMMAND $9E>
   E0/243F: 0B 80                Set Bits $80 of current object address 0A,x
   E0/2441: 0A 31                Store #$31 to current object address 0A,x
E0/2443: 01 00                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x00 bytes)
E0/2445: 9F F0 7F             <UNKNOWN>
E0/2448: 09 F0 07                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/244B: 10 83                Set sequence flag, x4 speed
   E0/244D: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/2450: 9C 38                Play sound effect #$38
E0/2452: F0 17                Duration: 23 frames
E0/2454: 9C 00                Play sound effect #$00
E0/2456: 09 71                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x71 bytes)
   E0/2458: F0 07                Frame Duration: 7
   E0/245A: 77                   Object faces up-right
   E0/245B: 10 C0                Set transition and sequence flags, x1 speed
   E0/245D: F0 1D                Frame Duration: 29
   E0/245F: 08 53 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/2462: 7E 48 00             Object jumps #$0048 units
   E0/2465: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2466: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/2467: F0 13                Frame Duration: 19
   E0/2469: 09                   Reset all object properties to default
   E0/246A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/246C: 60 6A                Shift object right 106 pixels
   E0/246E: A6 42                Clear event flag memory address 00:7088 Bit 2
   E0/2470: FD 59                <UNKNOWN COMMAND $59>
   E0/2472: FD 53                <UNKNOWN COMMAND $53>
   E0/2474: B5 16                Store value at 00:700C to 00:70B6
   E0/2476: FD B6 00 F8          Divide value at 00:7000 by 2^8 and store back
   E0/247A: B5 17                Store value at 00:700C to 00:70B7
   E0/247C: A0 B4                Set event flag memory address 00:7056 Bit 4
   E0/247E: FE                   Return Queue

E0/247F: F0 2F                Duration: 47 frames
E0/2481: 00 98                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   E0/2483: 08 52 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/2486: F0 7F                Frame Duration: 127
   E0/2488: 10 83                Set sequence flag, x4 speed
   E0/248A: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/248D: FD 9E                <UNKNOWN COMMAND $9E>
   E0/248F: 38                   <UNKNOWN COMMAND $38>
   E0/2490: F0 17                Frame Duration: 23
   E0/2492: 10 80                Set sequence flag, x1 speed
   E0/2494: 09                   Reset all object properties to default
   E0/2495: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/2497: 0B 20                Set Bits $20 of current object address 0A,x
   E0/2499: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/249B: FE                   Return


EVENT [C81] ------------------------------------------------------------>
E0/249C: D8 B5 08 25          If event flag memory address 00:7056 Bit 5 set, jump to address $E0/2508
E0/24A0: A0 18                Set event flag memory address 00:7043 Bit 0
E0/24A2: B0 07 A4 00          Store #$00A4 to 00:700E
E0/24A6: D1 12 00             Execute event id $0012
E0/24A9: D8 01 08 25          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/2508
E0/24AD: A0 B5                Set event flag memory address 00:7056 Bit 5
E0/24AF: FD 5B                Restore all HP
E0/24B1: FD 5C                Restore all FP
E0/24B3: B4 17                Store value at 00:70B7 to 00:7000
E0/24B5: FD B6 00 08          Divide value at 00:7000 by 2^248 and store back
E0/24B9: BB 12                Store value at 00:7000 to 00:7024
E0/24BB: B4 16                Store value at 00:70B6 to 00:7000
E0/24BD: B8 12                Add value at 00:7024 to 00:7000
E0/24BF: FD 52                Add # at 00:7000 to total coins
E0/24C1: 10 92                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/24C3: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/24C5: 0C F4                XOR Bits $F4 of current object address 0A,x
   E0/24C7: 10 C3                Set transition and sequence flags, x4 speed
   E0/24C9: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/24CA: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/24CD: F0 1F                Frame Duration: 31
   E0/24CF: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/24D1: FD 9E                <UNKNOWN COMMAND $9E>
   E0/24D3: 0B FE                Set Bits $FE of current object address 0A,x
E0/24D5: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
E0/24D7: C3                   <UNKNOWN COMMAND $C3>
E0/24D8: E3 15 01 E8 24       If value at 00:7000 != #$0115, jump to address $E0/24E8
E0/24DD: D8 B6 08 25          If event flag memory address 00:7056 Bit 6 set, jump to address $E0/2508
E0/24E1: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/24E3: A0 19                Set event flag memory address 00:7043 Bit 1
   E0/24E5: D2 34 20             Jump to address $E0/2034
E0/24E8: E3 1B 01 F8 24       If value at 00:7000 != #$011B, jump to address $E0/24F8
E0/24ED: D8 B7 08 25          If event flag memory address 00:7056 Bit 7 set, jump to address $E0/2508
E0/24F1: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/24F3: A0 19                Set event flag memory address 00:7043 Bit 1
   E0/24F5: D2 8D 20             Jump to address $E0/208D
E0/24F8: E3 11 01 08 25       If value at 00:7000 != #$0111, jump to address $E0/2508
E0/24FD: D8 B8 08 25          If event flag memory address 00:7057 Bit 0 set, jump to address $E0/2508
E0/2501: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/2503: A0 19                Set event flag memory address 00:7043 Bit 1
   E0/2505: D2 E6 20             Jump to address $E0/20E6
E0/2508: 60 6F 06 42          Run Dialogue $066F
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     Got the coins back!  AND...
     ...Picked up a BOMB, too!<I><END>


E0/250C: 50 87                Put item in inventory: #$87 (Bambino Bomb)
E0/250E: 00 93                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   E0/2510: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/2512: F0 1F                Frame Duration: 31
   E0/2514: D4 0F                Start code block, repeat 15 times
   E0/2516: 7B 01                <UNKNOWN COMMAND $7B>
   E0/2518: F0 01                Frame Duration: 1
   E0/251A: D7                   End of code block
   E0/251B: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/251E: F0 1F                Frame Duration: 31
   E0/2520: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/2522: 09                   Reset all object properties to default
E0/2523: 64                   <UNKNOWN COMMAND $64>
E0/2524: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/2526: FE                   Return


EVENT [C82] ------------------------------------------------------------>
E0/2527: 68 21 81 08 0F 60    Enter area: $0121
                              MARIO will be at coords: (272,120) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/252D: FE                   Return


EVENT [C83] ------------------------------------------------------------>
E0/252E: DC B4 09 26          If event flag memory address 00:7056 Bit 4 clear, jump to address $E0/2609
E0/2532: D8 BA 09 26          If event flag memory address 00:7057 Bit 2 set, jump to address $E0/2609
E0/2536: A0 18                Set event flag memory address 00:7043 Bit 0
E0/2538: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/253A: 78                   Object faces down
   E0/253B: 7F 48 00             Object jumps (with sound effect) #$0048 units
   E0/253E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/253F: 02                   Set Bit 4,6 of current object (enable all sequence playback)
E0/2540: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/2542: 78                   Object faces down
E0/2543: 16 07                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/2545: 82 04 18             Place object at on-screen coords: (128,192)
   E0/2548: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2549: 78                   Object faces down
   E0/254A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/254B: 02                   Set Bit 4,6 of current object (enable all sequence playback)
E0/254C: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/254E: 78                   Object faces down
E0/254F: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   E0/2551: 80 01 04             Move object to on-screen coords: (32,32)
E0/2554: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/2556: 74                   Object faces left
E0/2557: 60 6B A6 D4          Run Dialogue $066B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: Hoo boy! Looks like a
 dead end, here.
 But not to worry...<I>

 Heh, heh...I've got a bomb...!
 Never leave home without 'em.<I><END>


E0/255B: 00 13                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes)
   E0/255D: F0 00                Frame Duration: 0
   E0/255F: DC 1C 5D 25          If event flag memory address 00:7043 Bit 4 clear, jump to address $E0/255D
   E0/2563: F0 4F                Frame Duration: 79
   E0/2565: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/2568: 7E 6C 00             Object jumps #$006C units
   E0/256B: F0 1F                Frame Duration: 31
   E0/256D: 09                   Reset all object properties to default
   E0/256E: 7D                   Object faces down-left
   E0/256F: 14 14                Isolate top Bits of current object address 0E,x and set Bit(s) $20
E0/2571: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/2573: 08 10 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/2576: F0 3F                Frame Duration: 63
E0/2578: 09 75                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x75 bytes)
   E0/257A: 06                   Set "moon-walk" Bits
   E0/257B: 10 41                Set transition flag, x2 speed
   E0/257D: 45                   <UNKNOWN COMMAND $45>
   E0/257E: F0 1D                Frame Duration: 29
   E0/2580: A0 1C                Set event flag memory address 00:7043 Bit 4
   E0/2582: 06                   Set "moon-walk" Bits
   E0/2583: 51 02                Shift object down-right 32 pixels
   E0/2585: 07                   Clear "moon-walk" Bits
   E0/2586: 75                   Object faces up-left
   E0/2587: 15 02                Clear Bits $7 of current object address 0C,x and set Bit(s) $2
   E0/2589: 7D                   Object faces down-left
   E0/258A: 14 16                Isolate top Bits of current object address 0E,x and set Bit(s) $22
   E0/258C: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/258D: 7D                   Object faces down-left
   E0/258E: 14 17                Isolate top Bits of current object address 0E,x and set Bit(s) $23
   E0/2590: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/2591: 7D                   Object faces down-left
   E0/2592: 14 F1                Isolate top Bits of current object address 0E,x and set Bit(s) $241
   E0/2594: 67 01                Shift object up-right 1 pixels
   E0/2596: FD FD                <UNKNOWN COMMAND $FD>
   E0/2598: A1 E4                Set event flag memory address 00:707C Bit 4
   E0/259A: F0 01                Frame Duration: 1
   E0/259C: 6A 1B                Shift object up 27 pixels
   E0/259E: C1 6B                Compare values at memory addresses 00:70D6 and 00:700C
   E0/25A0: 1B                   <UNKNOWN COMMAND $1B>
   E0/25A1: 81 F0 01             Move object: right=3600px down=8px
   E0/25A4: A5 E4                Clear event flag memory address 00:707C Bit 4
   E0/25A6: FD FC                <UNKNOWN COMMAND $FC>
   E0/25A8: F0 00                Frame Duration: 0
   E0/25AA: DC 1D A8 25          If event flag memory address 00:7043 Bit 5 clear, jump to address $E0/25A8
   E0/25AE: A0 BA                Set event flag memory address 00:7057 Bit 2
   E0/25B0: F0 13                Frame Duration: 19
   E0/25B2: 14 0E                Isolate top Bits of current object address 0E,x and set Bit(s) $14
   E0/25B4: 10 C3                Set transition and sequence flags, x4 speed
   E0/25B6: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/25B7: 7F 48 00             Object jumps (with sound effect) #$0048 units
   E0/25BA: F0 27                Frame Duration: 39
   E0/25BC: FD 9E                <UNKNOWN COMMAND $9E>
   E0/25BE: 0B 55                Set Bits $55 of current object address 0A,x
   E0/25C0: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/25C1: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/25C2: 15 15                Clear Bits $7 of current object address 0C,x and set Bit(s) $21
   E0/25C4: F0 3B                Frame Duration: 59
   E0/25C6: 10 C3                Set transition and sequence flags, x4 speed
   E0/25C8: 7F 20 00             Object jumps (with sound effect) #$0020 units
   E0/25CB: 0C 30                XOR Bits $30 of current object address 0A,x
   E0/25CD: FD 9E                <UNKNOWN COMMAND $9E>
   E0/25CF: 0B 90                Set Bits $90 of current object address 0A,x
   E0/25D1: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/25D2: 13 00                Layering priority: MARIO overlaps object
   E0/25D4: 90 03 12 00          Objects bounces 0px high to on-screen coords: (96,144)
   E0/25D8: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/25D9: 16                   <UNKNOWN COMMAND $16>
   E0/25DA: 15 F0                Clear Bits $7 of current object address 0C,x and set Bit(s) $240
   E0/25DC: 59                   Shift object right a lot
   E0/25DD: 10 C3                Set transition and sequence flags, x4 speed
   E0/25DF: 7F 20 00             Object jumps (with sound effect) #$0020 units
   E0/25E2: 0C 30                XOR Bits $30 of current object address 0A,x
   E0/25E4: FD 9E                <UNKNOWN COMMAND $9E>
   E0/25E6: 0B 90                Set Bits $90 of current object address 0A,x
   E0/25E8: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/25E9: 13 00                Layering priority: MARIO overlaps object
   E0/25EB: 90 03 12 00          Objects bounces 0px high to on-screen coords: (96,144)
E0/25EF: 01 17                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x17 bytes)
   E0/25F1: 95 F0                Transfer object to coords of <UNKNOWN>
   E0/25F3: 63 10                Shift object down-left 16 pixels
   E0/25F5: C3                   <UNKNOWN COMMAND $C3>
   E0/25F6: 7F 20 00             Object jumps (with sound effect) #$0020 units
   E0/25F9: 0C 30                XOR Bits $30 of current object address 0A,x
   E0/25FB: FD 9E                <UNKNOWN COMMAND $9E>
   E0/25FD: 0B 90                Set Bits $90 of current object address 0A,x
   E0/25FF: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/2600: 13 00                Layering priority: MARIO overlaps object
   E0/2602: 90 03 12 00          Objects bounces 0px high to on-screen coords: (96,144)
   E0/2606: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/2607: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/2609: FE                   Return


EVENT [C84] ------------------------------------------------------------>
E0/260A: DC B4 29 26          If event flag memory address 00:7056 Bit 4 clear, jump to address $E0/2629
E0/260E: D8 BA 29 26          If event flag memory address 00:7057 Bit 2 set, jump to address $E0/2629
E0/2612: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/2614: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2615: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2616: 02                   Set Bit 4,6 of current object (enable all sequence playback)
E0/2617: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/2619: 00                   Set Bit 7 of current object (enable object visibility)
   E0/261A: 78                   Object faces down
   E0/261B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/261C: 02                   Set Bit 4,6 of current object (enable all sequence playback)
E0/261D: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/261F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2620: 78                   Object faces down
   E0/2621: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2622: 02                   Set Bit 4,6 of current object (enable all sequence playback)
E0/2623: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/2625: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2626: 78                   Object faces down
   E0/2627: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2628: 02                   Set Bit 4,6 of current object (enable all sequence playback)
E0/2629: D0 0F 00             Execute event id $000F subsequently

EVENT [C85] ------------------------------------------------------------>
E0/262C: DC B4 D4 26          If event flag memory address 00:7056 Bit 4 clear, jump to address $E0/26D4
E0/2630: D8 BB D4 26          If event flag memory address 00:7057 Bit 3 set, jump to address $E0/26D4
E0/2634: 68 19 01 1B 56 60    Enter area: $0119
                              MARIO will be at coords: (864,688) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
E0/263A: 00 F9                Set Object: MARIO ---> Command: Remove Object
E0/263C: F8 19 35 45 26       <UNKNOWN COMMAND $F8>
E0/2641: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
E0/2643: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
E0/2645: D1 0F 00             Execute event id $000F
E0/2648: C7 00                <UNKNOWN COMMAND $C7>
E0/264A: D4 07                Start code block, repeat 7 times
E0/264C: 3F 18 56 26          <UNKNOWN COMMAND: pointer to address $2656>
E0/2650: B1 0A 20 00          Add #$0020 to 00:7014
E0/2654: F0 03                Duration: 3 frames
E0/2656: F0 03                Duration: 3 frames
E0/2658: D7                   End of code block
E0/2659: 6A 19 C1             Modify BGL of area $C119
E0/265C: 6B 19 81             Modify physical field of area $8119
E0/265F: A0 BB                Set event flag memory address 00:7057 Bit 3
E0/2661: 14 14                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x14 bytes)
   E0/2663: 10 C3                Set transition and sequence flags, x4 speed
   E0/2665: 0C 30                XOR Bits $30 of current object address 0A,x
   E0/2667: 92 1A 57 00          Place object at on-screen coords: (848,696) Z=0
   E0/266B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/266C: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/266D: FD 9E                <UNKNOWN COMMAND $9E>
   E0/266F: 0B 80                Set Bits $80 of current object address 0A,x
   E0/2671: 18                   <UNKNOWN COMMAND $18>
   E0/2672: 60 80                Shift object right 128 pixels
   E0/2674: 16                   <UNKNOWN COMMAND $16>
   E0/2675: 64 01                Shift object left 1 pixels
E0/2677: 15 16                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x16 bytes)
   E0/2679: 10 C3                Set transition and sequence flags, x4 speed
   E0/267B: 0C 30                XOR Bits $30 of current object address 0A,x
   E0/267D: 92 1A 57 00          Place object at on-screen coords: (848,696) Z=0
   E0/2681: F0 27                Frame Duration: 39
   E0/2683: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2684: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/2685: FD 9E                <UNKNOWN COMMAND $9E>
   E0/2687: 0B 80                Set Bits $80 of current object address 0A,x
   E0/2689: 18                   <UNKNOWN COMMAND $18>
   E0/268A: 60 80                Shift object right 128 pixels
   E0/268C: 16                   <UNKNOWN COMMAND $16>
   E0/268D: 64 01                Shift object left 1 pixels
E0/268F: 16 16                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x16 bytes)
   E0/2691: 10 C3                Set transition and sequence flags, x4 speed
   E0/2693: 0C 30                XOR Bits $30 of current object address 0A,x
   E0/2695: 92 1A 57 00          Place object at on-screen coords: (848,696) Z=0
   E0/2699: F0 45                Frame Duration: 69
   E0/269B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/269C: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/269D: FD 9E                <UNKNOWN COMMAND $9E>
   E0/269F: 0B 80                Set Bits $80 of current object address 0A,x
   E0/26A1: 18                   <UNKNOWN COMMAND $18>
   E0/26A2: 60 80                Shift object right 128 pixels
   E0/26A4: 16                   <UNKNOWN COMMAND $16>
   E0/26A5: 64 01                Shift object left 1 pixels
E0/26A7: 17 96                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   E0/26A9: 10 C3                Set transition and sequence flags, x4 speed
   E0/26AB: 0C 30                XOR Bits $30 of current object address 0A,x
   E0/26AD: 92 1A 57 00          Place object at on-screen coords: (848,696) Z=0
   E0/26B1: F0 59                Frame Duration: 89
   E0/26B3: 00                   Set Bit 7 of current object (enable object visibility)
   E0/26B4: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/26B5: FD 9E                <UNKNOWN COMMAND $9E>
   E0/26B7: 0B 80                Set Bits $80 of current object address 0A,x
   E0/26B9: 18                   <UNKNOWN COMMAND $18>
   E0/26BA: 60 80                Shift object right 128 pixels
   E0/26BC: 16                   <UNKNOWN COMMAND $16>
   E0/26BD: 64 01                Shift object left 1 pixels
E0/26BF: 00 F8                Set Object: MARIO ---> Command: Show Object
E0/26C1: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/26C3: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/26C5: 43                   <UNKNOWN COMMAND $43>
   E0/26C6: 0B 04                Set Bits $4 of current object address 0A,x
E0/26C8: A8 15 13             Store #$13 to 00:70B5
E0/26CB: F8 19 35 D4 26       <UNKNOWN COMMAND $F8>
E0/26D0: 1A F2 D6 02          Set Object: NPC #6 ---> Command: Set object to movement: $02D6
E0/26D4: FE                   Return


EVENT [C86] ------------------------------------------------------------>
E0/26D5: A1 3D                Set event flag memory address 00:7067 Bit 5
E0/26D7: A1 7C                Set event flag memory address 00:706F Bit 4
E0/26D9: B0 0B 04 00          Store #$0004 to 00:7016
E0/26DD: B0 0C 26 00          Store #$0026 to 00:7018
E0/26E1: D1 42 00             Execute event id $0042
E0/26E4: A0 48                Set event flag memory address 00:7049 Bit 0
E0/26E6: 35 00                Disable Overworld Menu
E0/26E8: 68 A0 80 04 12 48    Enter area: $00A0
                              MARIO will be at coords: (128,144) Z=128
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/26EE: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/26F0: 72                   Object faces down
   E0/26F1: 7E 00 00             Object jumps #$0000 units
E0/26F4: FE                   Return


EVENT [C87] ------------------------------------------------------------>
E0/26F5: D1 41 00             Execute event id $0041
E0/26F8: A1 3C                Set event flag memory address 00:7067 Bit 4
E0/26FA: A1 3C                Set event flag memory address 00:7067 Bit 4
E0/26FC: A1 7C                Set event flag memory address 00:706F Bit 4
E0/26FE: A1 7B                Set event flag memory address 00:706F Bit 3
E0/2700: 4B 22 C0             Lead to World Map Point $C022
E0/2703: FE                   Return


EVENT [C88] ------------------------------------------------------------>
E0/2704: 00 97                Set Object: MARIO ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   E0/2706: FD 9E                <UNKNOWN COMMAND $9E>
   E0/2708: 70                   Object faces right
   E0/2709: C8 90                <UNKNOWN COMMAND $C8>
   E0/270B: 88                   Object runs away?
   E0/270C: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/270E: FD 15                Set Bit 4 and clear Bit 3,5 of object address 0C,x
   E0/2710: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/2712: D4 27                Start code block, repeat 39 times
   E0/2714: 7B 01                <UNKNOWN COMMAND $7B>
   E0/2716: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/2718: D7                   End of code block
   E0/2719: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/271B: 0B 04                Set Bits $4 of current object address 0A,x
E0/271D: FE                   Return


EVENT [C89] ------------------------------------------------------------>
E0/271E: 60 78 A6 D0          Run Dialogue $0678 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

DRY BONES: I know! You probably
 said to yourself, It's just
 a pile of dusty old bones!<I>
 ...THINK AGAIN!<I><END>


E0/2722: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/2724: 06                   Set "moon-walk" Bits
   E0/2725: 7B 04                <UNKNOWN COMMAND $7B>
   E0/2727: 48                   <UNKNOWN COMMAND $48>
   E0/2728: 7B 04                <UNKNOWN COMMAND $7B>
   E0/272A: 07                   Clear "moon-walk" Bits
E0/272B: 10 85                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/272D: 08 10 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/2730: F0 23                Frame Duration: 35
E0/2732: B0 07 48 00          Store #$0048 to 00:700E
E0/2736: D0 10 00             Execute event id $0010 subsequently

EVENT [C8A] ------------------------------------------------------------>
E0/2739: FD 9C 05             Play sound effect #$05
E0/273C: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/273E: 10 F4 51 01          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0151
E0/2742: B4 08                Store value at 00:70A8 to 00:7000
E0/2744: AD FD FF             Store #$FFFD to 00:7000
E0/2747: B5 09                Store value at 00:7000 to 00:70A9
E0/2749: B4 08                Store value at 00:70A8 to 00:7000
E0/274B: AD 01 00             Store #$0001 to 00:7000
E0/274E: DB D0 28             If Bit set at memory address (set by value at 00:7000), jump to address $E0/28D0
E0/2751: 11 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/2753: A3                   Set memory address Bit using 00:7000
E0/2754: C4 11                <UNKNOWN COMMAND $C4>
E0/2756: E0 09 14 65 27       If value at 00:70A9 = #$14, jump to address $E0/2765
E0/275B: E0 09 15 6A 27       If value at 00:70A9 = #$15, jump to address $E0/276A
E0/2760: E0 09 16 6F 27       If value at 00:70A9 = #$16, jump to address $E0/276F
E0/2765: BB 12                Store value at 00:7000 to 00:7024
E0/2767: D2 74 27             Jump to address $E0/2774
E0/276A: BB 13                Store value at 00:7000 to 00:7026
E0/276C: D2 74 27             Jump to address $E0/2774
E0/276F: BB 14                Store value at 00:7000 to 00:7028
E0/2771: D2 74 27             Jump to address $E0/2774
E0/2774: DC 18 AC 28          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/28AC
E0/2778: DC 19 AC 28          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/28AC
E0/277C: DC 1A AC 28          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/28AC
E0/2780: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/2782: 10 41                Set transition flag, x2 speed
   E0/2784: 90 00 67 0A          Objects bounces 10px high to on-screen coords: (16,824)
E0/2788: 1B 95                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   E0/278A: 10 41                Set transition flag, x2 speed
   E0/278C: 92 02 79 20          Place object at on-screen coords: (80,968) Z=0
   E0/2790: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/2793: 0D 05                <UNKNOWN COMMAND $0D>
   E0/2795: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2796: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/2798: 67 01                Shift object up-right 1 pixels
   E0/279A: FD 3D 07 98 27       <UNKNOWN COMMAND $E0: pointer to address 
E0/279F: C4 1B                <UNKNOWN COMMAND $C4>
E0/27A1: B9 12                Subtract value at 00:7024 to 00:7000
E0/27A3: EE AB 27             If Bit 7 of 00:70A0,x clear, jump to address $E0/27AB
E0/27A6: FD B2 FF FF          XOR Bits $FFFF of 00:7000
E0/27AA: AE                   Increment 00:7000
E0/27AB: C0 C0 00             Compare value at 00:7000 to #$00C0
E0/27AE: EC AD 28             If Bit 0 of 00:70A0,x set, jump to address $E0/28AD
E0/27B1: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/27B3: 10 83                Set sequence flag, x4 speed
   E0/27B5: 08 50 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/27B8: FD 9E                <UNKNOWN COMMAND $9E>
   E0/27BA: 0A 0C                Store #$0C to current object address 0A,x
E0/27BC: 02 57                Set Object: BOWSER ---> Begin action queue for object (Length: 0x57 bytes)
   E0/27BE: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/27BF: 1B                   <UNKNOWN COMMAND $1B>
   E0/27C0: 9C 0C                Play sound effect #$0C
   E0/27C2: 20 13                <UNKNOWN COMMAND $20>
   E0/27C4: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/27C5: 10 43                Set transition flag, x4 speed
   E0/27C7: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/27C9: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   E0/27CB: 10 41                Set transition flag, x2 speed
   E0/27CD: 7E F0 00             Object jumps #$00F0 units
   E0/27D0: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/27D2: 0B 20                Set Bits $20 of current object address 0A,x
   E0/27D4: 13 01                Layering priority: Normal
   E0/27D6: 67 01                Shift object up-right 1 pixels
   E0/27D8: FD 3D 07 D6 27       <UNKNOWN COMMAND $E0: pointer to address 
   E0/27DD: C4 1B                <UNKNOWN COMMAND $C4>
   E0/27DF: B9 13                Subtract value at 00:7026 to 00:700C
   E0/27E1: EE                   <UNKNOWN COMMAND $EE>
   E0/27E2: E9                   <UNKNOWN COMMAND $E9>
   E0/27E3: 27 FD B2 FF FF AE C0 C0 00 EC AD 28 15 08 10 83 <UNKNOWN COMMAND $27>
   E0/27F3: 08 50 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/27F6: FD 9E                <UNKNOWN COMMAND $9E>
   E0/27F8: 0A 0C                Store #$0C to current object address 0A,x
   E0/27FA: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/27FB: 57 03                Shift object up-right 48 pixels
   E0/27FD: 1B                   <UNKNOWN COMMAND $1B>
   E0/27FE: 9C 0C                Play sound effect #$0C
   E0/2800: 20 13                <UNKNOWN COMMAND $20>
   E0/2802: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/2803: 10 43                Set transition flag, x4 speed
   E0/2805: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/2807: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   E0/2809: 10 41                Set transition flag, x2 speed
   E0/280B: 7E C0 00             Object jumps #$00C0 units
   E0/280E: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/2810: 0B 20                Set Bits $20 of current object address 0A,x
   E0/2812: 13 01                Layering priority: Normal
   E0/2814: 67 01                Shift object up-right 1 pixels
E0/2816: FD 3D 07 14 28       If Bit 6 of 00:62A6 set, jump to address $E0/2814
E0/281B: C4 1B                <UNKNOWN COMMAND $C4>
E0/281D: B9 14                Subtract value at 00:7028 to 00:7000
E0/281F: EE 27 28             If Bit 7 of 00:70A0,x clear, jump to address $E0/2827
E0/2822: FD B2 FF FF          XOR Bits $FFFF of 00:7000
E0/2826: AE                   Increment 00:7000
E0/2827: C0 C0 00             Compare value at 00:7000 to #$00C0
E0/282A: EC AD 28             If Bit 0 of 00:70A0,x set, jump to address $E0/28AD
E0/282D: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/282F: 10 83                Set sequence flag, x4 speed
   E0/2831: 08 50 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/2834: FD 9E                <UNKNOWN COMMAND $9E>
   E0/2836: 0A 0C                Store #$0C to current object address 0A,x
E0/2838: 02 57                Set Object: BOWSER ---> Begin action queue for object (Length: 0x57 bytes)
   E0/283A: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/283B: 1B                   <UNKNOWN COMMAND $1B>
   E0/283C: 9C 0C                Play sound effect #$0C
   E0/283E: 20 13                <UNKNOWN COMMAND $20>
   E0/2840: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/2841: 10 43                Set transition flag, x4 speed
   E0/2843: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/2845: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   E0/2847: 10 41                Set transition flag, x2 speed
   E0/2849: 7E 90 00             Object jumps #$0090 units
   E0/284C: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/284E: 0B 20                Set Bits $20 of current object address 0A,x
   E0/2850: 13 01                Layering priority: Normal
   E0/2852: 67 01                Shift object up-right 1 pixels
   E0/2854: FD 3D 07 52 28       <UNKNOWN COMMAND $E0: pointer to address 
   E0/2859: 3B 1B 1A 00 01 63    <UNKNOWN COMMAND $3B>
   E0/285F: 28 D2 AD 28 A0 1B 17 F2 3C 01 18 F2 3C 01 19 F2 <UNKNOWN COMMAND $28>
   E0/286F: 3C 01 F0 07 1C       <UNKNOWN COMMAND $3C: pointer to address $E0/1C07>
   E0/2874: F2 52 01             <UNKNOWN COMMAND $F2>
   E0/2877: D9 E9 92 28          If event flag memory address 00:707D Bit 1 set, jump to address $E0/2892
   E0/287B: B0 08 06 00          Store #$0006 to 00:7010
   E0/287F: B0 09 78 00          Store #$0078 to 00:7012
   E0/2883: B0 0A 10 00          Store #$0010 to 00:7014
   E0/2887: FD C4                <UNKNOWN COMMAND $C4>
   E0/2889: F0 00                Frame Duration: 0
   E0/288B: FD 3E 23 D9 0C 89 28 <UNKNOWN COMMAND $E0: pointer to address 
E0/2892: 0C 98                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   E0/2894: C8 80                <UNKNOWN COMMAND $C8>
   E0/2896: B1 0B FC FF          Add #$FFFC to 00:7016
   E0/289A: C2 0B 00 00          Compare value at 00:7016 to #$0000
   E0/289E: EE                   <UNKNOWN COMMAND $EE>
   E0/289F: A5 28                Clear event flag memory address 00:7065 Bit 0
   E0/28A1: B0 0B 00 00          Store #$0000 to 00:7016
   E0/28A5: B1 0C F0 FF          Add #$FFF0 to 00:7018
   E0/28A9: 98                   <UNKNOWN COMMAND $98>
   E0/28AA: 10 40                Set transition flag, x1 speed
E0/28AC: FE                   Return

E0/28AD: 1B 10                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/28AF: 7E 40 00             Object jumps #$0040 units
   E0/28B2: F0 13                Frame Duration: 19
   E0/28B4: 7E 20 00             Object jumps #$0020 units
   E0/28B7: F0 09                Frame Duration: 9
   E0/28B9: 7E 08 00             Object jumps #$0008 units
   E0/28BC: F0 07                Frame Duration: 7
   E0/28BE: 01                   Clear Bit 7 of current object (disable object visibility)
E0/28BF: 14 FB                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $FB>
E0/28C1: 15 FB                Set Object: NPC #1 ---> Command: <UNKNOWN COMMAND $FB>
E0/28C3: 16 FB                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FB>
E0/28C5: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/28C7: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/28C9: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/28CB: 9C 58                Play sound effect #$58
E0/28CD: D2 92 28             Jump to address $E0/2892
E0/28D0: 11 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
E0/28D2: A7                   Clear memory address Bit using 00:7000
E0/28D3: FE                   Return


EVENT [C8B] ------------------------------------------------------------>
E0/28D4: 6A A8 C0             Modify BGL of area $C0A8
E0/28D7: D1 0F 00             Execute event id $000F
E0/28DA: 40 8C 2C             Execute event id $2C8C simultaneously with the following commands
E0/28DD: 60 79 06 02          Run Dialogue $0679
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

     This is a 3-Dimensional Maze.<I>
          Press X if you give up.<I><END>


E0/28E1: FE                   Return


EVENT [C8C] ------------------------------------------------------------>
E0/28E2: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/28E4: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/28E6: 34 EF                Change directional maneuverability: left right down up 
E0/28E8: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/28EA: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   E0/28EC: 13 01                Layering priority: Normal
E0/28EE: F0 00                Duration: 0 frames
E0/28F0: CA                   Store held joypad register to 00:7000,00:7001
E0/28F1: E6 10 00 E2 28       If memory address 00:7000 Bit $0010 set, do NOT jump to address $E0/28E2
E0/28F6: 34 00                Change directional maneuverability: 
E0/28F8: 16 F2 5F 01          Set Object: NPC #2 ---> Command: Set object to movement: $015F
E0/28FC: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/28FE: FD 0F 03             Object overlaps BG1 & BG2
   E0/2901: 13 03                Layering priority: ...
E0/2903: F0 00                Duration: 0 frames
E0/2905: 3D 03 29             <UNKNOWN COMMAND: pointer to address $2903>
E0/2908: C6 80                Store value at 00:9004 to 00:7000 and clear 00:7001
E0/290A: FD B6 03 FF          Divide value at 00:7006 by 2^1 and store back
E0/290E: 64                   <UNKNOWN COMMAND $64>
E0/290F: 60 7A A6 62          Run Dialogue $067A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Do you wish to give up?
 >>   (I'll try a little more)
 >>   (I GIVE UP!)<I><END>


E0/2913: 66 1D 29             If 2nd option chosen from dialogue prompt, jump to address $E0/291D
E0/2916: 60 79 06 02          Run Dialogue $0679
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

     This is a 3-Dimensional Maze.<I>
          Press X if you give up.<I><END>


E0/291A: D2 E2 28             Jump to address $E0/28E2
E0/291D: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/291F: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/2921: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/2923: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   E0/2925: 13 01                Layering priority: Normal
E0/2927: 68 A8 80 1F 74 A0    Enter area: $00A8
                              MARIO will be at coords: (992,928) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/292D: FE                   Return


EVENT [C8D] ------------------------------------------------------------>
E0/292E: D1 41 00             Execute event id $0041
E0/2931: 75                   Darken screen from normal before following commands
E0/2932: 4A C3 00 03          Engage in battle with formation pack #$00C3 in background #$03
E0/2936: 68 B1 80 0F 2B 60    Enter area: $00B1
                              MARIO will be at coords: (496,344) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/293C: FE                   Return


EVENT [C8E] ------------------------------------------------------------>
E0/293D: D8 C6 64 29          If event flag memory address 00:7058 Bit 6 set, jump to address $E0/2964
E0/2941: 4A A7 00 03          Engage in battle with formation pack #$00A7 in background #$03
E0/2945: A1 E5                Set event flag memory address 00:707C Bit 5
E0/2947: A5 E6                Clear event flag memory address 00:707C Bit 6
E0/2949: A5 E7                Clear event flag memory address 00:707C Bit 7
E0/294B: D1 18 00             Execute event id $0018
E0/294E: A0 C6                Set event flag memory address 00:7058 Bit 6
E0/2950: FD 5B                Restore all HP
E0/2952: FD 5C                Restore all FP
E0/2954: A0 48                Set event flag memory address 00:7049 Bit 0
E0/2956: 35 00                Disable Overworld Menu
E0/2958: 68 AD 80 02 5C 48    Enter area: $00AD
                              MARIO will be at coords: (64,736) Z=128
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/295E: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/2960: 7E 00 00             Object jumps #$0000 units
E0/2963: FE                   Return

E0/2964: 75                   Darken screen from normal before following commands
E0/2965: 4A C2 00 03          Engage in battle with formation pack #$00C2 in background #$03
E0/2969: D2 54 29             Jump to address $E0/2954

EVENT [C8F] ------------------------------------------------------------>
E0/296C: 9C 58                Play sound effect #$58
E0/296E: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/2970: 10 08                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x08 bytes)
   E0/2972: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/2975: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/2977: 5A 02                Shift object up 32 pixels
   E0/2979: 01                   Clear Bit 7 of current object (disable object visibility)
E0/297A: FE                   Return


EVENT [C90] ------------------------------------------------------------>
E0/297B: 9C 0D                Play sound effect #$0D
E0/297D: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/297F: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/2981: 10 07                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes)
   E0/2983: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2984: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/2987: 5A 02                Shift object up 32 pixels
   E0/2989: 01                   Clear Bit 7 of current object (disable object visibility)
E0/298A: AA 0F                Increment 00:70AF
E0/298C: E0 0F 10 92 29       If value at 00:70AF = #$10, jump to address $E0/2992
E0/2991: FE                   Return

E0/2992: 25 F2 52 01          Set Object: NPC #17 ---> Command: Set object to movement: $0152
E0/2996: D9 EB A5 29          If event flag memory address 00:707D Bit 3 set, jump to address $E0/29A5
E0/299A: D4 0F                Start code block, repeat 15 times
E0/299C: 9C 0D                Play sound effect #$0D
E0/299E: 52 0A                Add 10 coins
E0/29A0: F0 07                Duration: 7 frames
E0/29A2: D7                   End of code block
E0/29A3: A1 EB                Set event flag memory address 00:707D Bit 3
E0/29A5: FE                   Return


EVENT [C91] ------------------------------------------------------------>
E0/29A6: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/29A8: 10 08                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x08 bytes)
   E0/29AA: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/29AC: 7E 60 00             Object jumps #$0060 units
   E0/29AF: F0 13                Frame Duration: 19
   E0/29B1: 01                   Clear Bit 7 of current object (disable object visibility)
E0/29B2: B4 08                Store value at 00:70A8 to 00:7000
E0/29B4: AF                   Decrement 00:7000
E0/29B5: AF                   Decrement 00:7000
E0/29B6: AF                   Decrement 00:7000
E0/29B7: B5 09                Store value at 00:7000 to 00:70A9
E0/29B9: 3A 10 11 C0 00 C1    <UNKNOWN COMMAND: pointer to address $C011 or address $C100>
E0/29BF: 29 FE                Set Object: NPC #21 ---> Command: End object queue
E0/29C1: F0 0B                Duration: 11 frames
E0/29C3: 11 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/29C5: 11 F4 51 01          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0151
E0/29C9: FD 9C 57             Play sound effect #$57
E0/29CC: AA 0F                Increment 00:70AF
E0/29CE: E0 0F 03 DD 29       If value at 00:70AF = #$03, jump to address $E0/29DD
E0/29D3: B4 08                Store value at 00:70A8 to 00:7000
E0/29D5: AE                   Increment 00:7000
E0/29D6: B5 09                Store value at 00:7000 to 00:70A9
E0/29D8: 11 F2 3F 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $013F
E0/29DC: FE                   Return

E0/29DD: 1B F2 52 01          Set Object: NPC #7 ---> Command: Set object to movement: $0152
E0/29E1: D9 EC FC 29          If event flag memory address 00:707D Bit 4 set, jump to address $E0/29FC
E0/29E5: B0 08 07 00          Store #$0007 to 00:7010
E0/29E9: B0 09 3E 00          Store #$003E to 00:7012
E0/29ED: B0 0A 15 00          Store #$0015 to 00:7014
E0/29F1: FD C4                <UNKNOWN COMMAND $FD C4>
E0/29F3: F0 00                Duration: 0 frames
E0/29F5: FD 3E 25 DB 0C F3 29 <UNKNOWN COMMAND: pointer to address $E0/29F3
E0/29FC: FE                   Return


EVENT [C92] ------------------------------------------------------------>
E0/29FD: FD 43                <UNKNOWN COMMAND $FD 43>
E0/29FF: D8 18 A8 2A          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/2AA8
E0/2A03: D8 20 19 2A          If event flag memory address 00:7044 Bit 0 set, jump to address $E0/2A19
E0/2A07: D8 C6 19 2A          If event flag memory address 00:7058 Bit 6 set, jump to address $E0/2A19
E0/2A0B: 60 7B A6 60          Run Dialogue $067B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 To pass through here, hit those
 6 boxes and enter the password.<I><END>


E0/2A0F: A0 20                Set event flag memory address 00:7044 Bit 0
E0/2A11: D8 18 18 2A          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/2A18
E0/2A15: 40 99 2C             Execute event id $2C99 simultaneously with the following commands
E0/2A18: FE                   Return

E0/2A19: 60 AA 86 60          Run Dialogue $06AA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Mario's password is....
<

E0/2A1D: BA 12                Store value at 00:7024 to 00:7000
E0/2A1F: AD A5 06             Store #$06A5 to 00:7000
E0/2A22: 61 80 60             Run Dialogue from 00:7000
                              <UNKNOWN: $80>
                              Position: top of screen
                              Box Style: Paragraph of normal text on vellum paper
E0/2A25: BA 13                Store value at 00:7026 to 00:7000
E0/2A27: AD B1 06             Store #$06B1 to 00:7000
E0/2A2A: 61 80 60             Run Dialogue from 00:7000
                              <UNKNOWN: $80>
                              Position: top of screen
                              Box Style: Paragraph of normal text on vellum paper
E0/2A2D: BA 14                Store value at 00:7028 to 00:7000
E0/2A2F: AD BD 06             Store #$06BD to 00:7000
E0/2A32: 61 80 60             Run Dialogue from 00:7000
                              <UNKNOWN: $80>
                              Position: top of screen
                              Box Style: Paragraph of normal text on vellum paper
E0/2A35: BA 15                Store value at 00:702A to 00:7000
E0/2A37: AD C9 06             Store #$06C9 to 00:7000
E0/2A3A: 61 80 60             Run Dialogue from 00:7000
                              <UNKNOWN: $80>
                              Position: top of screen
                              Box Style: Paragraph of normal text on vellum paper
E0/2A3D: BA 16                Store value at 00:702C to 00:7000
E0/2A3F: AD D5 06             Store #$06D5 to 00:7000
E0/2A42: 61 80 60             Run Dialogue from 00:7000
                              <UNKNOWN: $80>
                              Position: top of screen
                              Box Style: Paragraph of normal text on vellum paper
E0/2A45: BA 17                Store value at 00:702E to 00:7000
E0/2A47: AD E1 06             Store #$06E1 to 00:7000
E0/2A4A: 61 80 60             Run Dialogue from 00:7000
                              <UNKNOWN: $80>
                              Position: top of screen
                              Box Style: Paragraph of normal text on vellum paper
E0/2A4D: 60 AB A6 60          Run Dialogue $06AB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 ><I><END>


E0/2A51: A8 0C 00             Store #$00 to 00:70AC
E0/2A54: A0 12                Set event flag memory address 00:7042 Bit 2
E0/2A56: E5 12 04 00 5E 2A    If value at 00:7024 = #$0004, jump to address $E0/2A5E
E0/2A5C: AA 0C                Increment 00:70AC
E0/2A5E: E5 13 02 00 66 2A    If value at 00:7026 = #$0002, jump to address $E0/2A66
E0/2A64: AA 0C                Increment 00:70AC
E0/2A66: E5 14 00 00 6E 2A    If value at 00:7028 = #$0000, jump to address $E0/2A6E
E0/2A6C: AA 0C                Increment 00:70AC
E0/2A6E: E5 15 02 00 76 2A    If value at 00:702A = #$0002, jump to address $E0/2A76
E0/2A74: AA 0C                Increment 00:70AC
E0/2A76: E5 16 03 00 7E 2A    If value at 00:702C = #$0003, jump to address $E0/2A7E
E0/2A7C: AA 0C                Increment 00:70AC
E0/2A7E: E5 17 00 00 86 2A    If value at 00:702E = #$0000, jump to address $E0/2A86
E0/2A84: AA 0C                Increment 00:70AC
E0/2A86: E1 0C 06 B1 2A       If value at 00:70AC != #$06, jump to address $E0/2AB1
E0/2A8B: 9C 57                Play sound effect #$57
E0/2A8D: D8 C6 B7 2A          If event flag memory address 00:7058 Bit 6 set, jump to address $E0/2AB7
E0/2A91: 1B F2 5F 01          Set Object: NPC #7 ---> Command: Set object to movement: $015F
E0/2A95: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/2A97: 77                   Object faces up-right
   E0/2A98: 06                   Set "moon-walk" Bits
   E0/2A99: 53 03                Shift object down-left 48 pixels
   E0/2A9B: 07                   Clear "moon-walk" Bits
E0/2A9C: 9C 10                Play sound effect #$10
E0/2A9E: 6B B1 80             Modify physical field of area $80B1
E0/2AA1: 6A B1 C0             Modify BGL of area $C0B1
E0/2AA4: A0 18                Set event flag memory address 00:7043 Bit 0
E0/2AA6: A0 16                Set event flag memory address 00:7042 Bit 6
E0/2AA8: D8 C6 B7 2A          If event flag memory address 00:7058 Bit 6 set, jump to address $E0/2AB7
E0/2AAC: 60 7C A6 62          Run Dialogue $067C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Good job...I'll let you through...
 If you can get past ME, first,
 that is.<I><END>


E0/2AB0: FE                   Return

E0/2AB1: 9C 58                Play sound effect #$58
E0/2AB3: 40 99 2C             Execute event id $2C99 simultaneously with the following commands
E0/2AB6: FE                   Return

E0/2AB7: D8 18 C7 2A          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/2AC7
E0/2ABB: 9C 10                Play sound effect #$10
E0/2ABD: 6B B1 80             Modify physical field of area $80B1
E0/2AC0: 6A B1 C0             Modify BGL of area $C0B1
E0/2AC3: A0 18                Set event flag memory address 00:7043 Bit 0
E0/2AC5: A0 16                Set event flag memory address 00:7042 Bit 6
E0/2AC7: FE                   Return


EVENT [C93] ------------------------------------------------------------>
E0/2AC8: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/2ACA: 10 F2 50 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0150
E0/2ACE: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/2AD0: 7E 00 00             Object jumps #$0000 units
   E0/2AD3: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/2AD5: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/2AD7: 09                   Reset all object properties to default
   E0/2AD8: 0B 20                Set Bits $20 of current object address 0A,x
E0/2ADA: AA 0E                Increment 00:70AE
E0/2ADC: E0 0E 02 E2 2A       If value at 00:70AE = #$02, jump to address $E0/2AE2
E0/2AE1: FE                   Return

E0/2AE2: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/2AE4: 0E FF                <UNKNOWN COMMAND $0E>
E0/2AE6: 17 F2 52 01          Set Object: NPC #3 ---> Command: Set object to movement: $0152
E0/2AEA: D9 ED 05 2B          If event flag memory address 00:707D Bit 5 set, jump to address $E0/2B05
E0/2AEE: B0 08 11 00          Store #$0011 to 00:7010
E0/2AF2: B0 09 12 00          Store #$0012 to 00:7012
E0/2AF6: B0 0A 15 00          Store #$0015 to 00:7014
E0/2AFA: FD C4                <UNKNOWN COMMAND $FD C4>
E0/2AFC: F0 00                Duration: 0 frames
E0/2AFE: FD 3E 26 05 0C FC 2A <UNKNOWN COMMAND: pointer to address $E0/2AFC
E0/2B05: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/2B07: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
E0/2B09: 15 F2 50 01          Set Object: NPC #1 ---> Command: Set object to movement: $0150
E0/2B0D: 16 F2 50 01          Set Object: NPC #2 ---> Command: Set object to movement: $0150
E0/2B11: FE                   Return


EVENT [C94] ------------------------------------------------------------>
E0/2B12: C6 90                Store value at 00:9604 to 00:7000 and clear 00:7001
E0/2B14: E2 00 00 4A 2B       If value at 00:7000 = #$0000, jump to address $E0/2B4A
E0/2B19: 10 AE                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x2E bytes) (Wait until complete)
   E0/2B1B: 0C 50                XOR Bits $50 of current object address 0A,x
   E0/2B1D: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/2B1F: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/2B20: 10 C6                Set transition and sequence flags, 1/4 speed
   E0/2B22: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/2B25: 63 04                Shift object down-left 4 pixels
   E0/2B27: 10 C5                Set transition and sequence flags, 1/2 speed
   E0/2B29: 63 08                Shift object down-left 8 pixels
   E0/2B2B: 10 C0                Set transition and sequence flags, x1 speed
   E0/2B2D: 7E 30 00             Object jumps #$0030 units
   E0/2B30: 63 14                Shift object down-left 20 pixels
   E0/2B32: 71                   Object faces down-right
   E0/2B33: 06                   Set "moon-walk" Bits
   E0/2B34: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/2B37: FD 9E                <UNKNOWN COMMAND $9E>
   E0/2B39: 6D                   <UNKNOWN COMMAND $6D>
   E0/2B3A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/2B3B: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/2B3C: 0B 50                Set Bits $50 of current object address 0A,x
   E0/2B3E: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   E0/2B40: FE                   Return Queue

E0/2B41: BA 19                Store value at 00:7032 to 00:7000
E0/2B43: 7C                   <UNKNOWN COMMAND $7C>
E0/2B44: 05 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes)
   E0/2B46: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   E0/2B48: FE                   Return Queue

E0/2B49: FE                   Return

E0/2B4A: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/2B4C: 00 37                Set Object: MARIO ---> Begin action queue for object (Length: 0x37 bytes)
   E0/2B4E: C9 07                <UNKNOWN COMMAND $C9>
   E0/2B50: E2                   <UNKNOWN COMMAND $E2>
   E0/2B51: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/2B52: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2B53: 71                   Object faces down-right
   E0/2B54: 2B E2 00 00 71       <UNKNOWN COMMAND $2B>
   E0/2B59: 2B E2 02 00 71       <UNKNOWN COMMAND $2B>
   E0/2B5E: 2B E2 05 00 7C       <UNKNOWN COMMAND $2B>
   E0/2B63: 2B E2 04 00 7C       <UNKNOWN COMMAND $2B>
   E0/2B68: 2B E2 06 00 7C       <UNKNOWN COMMAND $2B>
   E0/2B6D: 2B D2 84 2B 06       <UNKNOWN COMMAND $2B>
   E0/2B72: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2B73: F0 04                Frame Duration: 4
   E0/2B75: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/2B76: 07                   Clear "moon-walk" Bits
   E0/2B77: A0 26                Set event flag memory address 00:7044 Bit 6
   E0/2B79: D2 84 2B             Jump to address $E0/2B84
   E0/2B7C: 06                   Set "moon-walk" Bits
   E0/2B7D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/2B7E: F0 04                Frame Duration: 4
   E0/2B80: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/2B81: 07                   Clear "moon-walk" Bits
   E0/2B82: A0 26                Set event flag memory address 00:7044 Bit 6
   E0/2B84: FE                   Return Queue

E0/2B85: 10 EF                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x6F bytes) (Wait until complete)
   E0/2B87: C9 00                <UNKNOWN COMMAND $C9>
   E0/2B89: E2                   <UNKNOWN COMMAND $E2>
   E0/2B8A: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/2B8B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2B8C: AC 2B E2             Store #$E22B to 00:700C
   E0/2B8F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2B90: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2B91: AC 2B E2             Store #$E22B to 00:700C
   E0/2B94: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/2B95: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2B96: AC 2B E2             Store #$E22B to 00:700C
   E0/2B99: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/2B9A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2B9B: CB                   Store joypad register to 00:700C,00:700D
   E0/2B9C: 2B E2 04 00 CB       <UNKNOWN COMMAND $2B>
   E0/2BA1: 2B E2 06 00 CB       <UNKNOWN COMMAND $2B>
   E0/2BA6: 2B FD 0C D2 F4       <UNKNOWN COMMAND $2B>
   E0/2BAB: 2B 08 48 05 65       <UNKNOWN COMMAND $2B>
   E0/2BB0: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/2BB1: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/2BB4: 65 01                Shift object up-left 1 pixels
   E0/2BB6: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/2BB9: 65 01                Shift object up-left 1 pixels
   E0/2BBB: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/2BBE: 65 01                Shift object up-left 1 pixels
   E0/2BC0: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/2BC3: 65 01                Shift object up-left 1 pixels
   E0/2BC5: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/2BC8: D2 E7 2B             Jump to address $E0/2BE7
   E0/2BCB: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/2BCE: 61 01                Shift object down-right 1 pixels
   E0/2BD0: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/2BD3: 61 01                Shift object down-right 1 pixels
   E0/2BD5: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/2BD8: 61 01                Shift object down-right 1 pixels
   E0/2BDA: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/2BDD: 61 01                Shift object down-right 1 pixels
   E0/2BDF: 08 48 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/2BE2: 61 01                Shift object down-right 1 pixels
   E0/2BE4: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/2BE7: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   E0/2BE9: C5 87                <UNKNOWN COMMAND $C5>
   E0/2BEB: E3                   <UNKNOWN COMMAND $E3>
   E0/2BEC: 15 00                Clear Bits $7 of current object address 0C,x and set Bit(s) $0
   E0/2BEE: F4                   <UNKNOWN COMMAND $F4>
   E0/2BEF: 2B A0 25 FD 0D       <UNKNOWN COMMAND $2B>
   E0/2BF4: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/2BF5: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
E0/2BF6: DC 25 02 2C          If event flag memory address 00:7044 Bit 5 clear, jump to address $E0/2C02
E0/2BFA: 16 F2 50 01          Set Object: NPC #2 ---> Command: Set object to movement: $0150
E0/2BFE: AA 0E                Increment 00:70AE
E0/2C00: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/2C02: FE                   Return


EVENT [C95] ------------------------------------------------------------>
E0/2C03: 10 0C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes)
   E0/2C05: FD 9E                <UNKNOWN COMMAND $9E>
   E0/2C07: 09                   Reset all object properties to default
   E0/2C08: 0C 50                XOR Bits $50 of current object address 0A,x
   E0/2C0A: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/2C0D: 13 00                Layering priority: MARIO overlaps object
   E0/2C0F: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
E0/2C11: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/2C13: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   E0/2C15: 09                   Reset all object properties to default
E0/2C16: 15 F2 52 01          Set Object: NPC #1 ---> Command: Set object to movement: $0152
E0/2C1A: D9 EA 35 2C          If event flag memory address 00:707D Bit 2 set, jump to address $E0/2C35
E0/2C1E: B0 08 1A 00          Store #$001A to 00:7010
E0/2C22: B0 09 6E 00          Store #$006E to 00:7012
E0/2C26: B0 0A 15 00          Store #$0015 to 00:7014
E0/2C2A: FD C4                <UNKNOWN COMMAND $FD C4>
E0/2C2C: F0 00                Duration: 0 frames
E0/2C2E: FD 3E 25 DA 0C 2C 2C <UNKNOWN COMMAND: pointer to address $E0/2C2C
E0/2C35: FE                   Return


EVENT [C96] ------------------------------------------------------------>
E0/2C36: D1 0F 00             Execute event id $000F
E0/2C39: 40 97 2C             Execute event id $2C97 simultaneously with the following commands
E0/2C3C: FE                   Return


EVENT [C97] ------------------------------------------------------------>
E0/2C3D: F0 00                Duration: 0 frames
E0/2C3F: D8 27 67 2C          If event flag memory address 00:7044 Bit 7 set, jump to address $E0/2C67
E0/2C43: DC 18 3D 2C          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/2C3D
E0/2C47: 17 F2 52 01          Set Object: NPC #3 ---> Command: Set object to movement: $0152
E0/2C4B: D9 E8 66 2C          If event flag memory address 00:707D Bit 0 set, jump to address $E0/2C66
E0/2C4F: B0 08 0F 00          Store #$000F to 00:7010
E0/2C53: B0 09 75 00          Store #$0075 to 00:7012
E0/2C57: B0 0A 0F 00          Store #$000F to 00:7014
E0/2C5B: FD C4                <UNKNOWN COMMAND $FD C4>
E0/2C5D: F0 00                Duration: 0 frames
E0/2C5F: FD 3E 24 D8 0C 5D 2C <UNKNOWN COMMAND: pointer to address $E0/2C5D
E0/2C66: FE                   Return

E0/2C67: 9C 16                Play sound effect #$16
E0/2C69: 0C 07                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x07 bytes)
   E0/2C6B: D4 07                Start code block, repeat 7 times
   E0/2C6D: 62 02                Shift object down 2 pixels
   E0/2C6F: 66 02                Shift object up 2 pixels
   E0/2C71: D7                   End of code block
E0/2C72: FE                   Return


EVENT [C98] ------------------------------------------------------------>
E0/2C73: B0 12 00 00          Store #$0000 to 00:7024
E0/2C77: B0 13 00 00          Store #$0000 to 00:7026
E0/2C7B: B0 14 00 00          Store #$0000 to 00:7028
E0/2C7F: B0 15 00 00          Store #$0000 to 00:702A
E0/2C83: B0 16 00 00          Store #$0000 to 00:702C
E0/2C87: B0 17 00 00          Store #$0000 to 00:702E
E0/2C8B: A8 0C 00             Store #$00 to 00:70AC
E0/2C8E: DC 16 9D 2C          If event flag memory address 00:7042 Bit 6 clear, jump to address $E0/2C9D
E0/2C92: 6B B1 80             Modify physical field of area $80B1
E0/2C95: 6A B1 C0             Modify BGL of area $C0B1
E0/2C98: A0 18                Set event flag memory address 00:7043 Bit 0
E0/2C9A: D0 0F 00             Execute event id $000F subsequently
E0/2C9D: D1 0F 00             Execute event id $000F
E0/2CA0: 40 99 2C             Execute event id $2C99 simultaneously with the following commands
E0/2CA3: FE                   Return


EVENT [C99] ------------------------------------------------------------>
E0/2CA4: F0 00                Duration: 0 frames
E0/2CA6: C4 80                <UNKNOWN COMMAND $C4>
E0/2CA8: BB 19                Store value at 00:7000 to 00:7032
E0/2CAA: FD B6 19 08          Divide value at 00:7032 by 2^248 and store back
E0/2CAE: C5 80                <UNKNOWN COMMAND $C5>
E0/2CB0: B8 19                Add value at 00:7032 to 00:7000
E0/2CB2: E2 32 0D D6 2C       If value at 00:7000 = #$0D32, jump to address $E0/2CD6
E0/2CB7: E2 34 0E 20 2D       If value at 00:7000 = #$0E34, jump to address $E0/2D20
E0/2CBC: E2 36 0F 6A 2D       If value at 00:7000 = #$0F36, jump to address $E0/2D6A
E0/2CC1: E2 34 10 B4 2D       If value at 00:7000 = #$1034, jump to address $E0/2DB4
E0/2CC6: E2 32 0F FE 2D       If value at 00:7000 = #$0F32, jump to address $E0/2DFE
E0/2CCB: E2 30 0E 48 2E       If value at 00:7000 = #$0E30, jump to address $E0/2E48
E0/2CD0: 64                   <UNKNOWN COMMAND $64>
E0/2CD1: A4 1F                Clear event flag memory address 00:7043 Bit 7
E0/2CD3: D2 A4 2C             Jump to address $E0/2CA4
E0/2CD6: D8 1F A4 2C          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/2CA4
E0/2CDA: A0 1F                Set event flag memory address 00:7043 Bit 7
E0/2CDC: E4 12 00 00 FD 2C    If value at 00:7024 = #$0000, jump to address $E0/2CFD
E0/2CE2: E4 12 01 00 04 2D    If value at 00:7024 = #$0001, jump to address $E0/2D04
E0/2CE8: E4 12 02 00 0B 2D    If value at 00:7024 = #$0002, jump to address $E0/2D0B
E0/2CEE: E4 12 03 00 12 2D    If value at 00:7024 = #$0003, jump to address $E0/2D12
E0/2CF4: E4 12 04 00 19 2D    If value at 00:7024 = #$0004, jump to address $E0/2D19
E0/2CFA: D2 A4 2C             Jump to address $E0/2CA4
E0/2CFD: 60 A0 06 20          Run Dialogue $06A0
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter1  <m> c  o  t  p

E0/2D01: D2 A4 2C             Jump to address $E0/2CA4
E0/2D04: 60 A1 06 20          Run Dialogue $06A1
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter1   m <c> o  t  p

E0/2D08: D2 A4 2C             Jump to address $E0/2CA4
E0/2D0B: 60 A2 06 20          Run Dialogue $06A2
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter1   m  c <o> t  p

E0/2D0F: D2 A4 2C             Jump to address $E0/2CA4
E0/2D12: 60 A3 06 20          Run Dialogue $06A3
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter1   m  c  o <t> p

E0/2D16: D2 A4 2C             Jump to address $E0/2CA4
E0/2D19: 60 A4 06 20          Run Dialogue $06A4
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter1   m  c  o  t <p>

E0/2D1D: D2 A4 2C             Jump to address $E0/2CA4
E0/2D20: D8 1F A4 2C          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/2CA4
E0/2D24: A0 1F                Set event flag memory address 00:7043 Bit 7
E0/2D26: E4 13 00 00 47 2D    If value at 00:7026 = #$0000, jump to address $E0/2D47
E0/2D2C: E4 13 01 00 4E 2D    If value at 00:7026 = #$0001, jump to address $E0/2D4E
E0/2D32: E4 13 02 00 55 2D    If value at 00:7026 = #$0002, jump to address $E0/2D55
E0/2D38: E4 13 03 00 5C 2D    If value at 00:7026 = #$0003, jump to address $E0/2D5C
E0/2D3E: E4 13 04 00 63 2D    If value at 00:7026 = #$0004, jump to address $E0/2D63
E0/2D44: D2 A4 2C             Jump to address $E0/2CA4
E0/2D47: 60 AC 06 20          Run Dialogue $06AC
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter2   <o> t  e  s  y

E0/2D4B: D2 A4 2C             Jump to address $E0/2CA4
E0/2D4E: 60 AD 06 20          Run Dialogue $06AD
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter2    o <t> e  s  y

E0/2D52: D2 A4 2C             Jump to address $E0/2CA4
E0/2D55: 60 AE 06 20          Run Dialogue $06AE
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter2    o  t <e> s  y

E0/2D59: D2 A4 2C             Jump to address $E0/2CA4
E0/2D5C: 60 AF 06 20          Run Dialogue $06AF
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter2    o  t  e <s> y

E0/2D60: D2 A4 2C             Jump to address $E0/2CA4
E0/2D63: 60 B0 06 20          Run Dialogue $06B0
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter2    o  t  e  s <y>

E0/2D67: D2 A4 2C             Jump to address $E0/2CA4
E0/2D6A: D8 1F A4 2C          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/2CA4
E0/2D6E: A0 1F                Set event flag memory address 00:7043 Bit 7
E0/2D70: E4 14 00 00 91 2D    If value at 00:7028 = #$0000, jump to address $E0/2D91
E0/2D76: E4 14 01 00 98 2D    If value at 00:7028 = #$0001, jump to address $E0/2D98
E0/2D7C: E4 14 02 00 9F 2D    If value at 00:7028 = #$0002, jump to address $E0/2D9F
E0/2D82: E4 14 03 00 A6 2D    If value at 00:7028 = #$0003, jump to address $E0/2DA6
E0/2D88: E4 14 04 00 AD 2D    If value at 00:7028 = #$0004, jump to address $E0/2DAD
E0/2D8E: D2 A4 2C             Jump to address $E0/2CA4
E0/2D91: 60 B8 06 20          Run Dialogue $06B8
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter3    <a> r  e  t  s

E0/2D95: D2 A4 2C             Jump to address $E0/2CA4
E0/2D98: 60 B9 06 20          Run Dialogue $06B9
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter3     a <r> e  t  s

E0/2D9C: D2 A4 2C             Jump to address $E0/2CA4
E0/2D9F: 60 BA 06 20          Run Dialogue $06BA
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter3     a  r <e> t  s

E0/2DA3: D2 A4 2C             Jump to address $E0/2CA4
E0/2DA6: 60 BB 06 20          Run Dialogue $06BB
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter3     a  r  e <t> s

E0/2DAA: D2 A4 2C             Jump to address $E0/2CA4
E0/2DAD: 60 BC 06 20          Run Dialogue $06BC
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter3     a  r  e  t <s>

E0/2DB1: D2 A4 2C             Jump to address $E0/2CA4
E0/2DB4: D8 1F A4 2C          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/2CA4
E0/2DB8: A0 1F                Set event flag memory address 00:7043 Bit 7
E0/2DBA: E4 15 00 00 DB 2D    If value at 00:702A = #$0000, jump to address $E0/2DDB
E0/2DC0: E4 15 01 00 E2 2D    If value at 00:702A = #$0001, jump to address $E0/2DE2
E0/2DC6: E4 15 02 00 E9 2D    If value at 00:702A = #$0002, jump to address $E0/2DE9
E0/2DCC: E4 15 03 00 F0 2D    If value at 00:702A = #$0003, jump to address $E0/2DF0
E0/2DD2: E4 15 04 00 F7 2D    If value at 00:702A = #$0004, jump to address $E0/2DF7
E0/2DD8: D2 A4 2C             Jump to address $E0/2CA4
E0/2DDB: 60 C4 06 20          Run Dialogue $06C4
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter4     <a> t  r  s  c

E0/2DDF: D2 A4 2C             Jump to address $E0/2CA4
E0/2DE2: 60 C5 06 20          Run Dialogue $06C5
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter4      a <t> r  s  c

E0/2DE6: D2 A4 2C             Jump to address $E0/2CA4
E0/2DE9: 60 C6 06 20          Run Dialogue $06C6
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter4      a  t <r> s  c

E0/2DED: D2 A4 2C             Jump to address $E0/2CA4
E0/2DF0: 60 C7 06 20          Run Dialogue $06C7
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter4      a  t  r <s> c

E0/2DF4: D2 A4 2C             Jump to address $E0/2CA4
E0/2DF7: 60 C8 06 20          Run Dialogue $06C8
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter4      a  t  r  s <c>

E0/2DFB: D2 A4 2C             Jump to address $E0/2CA4
E0/2DFE: D8 1F A4 2C          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/2CA4
E0/2E02: A0 1F                Set event flag memory address 00:7043 Bit 7
E0/2E04: E4 16 00 00 25 2E    If value at 00:702C = #$0000, jump to address $E0/2E25
E0/2E0A: E4 16 01 00 2C 2E    If value at 00:702C = #$0001, jump to address $E0/2E2C
E0/2E10: E4 16 02 00 33 2E    If value at 00:702C = #$0002, jump to address $E0/2E33
E0/2E16: E4 16 03 00 3A 2E    If value at 00:702C = #$0003, jump to address $E0/2E3A
E0/2E1C: E4 16 04 00 41 2E    If value at 00:702C = #$0004, jump to address $E0/2E41
E0/2E22: D2 A4 2C             Jump to address $E0/2CA4
E0/2E25: 60 D0 06 20          Run Dialogue $06D0
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter5  <t> e  r  l  o

E0/2E29: D2 A4 2C             Jump to address $E0/2CA4
E0/2E2C: 60 D1 06 20          Run Dialogue $06D1
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter5   t <e> r  l  o

E0/2E30: D2 A4 2C             Jump to address $E0/2CA4
E0/2E33: 60 D2 06 20          Run Dialogue $06D2
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter5   t  e <r> l  o

E0/2E37: D2 A4 2C             Jump to address $E0/2CA4
E0/2E3A: 60 D3 06 20          Run Dialogue $06D3
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter5   t  e  r <l> o

E0/2E3E: D2 A4 2C             Jump to address $E0/2CA4
E0/2E41: 60 D4 06 20          Run Dialogue $06D4
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter5   t  e  r  l <o>

E0/2E45: D2 A4 2C             Jump to address $E0/2CA4
E0/2E48: D8 1F A4 2C          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/2CA4
E0/2E4C: A0 1F                Set event flag memory address 00:7043 Bit 7
E0/2E4E: E4 17 00 00 6F 2E    If value at 00:702E = #$0000, jump to address $E0/2E6F
E0/2E54: E4 17 01 00 76 2E    If value at 00:702E = #$0001, jump to address $E0/2E76
E0/2E5A: E4 17 02 00 7D 2E    If value at 00:702E = #$0002, jump to address $E0/2E7D
E0/2E60: E4 17 03 00 84 2E    If value at 00:702E = #$0003, jump to address $E0/2E84
E0/2E66: E4 17 04 00 8B 2E    If value at 00:702E = #$0004, jump to address $E0/2E8B
E0/2E6C: D2 A4 2C             Jump to address $E0/2CA4
E0/2E6F: 60 DC 06 20          Run Dialogue $06DC
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter6   <s> t  e  k  r

E0/2E73: D2 A4 2C             Jump to address $E0/2CA4
E0/2E76: 60 DD 06 20          Run Dialogue $06DD
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter6    s <t> e  k  r

E0/2E7A: D2 A4 2C             Jump to address $E0/2CA4
E0/2E7D: 60 DE 06 20          Run Dialogue $06DE
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter6    s  t <e> k  r

E0/2E81: D2 A4 2C             Jump to address $E0/2CA4
E0/2E84: 60 DF 06 20          Run Dialogue $06DF
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter6    s  t  e <k> r

E0/2E88: D2 A4 2C             Jump to address $E0/2CA4
E0/2E8B: 60 E0 06 20          Run Dialogue $06E0
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 Key letter6    s  t  e  k <r>

E0/2E8F: D2 A4 2C             Jump to address $E0/2CA4
E0/2E92: A0 17                Set event flag memory address 00:7042 Bit 7
E0/2E94: F2 A1 A8             <UNKNOWN COMMAND $F2>
E0/2E97: F2 A1 AA             <UNKNOWN COMMAND $F2>
E0/2E9A: F2 A1 AC             <UNKNOWN COMMAND $F2>
E0/2E9D: F2 A2 A8             <UNKNOWN COMMAND $F2>
E0/2EA0: F2 A2 AA             <UNKNOWN COMMAND $F2>
E0/2EA3: F2 A2 AC             <UNKNOWN COMMAND $F2>
E0/2EA6: F2 A2 AE             <UNKNOWN COMMAND $F2>
E0/2EA9: F2 A7 AA             <UNKNOWN COMMAND $F2>
E0/2EAC: F2 A7 AC             <UNKNOWN COMMAND $F2>
E0/2EAF: F2 A7 AE             <UNKNOWN COMMAND $F2>
E0/2EB2: F2 A7 B0             <UNKNOWN COMMAND $F2>
E0/2EB5: F2 A9 AC             <UNKNOWN COMMAND $F2>
E0/2EB8: F2 B4 AA             <UNKNOWN COMMAND $F2>
E0/2EBB: F2 B5 A8             <UNKNOWN COMMAND $F2>
E0/2EBE: F2 B5 AA             <UNKNOWN COMMAND $F2>
E0/2EC1: F2 B5 AC             <UNKNOWN COMMAND $F2>
E0/2EC4: F2 B5 AE             <UNKNOWN COMMAND $F2>
E0/2EC7: F2 B5 B0             <UNKNOWN COMMAND $F2>
E0/2ECA: F2 B5 B2             <UNKNOWN COMMAND $F2>
E0/2ECD: F2 B5 B4             <UNKNOWN COMMAND $F2>
E0/2ED0: F2 B5 B6             <UNKNOWN COMMAND $F2>
E0/2ED3: F2 B5 B8             <UNKNOWN COMMAND $F2>
E0/2ED6: F2 B5 BA             <UNKNOWN COMMAND $F2>
E0/2ED9: F2 B5 BC             <UNKNOWN COMMAND $F2>
E0/2EDC: F2 B5 BE             <UNKNOWN COMMAND $F2>
E0/2EDF: F2 B2 A8             <UNKNOWN COMMAND $F2>
E0/2EE2: F2 B2 AA             <UNKNOWN COMMAND $F2>
E0/2EE5: F2 B2 AC             <UNKNOWN COMMAND $F2>
E0/2EE8: F2 B2 AE             <UNKNOWN COMMAND $F2>
E0/2EEB: F2 AF AC             <UNKNOWN COMMAND $F2>
E0/2EEE: F2 AF AE             <UNKNOWN COMMAND $F2>
E0/2EF1: F2 AF B0             <UNKNOWN COMMAND $F2>
E0/2EF4: F2 AF B2             <UNKNOWN COMMAND $F2>
E0/2EF7: F2 B3 A8             <UNKNOWN COMMAND $F2>
E0/2EFA: F2 B6 AA             <UNKNOWN COMMAND $F2>
E0/2EFD: F2 B6 AC             <UNKNOWN COMMAND $F2>
E0/2F00: F2 B6 AE             <UNKNOWN COMMAND $F2>
E0/2F03: F3 B8 A8             <UNKNOWN COMMAND $F2>
E0/2F06: F2 BB B0             <UNKNOWN COMMAND $F2>
E0/2F09: F2 BB B2             <UNKNOWN COMMAND $F2>
E0/2F0C: F2 BC A8             <UNKNOWN COMMAND $F2>
E0/2F0F: F2 BC AA             <UNKNOWN COMMAND $F2>
E0/2F12: F2 1A A8             <UNKNOWN COMMAND $F2>
E0/2F15: F2 1A AA             <UNKNOWN COMMAND $F2>
E0/2F18: F2 1A AC             <UNKNOWN COMMAND $F2>
E0/2F1B: F2 1A AE             <UNKNOWN COMMAND $F2>
E0/2F1E: F2 1A B0             <UNKNOWN COMMAND $F2>
E0/2F21: F2 1A B2             <UNKNOWN COMMAND $F2>
E0/2F24: F2 1B A8             <UNKNOWN COMMAND $F2>
E0/2F27: F2 1B AA             <UNKNOWN COMMAND $F2>
E0/2F2A: F2 1B AC             <UNKNOWN COMMAND $F2>
E0/2F2D: F2 1B AE             <UNKNOWN COMMAND $F2>
E0/2F30: FE                   Return


EVENT [C9A] ------------------------------------------------------------>
E0/2F31: 64                   <UNKNOWN COMMAND $64>
E0/2F32: C3                   <UNKNOWN COMMAND $C3>
E0/2F33: E2 A0 00 51 2F       If value at 00:7000 = #$00A0, jump to address $E0/2F51
E0/2F38: E2 A2 00 63 2F       If value at 00:7000 = #$00A2, jump to address $E0/2F63
E0/2F3D: E2 A3 00 69 2F       If value at 00:7000 = #$00A3, jump to address $E0/2F69
E0/2F42: E2 A5 00 6F 2F       If value at 00:7000 = #$00A5, jump to address $E0/2F6F
E0/2F47: E2 A7 00 84 2F       If value at 00:7000 = #$00A7, jump to address $E0/2F84
E0/2F4C: E2 AC 00 8A 2F       If value at 00:7000 = #$00AC, jump to address $E0/2F8A
E0/2F51: 6A A0 C4             Modify BGL of area $C4A0
E0/2F54: A8 3F 22             Store #$22 to 00:70DF
E0/2F57: D8 10 60 2F          If event flag memory address 00:7042 Bit 0 set, jump to address $E0/2F60
E0/2F5B: D3 92 2E             Jump to address $E0/2E92
E0/2F5E: A0 10                Set event flag memory address 00:7042 Bit 0
E0/2F60: D0 0F 00             Execute event id $000F subsequently
E0/2F63: 6A A2 C2             Modify BGL of area $C2A2
E0/2F66: D0 0F 00             Execute event id $000F subsequently
E0/2F69: 6A A3 C0             Modify BGL of area $C0A3
E0/2F6C: D0 0F 00             Execute event id $000F subsequently
E0/2F6F: 6A A5 CE             Modify BGL of area $CEA5
E0/2F72: 6A A5 D0             Modify BGL of area $D0A5
E0/2F75: 6A A5 D2             Modify BGL of area $D2A5
E0/2F78: 6A A5 D4             Modify BGL of area $D4A5
E0/2F7B: 6A A5 D6             Modify BGL of area $D6A5
E0/2F7E: 6A A5 D8             Modify BGL of area $D8A5
E0/2F81: D0 0F 00             Execute event id $000F subsequently
E0/2F84: 6A A7 C0             Modify BGL of area $C0A7
E0/2F87: D0 0F 00             Execute event id $000F subsequently
E0/2F8A: 6A AC C0             Modify BGL of area $C0AC
E0/2F8D: D0 0F 00             Execute event id $000F subsequently

EVENT [C9B] ------------------------------------------------------------>
E0/2F90: F8 B3 28 A4 2F       <UNKNOWN COMMAND $F8>
E0/2F95: C4 80                <UNKNOWN COMMAND $C4>
E0/2F97: E3 10 00 A1 2F       If value at 00:7000 != #$0010, jump to address $E0/2FA1
E0/2F9C: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/2F9E: 82 13 75             Place object at on-screen coords: (624,936)
E0/2FA1: 40 9C 2C             Execute event id $2C9C simultaneously with the following commands
E0/2FA4: FD F0 B3 AC B0 2F    <UNKNOWN COMMAND $F0: pointer to address $E0/2FB0
E0/2FAA: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/2FAC: 0B 50                Set Bits $50 of current object address 0A,x
   E0/2FAE: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
E0/2FB0: D1 0F 00             Execute event id $000F
E0/2FB3: D1 04 0E             Execute event id $0E04
E0/2FB6: DE CF C2 2F          If event flag memory address 00:7099 Bit 7 clear, jump to address $E0/2FC2
E0/2FBA: FD F0 B3 2C C2 2F    <UNKNOWN COMMAND $F0: pointer to address $E0/2FC2
E0/2FC0: 9C 95                Play sound effect #$95
E0/2FC2: A6 CF                Clear event flag memory address 00:7099 Bit 7
E0/2FC4: FE                   Return


EVENT [C9C] ------------------------------------------------------------>
E0/2FC5: F0 00                Duration: 0 frames
E0/2FC7: 3D 03 30             <UNKNOWN COMMAND: pointer to address $3003>
E0/2FCA: CB                   Store joypad register to 00:7000,00:7001
E0/2FCB: E6 80 00 03 30       If memory address 00:7000 Bit $0080 set, do NOT jump to address $E0/3003
E0/2FD0: D8 20 FD 2F          If event flag memory address 00:7044 Bit 0 set, jump to address $E0/2FFD
E0/2FD4: C4 80                <UNKNOWN COMMAND $C4>
E0/2FD6: E3 11 00 FD 2F       If value at 00:7000 != #$0011, jump to address $E0/2FFD
E0/2FDB: C5 80                <UNKNOWN COMMAND $C5>
E0/2FDD: E3 79 00 FD 2F       If value at 00:7000 != #$0079, jump to address $E0/2FFD
E0/2FE2: FD F0 B3 2C FD 2F    <UNKNOWN COMMAND $F0: pointer to address $E0/2FFD
E0/2FE8: 9C 0E                Play sound effect #$0E
E0/2FEA: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/2FEC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2FED: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   E0/2FEF: 0B 50                Set Bits $50 of current object address 0A,x
E0/2FF1: 17 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/2FF3: 00                   Set Bit 7 of current object (enable object visibility)
   E0/2FF4: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/2FF6: 0B 50                Set Bits $50 of current object address 0A,x
   E0/2FF8: FF                   Return Queue All


E0/2FF9: A0 25                Set event flag memory address 00:7044 Bit 5
E0/2FFB: A0 20                Set event flag memory address 00:7044 Bit 0
E0/2FFD: 14 F1 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/3000: 7F 6C 00             Object jumps (with sound effect) #$006C units
E0/3003: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/3005: CA                   Store held joypad register to 00:7000,00:7001
E0/3006: E6 40 00 0D 30       If memory address 00:7000 Bit $0040 set, do NOT jump to address $E0/300D
E0/300B: A0 27                Set event flag memory address 00:7044 Bit 7
E0/300D: CA                   Store held joypad register to 00:7000,00:7001
E0/300E: E6 0F 00 C5 2F       If memory address 00:7000 Bit $000F set, do NOT jump to address $E0/2FC5
E0/3013: 14 F1 4A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/3016: 10 C0                Set transition and sequence flags, x1 speed
   E0/3018: DC 27 1E 30          If event flag memory address 00:7044 Bit 7 clear, jump to address $E0/301E
   E0/301C: 10 C1                Set transition and sequence flags, x2 speed
   E0/301E: C9 00                <UNKNOWN COMMAND $C9>
   E0/3020: E2                   <UNKNOWN COMMAND $E2>
   E0/3021: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3022: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3023: 4E                   <UNKNOWN COMMAND $4E>
   E0/3024: 30 E2 01             <UNKNOWN COMMAND $30>
   E0/3027: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3028: 4B                   <UNKNOWN COMMAND $4B>
   E0/3029: 30 E2 02             <UNKNOWN COMMAND $30>
   E0/302C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/302D: 48                   <UNKNOWN COMMAND $48>
   E0/302E: 30 E2 03             <UNKNOWN COMMAND $30>
   E0/3031: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3032: 5D                   Shift down forever
   E0/3033: 30 E2 04             <UNKNOWN COMMAND $30>
   E0/3036: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3037: 5A 30                Shift object up 768 pixels
   E0/3039: E2                   <UNKNOWN COMMAND $E2>
   E0/303A: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/303B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/303C: 57 30                Shift object up-right 768 pixels
   E0/303E: E2                   <UNKNOWN COMMAND $E2>
   E0/303F: 06                   Set "moon-walk" Bits
   E0/3040: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3041: 54 30                Shift object left 768 pixels
   E0/3043: E2                   <UNKNOWN COMMAND $E2>
   E0/3044: 07                   Clear "moon-walk" Bits
   E0/3045: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3046: 51 30                Shift object down-right 768 pixels
   E0/3048: 60 05                Shift object right 5 pixels
   E0/304A: FE                   Return Queue

E0/304B: 61 03 FE             Run Dialogue from 00:7000
                              <UNKNOWN: $03>
                              Position: bottom of screen
                              Box Style: Paragraph of normal text on vellum paper
E0/304E: 62 01 FE             Run Dialogue $1E01 (Wait until complete)
                              Duration: forever               <Invalid Dialogue>
E0/3051: 63                   <UNKNOWN COMMAND $63>
E0/3052: 03 FE                Set Object: GENO ---> Command: End object queue
E0/3054: 64                   <UNKNOWN COMMAND $64>
E0/3055: 05 FE                Set Object: <UNKNOWN> ---> Command: End object queue
E0/3057: 65                   <UNKNOWN COMMAND $65>
E0/3058: 03 FE                Set Object: GENO ---> Command: End object queue
E0/305A: 66 01 FE             If 2nd option chosen from dialogue prompt, jump to address $E0/FE01
E0/305D: 67 03 FE D2 C5       If 2nd option chosen from dialogue prompt, jump to address $E0/FE03
                              If 3rd option chosen from dialogue prompt, jump to address $E0/C5D2
E0/3062: 2F FD                Set Object: NPC #27 ---> Command: <UNKNOWN COMMAND $FD>

EVENT [C9D] ------------------------------------------------------------>
E0/3064: 43                   <UNKNOWN COMMAND $43>
E0/3065: 15 88                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/3067: FD 9E                <UNKNOWN COMMAND $9E>
   E0/3069: 2C 87 14             <UNKNOWN COMMAND $2C>
   E0/306C: C9 14                <UNKNOWN COMMAND $C9>
   E0/306E: 7C                   Object faces right
E0/306F: 14 1C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1C bytes)
   E0/3071: D4 03                Start code block, repeat 3 times
   E0/3073: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3074: F0 07                Frame Duration: 7
   E0/3076: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3077: F0 07                Frame Duration: 7
   E0/3079: D7                   End of code block
   E0/307A: D4 03                Start code block, repeat 3 times
   E0/307C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/307D: F0 03                Frame Duration: 3
   E0/307F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3080: F0 03                Frame Duration: 3
   E0/3082: D7                   End of code block
   E0/3083: D4 03                Start code block, repeat 3 times
   E0/3085: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3086: F0 01                Frame Duration: 1
   E0/3088: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3089: F0 01                Frame Duration: 1
   E0/308B: D7                   End of code block
   E0/308C: 01                   Clear Bit 7 of current object (disable object visibility)
E0/308D: 15 9F                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   E0/308F: D4 03                Start code block, repeat 3 times
   E0/3091: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3092: F0 07                Frame Duration: 7
   E0/3094: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3095: F0 07                Frame Duration: 7
   E0/3097: D7                   End of code block
   E0/3098: D4 03                Start code block, repeat 3 times
   E0/309A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/309B: F0 03                Frame Duration: 3
   E0/309D: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/309E: F0 03                Frame Duration: 3
   E0/30A0: D7                   End of code block
   E0/30A1: D4 03                Start code block, repeat 3 times
   E0/30A3: 00                   Set Bit 7 of current object (enable object visibility)
   E0/30A4: F0 01                Frame Duration: 1
   E0/30A6: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/30A7: F0 01                Frame Duration: 1
   E0/30A9: D7                   End of code block
   E0/30AA: 00                   Set Bit 7 of current object (enable object visibility)
   E0/30AB: 78                   Object faces down
   E0/30AC: F0 01                Frame Duration: 1
E0/30AE: A5 E5                Clear event flag memory address 00:707C Bit 5
E0/30B0: A1 E6                Set event flag memory address 00:707C Bit 6
E0/30B2: A1 E7                Set event flag memory address 00:707C Bit 7
E0/30B4: B0 07 4D 00          Store #$004D to 00:700E
E0/30B8: D1 10 00             Execute event id $0010
E0/30BB: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/30BD: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/30BE: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/30C0: FD F2                <UNKNOWN COMMAND $F2>
   E0/30C2: 0C F4                XOR Bits $F4 of current object address 0A,x
E0/30C4: 15 87                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/30C6: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/30C7: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/30C9: FD F2                <UNKNOWN COMMAND $F2>
   E0/30CB: 0C F4                XOR Bits $F4 of current object address 0A,x
E0/30CD: FE                   Return


EVENT [C9E] ------------------------------------------------------------>
E0/30CE: D8 26 E0 30          If event flag memory address 00:7044 Bit 6 set, jump to address $E0/30E0
E0/30D2: DD B0 E0 30          If event flag memory address 00:7076 Bit 0 clear, jump to address $E0/30E0
E0/30D6: D9 E2 E0 30          If event flag memory address 00:707C Bit 2 set, jump to address $E0/30E0
E0/30DA: B0 11 01 00          Store #$0001 to 00:7022
E0/30DE: A0 26                Set event flag memory address 00:7044 Bit 6
E0/30E0: FE                   Return


EVENT [C9F] ------------------------------------------------------------>
E0/30E1: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/30E3: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/30E5: 10 19                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x19 bytes)
   E0/30E7: 0D 02                <UNKNOWN COMMAND $0D>
   E0/30E9: FD 9C                <UNKNOWN COMMAND $9C>
   E0/30EB: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/30EC: 20 04                <UNKNOWN COMMAND $20>
   E0/30EE: 25 C0 03 80 FF       <UNKNOWN COMMAND $25>
   E0/30F3: F0 07                Frame Duration: 7
   E0/30F5: 25 40 00 80 FF       <UNKNOWN COMMAND $25>
   E0/30FA: F0 07                Frame Duration: 7
   E0/30FC: 21                   <UNKNOWN COMMAND $21>
   E0/30FD: 0D 01                <UNKNOWN COMMAND $0D>
   E0/30FF: FE                   Return Queue

E0/3100: 18 F2 3F 01          Set Object: NPC #4 ---> Command: Set object to movement: $013F
E0/3104: FE                   Return


EVENT [CA0] ------------------------------------------------------------>
E0/3105: D3 71 31             Jump to address $E0/3171
E0/3108: B2 12                Increment 00:7024
E0/310A: E5 12 05 00 14 31    If value at 00:7024 = #$0005, jump to address $E0/3114
E0/3110: B0 12 00 00          Store #$0000 to 00:7024
E0/3114: D2 7C 31             Jump to address $E0/317C

EVENT [CA1] ------------------------------------------------------------>
E0/3117: D3 71 31             Jump to address $E0/3171
E0/311A: B2 13                Increment 00:7026
E0/311C: E5 13 05 00 14 31    If value at 00:7026 = #$0005, jump to address $E0/3114
E0/3122: B0 13 00 00          Store #$0000 to 00:7026
E0/3126: D2 7C 31             Jump to address $E0/317C

EVENT [CA2] ------------------------------------------------------------>
E0/3129: D3 71 31             Jump to address $E0/3171
E0/312C: B2 14                Increment 00:7028
E0/312E: E5 14 05 00 14 31    If value at 00:7028 = #$0005, jump to address $E0/3114
E0/3134: B0 14 00 00          Store #$0000 to 00:7028
E0/3138: D2 7C 31             Jump to address $E0/317C

EVENT [CA3] ------------------------------------------------------------>
E0/313B: D3 71 31             Jump to address $E0/3171
E0/313E: B2 15                Increment 00:702A
E0/3140: E5 15 05 00 14 31    If value at 00:702A = #$0005, jump to address $E0/3114
E0/3146: B0 15 00 00          Store #$0000 to 00:702A
E0/314A: D2 7C 31             Jump to address $E0/317C

EVENT [CA4] ------------------------------------------------------------>
E0/314D: D3 71 31             Jump to address $E0/3171
E0/3150: B2 16                Increment 00:702C
E0/3152: E5 16 05 00 14 31    If value at 00:702C = #$0005, jump to address $E0/3114
E0/3158: B0 16 00 00          Store #$0000 to 00:702C
E0/315C: D2 7C 31             Jump to address $E0/317C

EVENT [CA5] ------------------------------------------------------------>
E0/315F: D3 71 31             Jump to address $E0/3171
E0/3162: B2 17                Increment 00:702E
E0/3164: E5 17 05 00 14 31    If value at 00:702E = #$0005, jump to address $E0/3114
E0/316A: B0 17 00 00          Store #$0000 to 00:702E
E0/316E: D2 7C 31             Jump to address $E0/317C
E0/3171: D8 18 7F 31          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/317F
E0/3175: A0 20                Set event flag memory address 00:7044 Bit 0
E0/3177: 10 F4 51 01          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0151
E0/317B: FE                   Return

E0/317C: A4 1F                Clear event flag memory address 00:7043 Bit 7
E0/317E: FE                   Return

E0/317F: FF                   Return all


EVENT [CA6] ------------------------------------------------------------>
E0/3180: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/3182: F5                   <UNKNOWN COMMAND: check current area?>
E0/3183: 10 0E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0E bytes)
   E0/3185: 0C 50                XOR Bits $50 of current object address 0A,x
   E0/3187: FD 9E                <UNKNOWN COMMAND $9E>
   E0/3189: 5E                   <UNKNOWN COMMAND $5E>
   E0/318A: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/318D: 10 45                Set transition flag, 1/2 speed
   E0/318F: 5A 02                Shift object up 32 pixels
   E0/3191: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3192: FE                   Return Queue

E0/3193: 53 01                Add 1 frog coins
E0/3195: FE                   Return


EVENT [CA7] ------------------------------------------------------------>
E0/3196: D8 19 9E 31          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/319E
E0/319A: 9C 10                Play sound effect #$10
E0/319C: A0 19                Set event flag memory address 00:7043 Bit 1
E0/319E: FE                   Return


EVENT [CA8] ------------------------------------------------------------>
E0/319F: 10 F2 54 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0154
E0/31A3: 60 80 A6 60          Run Dialogue $0680 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

        Memo left by Magellean:

      There is an s in the word.<I><END>


E0/31A7: FE                   Return


EVENT [CA9] ------------------------------------------------------------>
E0/31A8: 10 F2 54 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0154
E0/31AC: 60 81 A6 60          Run Dialogue $0681 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

        Memo left by Magellean:

 It is found on the bed of the ocean.<I><END>


E0/31B0: FE                   Return


EVENT [CAA] ------------------------------------------------------------>
E0/31B1: FD 43                <UNKNOWN COMMAND $FD 43>
E0/31B3: 10 F2 54 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0154
E0/31B7: 60 82 A6 60          Run Dialogue $0682 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

         Memo left by DeGama:

          It has two vowels.<I><END>


E0/31BB: 40 8C 2C             Execute event id $2C8C simultaneously with the following commands
E0/31BE: 60 79 06 02          Run Dialogue $0679
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

     This is a 3-Dimensional Maze.<I>
          Press X if you give up.<I><END>


E0/31C2: FE                   Return


EVENT [CAB] ------------------------------------------------------------>
E0/31C3: 10 F2 54 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0154
E0/31C7: 60 83 A6 60          Run Dialogue $0683 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

         Memo left by DeGama:

        It has four consonants.<I><END>


E0/31CB: FE                   Return


EVENT [CAC] ------------------------------------------------------------>
E0/31CC: 10 F2 54 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0154
E0/31D0: 60 84 A6 60          Run Dialogue $0684 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

       Memo left by Van Doren:
               At least...
  two consonants are side by side.<I><END>


E0/31D4: FE                   Return


EVENT [CAD] ------------------------------------------------------------>
E0/31D5: 10 F2 54 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0154
E0/31D9: 60 85 A6 60          Run Dialogue $0685 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

       Memo left by Van Doren:

    The r comes before the l.<I><END>


E0/31DD: FE                   Return


EVENT [CAE] ------------------------------------------------------------>
E0/31DE: C3                   <UNKNOWN COMMAND $C3>
E0/31DF: E2 A9 00 F0 31       If value at 00:7000 = #$00A9, jump to address $E0/31F0
E0/31E4: E2 B6 00 F0 31       If value at 00:7000 = #$00B6, jump to address $E0/31F0
E0/31E9: 4A 48 00 04          Engage in battle with formation pack #$0048 in background #$04
E0/31ED: D2 F4 31             Jump to address $E0/31F4
E0/31F0: 4A 49 00 04          Engage in battle with formation pack #$0049 in background #$04
E0/31F4: D8 01 0E 32          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/320E
E0/31F8: D8 00 14 32          If event flag memory address 00:7040 Bit 0 set, jump to address $E0/3214
E0/31FC: 10 F4 98 03          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0398
E0/3200: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/3202: 7E 00 00             Object jumps #$0000 units
   E0/3205: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/3207: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/3209: 09                   Reset all object properties to default
   E0/320A: 0B 20                Set Bits $20 of current object address 0A,x
E0/320C: 71                   Lighten screen from black before following commands
E0/320D: FE                   Return

E0/320E: 10 F4 02 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/3212: 71                   Lighten screen from black before following commands
E0/3213: FE                   Return

E0/3214: FB                   Reset game, choose game


EVENT [CAF] ------------------------------------------------------------>
E0/3215: D1 21 00             Execute event id $0021
E0/3218: C3                   <UNKNOWN COMMAND $C3>
E0/3219: E2 85 00 25 32       If value at 00:7000 = #$0085, jump to address $E0/3225
E0/321E: 60 32 A6 02          Run Dialogue $0632 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


E0/3222: FD 50                Store item to item inventory from 00:70A7
E0/3224: FE                   Return

E0/3225: 60 32 A6 01          Run Dialogue $0632 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


E0/3229: FD 50                Store item to item inventory from 00:70A7
E0/322B: FE                   Return


EVENT [CB0] ------------------------------------------------------------>
E0/322C: D8 18 37 32          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/3237
E0/3230: 6A A0 80             Modify BGL of area $80A0
E0/3233: 9C 10                Play sound effect #$10
E0/3235: A0 18                Set event flag memory address 00:7043 Bit 0
E0/3237: FE                   Return


EVENT [CB1] ------------------------------------------------------------>
E0/3238: D8 19 43 32          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/3243
E0/323C: 6A A0 82             Modify BGL of area $82A0
E0/323F: 9C 10                Play sound effect #$10
E0/3241: A0 19                Set event flag memory address 00:7043 Bit 1
E0/3243: FE                   Return


EVENT [CB2] ------------------------------------------------------------>
E0/3244: D8 18 53 32          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/3253
E0/3248: FD FD                Store value at 7F:F8CD to 00:7000
E0/324A: 6A A1 C0             Modify BGL of area $C0A1
E0/324D: 9C 10                Play sound effect #$10
E0/324F: A0 18                Set event flag memory address 00:7043 Bit 0
E0/3251: FD FC                Store value at 7F:F8CD to 00:7000
E0/3253: FE                   Return


EVENT [CB3] ------------------------------------------------------------>
E0/3254: D8 18 63 32          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/3263
E0/3258: FD FD                Store value at 7F:F8CD to 00:7000
E0/325A: 6A A2 C0             Modify BGL of area $C0A2
E0/325D: 9C 10                Play sound effect #$10
E0/325F: A0 18                Set event flag memory address 00:7043 Bit 0
E0/3261: FD FC                Store value at 7F:F8CD to 00:7000
E0/3263: FE                   Return


EVENT [CB4] ------------------------------------------------------------>
E0/3264: D8 18 6F 32          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/326F
E0/3268: 6A A5 80             Modify BGL of area $80A5
E0/326B: 9C 10                Play sound effect #$10
E0/326D: A0 18                Set event flag memory address 00:7043 Bit 0
E0/326F: FE                   Return


EVENT [CB5] ------------------------------------------------------------>
E0/3270: D8 19 7B 32          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/327B
E0/3274: 6A A5 82             Modify BGL of area $82A5
E0/3277: 9C 10                Play sound effect #$10
E0/3279: A0 19                Set event flag memory address 00:7043 Bit 1
E0/327B: FE                   Return


EVENT [CB6] ------------------------------------------------------------>
E0/327C: D8 1A 87 32          If event flag memory address 00:7043 Bit 2 set, jump to address $E0/3287
E0/3280: 6A A5 84             Modify BGL of area $84A5
E0/3283: 9C 10                Play sound effect #$10
E0/3285: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/3287: FE                   Return


EVENT [CB7] ------------------------------------------------------------>
E0/3288: D8 1B 93 32          If event flag memory address 00:7043 Bit 3 set, jump to address $E0/3293
E0/328C: 6A A5 86             Modify BGL of area $86A5
E0/328F: 9C 10                Play sound effect #$10
E0/3291: A0 1B                Set event flag memory address 00:7043 Bit 3
E0/3293: FE                   Return


EVENT [CB8] ------------------------------------------------------------>
E0/3294: D8 1C 9F 32          If event flag memory address 00:7043 Bit 4 set, jump to address $E0/329F
E0/3298: 6A A5 88             Modify BGL of area $88A5
E0/329B: 9C 10                Play sound effect #$10
E0/329D: A0 1C                Set event flag memory address 00:7043 Bit 4
E0/329F: FE                   Return


EVENT [CB9] ------------------------------------------------------------>
E0/32A0: D8 1D AB 32          If event flag memory address 00:7043 Bit 5 set, jump to address $E0/32AB
E0/32A4: 6A A5 8A             Modify BGL of area $8AA5
E0/32A7: 9C 10                Play sound effect #$10
E0/32A9: A0 1D                Set event flag memory address 00:7043 Bit 5
E0/32AB: FE                   Return


EVENT [CBA] ------------------------------------------------------------>
E0/32AC: D8 1E B7 32          If event flag memory address 00:7043 Bit 6 set, jump to address $E0/32B7
E0/32B0: 6A A5 8C             Modify BGL of area $8CA5
E0/32B3: 9C 10                Play sound effect #$10
E0/32B5: A0 1E                Set event flag memory address 00:7043 Bit 6
E0/32B7: FE                   Return


EVENT [CBB] ------------------------------------------------------------>
E0/32B8: D8 18 C3 32          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/32C3
E0/32BC: 6A A9 80             Modify BGL of area $80A9
E0/32BF: 9C 10                Play sound effect #$10
E0/32C1: A0 18                Set event flag memory address 00:7043 Bit 0
E0/32C3: FE                   Return


EVENT [CBC] ------------------------------------------------------------>
E0/32C4: D8 19 CF 32          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/32CF
E0/32C8: 6A A9 82             Modify BGL of area $82A9
E0/32CB: 9C 10                Play sound effect #$10
E0/32CD: A0 19                Set event flag memory address 00:7043 Bit 1
E0/32CF: FE                   Return


EVENT [CBD] ------------------------------------------------------------>
E0/32D0: D8 18 E7 32          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/32E7
E0/32D4: FD 88 80             Set Bit 7 of 00:0158
E0/32D7: FD 88 81             Set Bit 7 of 00:0168
E0/32DA: 6A B0 C0             Modify BGL of area $C0B0
E0/32DD: 9C 10                Play sound effect #$10
E0/32DF: A0 18                Set event flag memory address 00:7043 Bit 0
E0/32E1: FD 89 80             Clear Bit 7 of 00:0158
E0/32E4: FD 89 81             Clear Bit 7 of 00:0168
E0/32E7: FE                   Return


EVENT [CBE] ------------------------------------------------------------>
E0/32E8: D8 18 F7 32          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/32F7
E0/32EC: FD FD                Store value at 7F:F8CD to 00:7000
E0/32EE: 6A B1 C0             Modify BGL of area $C0B1
E0/32F1: 9C 10                Play sound effect #$10
E0/32F3: A0 18                Set event flag memory address 00:7043 Bit 0
E0/32F5: FD FC                Store value at 7F:F8CD to 00:7000
E0/32F7: FE                   Return


EVENT [CBF] ------------------------------------------------------------>
E0/32F8: D8 18 03 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/3303
E0/32FC: 6A AD 80             Modify BGL of area $80AD
E0/32FF: 9C 10                Play sound effect #$10
E0/3301: A0 18                Set event flag memory address 00:7043 Bit 0
E0/3303: FE                   Return


EVENT [CC0] ------------------------------------------------------------>
E0/3304: D8 18 0F 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/330F
E0/3308: 6A B4 80             Modify BGL of area $80B4
E0/330B: 9C 10                Play sound effect #$10
E0/330D: A0 18                Set event flag memory address 00:7043 Bit 0
E0/330F: FE                   Return


EVENT [CC1] ------------------------------------------------------------>
E0/3310: D8 19 1B 33          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/331B
E0/3314: 6A B4 82             Modify BGL of area $82B4
E0/3317: 9C 10                Play sound effect #$10
E0/3319: A0 19                Set event flag memory address 00:7043 Bit 1
E0/331B: FE                   Return


EVENT [CC2] ------------------------------------------------------------>
E0/331C: D8 18 2B 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/332B
E0/3320: FD FD                Store value at 7F:F8CD to 00:7000
E0/3322: 6A B2 C0             Modify BGL of area $C0B2
E0/3325: 9C 10                Play sound effect #$10
E0/3327: A0 18                Set event flag memory address 00:7043 Bit 0
E0/3329: FD FC                Store value at 7F:F8CD to 00:7000
E0/332B: FE                   Return


EVENT [CC3] ------------------------------------------------------------>
E0/332C: D8 19 3B 33          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/333B
E0/3330: FD FD                Store value at 7F:F8CD to 00:7000
E0/3332: 6A B2 C2             Modify BGL of area $C2B2
E0/3335: 9C 10                Play sound effect #$10
E0/3337: A0 19                Set event flag memory address 00:7043 Bit 1
E0/3339: FD FC                Store value at 7F:F8CD to 00:7000
E0/333B: FE                   Return


EVENT [CC4] ------------------------------------------------------------>
E0/333C: D8 18 4B 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/334B
E0/3340: FD FD                Store value at 7F:F8CD to 00:7000
E0/3342: 6A AF C0             Modify BGL of area $C0AF
E0/3345: 9C 10                Play sound effect #$10
E0/3347: A0 18                Set event flag memory address 00:7043 Bit 0
E0/3349: FD FC                Store value at 7F:F8CD to 00:7000
E0/334B: FE                   Return


EVENT [CC5] ------------------------------------------------------------>
E0/334C: D8 19 5B 33          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/335B
E0/3350: FD FD                Store value at 7F:F8CD to 00:7000
E0/3352: 6A AF C2             Modify BGL of area $C2AF
E0/3355: 9C 10                Play sound effect #$10
E0/3357: A0 19                Set event flag memory address 00:7043 Bit 1
E0/3359: FD FC                Store value at 7F:F8CD to 00:7000
E0/335B: FE                   Return


EVENT [CC6] ------------------------------------------------------------>
E0/335C: D8 18 67 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/3367
E0/3360: 6A B6 80             Modify BGL of area $80B6
E0/3363: 9C 10                Play sound effect #$10
E0/3365: A0 18                Set event flag memory address 00:7043 Bit 0
E0/3367: FE                   Return


EVENT [CC7] ------------------------------------------------------------>
E0/3368: D8 18 73 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/3373
E0/336C: 6A B8 80             Modify BGL of area $80B8
E0/336F: 9C 10                Play sound effect #$10
E0/3371: A0 18                Set event flag memory address 00:7043 Bit 0
E0/3373: FE                   Return


EVENT [CC8] ------------------------------------------------------------>
E0/3374: D8 18 7F 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/337F
E0/3378: 6A BB 80             Modify BGL of area $80BB
E0/337B: 9C 10                Play sound effect #$10
E0/337D: A0 18                Set event flag memory address 00:7043 Bit 0
E0/337F: FE                   Return


EVENT [CC9] ------------------------------------------------------------>
E0/3380: D8 19 8B 33          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/338B
E0/3384: 6A BB 82             Modify BGL of area $82BB
E0/3387: 9C 10                Play sound effect #$10
E0/3389: A0 19                Set event flag memory address 00:7043 Bit 1
E0/338B: FE                   Return


EVENT [CCA] ------------------------------------------------------------>
E0/338C: D8 18 97 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/3397
E0/3390: 6A BC 80             Modify BGL of area $80BC
E0/3393: 9C 10                Play sound effect #$10
E0/3395: A0 18                Set event flag memory address 00:7043 Bit 0
E0/3397: FE                   Return


EVENT [CCB] ------------------------------------------------------------>
E0/3398: D8 18 A3 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/33A3
E0/339C: 6A 1A 80             Modify BGL of area $801A
E0/339F: 9C 10                Play sound effect #$10
E0/33A1: A0 18                Set event flag memory address 00:7043 Bit 0
E0/33A3: FE                   Return


EVENT [CCC] ------------------------------------------------------------>
E0/33A4: D8 18 AF 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/33AF
E0/33A8: 6A 1B 80             Modify BGL of area $801B
E0/33AB: 9C 10                Play sound effect #$10
E0/33AD: A0 18                Set event flag memory address 00:7043 Bit 0
E0/33AF: FE                   Return


EVENT [CCD] ------------------------------------------------------------>
E0/33B0: D8 19 BB 33          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/33BB
E0/33B4: 6A 1B 82             Modify BGL of area $821B
E0/33B7: 9C 10                Play sound effect #$10
E0/33B9: A0 19                Set event flag memory address 00:7043 Bit 1
E0/33BB: FE                   Return


EVENT [CCE] ------------------------------------------------------------>
E0/33BC: D8 18 C7 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/33C7
E0/33C0: 6A 19 80             Modify BGL of area $8019
E0/33C3: 9C 10                Play sound effect #$10
E0/33C5: A0 18                Set event flag memory address 00:7043 Bit 0
E0/33C7: FE                   Return


EVENT [CCF] ------------------------------------------------------------>
E0/33C8: D8 18 D3 33          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/33D3
E0/33CC: 6A 1C 80             Modify BGL of area $801C
E0/33CF: 9C 10                Play sound effect #$10
E0/33D1: A0 18                Set event flag memory address 00:7043 Bit 0
E0/33D3: FE                   Return


EVENT [CD0] ------------------------------------------------------------>
E0/33D4: D8 C1 3B 35          If event flag memory address 00:7058 Bit 1 set, jump to address $E0/353B
E0/33D8: 1B F2 0F 00          Set Object: NPC #7 ---> Command: Set object to movement: $000F
E0/33DC: 1B 84                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/33DE: 93 00 00 F9          Place object: right=0px down=0px up=400px
E0/33E2: D1 0F 00             Execute event id $000F
E0/33E5: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/33E7: F0 13                Frame Duration: 19
   E0/33E9: 73                   Object faces down-left
E0/33EA: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/33EC: F0 02                Frame Duration: 2
   E0/33EE: 73                   Object faces down-left
E0/33EF: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/33F1: F0 07                Frame Duration: 7
   E0/33F3: 78                   Object faces down
   E0/33F4: 42                   <UNKNOWN COMMAND $42>
   E0/33F5: 78                   Object faces down
E0/33F6: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/33F8: F0 09                Frame Duration: 9
   E0/33FA: 78                   Object faces down
E0/33FB: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/33FD: 47                   <UNKNOWN COMMAND $47>
   E0/33FE: 46                   <UNKNOWN COMMAND $46>
E0/33FF: D8 C5 07 34          If event flag memory address 00:7058 Bit 5 set, jump to address $E0/3407
E0/3403: 60 E8 A6 60          Run Dialogue $06E8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PIRATE: Arrrr!
 What's goin' on HERE?!
 Who're YOU...?<I><END>


E0/3407: 1B 08                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/3409: 10 45                Set transition flag, 1/2 speed
   E0/340B: 5A 03                Shift object up 48 pixels
   E0/340D: 6A 08                Shift object up 8 pixels
   E0/340F: 10 40                Set transition flag, x1 speed
E0/3411: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/3413: 80 03 7D             Move object to on-screen coords: (112,1000)
   E0/3416: 78                   Object faces down
E0/3417: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/3419: 80 04 7A             Move object to on-screen coords: (128,976)
   E0/341C: 78                   Object faces down
   E0/341D: F0 63                Frame Duration: 99
   E0/341F: 80 03 7B             Move object to on-screen coords: (112,984)
E0/3422: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/3424: 80 02 7B             Move object to on-screen coords: (80,984)
   E0/3427: 78                   Object faces down
E0/3428: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/342A: 80 03 7A             Move object to on-screen coords: (96,976)
   E0/342D: 78                   Object faces down
E0/342E: 00 A0                Set Object: MARIO ---> Begin action queue for object (Length: 0x20 bytes) (Wait until complete)
   E0/3430: F0 27                Frame Duration: 39
   E0/3432: 7B FF                <UNKNOWN COMMAND $7B>
   E0/3434: F0 01                Frame Duration: 1
   E0/3436: 7B FF                <UNKNOWN COMMAND $7B>
   E0/3438: F0 0B                Frame Duration: 11
   E0/343A: 7B 01                <UNKNOWN COMMAND $7B>
   E0/343C: F0 01                Frame Duration: 1
   E0/343E: 7B 01                <UNKNOWN COMMAND $7B>
   E0/3440: F0 01                Frame Duration: 1
   E0/3442: 7B 01                <UNKNOWN COMMAND $7B>
   E0/3444: F0 01                Frame Duration: 1
   E0/3446: 7B 01                <UNKNOWN COMMAND $7B>
   E0/3448: F0 0B                Frame Duration: 11
   E0/344A: 7B FF                <UNKNOWN COMMAND $7B>
   E0/344C: F0 01                Frame Duration: 1
   E0/344E: 7B FF                <UNKNOWN COMMAND $7B>
E0/3450: D8 C5 58 34          If event flag memory address 00:7058 Bit 5 set, jump to address $E0/3458
E0/3454: 60 E9 A6 60          Run Dialogue $06E9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 What?!
 You're lookin' fer a STAR?
 I'LL let ya see stars, arr harr!<I><END>


E0/3458: 1B F2 0E 00          Set Object: NPC #7 ---> Command: Set object to movement: $000E
E0/345C: D8 C5 88 34          If event flag memory address 00:7058 Bit 5 set, jump to address $E0/3488
E0/3460: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/3462: F0 03                Frame Duration: 3
   E0/3464: 76                   Object faces up
   E0/3465: F0 01                Frame Duration: 1
   E0/3467: 75                   Object faces up-left
E0/3468: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/346A: 7E 30 00             Object jumps #$0030 units
E0/346D: 60 EA A6 60          Run Dialogue $06EA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Anyway, yer outta luck!<I>
 Ya see, whatever falls into the
 sea becomes JOHNNY'S property!
 Got that, MATEY?!<I><END>


E0/3471: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   E0/3473: F0 03                Frame Duration: 3
   E0/3475: 76                   Object faces up
   E0/3476: F0 01                Frame Duration: 1
   E0/3478: 77                   Object faces up-right
   E0/3479: F0 01                Frame Duration: 1
   E0/347B: 70                   Object faces right
   E0/347C: F0 01                Frame Duration: 1
   E0/347E: 71                   Object faces down-right
E0/347F: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/3481: 7E 30 00             Object jumps #$0030 units
E0/3484: 60 EB A6 60          Run Dialogue $06EB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh, and one last thing...
 ...Read my lips...<I>
 WE AIN'T LETTIN' YA THROUGH!<I>
 GOT IT?!<I><END>


E0/3488: 4A 44 00 04          Engage in battle with formation pack #$0044 in background #$04
E0/348C: A1 E5                Set event flag memory address 00:707C Bit 5
E0/348E: A5 E6                Clear event flag memory address 00:707C Bit 6
E0/3490: A5 E7                Clear event flag memory address 00:707C Bit 7
E0/3492: D1 18 00             Execute event id $0018
E0/3495: D8 01 3E 35          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/353E
E0/3499: 71                   Lighten screen from black before following commands
E0/349A: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/349C: 77                   Object faces up-right
E0/349D: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/349F: 06                   Set "moon-walk" Bits
   E0/34A0: 47                   <UNKNOWN COMMAND $47>
   E0/34A1: 07                   Clear "moon-walk" Bits
E0/34A2: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/34A4: 06                   Set "moon-walk" Bits
   E0/34A5: 41                   <UNKNOWN COMMAND $41>
   E0/34A6: 07                   Clear "moon-walk" Bits
E0/34A7: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/34A9: 06                   Set "moon-walk" Bits
   E0/34AA: 45                   <UNKNOWN COMMAND $45>
   E0/34AB: 07                   Clear "moon-walk" Bits
E0/34AC: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/34AE: 71                   Object faces down-right
   E0/34AF: 06                   Set "moon-walk" Bits
   E0/34B0: 45                   <UNKNOWN COMMAND $45>
   E0/34B1: 07                   Clear "moon-walk" Bits
E0/34B2: 60 EC A6 60          Run Dialogue $06EC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PIRATE: Arrr! You're stronger
 than ya look...<I><END>


E0/34B6: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/34B8: 7E 30 00             Object jumps #$0030 units
   E0/34BB: F0 0E                Frame Duration: 14
   E0/34BD: 7E 30 00             Object jumps #$0030 units
E0/34C0: 60 ED A6 60          Run Dialogue $06ED (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Better warn the upper deck!
 Come on, mates!<I><END>


E0/34C4: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   E0/34C6: F0 4F                Frame Duration: 79
   E0/34C8: 76                   Object faces up
   E0/34C9: F0 01                Frame Duration: 1
   E0/34CB: 75                   Object faces up-left
   E0/34CC: F0 1D                Frame Duration: 29
   E0/34CE: 76                   Object faces up
   E0/34CF: F0 01                Frame Duration: 1
   E0/34D1: 77                   Object faces up-right
E0/34D2: 14 10                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/34D4: 10 C3                Set transition and sequence flags, x4 speed
   E0/34D6: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/34D7: 7E 40 00             Object jumps #$0040 units
   E0/34DA: F0 13                Frame Duration: 19
   E0/34DC: FD 9E                <UNKNOWN COMMAND $9E>
   E0/34DE: 0B 0C                Set Bits $C of current object address 0A,x
   E0/34E0: F0 57                Frame Duration: 87
   E0/34E2: 0D 01                <UNKNOWN COMMAND $0D>
E0/34E4: 15 16                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x16 bytes)
   E0/34E6: 06                   Set "moon-walk" Bits
   E0/34E7: 47                   <UNKNOWN COMMAND $47>
   E0/34E8: 07                   Clear "moon-walk" Bits
   E0/34E9: F0 13                Frame Duration: 19
   E0/34EB: 10 C3                Set transition and sequence flags, x4 speed
   E0/34ED: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/34EE: 7E 40 00             Object jumps #$0040 units
   E0/34F1: F0 13                Frame Duration: 19
   E0/34F3: FD 9E                <UNKNOWN COMMAND $9E>
   E0/34F5: 0B 0C                Set Bits $C of current object address 0A,x
   E0/34F7: F0 41                Frame Duration: 65
   E0/34F9: 57 0B                Shift object up-right 176 pixels
   E0/34FB: 01                   Clear Bit 7 of current object (disable object visibility)
E0/34FC: 16 15                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x15 bytes)
   E0/34FE: F0 77                Frame Duration: 119
   E0/3500: 10 C3                Set transition and sequence flags, x4 speed
   E0/3502: 7E 30 00             Object jumps #$0030 units
   E0/3505: F0 13                Frame Duration: 19
   E0/3507: FD 9E                <UNKNOWN COMMAND $9E>
   E0/3509: 0B 0C                Set Bits $C of current object address 0A,x
   E0/350B: F0 57                Frame Duration: 87
   E0/350D: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/350E: 51 04                Shift object down-right 64 pixels
   E0/3510: 57 0B                Shift object up-right 176 pixels
   E0/3512: 01                   Clear Bit 7 of current object (disable object visibility)
E0/3513: 17 95                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   E0/3515: F0 63                Frame Duration: 99
   E0/3517: 10 C3                Set transition and sequence flags, x4 speed
   E0/3519: 7E 30 00             Object jumps #$0030 units
   E0/351C: F0 13                Frame Duration: 19
   E0/351E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/3520: 0B 0C                Set Bits $C of current object address 0A,x
   E0/3522: F0 57                Frame Duration: 87
   E0/3524: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/3525: 51 03                Shift object down-right 48 pixels
   E0/3527: 57 0A                Shift object up-right 160 pixels
   E0/3529: 01                   Clear Bit 7 of current object (disable object visibility)
E0/352A: F2 18 28             <UNKNOWN COMMAND $F2>
E0/352D: F2 18 2A             <UNKNOWN COMMAND $F2>
E0/3530: F2 18 2C             <UNKNOWN COMMAND $F2>
E0/3533: F2 18 2E             <UNKNOWN COMMAND $F2>
E0/3536: A0 C1                Set event flag memory address 00:7058 Bit 1
E0/3538: A4 C5                Clear event flag memory address 00:7058 Bit 5
E0/353A: FE                   Return

E0/353B: D0 0F 00             Execute event id $000F subsequently
E0/353E: A0 C5                Set event flag memory address 00:7058 Bit 5
E0/3540: FD 46 EA 0C          <UNKNOWN COMMAND $46>
E0/3544: FE                   Return


EVENT [CD1] ------------------------------------------------------------>
E0/3545: D8 C2 53 35          If event flag memory address 00:7058 Bit 2 set, jump to address $E0/3553
E0/3549: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/354B: 82 0D 72             Place object at on-screen coords: (416,912)
E0/354E: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/3550: 82 0D 74             Place object at on-screen coords: (416,928)
E0/3553: D1 0F 00             Execute event id $000F
E0/3556: D8 C2 AA 35          If event flag memory address 00:7058 Bit 2 set, jump to address $E0/35AA
E0/355A: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/355C: 10 C1                Set transition and sequence flags, x2 speed
   E0/355E: 80 0F 79             Move object to on-screen coords: (496,968)
   E0/3561: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/3562: 73                   Object faces down-left
E0/3563: 60 9C A6 60          Run Dialogue $069C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PIRATE: HEY!
 How'd you get up here so fast?<I><END>


E0/3567: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/3569: 10 C1                Set transition and sequence flags, x2 speed
   E0/356B: 80 0F 78             Move object to on-screen coords: (480,960)
   E0/356E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/356F: 73                   Object faces down-left
E0/3570: 60 9D A6 60          Run Dialogue $069D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Well, your luck has run out!<I>
 We don't take kindly to
 strangers here!<I><END>


E0/3574: 4A 45 00 04          Engage in battle with formation pack #$0045 in background #$04
E0/3578: A1 E5                Set event flag memory address 00:707C Bit 5
E0/357A: A5 E6                Clear event flag memory address 00:707C Bit 6
E0/357C: A5 E7                Clear event flag memory address 00:707C Bit 7
E0/357E: D1 18 00             Execute event id $0018
E0/3581: D8 01 AB 35          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/35AB
E0/3585: 71                   Lighten screen from black before following commands
E0/3586: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/3588: 10 C0                Set transition and sequence flags, x1 speed
   E0/358A: 06                   Set "moon-walk" Bits
   E0/358B: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/358C: 47                   <UNKNOWN COMMAND $47>
   E0/358D: 07                   Clear "moon-walk" Bits
E0/358E: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/3590: 10 C0                Set transition and sequence flags, x1 speed
   E0/3592: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/3593: 41                   <UNKNOWN COMMAND $41>
   E0/3594: 75                   Object faces up-left
E0/3595: 60 9E A6 60          Run Dialogue $069E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

PIRATE: You're pretty tough, mate.
 All right. I'll let you through to
 Johnny's place.<I><END>


E0/3599: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/359B: 57 02                Shift object up-right 32 pixels
E0/359D: 9C 10                Play sound effect #$10
E0/359F: 6A 19 80             Modify BGL of area $8019
E0/35A2: A0 18                Set event flag memory address 00:7043 Bit 0
E0/35A4: A0 C2                Set event flag memory address 00:7058 Bit 2
E0/35A6: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/35A8: 45                   <UNKNOWN COMMAND $45>
   E0/35A9: 71                   Object faces down-right
E0/35AA: FE                   Return

E0/35AB: FD 46 EA 0C          <UNKNOWN COMMAND $46>
E0/35AF: FE                   Return


EVENT [CD2] ------------------------------------------------------------>
E0/35B0: D8 C7 64 38          If event flag memory address 00:7058 Bit 7 set, jump to address $E0/3864
E0/35B4: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/35B6: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/35B9: FD 0F 03             Object overlaps BG1 & BG2
E0/35BC: D1 0F 00             Execute event id $000F
E0/35BF: 37                   Store total number of characters in party to 00:7000
E0/35C0: C0 02 00             Compare value at 00:7000 to #$0002
E0/35C3: ED 0B 36             If Bit 0 of 00:70A0,x clear, jump to address $E0/360B
E0/35C6: 09 07                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes)
   E0/35C8: 87 00                Transfer object to coords of MARIO
   E0/35CA: 77                   Object faces up-right
   E0/35CB: 06                   Set "moon-walk" Bits
   E0/35CC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/35CD: 50 02                Shift object right 32 pixels
E0/35CF: C0 03 00             Compare value at 00:7000 to #$0003
E0/35D2: ED 0B 36             If Bit 0 of 00:70A0,x clear, jump to address $E0/360B
E0/35D5: A4 20                Clear event flag memory address 00:7044 Bit 0
E0/35D7: 38 0A                Store character in slot 10 to 00:7000
E0/35D9: E3 03 00 E0 35       If value at 00:7000 != #$0003, jump to address $E0/35E0
E0/35DE: A0 20                Set event flag memory address 00:7044 Bit 0
E0/35E0: A4 21                Clear event flag memory address 00:7044 Bit 1
E0/35E2: 38 09                Store character in slot 9 to 00:7000
E0/35E4: E3 02 00 EB 35       If value at 00:7000 != #$0002, jump to address $E0/35EB
E0/35E9: A0 21                Set event flag memory address 00:7044 Bit 1
E0/35EB: A4 22                Clear event flag memory address 00:7044 Bit 2
E0/35ED: 38 0A                Store character in slot 10 to 00:7000
E0/35EF: E3 02 00 F6 35       If value at 00:7000 != #$0002, jump to address $E0/35F6
E0/35F4: A0 22                Set event flag memory address 00:7044 Bit 2
E0/35F6: 0A 13                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x13 bytes)
   E0/35F8: 87 00                Transfer object to coords of MARIO
   E0/35FA: 77                   Object faces up-right
   E0/35FB: 06                   Set "moon-walk" Bits
   E0/35FC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/35FD: 56 02                Shift object up 32 pixels
   E0/35FF: D8 20 07 36          If event flag memory address 00:7044 Bit 0 set, jump to address $E0/3607
   E0/3603: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   E0/3606: FE                   Return Queue

E0/3607: 08 48                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x48 bytes)
   E0/3609: 92 FE 0C 02          Place object at on-screen coords: (4032,96) Z=32
   E0/360D: 57 03                Shift object up-right 48 pixels
   E0/360F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3610: 81 47 18             Move object: right=2272px down=192px
   E0/3613: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3614: 43                   <UNKNOWN COMMAND $43>
   E0/3615: 19                   <UNKNOWN COMMAND $19>
   E0/3616: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3617: 43                   <UNKNOWN COMMAND $43>
   E0/3618: 1A                   <UNKNOWN COMMAND $1A>
   E0/3619: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/361A: 43                   <UNKNOWN COMMAND $43>
   E0/361B: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/361D: FD F2                <UNKNOWN COMMAND $F2>
   E0/361F: 1B                   <UNKNOWN COMMAND $1B>
   E0/3620: 85                   Max sequence speed?
   E0/3621: 43                   <UNKNOWN COMMAND $43>
   E0/3622: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/3624: FD F2                <UNKNOWN COMMAND $F2>
   E0/3626: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3627: 81 47 60             Move object: right=2272px down=768px
   E0/362A: F0 A6                Frame Duration: 166
   E0/362C: 62 16                Shift object down 22 pixels
   E0/362E: 8B                   <UNKNOWN COMMAND $8B>
   E0/362F: 09                   Reset all object properties to default
   E0/3630: 73                   Object faces down-left
   E0/3631: 06                   Set "moon-walk" Bits
   E0/3632: 42                   <UNKNOWN COMMAND $42>
   E0/3633: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   E0/3635: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/3636: F0 31                Frame Duration: 49
   E0/3638: 53 02                Shift object down-left 32 pixels
   E0/363A: 4A                   <UNKNOWN COMMAND $4A>
   E0/363B: A6 00                Clear event flag memory address 00:7080 Bit 0
   E0/363D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/363E: 1A                   <UNKNOWN COMMAND $1A>
   E0/363F: F9                   <UNKNOWN COMMAND $F9>
   E0/3640: 1B                   <UNKNOWN COMMAND $1B>
   E0/3641: F9                   <UNKNOWN COMMAND $F9>
   E0/3642: A5 E5                Clear event flag memory address 00:707C Bit 5
   E0/3644: A5 E6                Clear event flag memory address 00:707C Bit 6
   E0/3646: A5 E7                Clear event flag memory address 00:707C Bit 7
   E0/3648: FD A2                <UNKNOWN COMMAND $A2>
   E0/364A: D1                   <UNKNOWN COMMAND $D1>
   E0/364B: 18                   <UNKNOWN COMMAND $18>
   E0/364C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/364D: A0 C7                Set event flag memory address 00:7058 Bit 7
   E0/364F: 16                   <UNKNOWN COMMAND $16>
   E0/3650: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/3651: 07 F0 77                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/3654: 75                   Object faces up-left
   E0/3655: 60 F1                Shift object right 241 pixels
   E0/3657: A6 62                Clear event flag memory address 00:708C Bit 2
   E0/3659: FD 5B                <UNKNOWN COMMAND $5B>
   E0/365B: FD 5C                <UNKNOWN COMMAND $5C>
   E0/365D: 91 17 F0 00          Objects bounces at 0px high arches: right=736px down=896px)
   E0/3661: FD 8E                <UNKNOWN COMMAND $8E>
   E0/3663: 19                   <UNKNOWN COMMAND $19>
   E0/3664: 08 2F F0             Set animation/sequence
                                 ---> Object: 7
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $70
                                 ---> Mirrored: yes
   E0/3667: 3B 15 F2 0F 00 17    <UNKNOWN COMMAND $3B>
   E0/366D: 12 01                Clear Bits $3 of current object address 0B,x and set Bit(s) $1
   E0/366F: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/3672: 87 15                Transfer object to coords of <UNKNOWN>
   E0/3674: F0 06                Frame Duration: 6
   E0/3676: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3677: 10 43                Set transition flag, x4 speed
   E0/3679: 6A 04                Shift object up 4 pixels
   E0/367B: 10 41                Set transition flag, x2 speed
   E0/367D: 6A 06                Shift object up 6 pixels
   E0/367F: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3680: 15 9D                Clear Bits $7 of current object address 0C,x and set Bit(s) $157
   E0/3682: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/3684: 10 44                Set transition flag, x8 speed
   E0/3686: 6A 08                Shift object up 8 pixels
   E0/3688: 10 43                Set transition flag, x4 speed
   E0/368A: 6A 08                Shift object up 8 pixels
   E0/368C: 10 41                Set transition flag, x2 speed
   E0/368E: 6A 04                Shift object up 4 pixels
   E0/3690: 10 40                Set transition flag, x1 speed
   E0/3692: 6A 02                Shift object up 2 pixels
   E0/3694: 10 45                Set transition flag, 1/2 speed
   E0/3696: 6A 01                Shift object up 1 pixels
   E0/3698: 10 46                Set transition flag, 1/4 speed
   E0/369A: 6A 01                Shift object up 1 pixels
   E0/369C: FD 0F 03             Object overlaps BG1 & BG2
   E0/369F: 14 28                Isolate top Bits of current object address 0E,x and set Bit(s) $40
   E0/36A1: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/36A3: 20 03                <UNKNOWN COMMAND $20>
   E0/36A5: 26 00 00 00 00 00 40 00 40 00 01 E0 FF 70 FE 80 <UNKNOWN COMMAND $26>
   E0/36B5: 27 00 00 00 00 00 00 00 20 00 01 F0 FF 70 FE 80 <UNKNOWN COMMAND $27>
   E0/36C5: F1 FF 01             Frame Duration: 511
   E0/36C8: 21                   <UNKNOWN COMMAND $21>
   E0/36C9: 15 87                Clear Bits $7 of current object address 0C,x and set Bit(s) $135
E0/36CB: F0 0F                Duration: 15 frames
E0/36CD: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/36CF: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
E0/36D2: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
E0/36D4: 37                   Store total number of characters in party to 00:7000
E0/36D5: C0 03 00             Compare value at 00:7000 to #$0003
E0/36D8: ED EB 36             If Bit 0 of 00:70A0,x clear, jump to address $E0/36EB
E0/36DB: 0A 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes)
   E0/36DD: 07                   Clear "moon-walk" Bits
   E0/36DE: 09                   Reset all object properties to default
   E0/36DF: 71                   Object faces down-right
E0/36E0: C0 02 00             Compare value at 00:7000 to #$0002
E0/36E3: ED EB 36             If Bit 0 of 00:70A0,x clear, jump to address $E0/36EB
E0/36E6: 09 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes)
   E0/36E8: 07                   Clear "moon-walk" Bits
   E0/36E9: 09                   Reset all object properties to default
   E0/36EA: 75                   Object faces up-left
E0/36EB: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/36ED: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
E0/36F0: 15 F2 78 00          Set Object: NPC #1 ---> Command: Set object to movement: $0078
E0/36F4: F0 77                Duration: 119 frames
E0/36F6: 15 F2 0F 00          Set Object: NPC #1 ---> Command: Set object to movement: $000F
E0/36FA: 15 2D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x2D bytes)
   E0/36FC: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   E0/36FE: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/3701: 10 44                Set transition flag, x8 speed
   E0/3703: 5A 01                Shift object up 16 pixels
   E0/3705: 6A 04                Shift object up 4 pixels
   E0/3707: 10 43                Set transition flag, x4 speed
   E0/3709: 6A 0A                Shift object up 10 pixels
   E0/370B: 10 41                Set transition flag, x2 speed
   E0/370D: 6A 06                Shift object up 6 pixels
   E0/370F: 10 40                Set transition flag, x1 speed
   E0/3711: 6A 02                Shift object up 2 pixels
   E0/3713: 10 45                Set transition flag, 1/2 speed
   E0/3715: 6A 01                Shift object up 1 pixels
   E0/3717: 10 46                Set transition flag, 1/4 speed
   E0/3719: 6A 01                Shift object up 1 pixels
   E0/371B: F0 57                Frame Duration: 87
   E0/371D: 10 81                Set sequence flag, x2 speed
   E0/371F: F0 1D                Frame Duration: 29
   E0/3721: 10 83                Set sequence flag, x4 speed
   E0/3723: F0 3B                Frame Duration: 59
   E0/3725: 10 84                Set sequence flag, x8 speed
   E0/3727: F0 59                Frame Duration: 89
E0/3729: 17 11                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x11 bytes)
   E0/372B: 87 15                Transfer object to coords of <UNKNOWN>
   E0/372D: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/3730: F0 06                Frame Duration: 6
   E0/3732: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3733: 10 43                Set transition flag, x4 speed
   E0/3735: 6A 04                Shift object up 4 pixels
   E0/3737: 10 41                Set transition flag, x2 speed
   E0/3739: 6A 06                Shift object up 6 pixels
   E0/373B: 01                   Clear Bit 7 of current object (disable object visibility)
E0/373C: F0 A4                Duration: 164 frames
E0/373E: 91 18                Play music: #$18
E0/3740: F0 65                Duration: 101 frames
E0/3742: 15 14                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x14 bytes)
   E0/3744: 10 43                Set transition flag, x4 speed
   E0/3746: 13 02                Layering priority: Object overlaps MARIO
   E0/3748: 5B 04                Shift object down 64 pixels
   E0/374A: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   E0/374C: C8 00                <UNKNOWN COMMAND $C8>
   E0/374E: B1 0D 20 02          Add #$0220 to 00:701A
   E0/3752: 99                   <UNKNOWN COMMAND $99>
   E0/3753: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/3756: F0 01                Frame Duration: 1
E0/3758: 37                   Store total number of characters in party to 00:7000
E0/3759: C0 03 00             Compare value at 00:7000 to #$0003
E0/375C: ED 83 37             If Bit 0 of 00:70A0,x clear, jump to address $E0/3783
E0/375F: 0A 0D                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0D bytes)
   E0/3761: F0 0D                Frame Duration: 13
   E0/3763: D8 22 6B 37          If event flag memory address 00:7044 Bit 2 set, jump to address $E0/376B
   E0/3767: 08 41 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/376A: FE                   Return Queue

E0/376B: 08 40                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes)
   E0/376D: 86                   Max sequence speed?
   E0/376E: C0 02 00             Compare value at 00:700C to #$0002
   E0/3771: ED                   <UNKNOWN COMMAND $ED>
   E0/3772: 83 37 09             Place object: right=1776px down=72px
   E0/3775: 0D F0                <UNKNOWN COMMAND $0D>
   E0/3777: 0D D8                <UNKNOWN COMMAND $0D>
   E0/3779: 21                   <UNKNOWN COMMAND $21>
   E0/377A: 80 37 08             Move object to on-screen coords: (1760,64)
   E0/377D: 42                   <UNKNOWN COMMAND $42>
   E0/377E: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/377F: FE                   Return Queue

E0/3780: 08 40                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes)
   E0/3782: 07                   Clear "moon-walk" Bits
   E0/3783: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3784: 85                   Max sequence speed?
   E0/3785: F0 0D                Frame Duration: 13
   E0/3787: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/378A: F0 EF                Frame Duration: 239
   E0/378C: 15 08                Clear Bits $7 of current object address 0C,x and set Bit(s) $8
   E0/378E: 10 45                Set transition flag, 1/2 speed
   E0/3790: 5A 04                Shift object up 64 pixels
   E0/3792: 10 46                Set transition flag, 1/4 speed
   E0/3794: 5A 02                Shift object up 32 pixels
   E0/3796: 17                   <UNKNOWN COMMAND $17>
   E0/3797: 0E 87                <UNKNOWN COMMAND $0E>
   E0/3799: 15 94                Clear Bits $7 of current object address 0C,x and set Bit(s) $148
   E0/379B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/379C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/379D: E8                   <UNKNOWN COMMAND $E8>
   E0/379E: F0 17                Frame Duration: 23
   E0/37A0: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/37A3: 00                   Set Bit 7 of current object (enable object visibility)
   E0/37A4: 14 02                Isolate top Bits of current object address 0E,x and set Bit(s) $2
   E0/37A6: 0C 89                XOR Bits $89 of current object address 0A,x
   E0/37A8: F0 21                Frame Duration: 33
   E0/37AA: 10 40                Set transition flag, x1 speed
   E0/37AC: 5A 04                Shift object up 64 pixels
   E0/37AE: 10 45                Set transition flag, 1/2 speed
   E0/37B0: 4A                   <UNKNOWN COMMAND $4A>
   E0/37B1: FD 8E                <UNKNOWN COMMAND $8E>
   E0/37B3: 00                   Set Bit 7 of current object (enable object visibility)
   E0/37B4: 0C 28                XOR Bits $28 of current object address 0A,x
   E0/37B6: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   E0/37B8: 78                   Object faces down
   E0/37B9: 00                   Set Bit 7 of current object (enable object visibility)
   E0/37BA: F0 3B                Frame Duration: 59
   E0/37BC: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   E0/37BE: 0F                   <UNKNOWN COMMAND $0F>
   E0/37BF: 00                   Set Bit 7 of current object (enable object visibility)
   E0/37C0: 15 86                Clear Bits $7 of current object address 0C,x and set Bit(s) $134
E0/37C2: 10 44                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x44 bytes)
   E0/37C4: 5A 08                Shift object up 128 pixels
   E0/37C6: FD F2                <UNKNOWN COMMAND $F2>
   E0/37C8: F0 01                Frame Duration: 1
   E0/37CA: FD 4D                <UNKNOWN COMMAND $4D>
   E0/37CC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/37CD: F0 01                Frame Duration: 1
   E0/37CF: 15 F9                Clear Bits $7 of current object address 0C,x and set Bit(s) $249
   E0/37D1: F2 1C 2A             <UNKNOWN COMMAND $F2>
   E0/37D4: 0C 06                XOR Bits $6 of current object address 0A,x
   E0/37D6: 10 43                Set transition flag, x4 speed
   E0/37D8: 5B 04                Shift object down 64 pixels
   E0/37DA: 10 40                Set transition flag, x1 speed
   E0/37DC: 37                   <UNKNOWN COMMAND $37>
   E0/37DD: C0 03 00             Compare value at 00:700C to #$0003
   E0/37E0: ED                   <UNKNOWN COMMAND $ED>
   E0/37E1: F1 37 0A             Frame Duration: 2615
   E0/37E4: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/37E5: 09                   Reset all object properties to default
   E0/37E6: 71                   Object faces down-right
   E0/37E7: C0 02 00             Compare value at 00:700C to #$0002
   E0/37EA: ED                   <UNKNOWN COMMAND $ED>
   E0/37EB: F1 37 09             Frame Duration: 2359
   E0/37EE: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/37EF: 09                   Reset all object properties to default
   E0/37F0: 75                   Object faces up-left
   E0/37F1: 00                   Set Bit 7 of current object (enable object visibility)
   E0/37F2: 82 09 72             Place object at on-screen coords: (288,912)
   E0/37F5: FD 8E                <UNKNOWN COMMAND $8E>
   E0/37F7: 72                   Object faces down
   E0/37F8: 00                   Set Bit 7 of current object (enable object visibility)
   E0/37F9: 28 95 00 01 71 F0 1D 37 C0 03 00 ED 4F 38 00 09 <UNKNOWN COMMAND $28>
E0/3809: 75                   Darken screen from normal before following commands
E0/380A: F0 0F                Duration: 15 frames
E0/380C: 08 40                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes)
   E0/380E: 07                   Clear "moon-walk" Bits
   E0/380F: F0 07                Frame Duration: 7
   E0/3811: 09                   Reset all object properties to default
   E0/3812: 0A 94                Store #$94 to current object address 0A,x
   E0/3814: F0 1F                Frame Duration: 31
   E0/3816: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/3819: F0 07                Frame Duration: 7
   E0/381B: D2 22 38             Jump to address $E0/3822
   E0/381E: 73                   Object faces down-left
   E0/381F: F0 07                Frame Duration: 7
   E0/3821: 71                   Object faces down-right
   E0/3822: 09                   Reset all object properties to default
   E0/3823: F0 0B                Frame Duration: 11
   E0/3825: 51 02                Shift object down-right 32 pixels
   E0/3827: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3828: C0 02 00             Compare value at 00:700C to #$0002
   E0/382B: ED                   <UNKNOWN COMMAND $ED>
   E0/382C: 4F                   <UNKNOWN COMMAND $4F>
   E0/382D: 38                   <UNKNOWN COMMAND $38>
   E0/382E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/382F: 09                   Reset all object properties to default
   E0/3830: 71                   Object faces down-right
   E0/3831: F0 0F                Frame Duration: 15
   E0/3833: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/3836: F0 07                Frame Duration: 7
   E0/3838: 09                   Reset all object properties to default
   E0/3839: 09                   Reset all object properties to default
   E0/383A: 94 F0 1F 08          Place object: right=240px down=31px up=8px
   E0/383E: 40                   <UNKNOWN COMMAND $40>
   E0/383F: 07                   Clear "moon-walk" Bits
   E0/3840: F0 07                Frame Duration: 7
   E0/3842: D2 49 38             Jump to address $E0/3849
   E0/3845: 73                   Object faces down-left
   E0/3846: F0 07                Frame Duration: 7
   E0/3848: 75                   Object faces up-left
   E0/3849: 09                   Reset all object properties to default
   E0/384A: F0 0B                Frame Duration: 11
   E0/384C: 55 02                Shift object up-left 32 pixels
E0/384E: 01 00                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x00 bytes)
E0/3850: 08 09                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes)
   E0/3852: 77                   Object faces up-right
   E0/3853: F0 1D                Frame Duration: 29
   E0/3855: 75                   Object faces up-left
   E0/3856: F0 63                Frame Duration: 99
   E0/3858: 72                   Object faces down
   E0/3859: 16                   <UNKNOWN COMMAND $16>
   E0/385A: 86                   Max sequence speed?
E0/385B: 55                   Store total number of empty slots in item inventory to 00:7000
E0/385C: 06 47                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x47 bytes)
   E0/385E: 75                   Object faces up-left
   E0/385F: F0 01                Frame Duration: 1
   E0/3861: 92 29 FE DA          Place object at on-screen coords: (1312,1008) Z=416
   E0/3865: 30 77 38             <UNKNOWN COMMAND $30>
   E0/3868: 16                   <UNKNOWN COMMAND $16>
   E0/3869: F2 0F 00             <UNKNOWN COMMAND $F2>
   E0/386C: 16                   <UNKNOWN COMMAND $16>
   E0/386D: 06                   Set "moon-walk" Bits
   E0/386E: 82 18 6E             Place object at on-screen coords: (768,880)
   E0/3871: 09                   Reset all object properties to default
   E0/3872: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/3873: 75                   Object faces up-left
   E0/3874: D0 0F 00             Set object to movement $000F
   E0/3877: D0 0F 00             Set object to movement $000F
   E0/387A: D8 C4 60 3A          If event flag memory address 00:7058 Bit 4 set, jump to address $E0/3A60
   E0/387E: A0 C4                Set event flag memory address 00:7058 Bit 4
   E0/3880: 14 1C                Isolate top Bits of current object address 0E,x and set Bit(s) $28
   E0/3882: 92 0A 6F 0E          Place object at on-screen coords: (336,888) Z=224
   E0/3886: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/3888: 0B 04                Set Bits $4 of current object address 0A,x
   E0/388A: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/388C: 73                   Object faces down-left
   E0/388D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/388E: 10 41                Set transition flag, x2 speed
   E0/3890: 53 0A                Shift object down-left 160 pixels
   E0/3892: 10 40                Set transition flag, x1 speed
   E0/3894: 44                   <UNKNOWN COMMAND $44>
   E0/3895: D4 01                Start code block, repeat 1 times
   E0/3897: 75                   Object faces up-left
   E0/3898: F0 07                Frame Duration: 7
   E0/389A: 73                   Object faces down-left
   E0/389B: F0 07                Frame Duration: 7
   E0/389D: D7                   End of code block
   E0/389E: 15 1B                Clear Bits $7 of current object address 0C,x and set Bit(s) $27
   E0/38A0: 92 0B 70 0E          Place object at on-screen coords: (352,896) Z=224
   E0/38A4: FD 02                Set Bit 7 of object address 0C,x (object on ground)

EVENT [CD3] ------------------------------------------------------------>
E0/38A6: 0B 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   E0/38A8: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/38AA: 73                   Object faces down-left
   E0/38AB: 00                   Set Bit 7 of current object (enable object visibility)
E0/38AC: 10 41                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x41 bytes)
   E0/38AE: 53 0B                Shift object down-left 176 pixels
   E0/38B0: 10 40                Set transition flag, x1 speed
   E0/38B2: D4 01                Start code block, repeat 1 times
   E0/38B4: 71                   Object faces down-right
   E0/38B5: F0 07                Frame Duration: 7
   E0/38B7: 73                   Object faces down-left
   E0/38B8: F0 07                Frame Duration: 7
   E0/38BA: D7                   End of code block
   E0/38BB: 16                   <UNKNOWN COMMAND $16>
   E0/38BC: 1E                   <UNKNOWN COMMAND $1E>
   E0/38BD: 92 0A 6F 0E          Place object at on-screen coords: (336,888) Z=224
   E0/38C1: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/38C3: 0B 04                Set Bits $4 of current object address 0A,x
   E0/38C5: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/38C7: 73                   Object faces down-left
   E0/38C8: F0 0F                Frame Duration: 15
   E0/38CA: 00                   Set Bit 7 of current object (enable object visibility)
   E0/38CB: 10 41                Set transition flag, x2 speed
   E0/38CD: 53 09                Shift object down-left 144 pixels
   E0/38CF: 10 40                Set transition flag, x1 speed
   E0/38D1: D4 02                Start code block, repeat 2 times
   E0/38D3: 75                   Object faces up-left
   E0/38D4: F0 07                Frame Duration: 7
   E0/38D6: 71                   Object faces down-right
   E0/38D7: F0 07                Frame Duration: 7
   E0/38D9: D7                   End of code block
   E0/38DA: 45                   <UNKNOWN COMMAND $45>
   E0/38DB: 17                   <UNKNOWN COMMAND $17>
   E0/38DC: 20 92                <UNKNOWN COMMAND $20>
   E0/38DE: 0B 70                Set Bits $70 of current object address 0A,x
   E0/38E0: 0E FD                <UNKNOWN COMMAND $0E>
   E0/38E2: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/38E3: 0B 04                Set Bits $4 of current object address 0A,x
   E0/38E5: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/38E7: 73                   Object faces down-left
   E0/38E8: F0 0F                Frame Duration: 15
   E0/38EA: 00                   Set Bit 7 of current object (enable object visibility)
   E0/38EB: 10 41                Set transition flag, x2 speed
   E0/38ED: 53 09                Shift object down-left 144 pixels
E0/38EF: 10 40                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes)
   E0/38F1: D4 01                Start code block, repeat 1 times
   E0/38F3: 75                   Object faces up-left
   E0/38F4: F0 07                Frame Duration: 7
   E0/38F6: 73                   Object faces down-left
   E0/38F7: F0 07                Frame Duration: 7
   E0/38F9: 71                   Object faces down-right
   E0/38FA: F0 07                Frame Duration: 7
   E0/38FC: D7                   End of code block
   E0/38FD: 60 FC                Shift object right 252 pixels
   E0/38FF: 26 60 00 95 F0 03 0C A0 7F 30 00 F0 1D 08 42 03 <UNKNOWN COMMAND $26>
   E0/390F: 13 00                Layering priority: MARIO overlaps object
   E0/3911: 10 41                Set transition flag, x2 speed
   E0/3913: 53 02                Shift object down-left 32 pixels
   E0/3915: 08 42 88             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/3918: F0 1D                Frame Duration: 29
   E0/391A: 64 F0                Shift object left 240 pixels
   E0/391C: 13 14                Layering priority: 
   E0/391E: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/391F: 7F 30 00             Object jumps (with sound effect) #$0030 units
   E0/3922: 60 FD                Shift object right 253 pixels
   E0/3924: A6 60                Clear event flag memory address 00:708C Bit 0
   E0/3926: 15 03                Clear Bits $7 of current object address 0C,x and set Bit(s) $3
   E0/3928: 7F 30 00             Object jumps (with sound effect) #$0030 units
   E0/392B: 60 FE                Shift object right 254 pixels
   E0/392D: A6 60                Clear event flag memory address 00:708C Bit 0
   E0/392F: A8 0E 14             Store #$14 to 00:70AE
E0/3932: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/3936: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/3938: 77                   Object faces up-right
   E0/3939: 7E 30 00             Object jumps #$0030 units
E0/393C: 60 FF A6 60          Run Dialogue $06FF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


    THERE HE IS!, Get 'im boys!<I><END>


E0/3940: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/3942: 77                   Object faces up-right
E0/3943: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/3945: 77                   Object faces up-right
E0/3946: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/3948: 77                   Object faces up-right
E0/3949: 00 10                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes)
   E0/394B: 09                   Reset all object properties to default
   E0/394C: 13 01                Layering priority: Normal
   E0/394E: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/3950: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/3953: 10 C1                Set transition and sequence flags, x2 speed
   E0/3955: F0 1D                Frame Duration: 29
   E0/3957: 57 03                Shift object up-right 48 pixels
   E0/3959: 10 40                Set transition flag, x1 speed
E0/395B: 14 0B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/395D: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/395F: 12 00                Clear Bits $3 of current object address 0B,x and set Bit(s) $0
   E0/3961: 0B B0                Set Bits $B0 of current object address 0A,x
   E0/3963: F0 0F                Frame Duration: 15
   E0/3965: 40                   <UNKNOWN COMMAND $40>
   E0/3966: 57 03                Shift object up-right 48 pixels
E0/3968: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/396A: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/396C: 12 00                Clear Bits $3 of current object address 0B,x and set Bit(s) $0
   E0/396E: 0B B0                Set Bits $B0 of current object address 0A,x
   E0/3970: F0 17                Frame Duration: 23
   E0/3972: 57 03                Shift object up-right 48 pixels
E0/3974: 16 09                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/3976: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/3978: 12 00                Clear Bits $3 of current object address 0B,x and set Bit(s) $0
   E0/397A: 0B B0                Set Bits $B0 of current object address 0A,x
   E0/397C: 41                   <UNKNOWN COMMAND $41>
   E0/397D: 57 03                Shift object up-right 48 pixels
E0/397F: 17 8A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/3981: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/3983: 12 00                Clear Bits $3 of current object address 0B,x and set Bit(s) $0
   E0/3985: 0B B0                Set Bits $B0 of current object address 0A,x
   E0/3987: F0 0F                Frame Duration: 15
   E0/3989: 57 03                Shift object up-right 48 pixels
E0/398B: 18 0A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/398D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/398F: 0B 04                Set Bits $4 of current object address 0A,x
   E0/3991: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/3993: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3994: 7E 30 00             Object jumps #$0030 units
E0/3997: 19 0C                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/3999: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/399B: 0B 04                Set Bits $4 of current object address 0A,x
   E0/399D: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/399F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/39A0: F0 07                Frame Duration: 7
   E0/39A2: 7E 30 00             Object jumps #$0030 units
E0/39A5: 60 EE A6 62          Run Dialogue $06EE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         Here, this is on us!!<I><END>


E0/39A9: 0C 1F                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x1F bytes)
   E0/39AB: F0 31                Frame Duration: 49
   E0/39AD: 10 43                Set transition flag, x4 speed
   E0/39AF: 9D 6D 80             <UNKNOWN COMMAND $9D>
   E0/39B2: D4 03                Start code block, repeat 3 times
   E0/39B4: 62 04                Shift object down 4 pixels
   E0/39B6: 66 04                Shift object up 4 pixels
   E0/39B8: D7                   End of code block
   E0/39B9: F0 07                Frame Duration: 7
   E0/39BB: 9D 6D 40             <UNKNOWN COMMAND $9D>
   E0/39BE: D4 03                Start code block, repeat 3 times
   E0/39C0: 62 02                Shift object down 2 pixels
   E0/39C2: 66 02                Shift object up 2 pixels
   E0/39C4: D7                   End of code block
   E0/39C5: 10 40                Set transition flag, x1 speed
   E0/39C7: 9D 6D 20             <UNKNOWN COMMAND $9D>
E0/39CA: 1A 2A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x2A bytes)
   E0/39CC: 84 08 04             Place object: right=8px down=4px
   E0/39CF: 00                   Set Bit 7 of current object (enable object visibility)
   E0/39D0: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/39D3: F0 09                Frame Duration: 9
   E0/39D5: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/39D8: 63 0A                Shift object down-left 10 pixels
   E0/39DA: 7E 60 00             Object jumps #$0060 units
   E0/39DD: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/39DF: 43                   <UNKNOWN COMMAND $43>
   E0/39E0: 10 41                Set transition flag, x2 speed
   E0/39E2: 53 02                Shift object down-left 32 pixels
   E0/39E4: 7E 30 00             Object jumps #$0030 units
   E0/39E7: 53 02                Shift object down-left 32 pixels
   E0/39E9: 7E 10 00             Object jumps #$0010 units
   E0/39EC: 53 02                Shift object down-left 32 pixels
   E0/39EE: 7E 08 00             Object jumps #$0008 units
   E0/39F1: 53 04                Shift object down-left 64 pixels
   E0/39F3: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/39F4: FD F2                <UNKNOWN COMMAND $F2>
E0/39F6: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/39F8: 08 4A 10             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
E0/39FB: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/39FD: D2 02 3A             Jump to address $E0/3A02
E0/3A00: 15 10                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/3A02: F0 40                Frame Duration: 64
   E0/3A04: 06                   Set "moon-walk" Bits
   E0/3A05: 7F 20 00             Object jumps (with sound effect) #$0020 units
   E0/3A08: 10 C3                Set transition and sequence flags, x4 speed
   E0/3A0A: 53 03                Shift object down-left 48 pixels
   E0/3A0C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3A0D: FD F2                <UNKNOWN COMMAND $F2>
   E0/3A0F: 0C 54                XOR Bits $54 of current object address 0A,x
   E0/3A11: FE                   Return Queue

E0/3A12: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/3A14: D2 19 3A             Jump to address $E0/3A19
E0/3A17: 17 90                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/3A19: F0 36                Frame Duration: 54
   E0/3A1B: 06                   Set "moon-walk" Bits
   E0/3A1C: 7F 20 00             Object jumps (with sound effect) #$0020 units
   E0/3A1F: 10 C1                Set transition and sequence flags, x2 speed
   E0/3A21: 53 03                Shift object down-left 48 pixels
   E0/3A23: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3A24: FD F2                <UNKNOWN COMMAND $F2>
   E0/3A26: 0C 54                XOR Bits $54 of current object address 0A,x
   E0/3A28: FE                   Return Queue

E0/3A29: 18 0A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/3A2B: 7E 30 00             Object jumps #$0030 units
   E0/3A2E: F0 09                Frame Duration: 9
   E0/3A30: 7E 30 00             Object jumps #$0030 units
   E0/3A33: F0 09                Frame Duration: 9
E0/3A35: 19 8A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/3A37: F0 09                Frame Duration: 9
   E0/3A39: 7E 30 00             Object jumps #$0030 units
   E0/3A3C: F0 09                Frame Duration: 9
   E0/3A3E: 7E 30 00             Object jumps #$0030 units
E0/3A41: 60 EF A6 62          Run Dialogue $06EF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 WHAT THE?! How dare you
 dodge the barrel!<I><END>


E0/3A45: 18 09                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/3A47: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/3A48: 10 C1                Set transition and sequence flags, x2 speed
   E0/3A4A: F0 31                Frame Duration: 49
   E0/3A4C: 47                   <UNKNOWN COMMAND $47>
   E0/3A4D: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3A4E: FD F2                <UNKNOWN COMMAND $F2>
E0/3A50: 19 09                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/3A52: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/3A53: 10 C1                Set transition and sequence flags, x2 speed
   E0/3A55: F0 1D                Frame Duration: 29
   E0/3A57: 47                   <UNKNOWN COMMAND $47>
   E0/3A58: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3A59: FD F2                <UNKNOWN COMMAND $F2>
E0/3A5B: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/3A5D: 10 C0                Set transition and sequence flags, x1 speed
   E0/3A5F: 09                   Reset all object properties to default
E0/3A60: FE                   Return


EVENT [CD4] ------------------------------------------------------------>
E0/3A61: DC 27 71 3A          If event flag memory address 00:7044 Bit 7 clear, jump to address $E0/3A71
E0/3A65: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/3A67: A8 0E 00             Store #$00 to 00:70AE
E0/3A6A: A4 25                Clear event flag memory address 00:7044 Bit 5
E0/3A6C: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/3A6E: D0 51 00             Execute event id $0051 subsequently
E0/3A71: A5 20                Clear event flag memory address 00:7064 Bit 0
E0/3A73: A5 21                Clear event flag memory address 00:7064 Bit 1
E0/3A75: A5 22                Clear event flag memory address 00:7064 Bit 2
E0/3A77: A5 23                Clear event flag memory address 00:7064 Bit 3
E0/3A79: A8 3A 00             Store #$00 to 00:70DA
E0/3A7C: A8 3B 00             Store #$00 to 00:70DB
E0/3A7F: A8 3C 00             Store #$00 to 00:70DC
E0/3A82: A8 3D 00             Store #$00 to 00:70DD
E0/3A85: 71                   Lighten screen from black before following commands
E0/3A86: FE                   Return


EVENT [CD5] ------------------------------------------------------------>
E0/3A87: D8 AE 90 3A          If event flag memory address 00:7055 Bit 6 set, jump to address $E0/3A90
E0/3A8B: A0 AE                Set event flag memory address 00:7055 Bit 6
E0/3A8D: 6A 83 C0             Modify BGL of area $C083
E0/3A90: DD B0 A5 3A          If event flag memory address 00:7076 Bit 0 clear, jump to address $E0/3AA5
E0/3A94: C3                   <UNKNOWN COMMAND $C3>
E0/3A95: E2 85 00 A1 3A       If value at 00:7000 = #$0085, jump to address $E0/3AA1
E0/3A9A: B0 11 05 00          Store #$0005 to 00:7022
E0/3A9E: D2 A5 3A             Jump to address $E0/3AA5
E0/3AA1: B0 11 28 00          Store #$0028 to 00:7022
E0/3AA5: D0 0F 00             Execute event id $000F subsequently

EVENT [CD6] ------------------------------------------------------------>
E0/3AA8: 42 BB 3A BB 3A       <UNKNOWN COMMAND $42>
E0/3AAD: DA 30 B6 3A          If event flag memory address 00:7086 Bit 0 set, jump to address $E0/3AB6
E0/3AB1: 60 F2 A6 60          Run Dialogue $06F2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

JOHNNY: You must've REALLY
 wanted that star...<I>
 Now go on! Get outta here
 before I change my mind.<I><END>


E0/3AB5: FE                   Return

E0/3AB6: 60 F4 A6 60          Run Dialogue $06F4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

JOHNNY: YOU again?!
 So, have you already beaten that<I>
 Smithy creature?<I><END>


E0/3ABA: FE                   Return

E0/3ABB: 34 FF                Change directional maneuverability: left right down up 
E0/3ABD: D4 3B                Start code block, repeat 59 times
E0/3ABF: F0 00                Duration: 0 frames
E0/3AC1: 3D CB 3A             <UNKNOWN COMMAND: pointer to address $3ACB>
E0/3AC4: D7                   End of code block
E0/3AC5: 34 00                Change directional maneuverability: 
E0/3AC7: 60 F5 A6 60          Run Dialogue $06F5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

JOHNNY: Yo, mate! Just 'cuz
 we're buds doesn't give ya
 the right to jump on my head.<I><END>


E0/3ACB: FE                   Return


EVENT [CD7] ------------------------------------------------------------>
E0/3ACC: AC 9E 06             Store #$069E to 00:7000
E0/3ACF: DC C7 D4 3A          If event flag memory address 00:7058 Bit 7 clear, jump to address $E0/3AD4
E0/3AD3: AE                   Increment 00:7000
E0/3AD4: 61 A0 D0             Run Dialogue from 00:7000
                              <UNKNOWN: $A0>
                              Position: top of screen
                              Box Style: Paragraph of floating blue text
E0/3AD7: FE                   Return


EVENT [CD8] ------------------------------------------------------------>
E0/3AD8: D9 E8 15 3B          If event flag memory address 00:707D Bit 0 set, jump to address $E0/3B15
E0/3ADC: A1 E8                Set event flag memory address 00:707D Bit 0
E0/3ADE: 10 0C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes)
   E0/3AE0: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/3AE2: 10 41                Set transition flag, x2 speed
   E0/3AE4: 5A 03                Shift object up 48 pixels
   E0/3AE6: 08 50 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/3AE9: F0 17                Frame Duration: 23
   E0/3AEB: 01                   Clear Bit 7 of current object (disable object visibility)
E0/3AEC: 9C 0E                Play sound effect #$0E
E0/3AEE: FD 5B                Restore all HP
E0/3AF0: FD 5C                Restore all FP
E0/3AF2: B0 11 08 00          Store #$0008 to 00:7022
E0/3AF6: 44 03 FC             <UNKNOWN COMMAND $44>
E0/3AF9: FE                   Return


EVENT [CD9] ------------------------------------------------------------>
E0/3AFA: D9 E9 15 3B          If event flag memory address 00:707D Bit 1 set, jump to address $E0/3B15
E0/3AFE: A1 E9                Set event flag memory address 00:707D Bit 1
E0/3B00: 10 0C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes)
   E0/3B02: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/3B04: 10 41                Set transition flag, x2 speed
   E0/3B06: 5A 03                Shift object up 48 pixels
   E0/3B08: 08 50 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/3B0B: F0 17                Frame Duration: 23
   E0/3B0D: 01                   Clear Bit 7 of current object (disable object visibility)
E0/3B0E: 9C 0E                Play sound effect #$0E
E0/3B10: AC 01 00             Store #$0001 to 00:7000
E0/3B13: FD 57                Add # at 00:7000 to max FP
E0/3B15: FE                   Return


EVENT [CDA] ------------------------------------------------------------>
E0/3B16: D9 EA 15 3B          If event flag memory address 00:707D Bit 2 set, jump to address $E0/3B15
E0/3B1A: A1 EA                Set event flag memory address 00:707D Bit 2
E0/3B1C: 10 0C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes)
   E0/3B1E: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/3B20: 10 41                Set transition flag, x2 speed
   E0/3B22: 5A 03                Shift object up 48 pixels
   E0/3B24: 08 50 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/3B27: F0 17                Frame Duration: 23
   E0/3B29: 01                   Clear Bit 7 of current object (disable object visibility)
E0/3B2A: 9C 0E                Play sound effect #$0E
E0/3B2C: FD 43                <UNKNOWN COMMAND $FD 43>
E0/3B2E: A8 07 65             Store #$65 to 00:70A7
E0/3B31: 60 32 A6 02          Run Dialogue $0632 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


E0/3B35: FD 50                Store item to item inventory from 00:70A7
E0/3B37: 40 8C 2C             Execute event id $2C8C simultaneously with the following commands
E0/3B3A: 60 79 06 02          Run Dialogue $0679
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

     This is a 3-Dimensional Maze.<I>
          Press X if you give up.<I><END>


E0/3B3E: FE                   Return


EVENT [CDB] ------------------------------------------------------------>
E0/3B3F: D9 EC 15 3B          If event flag memory address 00:707D Bit 4 set, jump to address $E0/3B15
E0/3B43: A1 EC                Set event flag memory address 00:707D Bit 4
E0/3B45: 10 0C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes)
   E0/3B47: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/3B49: 10 41                Set transition flag, x2 speed
   E0/3B4B: 5A 03                Shift object up 48 pixels
   E0/3B4D: 08 50 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/3B50: F0 17                Frame Duration: 23
   E0/3B52: 01                   Clear Bit 7 of current object (disable object visibility)
E0/3B53: 9C 0E                Play sound effect #$0E
E0/3B55: A8 07 60             Store #$60 to 00:70A7
E0/3B58: 60 32 C6 02          Run Dialogue $0632 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


E0/3B5C: FD 50                Store item to item inventory from 00:70A7
E0/3B5E: FE                   Return


EVENT [CDC] ------------------------------------------------------------>
E0/3B5F: 35 FF                Enable Overworld Menu
E0/3B61: D0 0F 00             Execute event id $000F subsequently

EVENT [CDD] ------------------------------------------------------------>
E0/3B64: 42 71 3B 85 3B       <UNKNOWN COMMAND $42>
E0/3B69: B4 08                Store value at 00:70A8 to 00:7000
E0/3B6B: B5 0A                Store value at 00:7000 to 00:70AA
E0/3B6D: 40 DE 2C             Execute event id $2CDE simultaneously with the following commands
E0/3B70: FE                   Return

E0/3B71: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/3B73: 10 0F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0F bytes)
   E0/3B75: 0C 54                XOR Bits $54 of current object address 0A,x
   E0/3B77: FD 9E                <UNKNOWN COMMAND $9E>
   E0/3B79: 42                   <UNKNOWN COMMAND $42>
   E0/3B7A: 7E 00 00             Object jumps #$0000 units
   E0/3B7D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/3B7F: F0 13                Frame Duration: 19
   E0/3B81: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3B82: FD F2                <UNKNOWN COMMAND $F2>
E0/3B84: FE                   Return

E0/3B85: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/3B87: 10 0F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0F bytes)
   E0/3B89: 0C 54                XOR Bits $54 of current object address 0A,x
   E0/3B8B: FD 9E                <UNKNOWN COMMAND $9E>
   E0/3B8D: 42                   <UNKNOWN COMMAND $42>
   E0/3B8E: 7E 30 00             Object jumps #$0030 units
   E0/3B91: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/3B93: F0 1D                Frame Duration: 29
   E0/3B95: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3B96: FD F2                <UNKNOWN COMMAND $F2>
E0/3B98: FE                   Return


EVENT [CDE] ------------------------------------------------------------>
E0/3B99: 35 00                Disable Overworld Menu
E0/3B9B: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/3B9D: 00 34                Set Object: MARIO ---> Begin action queue for object (Length: 0x34 bytes)
   E0/3B9F: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/3BA1: 10 41                Set transition flag, x2 speed
   E0/3BA3: C9 12                <UNKNOWN COMMAND $C9>
   E0/3BA5: FD B0 0F 00          Isolate Bits $000F of 00:700C
   E0/3BA9: E2                   <UNKNOWN COMMAND $E2>
   E0/3BAA: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3BAB: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3BAC: B3 3B                Decrement 00:7076
   E0/3BAE: E2                   <UNKNOWN COMMAND $E2>
   E0/3BAF: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/3BB0: 00                   Set Bit 7 of current object (enable object visibility)
   E0/3BB1: BE                   Store values at addresses 00:7010,00:7012,00:7014 to 00:7016,00:7018,00:701A
   E0/3BB2: 3B 08 42 83 61 02    <UNKNOWN COMMAND $3B>
   E0/3BB8: 3D C9 3B             <UNKNOWN COMMAND $3D: pointer to address $E0/3BC9>
   E0/3BBB: D2 B3 3B             Jump to address $E0/3BB3
   E0/3BBE: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/3BC1: 63 02                Shift object down-left 2 pixels
   E0/3BC3: 3D C9 3B             <UNKNOWN COMMAND $3D: pointer to address $E0/3BC9>
   E0/3BC6: D2 BE 3B             Jump to address $E0/3BBE
   E0/3BC9: A0 27                Set event flag memory address 00:7044 Bit 7
   E0/3BCB: 09                   Reset all object properties to default
   E0/3BCC: 10 40                Set transition flag, x1 speed
   E0/3BCE: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   E0/3BD0: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/3BD2: FE                   Return Queue

E0/3BD3: F0 00                Duration: 0 frames
E0/3BD5: DC 27 D3 3B          If event flag memory address 00:7044 Bit 7 clear, jump to address $E0/3BD3
E0/3BD9: 35 FF                Enable Overworld Menu
E0/3BDB: FE                   Return


EVENT [CDF] ------------------------------------------------------------>
E0/3BDC: D9 ED 15 3B          If event flag memory address 00:707D Bit 5 set, jump to address $E0/3B15
E0/3BE0: A1 ED                Set event flag memory address 00:707D Bit 5
E0/3BE2: D0 05 0C             Execute event id $0C05 subsequently

EVENT [CE0] ------------------------------------------------------------>
E0/3BE5: D1 41 00             Execute event id $0041
E0/3BE8: 4B 21 C0             Lead to World Map Point $C021
E0/3BEB: FE                   Return


EVENT [CE1] ------------------------------------------------------------>
E0/3BEC: D8 B9 F7 3B          If event flag memory address 00:7057 Bit 1 set, jump to address $E0/3BF7
E0/3BF0: 60 90 A6 60          Run Dialogue $0690 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Been awhile since people came
 'round here.<I><END>


E0/3BF4: D2 FB 3B             Jump to address $E0/3BFB
E0/3BF7: 60 91 A6 60          Run Dialogue $0691 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 And what might you be looking for?<I><END>


E0/3BFB: FD 59                Store # of current coins to 00:7000
E0/3BFD: BB 12                Store value at 00:7000 to 00:7024
E0/3BFF: 4C 07                Open Shop Menu $07
E0/3C01: 71                   Lighten screen from black before following commands
E0/3C02: FD 59                Store # of current coins to 00:7000
E0/3C04: C1 12                Compare values at memory addresses 00:7024 and 00:7000
E0/3C06: EA 14 3C             If Bit 1 of 00:70A0,x set, jump to address $E0/3C14
E0/3C09: D8 B9 14 3C          If event flag memory address 00:7057 Bit 1 set, jump to address $E0/3C14
E0/3C0D: A0 B9                Set event flag memory address 00:7057 Bit 1
E0/3C0F: 60 93 A6 60          Run Dialogue $0693 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Since you shopped here, I'll tell
 you something interesting.<I>

 The ship sank into the briney sea
 because a giant squid attacked it.<I>

 Some people went in to survey it,
 but they never came back.<I><END>


E0/3C13: FE                   Return

E0/3C14: 60 92 A6 60          Run Dialogue $0692 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Thank you. Drop by again.<I><END>


E0/3C18: FE                   Return


EVENT [CE2] ------------------------------------------------------------>
E0/3C19: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/3C1B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/3C1D: D4 1F                Start code block, repeat 31 times
   E0/3C1F: 7B 01                <UNKNOWN COMMAND $7B>
   E0/3C21: 6A 02                Shift object up 2 pixels
   E0/3C23: D7                   End of code block
   E0/3C24: 0C 04                XOR Bits $4 of current object address 0A,x
E0/3C26: F0 31                Duration: 49 frames
E0/3C28: 68 85 80 17 21 47    Enter area: $0085
                              MARIO will be at coords: (752,264) Z=112
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/3C2E: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/3C30: D4 07                Start code block, repeat 7 times
   E0/3C32: 7B 01                <UNKNOWN COMMAND $7B>
   E0/3C34: 6A 02                Shift object up 2 pixels
   E0/3C36: D7                   End of code block
   E0/3C37: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/3C39: 0B 04                Set Bits $4 of current object address 0A,x
E0/3C3B: FE                   Return


EVENT [CE3] ------------------------------------------------------------>
E0/3C3C: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/3C3E: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/3C40: 7B 01                <UNKNOWN COMMAND $7B>
   E0/3C42: 6A 02                Shift object up 2 pixels
   E0/3C44: C6 00                Store value at 00:6004 to 00:700C and clear 00:700D
   E0/3C46: C0 00 05             Compare value at 00:700C to #$0500
   E0/3C49: EF                   <UNKNOWN COMMAND $EF>
   E0/3C4A: 40                   <UNKNOWN COMMAND $40>
   E0/3C4B: 3C FD 02 FD 14       <UNKNOWN COMMAND $3C: pointer to address $E0/14FD>
E0/3C50: FE                   Return


EVENT [CE4] ------------------------------------------------------------>
E0/3C51: 60 88 A6 D0          Run Dialogue $0688 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There's a page from the travel log.
 >>   (Let's take a look at it)
 >>   (Looks boring)<I><END>


E0/3C55: 66 5C 3C             If 2nd option chosen from dialogue prompt, jump to address $E0/3C5C
E0/3C58: 60 89 A6 D0          Run Dialogue $0689 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We're done for...A giant squid
 just got a hold of us. This ship's
 going down fast...<I><END>


E0/3C5C: FE                   Return


EVENT [CE5] ------------------------------------------------------------>
E0/3C5D: 60 F8 A6 D0          Run Dialogue $06F8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Johnny's our main man.
 He even fights in his sleep!<I>
 We'd follow him anywhere.<I><END>


E0/3C61: FE                   Return


EVENT [CE6] ------------------------------------------------------------>
E0/3C62: 60 F9 A6 D0          Run Dialogue $06F9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hop on the trampoline in the next
 room. It'll take ya outside.
 Go on, now. Give it a try!<I><END>


E0/3C66: FE                   Return


EVENT [CE7] ------------------------------------------------------------>
E0/3C67: 60 88 A6 D0          Run Dialogue $0688 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There's a page from the travel log.
 >>   (Let's take a look at it)
 >>   (Looks boring)<I><END>


E0/3C6B: 66 5C 3C             If 2nd option chosen from dialogue prompt, jump to address $E0/3C5C
E0/3C6E: 60 8A A6 D0          Run Dialogue $068A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We've managed to trap the giant
 squid in the treasure cellar.<I>

 The treasure will sink with the
 ship, but...so it goes!<I><END>


E0/3C72: FE                   Return


EVENT [CE8] ------------------------------------------------------------>
E0/3C73: 60 88 A6 D0          Run Dialogue $0688 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There's a page from the travel log.
 >>   (Let's take a look at it)
 >>   (Looks boring)<I><END>


E0/3C77: 66 5C 3C             If 2nd option chosen from dialogue prompt, jump to address $E0/3C5C
E0/3C7A: 60 8B A6 D0          Run Dialogue $068B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The door to the cellar is locked
 with a password consisting of
 6 letters.<I>

 In order to proceed you'll have
 to decipher the password using
 the 6 hints...<I><END>


E0/3C7E: FE                   Return


EVENT [CE9] ------------------------------------------------------------>
E0/3C7F: 60 88 A6 D0          Run Dialogue $0688 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There's a page from the travel log.
 >>   (Let's take a look at it)
 >>   (Looks boring)<I><END>


E0/3C83: 66 5C 3C             If 2nd option chosen from dialogue prompt, jump to address $E0/3C5C
E0/3C86: 60 8C A6 D0          Run Dialogue $068C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Uncover the secret of the 6 hints!
 Of course, since they're provided
 by different people, they'll be<I>
 pretty tough to solve.
 ...Maybe impossible.<I><END>


E0/3C8A: FE                   Return


EVENT [CEA] ------------------------------------------------------------>
E0/3C8B: C3                   <UNKNOWN COMMAND $C3>
E0/3C8C: E2 19 00 98 3C       If value at 00:7000 = #$0019, jump to address $E0/3C98
E0/3C91: 68 1B 80 1E 47 6A    Enter area: $001B
                              MARIO will be at coords: (976,568) Z=160
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/3C97: FE                   Return

E0/3C98: 68 18 80 0A F0 66    Enter area: $0018
                              MARIO will be at coords: (320,896) Z=96
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/3C9E: FE                   Return


EVENT [CEB] ------------------------------------------------------------>
E0/3C9F: FD 43                <UNKNOWN COMMAND $FD 43>
E0/3CA1: 60 98 A6 60          Run Dialogue $0698 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Once you've come up with the key
 letters, speak in here.<I><END>


E0/3CA5: D8 18 AC 3C          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/3CAC
E0/3CA9: 40 99 2C             Execute event id $2C99 simultaneously with the following commands
E0/3CAC: FE                   Return


EVENT [CEC] ------------------------------------------------------------>
E0/3CAD: 60 F7 A6 90          Run Dialogue $06F7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Floating blue text

 This is 100% currant juice.<I>
 It's mighty tasty stuff, mate!<I><END>


E0/3CB1: FE                   Return


EVENT [CED] ------------------------------------------------------------>
E0/3CB2: 9C 0E                Play sound effect #$0E
E0/3CB4: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/3CB6: 10 F8                Set Object: <UNKNOWN> ---> Command: Show Object
E0/3CB8: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/3CBA: 16 F8                Set Object: NPC #2 ---> Command: Show Object
E0/3CBC: A0 25                Set event flag memory address 00:7044 Bit 5
E0/3CBE: FE                   Return


EVENT [CEE] ------------------------------------------------------------>
E0/3CBF: DC 25 E7 3C          If event flag memory address 00:7044 Bit 5 clear, jump to address $E0/3CE7
E0/3CC3: FD 43                <UNKNOWN COMMAND $FD 43>
E0/3CC5: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   E0/3CC7: 10 41                Set transition flag, x2 speed
   E0/3CC9: 56 02                Shift object up 32 pixels
   E0/3CCB: 52 02                Shift object down 32 pixels
   E0/3CCD: 10 40                Set transition flag, x1 speed
E0/3CCF: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/3CD1: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/3CD3: F0 03                Frame Duration: 3
   E0/3CD5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/3CD7: F4                   <UNKNOWN COMMAND $F4>
E0/3CD8: F7                   <UNKNOWN COMMAND: check object maps?>
E0/3CD9: AA 28                Increment 00:70C8
E0/3CDB: D1 21 00             Execute event id $0021
E0/3CDE: 60 32 A6 02          Run Dialogue $0632 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


E0/3CE2: FD 50                Store item to item inventory from 00:70A7
E0/3CE4: 40 9C 2C             Execute event id $2C9C simultaneously with the following commands
E0/3CE7: FE                   Return


EVENT [CEF] ------------------------------------------------------------>
E0/3CE8: D8 12 F3 3C          If event flag memory address 00:7042 Bit 2 set, jump to address $E0/3CF3
E0/3CEC: 60 99 A6 90          Run Dialogue $0699 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Floating blue text

 Hey! It's good to see you.<I><END>


E0/3CF0: D2 15 3D             Jump to address $E0/3D15
E0/3CF3: D8 16 11 3D          If event flag memory address 00:7042 Bit 6 set, jump to address $E0/3D11
E0/3CF7: B4 0C                Store value at 00:70AC to 00:7000
E0/3CF9: E2 00 00 0A 3D       If value at 00:7000 = #$0000, jump to address $E0/3D0A
E0/3CFE: E2 06 00 11 3D       If value at 00:7000 = #$0006, jump to address $E0/3D11
E0/3D03: 60 9B A6 D0          Run Dialogue $069B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Know what? Looks like <$00>
 of the key letters are correct.<I><END>


E0/3D07: D2 15 3D             Jump to address $E0/3D15
E0/3D0A: 60 96 A6 D0          Run Dialogue $0696 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Know what? Your password
 is totally wrong!<I><END>


E0/3D0E: D2 15 3D             Jump to address $E0/3D15
E0/3D11: 60 97 A6 D0          Run Dialogue $0697 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Guess what? Your password
 is CORRECT!<I><END>


E0/3D15: 4C 07                Open Shop Menu $07
E0/3D17: 71                   Lighten screen from black before following commands
E0/3D18: D8 16 20 3D          If event flag memory address 00:7042 Bit 6 set, jump to address $E0/3D20
E0/3D1C: 60 9A A6 D0          Run Dialogue $069A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'll give you a hint.
 The password's got something
 to do with...the sea.<I>

 Even if you don't get through all 6
 of the obstacles, you can try to
 deduce your way through.<I>
 GOOD LUCK!<I><END>


E0/3D20: FE                   Return


EVENT [CF0] ------------------------------------------------------------>
E0/3D21: 68 3A 00 1A 1D 62    Enter area: $003A
                              MARIO will be at coords: (848,232) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
E0/3D27: D2 42 3D             Jump to address $E0/3D42

EVENT [CF1] ------------------------------------------------------------>
E0/3D2A: 68 38 00 03 31 E2    Enter area: $0038
                              MARIO will be at coords: (112,392) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/3D30: D2 42 3D             Jump to address $E0/3D42

EVENT [CF2] ------------------------------------------------------------>
E0/3D33: 68 39 00 0C 65 63    Enter area: $0039
                              MARIO will be at coords: (400,808) Z=48
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
E0/3D39: D2 42 3D             Jump to address $E0/3D42

EVENT [CF3] ------------------------------------------------------------>
E0/3D3C: 68 3A 00 14 2A E2    Enter area: $003A
                              MARIO will be at coords: (640,336) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/3D42: DC A9 50 3D          If event flag memory address 00:7055 Bit 1 clear, jump to address $E0/3D50
E0/3D46: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/3D48: 7E 00 00             Object jumps #$0000 units
   E0/3D4B: F0 00                Frame Duration: 0
   E0/3D4D: 3D 4B 3D             <UNKNOWN COMMAND $3D: pointer to address $E0/3D4B>
E0/3D50: D0 3F 0C             Execute event id $0C3F subsequently

EVENT [CF4] ------------------------------------------------------------>

EVENT [CF5] ------------------------------------------------------------>
E0/3D53: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   E0/3D55: 10 41                Set transition flag, x2 speed
   E0/3D57: 56 02                Shift object up 32 pixels
   E0/3D59: 52 02                Shift object down 32 pixels
   E0/3D5B: 10 40                Set transition flag, x1 speed
E0/3D5D: D0 20 00             Execute event id $0020 subsequently

EVENT [CF6] ------------------------------------------------------------>
E0/3D60: DD B0 67 3D          If event flag memory address 00:7076 Bit 0 clear, jump to address $E0/3D67
E0/3D64: D0 FF 00             Execute event id $00FF subsequently
E0/3D67: C3                   <UNKNOWN COMMAND $C3>
E0/3D68: E2 6A 01 74 3D       If value at 00:7000 = #$016A, jump to address $E0/3D74
E0/3D6D: 4A 68 00 14          Engage in battle with formation pack #$0068 in background #$14
E0/3D71: D2 78 3D             Jump to address $E0/3D78
E0/3D74: 4A 69 00 14          Engage in battle with formation pack #$0069 in background #$14
E0/3D78: D8 01 CA 3D          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/3DCA
E0/3D7C: D8 00 D0 3D          If event flag memory address 00:7040 Bit 0 set, jump to address $E0/3DD0
E0/3D80: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/3D82: 10 87                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/3D84: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/3D86: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/3D87: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/3D89: F0 00                Frame Duration: 0
E0/3D8B: B4 08                Store value at 00:70A8 to 00:7000
E0/3D8D: AD 07 00             Store #$0007 to 00:7000
E0/3D90: A7                   Clear memory address Bit using 00:7000
E0/3D91: 71                   Lighten screen from black before following commands
E0/3D92: FE                   Return


EVENT [CF7] ------------------------------------------------------------>
E0/3D93: DD B0 9A 3D          If event flag memory address 00:7076 Bit 0 clear, jump to address $E0/3D9A
E0/3D97: D0 FF 00             Execute event id $00FF subsequently
E0/3D9A: C3                   <UNKNOWN COMMAND $C3>
E0/3D9B: E2 6F 01 AC 3D       If value at 00:7000 = #$016F, jump to address $E0/3DAC
E0/3DA0: E2 6C 01 AC 3D       If value at 00:7000 = #$016C, jump to address $E0/3DAC
E0/3DA5: 4A 6C 00 14          Engage in battle with formation pack #$006C in background #$14
E0/3DA9: D2 B0 3D             Jump to address $E0/3DB0
E0/3DAC: 4A 6D 00 14          Engage in battle with formation pack #$006D in background #$14
E0/3DB0: D8 01 CA 3D          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/3DCA
E0/3DB4: D8 00 D0 3D          If event flag memory address 00:7040 Bit 0 set, jump to address $E0/3DD0
E0/3DB8: 10 F4 11 01          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0111
E0/3DBC: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/3DBE: 7E 00 00             Object jumps #$0000 units
   E0/3DC1: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/3DC3: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/3DC5: 09                   Reset all object properties to default
   E0/3DC6: 0B 20                Set Bits $20 of current object address 0A,x
E0/3DC8: 71                   Lighten screen from black before following commands
E0/3DC9: FE                   Return

E0/3DCA: 10 F4 02 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/3DCE: 71                   Lighten screen from black before following commands
E0/3DCF: FE                   Return

E0/3DD0: FB                   Reset game, choose game


EVENT [CF8] ------------------------------------------------------------>
E0/3DD1: A1 42                Set event flag memory address 00:7068 Bit 2
E0/3DD3: A1 81                Set event flag memory address 00:7070 Bit 1
E0/3DD5: A1 41                Set event flag memory address 00:7068 Bit 1
E0/3DD7: FD 43                <UNKNOWN COMMAND $FD 43>
E0/3DD9: FD 44                <UNKNOWN COMMAND $FD 44>
E0/3DDB: FD 45                <UNKNOWN COMMAND $FD 45>
E0/3DDD: D8 11 00 3E          If event flag memory address 00:7042 Bit 1 set, jump to address $E0/3E00
E0/3DE1: A0 11                Set event flag memory address 00:7042 Bit 1
E0/3DE3: 00 F9                Set Object: MARIO ---> Command: Remove Object
E0/3DE5: FD A2                Stop music playback
E0/3DE7: D1 0F 00             Execute event id $000F
E0/3DEA: 9C 13                Play sound effect #$13
E0/3DEC: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/3DEE: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/3DEF: 10 81                Set sequence flag, x2 speed
   E0/3DF1: 52 11                Shift object down 272 pixels
E0/3DF3: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/3DF5: F0 3B                Frame Duration: 59
   E0/3DF7: 52 09                Shift object down 144 pixels
E0/3DF9: F0 3F                Duration: 63 frames
E0/3DFB: FD 46 F9 0C          <UNKNOWN COMMAND $46>
E0/3DFF: FE                   Return

E0/3E00: D0 0F 00             Execute event id $000F subsequently

EVENT [CF9] ------------------------------------------------------------>
E0/3E03: 68 62 01 05 57 4F    Enter area: $0162
                              MARIO will be at coords: (176,696) Z=240
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/3E09: A0 48                Set event flag memory address 00:7049 Bit 0
E0/3E0B: 35 00                Disable Overworld Menu
E0/3E0D: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/3E0F: 93 00 00 10          Place object: right=0px down=0px up=256px
   E0/3E13: 7E 00 00             Object jumps #$0000 units
E0/3E16: D2 20 3E             Jump to address $E0/3E20

EVENT [CFA] ------------------------------------------------------------>
E0/3E19: D1 41 00             Execute event id $0041
E0/3E1C: 4B 32 C0             Lead to World Map Point $C032
E0/3E1F: FE                   Return


EVENT [CFB] ------------------------------------------------------------>
E0/3E20: D8 10 29 3E          If event flag memory address 00:7042 Bit 0 set, jump to address $E0/3E29
E0/3E24: D3 33 3E             Jump to address $E0/3E33
E0/3E27: A0 10                Set event flag memory address 00:7042 Bit 0
E0/3E29: C3                   <UNKNOWN COMMAND $C3>
E0/3E2A: E2 62 01 DB 43       If value at 00:7000 = #$0162, jump to address $E0/43DB
E0/3E2F: D1 0F 00             Execute event id $000F
E0/3E32: FE                   Return

E0/3E33: F2 63 AF             <UNKNOWN COMMAND $F2>
E0/3E36: F2 63 B1             <UNKNOWN COMMAND $F2>
E0/3E39: F2 63 B3             <UNKNOWN COMMAND $F2>
E0/3E3C: F2 64 A9             <UNKNOWN COMMAND $F2>
E0/3E3F: F2 64 AB             <UNKNOWN COMMAND $F2>
E0/3E42: F2 64 AD             <UNKNOWN COMMAND $F2>
E0/3E45: F2 66 B5             <UNKNOWN COMMAND $F2>
E0/3E48: F2 66 B7             <UNKNOWN COMMAND $F2>
E0/3E4B: F2 67 AB             <UNKNOWN COMMAND $F2>
E0/3E4E: F2 67 AD             <UNKNOWN COMMAND $F2>
E0/3E51: F2 68 A9             <UNKNOWN COMMAND $F2>
E0/3E54: F2 68 AB             <UNKNOWN COMMAND $F2>
E0/3E57: F2 69 AD             <UNKNOWN COMMAND $F2>
E0/3E5A: F2 69 AF             <UNKNOWN COMMAND $F2>
E0/3E5D: F2 69 B1             <UNKNOWN COMMAND $F2>
E0/3E60: F2 69 B3             <UNKNOWN COMMAND $F2>
E0/3E63: F2 69 B5             <UNKNOWN COMMAND $F2>
E0/3E66: F2 6A A9             <UNKNOWN COMMAND $F2>
E0/3E69: F2 6A 2B             <UNKNOWN COMMAND $F2>
E0/3E6C: F2 6A 2D             <UNKNOWN COMMAND $F2>
E0/3E6F: F2 6A 2F             <UNKNOWN COMMAND $F2>
E0/3E72: F2 6A 31             <UNKNOWN COMMAND $F2>
E0/3E75: F2 6B A9             <UNKNOWN COMMAND $F2>
E0/3E78: F2 6B 2B             <UNKNOWN COMMAND $F2>
E0/3E7B: F2 6B 2D             <UNKNOWN COMMAND $F2>
E0/3E7E: F2 6B 2F             <UNKNOWN COMMAND $F2>
E0/3E81: F2 6B 31             <UNKNOWN COMMAND $F2>
E0/3E84: F2 6C A9             <UNKNOWN COMMAND $F2>
E0/3E87: F2 6C AB             <UNKNOWN COMMAND $F2>
E0/3E8A: F2 6C AD             <UNKNOWN COMMAND $F2>
E0/3E8D: F2 6C 2F             <UNKNOWN COMMAND $F2>
E0/3E90: F2 6C 31             <UNKNOWN COMMAND $F2>
E0/3E93: F2 82 A9             <UNKNOWN COMMAND $F2>
E0/3E96: F2 82 AB             <UNKNOWN COMMAND $F2>
E0/3E99: F2 82 AD             <UNKNOWN COMMAND $F2>
E0/3E9C: F2 82 AF             <UNKNOWN COMMAND $F2>
E0/3E9F: F2 82 B1             <UNKNOWN COMMAND $F2>
E0/3EA2: F2 82 B3             <UNKNOWN COMMAND $F2>
E0/3EA5: F2 82 35             <UNKNOWN COMMAND $F2>
E0/3EA8: F2 82 37             <UNKNOWN COMMAND $F2>
E0/3EAB: F2 82 39             <UNKNOWN COMMAND $F2>
E0/3EAE: F2 82 3B             <UNKNOWN COMMAND $F2>
E0/3EB1: F2 82 BD             <UNKNOWN COMMAND $F2>
E0/3EB4: F2 82 BF             <UNKNOWN COMMAND $F2>
E0/3EB7: F2 6F AB             <UNKNOWN COMMAND $F2>
E0/3EBA: F2 6F AD             <UNKNOWN COMMAND $F2>
E0/3EBD: F2 6F B1             <UNKNOWN COMMAND $F2>
E0/3EC0: F2 7F AB             <UNKNOWN COMMAND $F2>
E0/3EC3: F2 7F AD             <UNKNOWN COMMAND $F2>
E0/3EC6: F2 7F B3             <UNKNOWN COMMAND $F2>
E0/3EC9: F2 80 AD             <UNKNOWN COMMAND $F2>
E0/3ECC: F2 80 AF             <UNKNOWN COMMAND $F2>
E0/3ECF: F2 80 31             <UNKNOWN COMMAND $F2>
E0/3ED2: F2 80 33             <UNKNOWN COMMAND $F2>
E0/3ED5: F2 81 AB             <UNKNOWN COMMAND $F2>
E0/3ED8: F2 81 2D             <UNKNOWN COMMAND $F2>
E0/3EDB: F2 81 2F             <UNKNOWN COMMAND $F2>
E0/3EDE: F2 81 31             <UNKNOWN COMMAND $F2>
E0/3EE1: F2 85 B9             <UNKNOWN COMMAND $F2>
E0/3EE4: F2 85 BB             <UNKNOWN COMMAND $F2>
E0/3EE7: F2 85 BD             <UNKNOWN COMMAND $F2>
E0/3EEA: F2 85 BF             <UNKNOWN COMMAND $F2>
E0/3EED: F2 86 A9             <UNKNOWN COMMAND $F2>
E0/3EF0: F2 86 AB             <UNKNOWN COMMAND $F2>
E0/3EF3: F2 86 AD             <UNKNOWN COMMAND $F2>
E0/3EF6: F2 86 AF             <UNKNOWN COMMAND $F2>
E0/3EF9: F2 86 B1             <UNKNOWN COMMAND $F2>
E0/3EFC: F2 86 B3             <UNKNOWN COMMAND $F2>
E0/3EFF: F2 86 35             <UNKNOWN COMMAND $F2>
E0/3F02: F2 86 37             <UNKNOWN COMMAND $F2>
E0/3F05: F2 86 39             <UNKNOWN COMMAND $F2>
E0/3F08: F2 86 3B             <UNKNOWN COMMAND $F2>
E0/3F0B: 6A 86 81             Modify BGL of area $8186
E0/3F0E: 6A 86 83             Modify BGL of area $8386
E0/3F11: FE                   Return


EVENT [CFC] ------------------------------------------------------------>
E0/3F12: 10 F2 A2 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $03A2
E0/3F16: FE                   Return


EVENT [CFD] ------------------------------------------------------------>
E0/3F17: 1A F2 FF 03          Set Object: NPC #6 ---> Command: Set object to movement: $03FF
E0/3F1B: 1B F2 FF 03          Set Object: NPC #7 ---> Command: Set object to movement: $03FF
E0/3F1F: 1C F2 FF 03          Set Object: NPC #8 ---> Command: Set object to movement: $03FF
E0/3F23: 1D F2 FF 03          Set Object: NPC #9 ---> Command: Set object to movement: $03FF
E0/3F27: D1 0F 00             Execute event id $000F
E0/3F2A: C3                   <UNKNOWN COMMAND $C3>
E0/3F2B: E2 86 01 38 3F       If value at 00:7000 = #$0186, jump to address $E0/3F38
E0/3F30: F8 82 29 40 3F       <UNKNOWN COMMAND $F8>
E0/3F35: D2 3D 3F             Jump to address $E0/3F3D
E0/3F38: F8 86 29 40 3F       <UNKNOWN COMMAND $F8>
E0/3F3D: 40 FE 2C             Execute event id $2CFE simultaneously with the following commands
E0/3F40: FE                   Return


EVENT [CFE] ------------------------------------------------------------>
E0/3F41: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/3F43: F0 00                Duration: 0 frames
E0/3F45: C3                   <UNKNOWN COMMAND $C3>
E0/3F46: E2 86 01 62 3F       If value at 00:7000 = #$0186, jump to address $E0/3F62
E0/3F4B: F8 82 35 79 3F       <UNKNOWN COMMAND $F8>
E0/3F50: F8 82 37 7F 3F       <UNKNOWN COMMAND $F8>
E0/3F55: F8 82 39 85 3F       <UNKNOWN COMMAND $F8>
E0/3F5A: F8 82 3B 8B 3F       <UNKNOWN COMMAND $F8>
E0/3F5F: D2 41 3F             Jump to address $E0/3F41
E0/3F62: F8 86 35 79 3F       <UNKNOWN COMMAND $F8>
E0/3F67: F8 86 37 7F 3F       <UNKNOWN COMMAND $F8>
E0/3F6C: F8 86 39 85 3F       <UNKNOWN COMMAND $F8>
E0/3F71: F8 86 3B 8B 3F       <UNKNOWN COMMAND $F8>
E0/3F76: D2 41 3F             Jump to address $E0/3F41
E0/3F79: A8 0A 1A             Store #$1A to 00:70AA
E0/3F7C: D2 8E 3F             Jump to address $E0/3F8E
E0/3F7F: A8 0A 1B             Store #$1B to 00:70AA
E0/3F82: D2 8E 3F             Jump to address $E0/3F8E
E0/3F85: A8 0A 1C             Store #$1C to 00:70AA
E0/3F88: D2 8E 3F             Jump to address $E0/3F8E
E0/3F8B: A8 0A 1D             Store #$1D to 00:70AA
E0/3F8E: F0 3B                Duration: 59 frames
E0/3F90: B4 0A                Store value at 00:70AA to 00:7000
E0/3F92: B5 08                Store value at 00:7000 to 00:70A8
E0/3F94: F4                   <UNKNOWN COMMAND $F4>
E0/3F95: A0 18                Set event flag memory address 00:7043 Bit 0
E0/3F97: 12 F2 A5 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $03A5
E0/3F9B: 0C 0A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes)
   E0/3F9D: FD 9C                <UNKNOWN COMMAND $9C>
   E0/3F9F: 15 D4                Clear Bits $7 of current object address 0C,x and set Bit(s) $212
   E0/3FA1: 21                   <UNKNOWN COMMAND $21>
   E0/3FA2: 66 01                Shift object up 1 pixels
   E0/3FA4: 62 01                Shift object down 1 pixels
   E0/3FA6: D7                   End of code block
E0/3FA7: F0 43                Duration: 67 frames
E0/3FA9: D2 41 3F             Jump to address $E0/3F41

EVENT [CFF] ------------------------------------------------------------>
E0/3FAC: FD 43                <UNKNOWN COMMAND $FD 43>
E0/3FAE: 4A 90 00 14          Engage in battle with formation pack #$0090 in background #$14
E0/3FB2: D8 01 D6 3F          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/3FD6
E0/3FB6: D8 00 F3 3F          If event flag memory address 00:7040 Bit 0 set, jump to address $E0/3FF3
E0/3FBA: FD 40                <UNKNOWN COMMAND $FD 40>
E0/3FBC: 14 F3 FF 03          Set Object: NPC #0 ---> Command: Set object to movement: $03FF
E0/3FC0: 15 F3 FF 03          Set Object: NPC #1 ---> Command: Set object to movement: $03FF
E0/3FC4: 16 F3 FF 03          Set Object: NPC #2 ---> Command: Set object to movement: $03FF
E0/3FC8: 17 F3 FF 03          Set Object: NPC #3 ---> Command: Set object to movement: $03FF
E0/3FCC: 18 F3 FF 03          Set Object: NPC #4 ---> Command: Set object to movement: $03FF
E0/3FD0: 19 F3 FF 03          Set Object: NPC #5 ---> Command: Set object to movement: $03FF
E0/3FD4: 71                   Lighten screen from black before following commands
E0/3FD5: FE                   Return

E0/3FD6: 14 F4 02 00          Set Object: NPC #0 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/3FDA: 15 F4 02 00          Set Object: NPC #1 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/3FDE: 16 F4 02 00          Set Object: NPC #2 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/3FE2: 17 F4 02 00          Set Object: NPC #3 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/3FE6: 18 F4 02 00          Set Object: NPC #4 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/3FEA: 19 F4 02 00          Set Object: NPC #5 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/3FEE: 40 FE 2C             Execute event id $2CFE simultaneously with the following commands
E0/3FF1: 71                   Lighten screen from black before following commands
E0/3FF2: FE                   Return

E0/3FF3: FB                   Reset game, choose game


EVENT [D00] ------------------------------------------------------------>
E0/3FF4: A0 23                Set event flag memory address 00:7044 Bit 3
E0/3FF6: D1 0F 00             Execute event id $000F
E0/3FF9: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/3FFB: 87 00                Transfer object to coords of MARIO
   E0/3FFD: C9 00                <UNKNOWN COMMAND $C9>
   E0/3FFF: 7C                   Object faces right
   E0/4000: F0 00                Frame Duration: 0
E0/4002: 40 01 2D             Execute event id $2D01 simultaneously with the following commands
E0/4005: FE                   Return


EVENT [D01] ------------------------------------------------------------>
E0/4006: F0 00                Duration: 0 frames
E0/4008: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
E0/400A: E3 00 00 06 40       If value at 00:7000 != #$0000, jump to address $E0/4006
E0/400F: D9 B0 06 40          If event flag memory address 00:7076 Bit 0 set, jump to address $E0/4006
E0/4013: 35 00                Disable Overworld Menu
E0/4015: A4 24                Clear event flag memory address 00:7044 Bit 4
E0/4017: 00 9C                Set Object: MARIO ---> Begin action queue for object (Length: 0x1C bytes) (Wait until complete)
   E0/4019: D2 3A 40             Jump to address $E0/403A
   E0/401C: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/401E: A0 24                Set event flag memory address 00:7044 Bit 4
   E0/4020: 10 40                Set transition flag, x1 speed
   E0/4022: 7E 60 00             Object jumps #$0060 units
   E0/4025: F0 07                Frame Duration: 7
   E0/4027: F0 00                Frame Duration: 0
   E0/4029: 3D 27 40             <UNKNOWN COMMAND $3D: pointer to address $E0/4027>
   E0/402C: 09                   Reset all object properties to default
   E0/402D: C9 14                <UNKNOWN COMMAND $C9>
   E0/402F: 7C                   Object faces right
   E0/4030: F0 00                Frame Duration: 0
   E0/4032: FD 9C                <UNKNOWN COMMAND $9C>
   E0/4034: 3A 35 FF D2 06 40    <UNKNOWN COMMAND $3A>
E0/403A: 7D                   <UNKNOWN COMMAND $7D>
E0/403B: 14 C9                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x49 bytes) (Wait until complete)
   E0/403D: 07                   Clear "moon-walk" Bits
   E0/403E: E2                   <UNKNOWN COMMAND $E2>
   E0/403F: 07                   Clear "moon-walk" Bits
   E0/4040: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4041: 66 40                Shift object up 64 pixels
   E0/4043: E2                   <UNKNOWN COMMAND $E2>
   E0/4044: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4045: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4046: 66 40                Shift object up 64 pixels
   E0/4048: E2                   <UNKNOWN COMMAND $E2>
   E0/4049: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/404A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/404B: 6C                   <UNKNOWN COMMAND $6C>
   E0/404C: 40                   <UNKNOWN COMMAND $40>
   E0/404D: E2                   <UNKNOWN COMMAND $E2>
   E0/404E: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/404F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4050: 6C                   <UNKNOWN COMMAND $6C>
   E0/4051: 40                   <UNKNOWN COMMAND $40>
   E0/4052: E2                   <UNKNOWN COMMAND $E2>
   E0/4053: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/4054: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4055: 72                   Object faces down
   E0/4056: 40                   <UNKNOWN COMMAND $40>
   E0/4057: E2                   <UNKNOWN COMMAND $E2>
   E0/4058: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/4059: 00                   Set Bit 7 of current object (enable object visibility)
   E0/405A: 78                   Object faces down
   E0/405B: 40                   <UNKNOWN COMMAND $40>
   E0/405C: E2                   <UNKNOWN COMMAND $E2>
   E0/405D: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/405E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/405F: 78                   Object faces down
   E0/4060: 40                   <UNKNOWN COMMAND $40>
   E0/4061: E2                   <UNKNOWN COMMAND $E2>
   E0/4062: 06                   Set "moon-walk" Bits
   E0/4063: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4064: 78                   Object faces down
   E0/4065: 40                   <UNKNOWN COMMAND $40>
   E0/4066: 08 43 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/4069: D2 7B 40             Jump to address $E0/407B
   E0/406C: 08 43 88             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/406F: D2 7B 40             Jump to address $E0/407B
   E0/4072: 08 43 08             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/4075: D2 7B 40             Jump to address $E0/407B
   E0/4078: 08 43 09             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/407B: FD 9C                <UNKNOWN COMMAND $9C>
   E0/407D: 69 3A                Shift object right 58 pixels
   E0/407F: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   E0/4081: 08 A2 40             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $40
                                 ---> Mirrored: no
   E0/4084: 3A 14 00 10 9C 40    <UNKNOWN COMMAND $3A>
E0/408A: 3A 14 00 1C 96 40    <UNKNOWN COMMAND: pointer to address $1C00 or address $4096>
E0/4090: 7E                   <UNKNOWN COMMAND $7E>
E0/4091: 80                   <UNKNOWN COMMAND $80>
E0/4092: 01 D2                Set Object: TOADSTOOL ---> Begin action queue for object (Length: 0x52 bytes) (Wait until complete)
   E0/4094: A5 40                Clear event flag memory address 00:7068 Bit 0
   E0/4096: 7E 40 01             Object jumps #$0140 units
   E0/4099: D2 A5 40             Jump to address $E0/40A5
   E0/409C: 7E 00 01             Object jumps #$0100 units
   E0/409F: D2 A5 40             Jump to address $E0/40A5
   E0/40A2: 7E C0 00             Object jumps #$00C0 units
   E0/40A5: 3E 2F 00 AA 40       <UNKNOWN COMMAND $3E: pointer to address $E0/40AA>
   E0/40AA: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/40AC: F0 03                Frame Duration: 3
   E0/40AE: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/40B0: C8 14                <UNKNOWN COMMAND $C8>
   E0/40B2: FD C7                <UNKNOWN COMMAND $C7>
   E0/40B4: 10 43                Set transition flag, x4 speed
   E0/40B6: 88                   Object runs away?
   E0/40B7: 0B 04                Set Bits $4 of current object address 0A,x
   E0/40B9: F0 00                Frame Duration: 0
   E0/40BB: 3D B9 40             <UNKNOWN COMMAND $3D: pointer to address $E0/40B9>
   E0/40BE: D2 1C 40             Jump to address $E0/401C
   E0/40C1: 14 82                Isolate top Bits of current object address 0E,x and set Bit(s) $130
   E0/40C3: 87 00                Transfer object to coords of MARIO
   E0/40C5: C7 94                <UNKNOWN COMMAND $C7>
   E0/40C7: BC 08 12             Store value at 00:7010 to 00:7024
   E0/40CA: BC 09 13             Store value at 00:7012 to 00:7026
   E0/40CD: BC 0A 14             Store value at 00:7014 to 00:7028
   E0/40D0: C9 00                <UNKNOWN COMMAND $C9>
   E0/40D2: BB 15                Store value at 00:700C to 00:702A
   E0/40D4: 40                   <UNKNOWN COMMAND $40>
   E0/40D5: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/40D6: 2D 6A 60             <UNKNOWN COMMAND $2D>
   E0/40D9: 85                   Max sequence speed?
   E0/40DA: D1                   <UNKNOWN COMMAND $D1>
   E0/40DB: 0F                   <UNKNOWN COMMAND $0F>
   E0/40DC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/40DD: D9 F0 F8 40          If event flag memory address 00:707E Bit 0 set, jump to address $E0/40F8
   E0/40E1: 40                   <UNKNOWN COMMAND $40>
   E0/40E2: 12 6D                Clear Bits $3 of current object address 0B,x and set Bit(s) $109
   E0/40E4: 0C 0A                XOR Bits $A of current object address 0A,x

EVENT [D02] ------------------------------------------------------------>
E0/40E6: 10 45                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x45 bytes)
   E0/40E8: 47                   <UNKNOWN COMMAND $47>
   E0/40E9: 10 40                Set transition flag, x1 speed
   E0/40EB: 57 05                Shift object up-right 80 pixels
   E0/40ED: 10 45                Set transition flag, 1/2 speed
   E0/40EF: 47                   <UNKNOWN COMMAND $47>
   E0/40F0: 00                   Set Bit 7 of current object (enable object visibility)
   E0/40F1: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/40F2: 57 03                Shift object up-right 48 pixels
   E0/40F4: FD 46                <UNKNOWN COMMAND $46>
   E0/40F6: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/40F7: 0D FE                <UNKNOWN COMMAND $0D>
   E0/40F9: D9 F0 41 41          If event flag memory address 00:707E Bit 0 set, jump to address $E0/4141
   E0/40FD: F1 BB 02             Frame Duration: 699
   E0/4100: 4A                   <UNKNOWN COMMAND $4A>
   E0/4101: AC 00 08             Store #$0800 to 00:700C
   E0/4104: A1 E5                Set event flag memory address 00:707C Bit 5
   E0/4106: A5 E6                Clear event flag memory address 00:707C Bit 6
   E0/4108: A5 E7                Clear event flag memory address 00:707C Bit 7
   E0/410A: D1                   <UNKNOWN COMMAND $D1>
   E0/410B: 18                   <UNKNOWN COMMAND $18>
   E0/410C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/410D: FD 5B                <UNKNOWN COMMAND $5B>
   E0/410F: FD 5C                <UNKNOWN COMMAND $5C>
   E0/4111: A1 F0                Set event flag memory address 00:707E Bit 0
   E0/4113: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   E0/4115: FF                   Return Queue All



EVENT [D03] ------------------------------------------------------------>
E0/4116: 03 16                Set Object: GENO ---> Begin action queue for object (Length: 0x16 bytes)
   E0/4118: F2 FF 03             <UNKNOWN COMMAND $F2>
   E0/411B: 17                   <UNKNOWN COMMAND $17>
   E0/411C: F2 FF 03             <UNKNOWN COMMAND $F2>
   E0/411F: 18                   <UNKNOWN COMMAND $18>
   E0/4120: F2 FF 03             <UNKNOWN COMMAND $F2>
   E0/4123: 19                   <UNKNOWN COMMAND $19>
   E0/4124: F2 FF 03             <UNKNOWN COMMAND $F2>
   E0/4127: 1A                   <UNKNOWN COMMAND $1A>
   E0/4128: F2 FF 03             <UNKNOWN COMMAND $F2>
   E0/412B: 1B                   <UNKNOWN COMMAND $1B>
   E0/412C: F2 FF 03             <UNKNOWN COMMAND $F2>
E0/412F: 1C F2 FF 03          Set Object: NPC #8 ---> Command: Set object to movement: $03FF
E0/4133: 1D F2 FF 03          Set Object: NPC #9 ---> Command: Set object to movement: $03FF
E0/4137: 6A 60 C1             Modify BGL of area $C160
E0/413A: 6A 60 C3             Modify BGL of area $C360
E0/413D: FD 44                <UNKNOWN COMMAND $FD 44>
E0/413F: 82                   <UNKNOWN COMMAND $82>
E0/4140: 71                   Lighten screen from black before following commands
E0/4141: FE                   Return

E0/4142: 91 0F                Play music: #$0F
E0/4144: FE                   Return


EVENT [D04] ------------------------------------------------------------>
E0/4145: D1 0F 00             Execute event id $000F
E0/4148: D9 F1 CE 43          If event flag memory address 00:707E Bit 1 set, jump to address $E0/43CE
E0/414C: FD A2                Stop music playback
E0/414E: 91 17                Play music: #$17
E0/4150: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/4152: 10 46                Set transition flag, 1/4 speed
   E0/4154: 57 02                Shift object up-right 32 pixels
E0/4156: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/4158: 80 12 66             Move object to on-screen coords: (576,816)
   E0/415B: 47                   <UNKNOWN COMMAND $47>
E0/415C: F0 00                Duration: 0 frames
E0/415E: FD 8E 19 08 FF       <UNKNOWN COMMAND $8E>
E0/4163: F0 3B                Duration: 59 frames
E0/4165: 15 F2 0F 00          Set Object: NPC #1 ---> Command: Set object to movement: $000F
E0/4169: 15 9D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   E0/416B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/416D: 10 44                Set transition flag, x8 speed
   E0/416F: 6A 08                Shift object up 8 pixels
   E0/4171: 10 43                Set transition flag, x4 speed
   E0/4173: 6A 08                Shift object up 8 pixels
   E0/4175: 10 41                Set transition flag, x2 speed
   E0/4177: 6A 04                Shift object up 4 pixels
   E0/4179: 10 40                Set transition flag, x1 speed
   E0/417B: 6A 02                Shift object up 2 pixels
   E0/417D: 10 45                Set transition flag, 1/2 speed
   E0/417F: 6A 01                Shift object up 1 pixels
   E0/4181: 10 46                Set transition flag, 1/4 speed
   E0/4183: 6A 01                Shift object up 1 pixels
   E0/4185: FD 0F 03             Object overlaps BG1 & BG2
E0/4188: 14 28                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x28 bytes)
   E0/418A: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/418C: 20 03                <UNKNOWN COMMAND $20>
   E0/418E: 26 00 00 00 00 00 40 00 40 00 01 E8 FF 70 FE 80 <UNKNOWN COMMAND $26>
   E0/419E: 27 00 00 00 00 00 00 00 20 00 01 F4 FF 70 FE 80 <UNKNOWN COMMAND $27>
   E0/41AE: F1 A9 02             Frame Duration: 681
   E0/41B1: 21                   <UNKNOWN COMMAND $21>
E0/41B2: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/41B4: 10 46                Set transition flag, 1/4 speed
   E0/41B6: 5A 02                Shift object up 32 pixels
E0/41B8: 15 87                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/41BA: F0 0F                Frame Duration: 15
   E0/41BC: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
   E0/41BE: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
E0/41C1: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
E0/41C3: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/41C5: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
E0/41C8: 15 F2 78 00          Set Object: NPC #1 ---> Command: Set object to movement: $0078
E0/41CC: F0 77                Duration: 119 frames
E0/41CE: 15 F2 0F 00          Set Object: NPC #1 ---> Command: Set object to movement: $000F
E0/41D2: 15 1F                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x1F bytes)
   E0/41D4: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   E0/41D6: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/41D9: 10 44                Set transition flag, x8 speed
   E0/41DB: 6A 04                Shift object up 4 pixels
   E0/41DD: 10 43                Set transition flag, x4 speed
   E0/41DF: 6A 0A                Shift object up 10 pixels
   E0/41E1: 10 41                Set transition flag, x2 speed
   E0/41E3: 6A 06                Shift object up 6 pixels
   E0/41E5: 10 40                Set transition flag, x1 speed
   E0/41E7: 6A 02                Shift object up 2 pixels
   E0/41E9: 10 45                Set transition flag, 1/2 speed
   E0/41EB: 6A 01                Shift object up 1 pixels
   E0/41ED: 10 46                Set transition flag, 1/4 speed
   E0/41EF: 6A 01                Shift object up 1 pixels
   E0/41F1: F0 F7                Frame Duration: 247
E0/41F3: F0 4C                Duration: 76 frames
E0/41F5: 91 18                Play music: #$18
E0/41F7: 15 F1 0C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/41FA: 10 81                Set sequence flag, x2 speed
   E0/41FC: F0 1D                Frame Duration: 29
   E0/41FE: 10 83                Set sequence flag, x4 speed
   E0/4200: F0 3B                Frame Duration: 59
   E0/4202: 10 84                Set sequence flag, x8 speed
   E0/4204: F0 59                Frame Duration: 89
E0/4206: F0 59                Duration: 89 frames
E0/4208: 15 F1 1B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/420B: 10 43                Set transition flag, x4 speed
   E0/420D: 13 02                Layering priority: Object overlaps MARIO
   E0/420F: 5B 04                Shift object down 64 pixels
   E0/4211: A0 19                Set event flag memory address 00:7043 Bit 1
   E0/4213: 3E 2D 07 18 42       <UNKNOWN COMMAND $3E: pointer to address $E0/4218>
   E0/4218: 7E 90 00             Object jumps #$0090 units
   E0/421B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/421D: 0B 04                Set Bits $4 of current object address 0A,x
   E0/421F: 55 04                Shift object up-left 64 pixels
   E0/4221: 08 50 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/4224: FD F2                <UNKNOWN COMMAND $F2>
E0/4226: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/4228: 10 40                Set transition flag, x1 speed
   E0/422A: 5B 02                Shift object down 32 pixels
E0/422C: 00 2F                Set Object: MARIO ---> Begin action queue for object (Length: 0x2F bytes)
   E0/422E: F0 0D                Frame Duration: 13
   E0/4230: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/4233: F0 77                Frame Duration: 119
   E0/4235: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/4238: F0 0F                Frame Duration: 15
   E0/423A: 08 42 89             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/423D: F0 0F                Frame Duration: 15
   E0/423F: 09                   Reset all object properties to default
   E0/4240: 71                   Object faces down-right
   E0/4241: F0 03                Frame Duration: 3
   E0/4243: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/4246: F0 0B                Frame Duration: 11
   E0/4248: 09                   Reset all object properties to default
   E0/4249: 74                   Object faces left
   E0/424A: F0 0B                Frame Duration: 11
   E0/424C: 10 81                Set sequence flag, x2 speed
   E0/424E: 08 40 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/4251: F0 17                Frame Duration: 23
   E0/4253: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/4256: F0 0F                Frame Duration: 15
   E0/4258: 08 4A 97             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/425B: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/425D: F0 00                Duration: 0 frames
E0/425F: DC 19 5D 42          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/425D
E0/4263: FD A2                Stop music playback
E0/4265: F0 07                Duration: 7 frames
E0/4267: 16 F8                Set Object: NPC #2 ---> Command: Show Object
E0/4269: F0 00                Duration: 0 frames
E0/426B: DC 1A 69 42          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/4269
E0/426F: FD 8E 32 08 FF       <UNKNOWN COMMAND $8E>
E0/4274: 00 14                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes)
   E0/4276: F0 7F                Frame Duration: 127
   E0/4278: 08 43 09             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/427B: 10 41                Set transition flag, x2 speed
   E0/427D: D4 0F                Start code block, repeat 15 times
   E0/427F: 61 02                Shift object down-right 2 pixels
   E0/4281: 65 02                Shift object up-left 2 pixels
   E0/4283: D7                   End of code block
   E0/4284: F0 13                Frame Duration: 19
   E0/4286: 75                   Object faces up-left
   E0/4287: 10 C0                Set transition and sequence flags, x1 speed
   E0/4289: 09                   Reset all object properties to default
E0/428A: 0C 8B                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/428C: 10 41                Set transition flag, x2 speed
   E0/428E: 5A 06                Shift object up 96 pixels
   E0/4290: D4 03                Start code block, repeat 3 times
   E0/4292: 6A 08                Shift object up 8 pixels
   E0/4294: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/4296: D7                   End of code block
E0/4297: 91 0F                Play music: #$0F
E0/4299: A0 20                Set event flag memory address 00:7044 Bit 0
E0/429B: 16 8F                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/429D: 0B 04                Set Bits $4 of current object address 0A,x
   E0/429F: FD 9E                <UNKNOWN COMMAND $9E>
   E0/42A1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/42A2: 7F 80 00             Object jumps (with sound effect) #$0080 units
   E0/42A5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/42A7: 51 02                Shift object down-right 32 pixels
   E0/42A9: FD 9E                <UNKNOWN COMMAND $9E>
   E0/42AB: 3A 3E 28 16 B1 42    <UNKNOWN COMMAND $3A>
E0/42B1: F0 00                Duration: 0 frames
E0/42B3: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/42B5: F0 2F                Duration: 47 frames
E0/42B7: FD 9C 78             Play sound effect #$78
E0/42BA: D4 03                Start code block, repeat 3 times
E0/42BC: 83                   <UNKNOWN COMMAND $83>
E0/42BD: 02 F0 03                Set Object: BOWSER ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/42C0: D7                   End of code block
   E0/42C1: F0 0F                Frame Duration: 15
E0/42C3: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/42C5: 16 F8                Set Object: NPC #2 ---> Command: Show Object
E0/42C7: 60 10 A7 62          Run Dialogue $0710 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

AXEM RED: 
           We got the STAR!<I><END>


E0/42CB: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/42CD: 10 43                Set transition flag, x4 speed
   E0/42CF: 56 02                Shift object up 32 pixels
E0/42D1: 3E 2D 17 D6 42       <UNKNOWN COMMAND: pointer to address $42D6>
E0/42D6: F0 07                Duration: 7 frames
E0/42D8: 17 F8                Set Object: NPC #3 ---> Command: Show Object
E0/42DA: F0 13                Duration: 19 frames
E0/42DC: 3E 2C 17 E1 42       <UNKNOWN COMMAND: pointer to address $42E1>
E0/42E1: F0 00                Duration: 0 frames
E0/42E3: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
E0/42E5: F0 2F                Duration: 47 frames
E0/42E7: FD 9C 78             Play sound effect #$78
E0/42EA: D4 03                Start code block, repeat 3 times
E0/42EC: 83                   <UNKNOWN COMMAND $83>
E0/42ED: 04 F0 03                Set Object: MALLOW ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/42F0: D7                   End of code block
   E0/42F1: F0 0F                Frame Duration: 15
E0/42F3: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/42F5: 17 F8                Set Object: NPC #3 ---> Command: Show Object
E0/42F7: 60 11 A7 62          Run Dialogue $0711 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

AXEM GREEN:
             We're amazing!<I><END>


E0/42FB: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/42FD: 55 04                Shift object up-left 64 pixels
E0/42FF: 3E 2D 18 04 43       <UNKNOWN COMMAND: pointer to address $4304>
E0/4304: F0 07                Duration: 7 frames
E0/4306: 18 F8                Set Object: NPC #4 ---> Command: Show Object
E0/4308: F0 13                Duration: 19 frames
E0/430A: 3E 2B 18 0F 43       <UNKNOWN COMMAND: pointer to address $430F>
E0/430F: F0 00                Duration: 0 frames
E0/4311: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
E0/4313: F0 2F                Duration: 47 frames
E0/4315: FD 9C 78             Play sound effect #$78
E0/4318: D4 03                Start code block, repeat 3 times
E0/431A: 83                   <UNKNOWN COMMAND $83>
E0/431B: 06 F0 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/431E: D7                   End of code block
   E0/431F: F0 0F                Frame Duration: 15
E0/4321: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/4323: 18 F8                Set Object: NPC #4 ---> Command: Show Object
E0/4325: 60 12 A7 62          Run Dialogue $0712 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

AXEM YELLOW: 
           We're unbeatable!<I><END>


E0/4329: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/432B: 56 03                Shift object up 48 pixels
E0/432D: 3E 2D 19 32 43       <UNKNOWN COMMAND: pointer to address $4332>
E0/4332: F0 07                Duration: 7 frames
E0/4334: 19 F8                Set Object: NPC #5 ---> Command: Show Object
E0/4336: F0 13                Duration: 19 frames
E0/4338: 3E 2A 19 3D 43       <UNKNOWN COMMAND: pointer to address $433D>
E0/433D: F0 00                Duration: 0 frames
E0/433F: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
E0/4341: F0 2F                Duration: 47 frames
E0/4343: FD 9C 78             Play sound effect #$78
E0/4346: D4 03                Start code block, repeat 3 times
E0/4348: 83                   <UNKNOWN COMMAND $83>
E0/4349: 03 F0 03                Set Object: GENO ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/434C: D7                   End of code block
   E0/434D: F0 0F                Frame Duration: 15
E0/434F: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/4351: 19 F8                Set Object: NPC #5 ---> Command: Show Object
E0/4353: 60 13 A7 62          Run Dialogue $0713 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

AXEM PINK:
            We're gorgeous!<I><END>


E0/4357: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/4359: 57 02                Shift object up-right 32 pixels
   E0/435B: 56 02                Shift object up 32 pixels
E0/435D: 3E 2D 1A 62 43       <UNKNOWN COMMAND: pointer to address $4362>
E0/4362: F0 07                Duration: 7 frames
E0/4364: 1A F8                Set Object: NPC #6 ---> Command: Show Object
E0/4366: F0 13                Duration: 19 frames
E0/4368: 3E 29 1A 6D 43       <UNKNOWN COMMAND: pointer to address $436D>
E0/436D: F0 00                Duration: 0 frames
E0/436F: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
E0/4371: F0 2F                Duration: 47 frames
E0/4373: FD 9C 78             Play sound effect #$78
E0/4376: D4 03                Start code block, repeat 3 times
E0/4378: 83                   <UNKNOWN COMMAND $83>
E0/4379: 07 F0 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/437C: D7                   End of code block
   E0/437D: F0 0F                Frame Duration: 15
E0/437F: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/4381: 1A F8                Set Object: NPC #6 ---> Command: Show Object
E0/4383: 60 14 A7 62          Run Dialogue $0714 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

AXEM BLACK:
   You'd better leave now, chumps!<I><END>


E0/4387: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/4389: 52 0E                Shift object down 224 pixels
   E0/438B: 10 40                Set transition flag, x1 speed
E0/438D: 9C 79                Play sound effect #$79
E0/438F: F0 07                Duration: 7 frames
E0/4391: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
E0/4393: 9C 79                Play sound effect #$79
E0/4395: F0 07                Duration: 7 frames
E0/4397: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
E0/4399: 9C 79                Play sound effect #$79
E0/439B: F0 07                Duration: 7 frames
E0/439D: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
E0/439F: 9C 79                Play sound effect #$79
E0/43A1: F0 07                Duration: 7 frames
E0/43A3: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
E0/43A5: 16 87                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/43A7: 75                   Object faces up-left
   E0/43A8: F0 07                Frame Duration: 7
   E0/43AA: 7E 30 00             Object jumps #$0030 units
   E0/43AD: 45                   <UNKNOWN COMMAND $45>
E0/43AE: 15 0B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/43B0: 7E 90 00             Object jumps #$0090 units
   E0/43B3: F0 0F                Frame Duration: 15
   E0/43B5: 3E 2D 15 BA 43       <UNKNOWN COMMAND $3E: pointer to address $E0/43BA>
   E0/43BA: 01                   Clear Bit 7 of current object (disable object visibility)
E0/43BB: 16 8B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/43BD: 7E 90 00             Object jumps #$0090 units
   E0/43C0: F0 0F                Frame Duration: 15
   E0/43C2: 3E 2D 16 C7 43       <UNKNOWN COMMAND $3E: pointer to address $E0/43C7>
   E0/43C7: 01                   Clear Bit 7 of current object (disable object visibility)
E0/43C8: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/43CA: DD F1 D8 43          If event flag memory address 00:707E Bit 1 clear, jump to address $E0/43D8
E0/43CE: DD F2 42 41          If event flag memory address 00:707E Bit 2 clear, jump to address $E0/4142
E0/43D2: D9 EF D8 43          If event flag memory address 00:707D Bit 7 set, jump to address $E0/43D8
E0/43D6: 91 3F                Play music: #$3F
E0/43D8: A1 F1                Set event flag memory address 00:707E Bit 1
E0/43DA: FE                   Return


EVENT [D05] ------------------------------------------------------------>
E0/43DB: A8 3F 32             Store #$32 to 00:70DF
E0/43DE: D1 0F 00             Execute event id $000F
E0/43E1: C3                   <UNKNOWN COMMAND $C3>
E0/43E2: E2 62 01 F0 43       If value at 00:7000 = #$0162, jump to address $E0/43F0
E0/43E7: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/43E9: 87 00                Transfer object to coords of MARIO
   E0/43EB: C9 00                <UNKNOWN COMMAND $C9>
   E0/43ED: 7C                   Object faces right
   E0/43EE: F0 00                Frame Duration: 0
E0/43F0: 40 01 2D             Execute event id $2D01 simultaneously with the following commands
E0/43F3: FE                   Return


EVENT [D06] ------------------------------------------------------------>
E0/43F4: D8 AF 01 44          If event flag memory address 00:7055 Bit 7 set, jump to address $E0/4401
E0/43F8: 60 00 A7 D0          Run Dialogue $0700 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

HINOPIO: Hey there!  Whew...
 I THOUGHT I heard footsteps! For
 a minute I thought I was nuts!<I>

 I'm Hinopio... This place
 is a regular INFERNO!
 Come on, step inside!<I><END>


E0/43FC: A0 AF                Set event flag memory address 00:7055 Bit 7
E0/43FE: D2 05 44             Jump to address $E0/4405
E0/4401: 60 01 A7 D0          Run Dialogue $0701 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

HINOPIO: Thanks for stopping by.
 You can always come back,
 you know.<I><END>


E0/4405: 10 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   E0/4407: 12 01                Clear Bits $3 of current object address 0B,x and set Bit(s) $1
   E0/4409: 47                   <UNKNOWN COMMAND $47>
   E0/440A: 01                   Clear Bit 7 of current object (disable object visibility)
E0/440B: C3                   <UNKNOWN COMMAND $C3>
E0/440C: E2 83 01 22 44       If value at 00:7000 = #$0183, jump to address $E0/4422
E0/4411: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/4413: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/4415: 80 0E 66             Move object to on-screen coords: (448,816)
   E0/4418: 57 02                Shift object up-right 32 pixels
   E0/441A: 01                   Clear Bit 7 of current object (disable object visibility)
E0/441B: 68 61 89 01 3D E0    Enter area: $0161
                              MARIO will be at coords: (48,488) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$88>
E0/4421: FE                   Return

E0/4422: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/4424: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/4426: 80 03 11             Move object to on-screen coords: (112,136)
   E0/4429: 57 02                Shift object up-right 32 pixels
   E0/442B: 01                   Clear Bit 7 of current object (disable object visibility)
E0/442C: 68 61 89 06 47 E0    Enter area: $0161
                              MARIO will be at coords: (208,568) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$88>
E0/4432: FE                   Return


EVENT [D07] ------------------------------------------------------------>
E0/4433: FD 43                <UNKNOWN COMMAND $FD 43>
E0/4435: DD B0 3C 44          If event flag memory address 00:7076 Bit 0 clear, jump to address $E0/443C
E0/4439: D0 FF 00             Execute event id $00FF subsequently
E0/443C: 4A 91 00 14          Engage in battle with formation pack #$0091 in background #$14
E0/4440: D8 01 54 44          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/4454
E0/4444: D8 00 5D 44          If event flag memory address 00:7040 Bit 0 set, jump to address $E0/445D
E0/4448: 10 F3 FF 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $03FF
E0/444C: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
E0/444E: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/4450: F0 01                Duration: 1 frames
E0/4452: 71                   Lighten screen from black before following commands
E0/4453: FE                   Return

E0/4454: 10 F4 02 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/4458: 40 09 2D             Execute event id $2D09 simultaneously with the following commands
E0/445B: 71                   Lighten screen from black before following commands
E0/445C: FE                   Return

E0/445D: FB                   Reset game, choose game


EVENT [D08] ------------------------------------------------------------>
E0/445E: 15 F2 FF 03          Set Object: NPC #1 ---> Command: Set object to movement: $03FF
E0/4462: 16 F2 FF 03          Set Object: NPC #2 ---> Command: Set object to movement: $03FF
E0/4466: 17 F2 FF 03          Set Object: NPC #3 ---> Command: Set object to movement: $03FF
E0/446A: 18 F2 FF 03          Set Object: NPC #4 ---> Command: Set object to movement: $03FF
E0/446E: C3                   <UNKNOWN COMMAND $C3>
E0/446F: E2 6B 01 79 44       If value at 00:7000 = #$016B, jump to address $E0/4479
E0/4474: E2 6A 01 81 44       If value at 00:7000 = #$016A, jump to address $E0/4481
E0/4479: F8 6B 29 94 44       <UNKNOWN COMMAND $F8>
E0/447E: D2 86 44             Jump to address $E0/4486
E0/4481: F8 6A 29 94 44       <UNKNOWN COMMAND $F8>
E0/4486: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/4488: 06                   Set "moon-walk" Bits
   E0/4489: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   E0/448B: 10 43                Set transition flag, x4 speed
   E0/448D: 65 08                Shift object up-left 8 pixels
   E0/448F: 10 40                Set transition flag, x1 speed
E0/4491: 40 09 2D             Execute event id $2D09 simultaneously with the following commands
E0/4494: D1 0F 00             Execute event id $000F
E0/4497: FE                   Return


EVENT [D09] ------------------------------------------------------------>
E0/4498: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/449A: F0 00                Duration: 0 frames
E0/449C: DC 1C AF 44          If event flag memory address 00:7043 Bit 4 clear, jump to address $E0/44AF
E0/44A0: DC 1D AF 44          If event flag memory address 00:7043 Bit 5 clear, jump to address $E0/44AF
E0/44A4: DC 1E AF 44          If event flag memory address 00:7043 Bit 6 clear, jump to address $E0/44AF
E0/44A8: DC 1F AF 44          If event flag memory address 00:7043 Bit 7 clear, jump to address $E0/44AF
E0/44AC: D2 98 44             Jump to address $E0/4498
E0/44AF: A0 18                Set event flag memory address 00:7043 Bit 0
E0/44B1: F0 00                Duration: 0 frames
E0/44B3: D8 18 B1 44          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/44B1
E0/44B7: F0 07                Duration: 7 frames
E0/44B9: 0C 0E                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0E bytes)
   E0/44BB: FD 9C                <UNKNOWN COMMAND $9C>
   E0/44BD: 15 10                Clear Bits $7 of current object address 0C,x and set Bit(s) $16
   E0/44BF: 41                   <UNKNOWN COMMAND $41>
   E0/44C0: D4 17                Start code block, repeat 23 times
   E0/44C2: 66 02                Shift object up 2 pixels
   E0/44C4: 62 02                Shift object down 2 pixels
   E0/44C6: D7                   End of code block
   E0/44C7: 10 40                Set transition flag, x1 speed
E0/44C9: D8 1C D3 44          If event flag memory address 00:7043 Bit 4 set, jump to address $E0/44D3
E0/44CD: 15 F2 A7 03          Set Object: NPC #1 ---> Command: Set object to movement: $03A7
E0/44D1: A0 1C                Set event flag memory address 00:7043 Bit 4
E0/44D3: D8 1D DD 44          If event flag memory address 00:7043 Bit 5 set, jump to address $E0/44DD
E0/44D7: 16 F2 A7 03          Set Object: NPC #2 ---> Command: Set object to movement: $03A7
E0/44DB: A0 1D                Set event flag memory address 00:7043 Bit 5
E0/44DD: D8 1E E7 44          If event flag memory address 00:7043 Bit 6 set, jump to address $E0/44E7
E0/44E1: 17 F2 A7 03          Set Object: NPC #3 ---> Command: Set object to movement: $03A7
E0/44E5: A0 1E                Set event flag memory address 00:7043 Bit 6
E0/44E7: D8 1F F1 44          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/44F1
E0/44EB: 18 F2 A7 03          Set Object: NPC #4 ---> Command: Set object to movement: $03A7
E0/44EF: A0 1F                Set event flag memory address 00:7043 Bit 7
E0/44F1: F0 0F                Duration: 15 frames
E0/44F3: D2 98 44             Jump to address $E0/4498

EVENT [D0A] ------------------------------------------------------------>
E0/44F6: D1 41 00             Execute event id $0041
E0/44F9: D9 EF F0 47          If event flag memory address 00:707D Bit 7 set, jump to address $E0/47F0
E0/44FD: 68 0D 00 04 30 40    Enter area: $000D
                              MARIO will be at coords: (128,384) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/4503: FD A2                Stop music playback
E0/4505: 00 F9                Set Object: MARIO ---> Command: Remove Object
E0/4507: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/4509: 82 04 36             Place object at on-screen coords: (128,432)
   E0/450C: 01                   Clear Bit 7 of current object (disable object visibility)
E0/450D: B0 12 00 00          Store #$0000 to 00:7024
E0/4511: B0 13 00 00          Store #$0000 to 00:7026
E0/4515: B0 14 00 00          Store #$0000 to 00:7028
E0/4519: B0 15 00 00          Store #$0000 to 00:702A
E0/451D: B0 16 00 00          Store #$0000 to 00:702C
E0/4521: B0 08 04 00          Store #$0004 to 00:7010
E0/4525: B0 09 2C 00          Store #$002C to 00:7012
E0/4529: B0 0A 00 00          Store #$0000 to 00:7014
E0/452D: FD C4                <UNKNOWN COMMAND $FD C4>
E0/452F: A8 0F 00             Store #$00 to 00:70AF
E0/4532: 3F 2E 36 45          <UNKNOWN COMMAND: pointer to address $4536>
E0/4536: F0 00                Duration: 0 frames
E0/4538: B4 09                Store value at 00:70A9 to 00:7000
E0/453A: BB 1A                Store value at 00:7000 to 00:7034
E0/453C: AA 0F                Increment 00:70AF
E0/453E: 3F 2E 42 45          <UNKNOWN COMMAND: pointer to address $4542>
E0/4542: F0 00                Duration: 0 frames
E0/4544: B4 09                Store value at 00:70A9 to 00:7000
E0/4546: BB 1B                Store value at 00:7000 to 00:7036
E0/4548: AA 0F                Increment 00:70AF
E0/454A: 3F 2E 4E 45          <UNKNOWN COMMAND: pointer to address $454E>
E0/454E: F0 00                Duration: 0 frames
E0/4550: B4 09                Store value at 00:70A9 to 00:7000
E0/4552: BB 1C                Store value at 00:7000 to 00:7038
E0/4554: AA 0F                Increment 00:70AF
E0/4556: 3F 2E 5A 45          <UNKNOWN COMMAND: pointer to address $455A>
E0/455A: F0 00                Duration: 0 frames
E0/455C: B4 09                Store value at 00:70A9 to 00:7000
E0/455E: BB 1D                Store value at 00:7000 to 00:703A
E0/4560: AA 0F                Increment 00:70AF
E0/4562: 3F 2E 66 45          <UNKNOWN COMMAND: pointer to address $4566>
E0/4566: F0 00                Duration: 0 frames
E0/4568: B4 09                Store value at 00:70A9 to 00:7000
E0/456A: BB 1E                Store value at 00:7000 to 00:703C
E0/456C: 71                   Lighten screen from black before following commands
E0/456D: F0 77                Duration: 119 frames
E0/456F: 14 25                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x25 bytes)
   E0/4571: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/4573: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/4576: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/4578: 10 46                Set transition flag, 1/4 speed
   E0/457A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/457C: FD 9E                <UNKNOWN COMMAND $9E>
   E0/457E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/457F: 7E 8C 00             Object jumps #$008C units
   E0/4582: F0 02                Frame Duration: 2
   E0/4584: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4585: F0 02                Frame Duration: 2
   E0/4587: 63 05                Shift object down-left 5 pixels
   E0/4589: F0 00                Frame Duration: 0
   E0/458B: 21                   <UNKNOWN COMMAND $21>
   E0/458C: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/458E: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/4591: FD 9E                <UNKNOWN COMMAND $9E>
   E0/4593: 3A F0 01 F0 31 B0    <UNKNOWN COMMAND $3A>
E0/4599: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/459B: 00                   Set Bit 7 of current object (enable object visibility)
E0/459C: F0 01                Duration: 1 frames
E0/459E: BA 1C                Store value at 00:7038 to 00:7000
E0/45A0: B5 0A                Store value at 00:7000 to 00:70AA
E0/45A2: 12 0E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0E bytes)
   E0/45A4: D4 01                Start code block, repeat 1 times
   E0/45A6: FD 9E                <UNKNOWN COMMAND $9E>
   E0/45A8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/45A9: 66 03                Shift object up 3 pixels
   E0/45AB: F0 01                Frame Duration: 1
   E0/45AD: 62 03                Shift object down 3 pixels
   E0/45AF: F0 03                Frame Duration: 3
   E0/45B1: D7                   End of code block
E0/45B2: 60 20 A7 22          Run Dialogue $0720 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

AXEM PINK: Where's the BLADE?<I><END>


E0/45B6: BA 1A                Store value at 00:7034 to 00:7000
E0/45B8: B5 0A                Store value at 00:7000 to 00:70AA
E0/45BA: 12 09                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes)
   E0/45BC: FD 9E                <UNKNOWN COMMAND $9E>
   E0/45BE: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/45BF: 66 04                Shift object up 4 pixels
   E0/45C1: F0 01                Frame Duration: 1
   E0/45C3: 62 04                Shift object down 4 pixels
E0/45C5: 60 21 A7 22          Run Dialogue $0721 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

AXEM RED: He'll be here!<I><END>


E0/45C9: B0 13 01 00          Store #$0001 to 00:7026
E0/45CD: F0 01                Duration: 1 frames
E0/45CF: BA 1B                Store value at 00:7036 to 00:7000
E0/45D1: B5 0A                Store value at 00:7000 to 00:70AA
E0/45D3: 12 0E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0E bytes)
   E0/45D5: D4 01                Start code block, repeat 1 times
   E0/45D7: FD 9E                <UNKNOWN COMMAND $9E>
   E0/45D9: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/45DA: 66 03                Shift object up 3 pixels
   E0/45DC: F0 01                Frame Duration: 1
   E0/45DE: 62 03                Shift object down 3 pixels
   E0/45E0: F0 03                Frame Duration: 3
   E0/45E2: D7                   End of code block
E0/45E3: 60 22 A7 22          Run Dialogue $0722 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

AXEM BLACK: Are you sure?!<I><END>


E0/45E7: BA 1A                Store value at 00:7034 to 00:7000
E0/45E9: B5 0A                Store value at 00:7000 to 00:70AA
E0/45EB: 12 09                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes)
   E0/45ED: FD 9E                <UNKNOWN COMMAND $9E>
   E0/45EF: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/45F0: 66 04                Shift object up 4 pixels
   E0/45F2: F0 01                Frame Duration: 1
   E0/45F4: 62 04                Shift object down 4 pixels
E0/45F6: 60 23 A7 22          Run Dialogue $0723 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

AXEM RED: Relax, people!<I><END>


E0/45FA: B0 15 01 00          Store #$0001 to 00:702A
E0/45FE: F0 01                Duration: 1 frames
E0/4600: BA 1D                Store value at 00:703A to 00:7000
E0/4602: B5 0A                Store value at 00:7000 to 00:70AA
E0/4604: 12 0E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0E bytes)
   E0/4606: D4 01                Start code block, repeat 1 times
   E0/4608: FD 9E                <UNKNOWN COMMAND $9E>
   E0/460A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/460B: 66 03                Shift object up 3 pixels
   E0/460D: F0 01                Frame Duration: 1
   E0/460F: 62 03                Shift object down 3 pixels
   E0/4611: F0 03                Frame Duration: 3
   E0/4613: D7                   End of code block
E0/4614: 60 24 A7 22          Run Dialogue $0724 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

AXEM YELLOW: Mario's HERE!!<I><END>


E0/4618: BA 1A                Store value at 00:7034 to 00:7000
E0/461A: B5 0A                Store value at 00:7000 to 00:70AA
E0/461C: 12 09                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes)
   E0/461E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/4620: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/4621: 66 04                Shift object up 4 pixels
   E0/4623: F0 01                Frame Duration: 1
   E0/4625: 62 04                Shift object down 4 pixels
E0/4627: 60 25 A7 22          Run Dialogue $0725 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

AXEM RED: He's too late!<I><END>


E0/462B: B0 16 01 00          Store #$0001 to 00:702C
E0/462F: F0 01                Duration: 1 frames
E0/4631: BA 1E                Store value at 00:703C to 00:7000
E0/4633: B5 0A                Store value at 00:7000 to 00:70AA
E0/4635: 12 0E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0E bytes)
   E0/4637: D4 01                Start code block, repeat 1 times
   E0/4639: FD 9E                <UNKNOWN COMMAND $9E>
   E0/463B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/463C: 66 03                Shift object up 3 pixels
   E0/463E: F0 01                Frame Duration: 1
   E0/4640: 62 03                Shift object down 3 pixels
   E0/4642: F0 03                Frame Duration: 3
   E0/4644: D7                   End of code block
E0/4645: 60 26 A7 22          Run Dialogue $0726 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

AXEM GREEN: Where's the Blade?!<I><END>


E0/4649: BA 1A                Store value at 00:7034 to 00:7000
E0/464B: B5 0A                Store value at 00:7000 to 00:70AA
E0/464D: 12 09                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes)
   E0/464F: FD 9E                <UNKNOWN COMMAND $9E>
   E0/4651: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/4652: 66 04                Shift object up 4 pixels
   E0/4654: F0 01                Frame Duration: 1
   E0/4656: 62 04                Shift object down 4 pixels
E0/4658: 60 27 A7 22          Run Dialogue $0727 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

AXEM RED: Shuddap, already!<I><END>


E0/465C: B0 13 00 00          Store #$0000 to 00:7026
E0/4660: B0 14 00 00          Store #$0000 to 00:7028
E0/4664: B0 15 00 00          Store #$0000 to 00:702A
E0/4668: B0 16 00 00          Store #$0000 to 00:702C
E0/466C: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/466E: F0 3B                Frame Duration: 59
   E0/4670: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/4673: F0 00                Frame Duration: 0
E0/4675: 0E 07                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/4677: FD 9C                <UNKNOWN COMMAND $9C>
   E0/4679: 5B 10                Shift object down 256 pixels
   E0/467B: 45                   <UNKNOWN COMMAND $45>
   E0/467C: 52 06                Shift object down 96 pixels
E0/467E: 0C 87                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/4680: D4 5F                Start code block, repeat 95 times
   E0/4682: 62 01                Shift object down 1 pixels
   E0/4684: 66 01                Shift object up 1 pixels
   E0/4686: D7                   End of code block
E0/4687: 0E F2 AE 03          Set Object: BG1 + MARIO ---> Command: Set object to movement: $03AE
E0/468B: 15 F2 AE 03          Set Object: NPC #1 ---> Command: Set object to movement: $03AE
E0/468F: B0 12 01 00          Store #$0001 to 00:7024
E0/4693: B0 13 01 00          Store #$0001 to 00:7026
E0/4697: B0 14 01 00          Store #$0001 to 00:7028
E0/469B: B0 15 01 00          Store #$0001 to 00:702A
E0/469F: B0 16 01 00          Store #$0001 to 00:702C
E0/46A3: F0 01                Duration: 1 frames
E0/46A5: 60 28 A7 22          Run Dialogue $0728 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

AXEM RANGERS: FINALLY!!!!<I><END>


E0/46A9: A8 0B 15             Store #$15 to 00:70AB
E0/46AC: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/46AE: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/46B1: F0 00                Frame Duration: 0
E0/46B3: 0E 09                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   E0/46B5: 10 46                Set transition flag, 1/4 speed
   E0/46B7: D4 17                Start code block, repeat 23 times
   E0/46B9: 62 01                Shift object down 1 pixels
   E0/46BB: F0 00                Frame Duration: 0
   E0/46BD: D7                   End of code block
E0/46BE: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/46C0: 10 46                Set transition flag, 1/4 speed
   E0/46C2: D4 17                Start code block, repeat 23 times
   E0/46C4: 66 01                Shift object up 1 pixels
   E0/46C6: F0 00                Frame Duration: 0
   E0/46C8: D7                   End of code block
E0/46C9: 0C 09                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x09 bytes)
   E0/46CB: 10 41                Set transition flag, x2 speed
   E0/46CD: D4 2F                Start code block, repeat 47 times
   E0/46CF: 62 01                Shift object down 1 pixels
   E0/46D1: 66 01                Shift object up 1 pixels
   E0/46D3: D7                   End of code block
E0/46D4: B0 12 02 00          Store #$0002 to 00:7024
E0/46D8: F0 01                Duration: 1 frames
E0/46DA: B0 13 02 00          Store #$0002 to 00:7026
E0/46DE: F0 03                Duration: 3 frames
E0/46E0: B0 14 02 00          Store #$0002 to 00:7028
E0/46E4: F0 00                Duration: 0 frames
E0/46E6: B0 15 02 00          Store #$0002 to 00:702A
E0/46EA: F0 02                Duration: 2 frames
E0/46EC: B0 16 02 00          Store #$0002 to 00:702C
E0/46F0: 14 94                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   E0/46F2: F0 77                Frame Duration: 119
   E0/46F4: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/46F7: FD 9E                <UNKNOWN COMMAND $9E>
   E0/46F9: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/46FA: 20 04                <UNKNOWN COMMAND $20>
   E0/46FC: 25 00 03 E8 FF       <UNKNOWN COMMAND $25>
   E0/4701: F0 1D                Frame Duration: 29
   E0/4703: 21                   <UNKNOWN COMMAND $21>
   E0/4704: F0 07                Frame Duration: 7
E0/4706: 4A B6 00 27          Engage in battle with formation pack #$00B6 in background #$27
E0/470A: 91 17                Play music: #$17
E0/470C: FD A2                Stop music playback
E0/470E: B0 12 00 00          Store #$0000 to 00:7024
E0/4712: B0 13 00 00          Store #$0000 to 00:7026
E0/4716: B0 14 00 00          Store #$0000 to 00:7028
E0/471A: B0 15 00 00          Store #$0000 to 00:702A
E0/471E: B0 16 00 00          Store #$0000 to 00:702C
E0/4722: D8 00 F4 47          If event flag memory address 00:7040 Bit 0 set, jump to address $E0/47F4
E0/4726: A1 EF                Set event flag memory address 00:707D Bit 7
E0/4728: FD 5B                Restore all HP
E0/472A: FD 5C                Restore all FP
E0/472C: FD 9C 5B             Play sound effect #$5B
E0/472F: FD A2                Stop music playback
E0/4731: 71                   Lighten screen from black before following commands
E0/4732: 14 0D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/4734: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/4737: 10 46                Set transition flag, 1/4 speed
   E0/4739: 42                   <UNKNOWN COMMAND $42>
   E0/473A: 10 45                Set transition flag, 1/2 speed
   E0/473C: 62 08                Shift object down 8 pixels
   E0/473E: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
E0/4741: 0C 0A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes)
   E0/4743: 10 41                Set transition flag, x2 speed
   E0/4745: 62 01                Shift object down 1 pixels
   E0/4747: 66 01                Shift object up 1 pixels
   E0/4749: DC 20 45 47          If event flag memory address 00:7044 Bit 0 clear, jump to address $E0/4745
E0/474D: 0E 06                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/474F: 10 46                Set transition flag, 1/4 speed
   E0/4751: 56 08                Shift object up 128 pixels
   E0/4753: A0 20                Set event flag memory address 00:7044 Bit 0
E0/4755: B7 08 08 00          Store a random number from 0 to #$0008 to 00:7010
E0/4759: B7 09 18 00          Store a random number from 0 to #$0018 to 00:7012
E0/475D: B1 09 20 00          Add #$0020 to 00:7012
E0/4761: B0 0A 00 00          Store #$0000 to 00:7014
E0/4765: FD C4                <UNKNOWN COMMAND $FD C4>
E0/4767: 83                   <UNKNOWN COMMAND $83>
E0/4768: 07 F0 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/476B: 3F 18 67 47          <UNKNOWN COMMAND $3F: pointer to address $E0/4767>
E0/476F: F0 03                Duration: 3 frames
E0/4771: E8 55 47             If random number between 0 and 255 > 128, jump to address $E0/4755
E0/4774: B7 08 08 00          Store a random number from 0 to #$0008 to 00:7010
E0/4778: B7 09 18 00          Store a random number from 0 to #$0018 to 00:7012
E0/477C: B1 09 20 00          Add #$0020 to 00:7012
E0/4780: B0 0A 00 00          Store #$0000 to 00:7014
E0/4784: FD C4                <UNKNOWN COMMAND $FD C4>
E0/4786: 3F 19 67 47          <UNKNOWN COMMAND: pointer to address $4767>
E0/478A: F0 03                Duration: 3 frames
E0/478C: E8 55 47             If random number between 0 and 255 > 128, jump to address $E0/4755
E0/478F: 83                   <UNKNOWN COMMAND $83>
E0/4790: 07 F0 03                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/4793: DC 20 55 47          If event flag memory address 00:7044 Bit 0 clear, jump to address $E0/4755
E0/4797: 9E 04 00             <UNKNOWN>
E0/479A: F0 77                Duration: 119 frames
E0/479C: 91 17                Play music: #$17
E0/479E: F0 13                Duration: 19 frames
E0/47A0: B0 08 04 00          Store #$0004 to 00:7010
E0/47A4: B0 09 22 00          Store #$0022 to 00:7012
E0/47A8: B0 0A 00 00          Store #$0000 to 00:7014
E0/47AC: FD C4                <UNKNOWN COMMAND $FD C4>
E0/47AE: F0 00                Duration: 0 frames
E0/47B0: 3F 30 AE 47          <UNKNOWN COMMAND: pointer to address $47AE>
E0/47B4: F0 00                Duration: 0 frames
E0/47B6: DC 27 B4 47          If event flag memory address 00:7044 Bit 7 clear, jump to address $E0/47B4
E0/47BA: F0 2F                Duration: 47 frames
E0/47BC: 91 18                Play music: #$18
E0/47BE: F0 3B                Duration: 59 frames
E0/47C0: F0 00                Duration: 0 frames
E0/47C2: DC 1E C0 47          If event flag memory address 00:7043 Bit 6 clear, jump to address $E0/47C0
E0/47C6: F0 00                Duration: 0 frames
E0/47C8: FD 4D 06             ENDING - Star Piece Scene #6
E0/47CB: F0 00                Duration: 0 frames
E0/47CD: 68 87 01 04 10 40    Enter area: $0187
                              MARIO will be at coords: (128,128) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/47D3: 71                   Lighten screen from black before following commands
E0/47D4: 60 2F A7 42          Run Dialogue $072F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

       6 Star Pieces have finally 
   been collected. Where could that
          last Star Piece be?<I><END>


E0/47D8: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/47DA: D4 06                Start code block, repeat 6 times
   E0/47DC: 7B 07                <UNKNOWN COMMAND $7B>
   E0/47DE: F0 01                Frame Duration: 1
   E0/47E0: D7                   End of code block
   E0/47E1: 08 52 0A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/47E4: F0 1D                Frame Duration: 29
   E0/47E6: 9C 0D                Play sound effect #$0D
   E0/47E8: F0 1D                Frame Duration: 29
E0/47EA: F0 01                Duration: 1 frames
E0/47EC: 4B 32 C0             Lead to World Map Point $C032
E0/47EF: FE                   Return

E0/47F0: 4B 32 C0             Lead to World Map Point $C032
E0/47F3: FE                   Return

E0/47F4: FB                   Reset game, choose game


EVENT [D0B] ------------------------------------------------------------>
E0/47F5: D9 F2 1E 49          If event flag memory address 00:707E Bit 2 set, jump to address $E0/491E
E0/47F9: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/47FB: FD F2                <UNKNOWN COMMAND $F2>
   E0/47FD: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/4800: F0 00                Frame Duration: 0
E0/4802: D1 0F 00             Execute event id $000F
E0/4805: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/4807: 56 04                Shift object up 64 pixels
E0/4809: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/480B: 71                   Object faces down-right
E0/480C: 1A 18                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x18 bytes)
   E0/480E: FD F2                <UNKNOWN COMMAND $F2>
   E0/4810: 43                   <UNKNOWN COMMAND $43>
   E0/4811: A8 0F 07             Store #$07 to 00:70AF
   E0/4814: 3E 29 1A 19 48       <UNKNOWN COMMAND $3E: pointer to address $E0/4819>
   E0/4819: F0 00                Frame Duration: 0
   E0/481B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/481C: F0 2C                Frame Duration: 44
   E0/481E: A4 26                Clear event flag memory address 00:7044 Bit 6
   E0/4820: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4821: 06                   Set "moon-walk" Bits
   E0/4822: 47                   <UNKNOWN COMMAND $47>
   E0/4823: 07                   Clear "moon-walk" Bits
   E0/4824: A0 27                Set event flag memory address 00:7044 Bit 7
E0/4826: 60 16 A7 62          Run Dialogue $0716 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

AXEM BLACK: Hey, Red! Look
 down there! That's gotta be the
 ugliest mustache I've ever seen!<I><END>


E0/482A: 19 20                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x20 bytes)
   E0/482C: FD F2                <UNKNOWN COMMAND $F2>
   E0/482E: 43                   <UNKNOWN COMMAND $43>
   E0/482F: F0 00                Frame Duration: 0
   E0/4831: DC 27 2F 48          If event flag memory address 00:7044 Bit 7 clear, jump to address $E0/482F
   E0/4835: A4 27                Clear event flag memory address 00:7044 Bit 7
   E0/4837: A8 0F 07             Store #$07 to 00:70AF
   E0/483A: 3E 2A 19 3F 48       <UNKNOWN COMMAND $3E: pointer to address $E0/483F>
   E0/483F: F0 00                Frame Duration: 0
   E0/4841: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4842: F0 2C                Frame Duration: 44
   E0/4844: A4 26                Clear event flag memory address 00:7044 Bit 6
   E0/4846: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4847: 06                   Set "moon-walk" Bits
   E0/4848: 47                   <UNKNOWN COMMAND $47>
   E0/4849: 07                   Clear "moon-walk" Bits
   E0/484A: A0 27                Set event flag memory address 00:7044 Bit 7
E0/484C: 60 17 A7 62          Run Dialogue $0717 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

AXEM PINK:
              Eww! Gross!<I><END>


E0/4850: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/4852: 73                   Object faces down-left
E0/4853: 18 20                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x20 bytes)
   E0/4855: FD F2                <UNKNOWN COMMAND $F2>
   E0/4857: 41                   <UNKNOWN COMMAND $41>
   E0/4858: F0 00                Frame Duration: 0
   E0/485A: DC 27 58 48          If event flag memory address 00:7044 Bit 7 clear, jump to address $E0/4858
   E0/485E: A4 27                Clear event flag memory address 00:7044 Bit 7
   E0/4860: A8 0F 87             Store #$87 to 00:70AF
   E0/4863: 3E 2B 18 68 48       <UNKNOWN COMMAND $3E: pointer to address $E0/4868>
   E0/4868: F0 00                Frame Duration: 0
   E0/486A: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/486B: F0 2C                Frame Duration: 44
   E0/486D: A4 26                Clear event flag memory address 00:7044 Bit 6
   E0/486F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4870: 06                   Set "moon-walk" Bits
   E0/4871: 45                   <UNKNOWN COMMAND $45>
   E0/4872: 07                   Clear "moon-walk" Bits
   E0/4873: A0 27                Set event flag memory address 00:7044 Bit 7
E0/4875: 60 18 A7 62          Run Dialogue $0718 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

AXEM YELLOW: That guy's worse
 looking than that clod, Mario!<I><END>


E0/4879: 17 27                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x27 bytes)
   E0/487B: FD F2                <UNKNOWN COMMAND $F2>
   E0/487D: 41                   <UNKNOWN COMMAND $41>
   E0/487E: 73                   Object faces down-left
   E0/487F: F0 00                Frame Duration: 0
   E0/4881: DC 27 7F 48          If event flag memory address 00:7044 Bit 7 clear, jump to address $E0/487F
   E0/4885: A4 27                Clear event flag memory address 00:7044 Bit 7
   E0/4887: A8 0F 07             Store #$07 to 00:70AF
   E0/488A: 3E 2C 17 8F 48       <UNKNOWN COMMAND $3E: pointer to address $E0/488F>
   E0/488F: F0 00                Frame Duration: 0
   E0/4891: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4892: F0 2C                Frame Duration: 44
   E0/4894: A4 26                Clear event flag memory address 00:7044 Bit 6
   E0/4896: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4897: 73                   Object faces down-left
   E0/4898: F0 00                Frame Duration: 0
   E0/489A: 06                   Set "moon-walk" Bits
   E0/489B: 45                   <UNKNOWN COMMAND $45>
   E0/489C: 07                   Clear "moon-walk" Bits
   E0/489D: 71                   Object faces down-right
   E0/489E: F0 00                Frame Duration: 0
   E0/48A0: A0 27                Set event flag memory address 00:7044 Bit 7
E0/48A2: 60 19 A7 62          Run Dialogue $0719 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

AXEM GREEN:
       That IS Mario, you IDIOT!!<I><END>


E0/48A6: 16 29                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x29 bytes)
   E0/48A8: FD F2                <UNKNOWN COMMAND $F2>
   E0/48AA: 73                   Object faces down-left
   E0/48AB: 7E 30 00             Object jumps #$0030 units
   E0/48AE: F0 07                Frame Duration: 7
   E0/48B0: 7E 30 00             Object jumps #$0030 units
   E0/48B3: F0 07                Frame Duration: 7
   E0/48B5: F0 00                Frame Duration: 0
   E0/48B7: DC 27 B5 48          If event flag memory address 00:7044 Bit 7 clear, jump to address $E0/48B5
   E0/48BB: A4 27                Clear event flag memory address 00:7044 Bit 7
   E0/48BD: A8 0F 07             Store #$07 to 00:70AF
   E0/48C0: 3E 28 16 C5 48       <UNKNOWN COMMAND $3E: pointer to address $E0/48C5>
   E0/48C5: F0 00                Frame Duration: 0
   E0/48C7: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/48C8: F0 2C                Frame Duration: 44
   E0/48CA: A4 26                Clear event flag memory address 00:7044 Bit 6
   E0/48CC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/48CD: A0 27                Set event flag memory address 00:7044 Bit 7
   E0/48CF: A0 1C                Set event flag memory address 00:7043 Bit 4
E0/48D1: 60 1A A7 62          Run Dialogue $071A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

AXEM RED: Listen, everyone!
 We gotta get this star to the
 Blade immediately.<I>
 We'll deal with Mario LATER!!<I><END>


E0/48D5: F0 00                Duration: 0 frames
E0/48D7: DC 1C D5 48          If event flag memory address 00:7043 Bit 4 clear, jump to address $E0/48D5
E0/48DB: F0 13                Duration: 19 frames
E0/48DD: A4 20                Clear event flag memory address 00:7044 Bit 0
E0/48DF: 16 82                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/48E1: 09                   Reset all object properties to default
   E0/48E2: 45                   <UNKNOWN COMMAND $45>
E0/48E3: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
E0/48E5: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/48E7: 3E 2D 16 EC 48       <UNKNOWN COMMAND: pointer to address $48EC>
E0/48EC: 3E 2D 15 F1 48       <UNKNOWN COMMAND: pointer to address $48F1>
E0/48F1: F0 07                Duration: 7 frames
E0/48F3: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
E0/48F5: 3E 2D 1A FA 48       <UNKNOWN COMMAND: pointer to address $48FA>
E0/48FA: F0 07                Duration: 7 frames
E0/48FC: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
E0/48FE: 3E 2D 18 03 49       <UNKNOWN COMMAND: pointer to address $4903>
E0/4903: F0 07                Duration: 7 frames
E0/4905: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
E0/4907: 3E 2D 19 0C 49       <UNKNOWN COMMAND: pointer to address $490C>
E0/490C: F0 07                Duration: 7 frames
E0/490E: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
E0/4910: 3E 2D 17 15 49       <UNKNOWN COMMAND: pointer to address $4915>
E0/4915: F0 07                Duration: 7 frames
E0/4917: A1 F2                Set event flag memory address 00:707E Bit 2
E0/4919: F0 13                Duration: 19 frames
E0/491B: 91 3F                Play music: #$3F
E0/491D: FE                   Return

E0/491E: D1 0F 00             Execute event id $000F
E0/4921: FE                   Return


EVENT [D0C] ------------------------------------------------------------>
E0/4922: D9 F3 6C 49          If event flag memory address 00:707E Bit 3 set, jump to address $E0/496C
E0/4926: A1 F3                Set event flag memory address 00:707E Bit 3
E0/4928: 14 92                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/492A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/492C: 7E 00 00             Object jumps #$0000 units
   E0/492F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4930: F0 00                Frame Duration: 0
   E0/4932: FD 3D 07 30 49       <UNKNOWN COMMAND $E0: pointer to address 
   E0/4937: 7F 28 00             Object jumps (with sound effect) #$0028 units
   E0/493A: F0 13                Frame Duration: 19
E0/493C: A0 20                Set event flag memory address 00:7044 Bit 0
E0/493E: 3E 2D 15 43 49       <UNKNOWN COMMAND: pointer to address $4943>
E0/4943: F0 07                Duration: 7 frames
E0/4945: 15 F8                Set Object: NPC #1 ---> Command: Show Object
E0/4947: 15 0D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/4949: F0 17                Frame Duration: 23
   E0/494B: 73                   Object faces down-left
   E0/494C: F0 0F                Frame Duration: 15
   E0/494E: 7F 20 00             Object jumps (with sound effect) #$0020 units
   E0/4951: F0 0F                Frame Duration: 15
   E0/4953: 7E 20 00             Object jumps #$0020 units
E0/4956: 60 1B A7 D5          Run Dialogue $071B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

AXEM YELLOW: Hey, RED!
 Careful with this!!
 You're all thumbs!<I><END>


E0/495A: F0 1F                Duration: 31 frames
E0/495C: A4 20                Clear event flag memory address 00:7044 Bit 0
E0/495E: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
E0/4960: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
E0/4962: 3E 2D 15 67 49       <UNKNOWN COMMAND: pointer to address $4967>
E0/4967: 3E 2D 14 6C 49       <UNKNOWN COMMAND: pointer to address $496C>
E0/496C: FE                   Return


EVENT [D0D] ------------------------------------------------------------>
E0/496D: D9 F4 87 49          If event flag memory address 00:707E Bit 4 set, jump to address $E0/4987
E0/4971: D1 0F 00             Execute event id $000F
E0/4974: A1 F4                Set event flag memory address 00:707E Bit 4
E0/4976: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/4978: FD F2                <UNKNOWN COMMAND $F2>
   E0/497A: 57 02                Shift object up-right 32 pixels
   E0/497C: 01                   Clear Bit 7 of current object (disable object visibility)
E0/497D: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/497F: FD F2                <UNKNOWN COMMAND $F2>
   E0/4981: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/4984: 47                   <UNKNOWN COMMAND $47>
   E0/4985: 01                   Clear Bit 7 of current object (disable object visibility)
E0/4986: FE                   Return

E0/4987: D0 0F 00             Execute event id $000F subsequently

EVENT [D0E] ------------------------------------------------------------>
E0/498A: D9 F5 94 49          If event flag memory address 00:707E Bit 5 set, jump to address $E0/4994
E0/498E: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/4990: 93 00 00 08          Place object: right=0px down=0px up=128px
E0/4994: D1 0F 00             Execute event id $000F
E0/4997: D9 F5 9E 49          If event flag memory address 00:707E Bit 5 set, jump to address $E0/499E
E0/499B: 40 11 2D             Execute event id $2D11 simultaneously with the following commands
E0/499E: FE                   Return


EVENT [D0F] ------------------------------------------------------------>
E0/499F: D9 F6 CE 49          If event flag memory address 00:707E Bit 6 set, jump to address $E0/49CE
E0/49A3: A1 F6                Set event flag memory address 00:707E Bit 6
E0/49A5: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/49A7: FD F2                <UNKNOWN COMMAND $F2>
   E0/49A9: 53 02                Shift object down-left 32 pixels
   E0/49AB: 01                   Clear Bit 7 of current object (disable object visibility)
E0/49AC: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/49AE: FD F2                <UNKNOWN COMMAND $F2>
   E0/49B0: 43                   <UNKNOWN COMMAND $43>
   E0/49B1: 01                   Clear Bit 7 of current object (disable object visibility)
E0/49B2: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/49B4: FD F2                <UNKNOWN COMMAND $F2>
   E0/49B6: 53 02                Shift object down-left 32 pixels
   E0/49B8: 01                   Clear Bit 7 of current object (disable object visibility)
E0/49B9: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/49BB: FD F2                <UNKNOWN COMMAND $F2>
   E0/49BD: 53 03                Shift object down-left 48 pixels
   E0/49BF: 01                   Clear Bit 7 of current object (disable object visibility)
E0/49C0: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/49C2: FD F2                <UNKNOWN COMMAND $F2>
   E0/49C4: 53 04                Shift object down-left 64 pixels
   E0/49C6: 01                   Clear Bit 7 of current object (disable object visibility)
E0/49C7: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/49C9: FD F2                <UNKNOWN COMMAND $F2>
   E0/49CB: 53 05                Shift object down-left 80 pixels
   E0/49CD: 01                   Clear Bit 7 of current object (disable object visibility)
E0/49CE: FE                   Return


EVENT [D10] ------------------------------------------------------------>
E0/49CF: D9 F7 1D 4B          If event flag memory address 00:707E Bit 7 set, jump to address $E0/4B1D
E0/49D3: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/49D5: 10 44                Set transition flag, x8 speed
   E0/49D7: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/49D8: 47                   <UNKNOWN COMMAND $47>
E0/49D9: D1 0F 00             Execute event id $000F
E0/49DC: 15 2C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x2C bytes)
   E0/49DE: 84 04 04             Place object: right=4px down=4px
   E0/49E1: 10 43                Set transition flag, x4 speed
   E0/49E3: 63 08                Shift object down-left 8 pixels
   E0/49E5: 00                   Set Bit 7 of current object (enable object visibility)
   E0/49E6: 53 02                Shift object down-left 32 pixels
   E0/49E8: F0 01                Frame Duration: 1
   E0/49EA: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/49ED: 13 02                Layering priority: Object overlaps MARIO
   E0/49EF: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/49F1: F0 07                Frame Duration: 7
   E0/49F3: 43                   <UNKNOWN COMMAND $43>
   E0/49F4: F0 00                Frame Duration: 0
   E0/49F6: DC 18 F4 49          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/49F4
   E0/49FA: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/49FC: 10 41                Set transition flag, x2 speed
   E0/49FE: 6B 06                <UNKNOWN COMMAND: frame duration=6?>
   E0/4A00: 7F 00 01             Object jumps (with sound effect) #$0100 units
   E0/4A03: F0 09                Frame Duration: 9
   E0/4A05: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4A07: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4A08: FD F2                <UNKNOWN COMMAND $F2>
E0/4A0A: 16 2D                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x2D bytes)
   E0/4A0C: 84 FC FE             Place object: right=252px down=254px
   E0/4A0F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4A10: 10 43                Set transition flag, x4 speed
   E0/4A12: 53 03                Shift object down-left 48 pixels
   E0/4A14: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/4A17: 13 02                Layering priority: Object overlaps MARIO
   E0/4A19: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/4A1B: F0 07                Frame Duration: 7
   E0/4A1D: 43                   <UNKNOWN COMMAND $43>
   E0/4A1E: F0 00                Frame Duration: 0
   E0/4A20: FD 3D 07 1E 4A       <UNKNOWN COMMAND $E0: pointer to address 
   E0/4A25: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/4A27: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4A29: A0 18                Set event flag memory address 00:7043 Bit 0
   E0/4A2B: 10 41                Set transition flag, x2 speed
   E0/4A2D: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/4A2F: 7F 00 01             Object jumps (with sound effect) #$0100 units
   E0/4A32: F0 09                Frame Duration: 9
   E0/4A34: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4A36: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4A37: FD F2                <UNKNOWN COMMAND $F2>
E0/4A39: 17 2F                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x2F bytes)
   E0/4A3B: 84 FC FE             Place object: right=252px down=254px
   E0/4A3E: F0 1D                Frame Duration: 29
   E0/4A40: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4A41: 10 43                Set transition flag, x4 speed
   E0/4A43: 53 03                Shift object down-left 48 pixels
   E0/4A45: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/4A48: 13 02                Layering priority: Object overlaps MARIO
   E0/4A4A: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/4A4C: F0 07                Frame Duration: 7
   E0/4A4E: 43                   <UNKNOWN COMMAND $43>
   E0/4A4F: F0 00                Frame Duration: 0
   E0/4A51: FD 3D 07 4F 4A       <UNKNOWN COMMAND $E0: pointer to address 
   E0/4A56: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/4A58: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4A5A: A0 18                Set event flag memory address 00:7043 Bit 0
   E0/4A5C: 10 41                Set transition flag, x2 speed
   E0/4A5E: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/4A60: 7F 00 01             Object jumps (with sound effect) #$0100 units
   E0/4A63: F0 09                Frame Duration: 9
   E0/4A65: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4A67: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4A68: FD F2                <UNKNOWN COMMAND $F2>
E0/4A6A: 18 2F                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x2F bytes)
   E0/4A6C: 84 FC FE             Place object: right=252px down=254px
   E0/4A6F: F0 3B                Frame Duration: 59
   E0/4A71: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4A72: 10 43                Set transition flag, x4 speed
   E0/4A74: 53 03                Shift object down-left 48 pixels
   E0/4A76: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/4A79: 13 02                Layering priority: Object overlaps MARIO
   E0/4A7B: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/4A7D: F0 07                Frame Duration: 7
   E0/4A7F: 43                   <UNKNOWN COMMAND $43>
   E0/4A80: F0 00                Frame Duration: 0
   E0/4A82: FD 3D 07 80 4A       <UNKNOWN COMMAND $E0: pointer to address 
   E0/4A87: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/4A89: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4A8B: A0 18                Set event flag memory address 00:7043 Bit 0
   E0/4A8D: 10 41                Set transition flag, x2 speed
   E0/4A8F: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/4A91: 7F 00 01             Object jumps (with sound effect) #$0100 units
   E0/4A94: F0 09                Frame Duration: 9
   E0/4A96: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4A98: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4A99: FD F2                <UNKNOWN COMMAND $F2>
E0/4A9B: 19 2F                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x2F bytes)
   E0/4A9D: 84 FC FE             Place object: right=252px down=254px
   E0/4AA0: F0 59                Frame Duration: 89
   E0/4AA2: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4AA3: 10 43                Set transition flag, x4 speed
   E0/4AA5: 53 03                Shift object down-left 48 pixels
   E0/4AA7: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/4AAA: 13 02                Layering priority: Object overlaps MARIO
   E0/4AAC: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/4AAE: F0 07                Frame Duration: 7
   E0/4AB0: 43                   <UNKNOWN COMMAND $43>
   E0/4AB1: F0 00                Frame Duration: 0
   E0/4AB3: FD 3D 07 B1 4A       <UNKNOWN COMMAND $E0: pointer to address 
   E0/4AB8: A0 18                Set event flag memory address 00:7043 Bit 0
   E0/4ABA: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/4ABC: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4ABE: 10 41                Set transition flag, x2 speed
   E0/4AC0: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/4AC2: 7F 00 01             Object jumps (with sound effect) #$0100 units
   E0/4AC5: F0 09                Frame Duration: 9
   E0/4AC7: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4AC9: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4ACA: FD F2                <UNKNOWN COMMAND $F2>
E0/4ACC: 1A 2F                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x2F bytes)
   E0/4ACE: 84 FC FE             Place object: right=252px down=254px
   E0/4AD1: F0 77                Frame Duration: 119
   E0/4AD3: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4AD4: 10 43                Set transition flag, x4 speed
   E0/4AD6: 53 03                Shift object down-left 48 pixels
   E0/4AD8: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/4ADB: 13 02                Layering priority: Object overlaps MARIO
   E0/4ADD: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/4ADF: F0 07                Frame Duration: 7
   E0/4AE1: 43                   <UNKNOWN COMMAND $43>
   E0/4AE2: F0 00                Frame Duration: 0
   E0/4AE4: FD 3D 07 E2 4A       <UNKNOWN COMMAND $E0: pointer to address 
   E0/4AE9: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/4AEB: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4AED: A0 18                Set event flag memory address 00:7043 Bit 0
   E0/4AEF: 10 41                Set transition flag, x2 speed
   E0/4AF1: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/4AF3: 7F 00 01             Object jumps (with sound effect) #$0100 units
   E0/4AF6: F0 09                Frame Duration: 9
   E0/4AF8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4AFA: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4AFB: FD F2                <UNKNOWN COMMAND $F2>
E0/4AFD: 14 95                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   E0/4AFF: D4 04                Start code block, repeat 4 times
   E0/4B01: F0 00                Frame Duration: 0
   E0/4B03: DC 18 01 4B          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/4B01
   E0/4B07: 10 84                Set sequence flag, x8 speed
   E0/4B09: FD 9E                <UNKNOWN COMMAND $9E>
   E0/4B0B: 0A 08                Store #$08 to current object address 0A,x
   E0/4B0D: 10 00                Set , x1 speed
   E0/4B0F: F0 03                Frame Duration: 3
   E0/4B11: A4 18                Clear event flag memory address 00:7043 Bit 0
   E0/4B13: D7                   End of code block
E0/4B14: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/4B16: 10 40                Set transition flag, x1 speed
   E0/4B18: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4B19: 43                   <UNKNOWN COMMAND $43>
E0/4B1A: A1 F7                Set event flag memory address 00:707E Bit 7
E0/4B1C: FE                   Return

E0/4B1D: D0 0F 00             Execute event id $000F subsequently

EVENT [D11] ------------------------------------------------------------>
E0/4B20: F2 8A 29             <UNKNOWN COMMAND $F2>
E0/4B23: F2 8A 2B             <UNKNOWN COMMAND $F2>
E0/4B26: F2 8A 2D             <UNKNOWN COMMAND $F2>
E0/4B29: F2 8A 2F             <UNKNOWN COMMAND $F2>
E0/4B2C: A1 F5                Set event flag memory address 00:707E Bit 5
E0/4B2E: F0 00                Duration: 0 frames
E0/4B30: 3A 00 15 00 04 3A    <UNKNOWN COMMAND: pointer to address $0015 or address $3A04>
E0/4B36: 4B D2 2E             Lead to World Map Point $2ED2
E0/4B39: 4B 15 F9             Lead to World Map Point $F915
E0/4B3C: F2 8A 2B             <UNKNOWN COMMAND $F2>
E0/4B3F: 3E 2D 15 44 4B       <UNKNOWN COMMAND: pointer to address $4B44>
E0/4B44: 14 17                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x17 bytes)
   E0/4B46: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/4B47: 10 41                Set transition flag, x2 speed
   E0/4B49: 7E 80 00             Object jumps #$0080 units
   E0/4B4C: F0 08                Frame Duration: 8
   E0/4B4E: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4B50: 57 02                Shift object up-right 32 pixels
   E0/4B52: F0 07                Frame Duration: 7
   E0/4B54: 55 03                Shift object up-left 48 pixels
   E0/4B56: 7E 80 00             Object jumps #$0080 units
   E0/4B59: F0 07                Frame Duration: 7
   E0/4B5B: 57 03                Shift object up-right 48 pixels
E0/4B5D: F0 00                Duration: 0 frames
E0/4B5F: 3A 00 14 00 02 69    <UNKNOWN COMMAND: pointer to address $0014 or address $6902>
E0/4B65: 4B D2 5D             Lead to World Map Point $5DD2
E0/4B68: 4B 14 F9             Lead to World Map Point $F914
E0/4B6B: F2 8A 29             <UNKNOWN COMMAND $F2>
E0/4B6E: 3E 2D 14 73 4B       <UNKNOWN COMMAND: pointer to address $4B73>
E0/4B73: F0 00                Duration: 0 frames
E0/4B75: 3A 00 16 00 04 7F    <UNKNOWN COMMAND: pointer to address $0016 or address $7F04>
E0/4B7B: 4B D2 73             Lead to World Map Point $73D2
E0/4B7E: 4B 16 F9             Lead to World Map Point $F916
E0/4B81: F2 8A 2D             <UNKNOWN COMMAND $F2>
E0/4B84: 3E 2D 16 89 4B       <UNKNOWN COMMAND: pointer to address $4B89>
E0/4B89: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/4B8B: C8 17                <UNKNOWN COMMAND $C8>
   E0/4B8D: 99                   <UNKNOWN COMMAND $99>
   E0/4B8E: 45                   <UNKNOWN COMMAND $45>
   E0/4B8F: 00                   Set Bit 7 of current object (enable object visibility)
E0/4B90: F0 00                Duration: 0 frames
E0/4B92: 3A 00 17 00 04 9C    <UNKNOWN COMMAND: pointer to address $0017 or address $9C04>
E0/4B98: 4B D2 90             Lead to World Map Point $90D2
E0/4B9B: 4B 17 F9             Lead to World Map Point $F917
E0/4B9E: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
E0/4BA0: F2 8A 2F             <UNKNOWN COMMAND $F2>
E0/4BA3: 3E 2D 17 A8 4B       <UNKNOWN COMMAND: pointer to address $4BA8>
E0/4BA8: 3E 2D 14 AD 4B       <UNKNOWN COMMAND: pointer to address $4BAD>
E0/4BAD: FE                   Return


EVENT [D12] ------------------------------------------------------------>
E0/4BAE: 80                   <UNKNOWN COMMAND $80>
E0/4BAF: 90                   <UNKNOWN COMMAND $90>
E0/4BB0: 90                   <UNKNOWN COMMAND $90>
E0/4BB1: 3F 04 F0 07          <UNKNOWN COMMAND: pointer to address $07F0>
E0/4BB5: 80                   <UNKNOWN COMMAND $80>
E0/4BB6: 00 80                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes) (Wait until complete)
E0/4BB8: 3F 04 F0 07          <UNKNOWN COMMAND: pointer to address $07F0>
E0/4BBC: 82                   <UNKNOWN COMMAND $82>
E0/4BBD: D2 AE 4B             Jump to address $E0/4BAE

EVENT [D13] ------------------------------------------------------------>
E0/4BC0: FD 8F 02             <UNKNOWN COMMAND $8F>
E0/4BC3: 81                   <UNKNOWN COMMAND $81>
E0/4BC4: 04 13                Set Object: MALLOW ---> Begin action queue for object (Length: 0x13 bytes)
   E0/4BC6: 60 D0                Shift object right 208 pixels
   E0/4BC8: 0F                   <UNKNOWN COMMAND $0F>
   E0/4BC9: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4BCA: 0C 0A                XOR Bits $A of current object address 0A,x
   E0/4BCC: 10 41                Set transition flag, x2 speed
   E0/4BCE: 5A 02                Shift object up 32 pixels
   E0/4BD0: F0 07                Frame Duration: 7
   E0/4BD2: 5B 02                Shift object down 32 pixels
   E0/4BD4: 10 40                Set transition flag, x1 speed
   E0/4BD6: B4 17                Store value at 00:70B7 to 00:700C
   E0/4BD8: FD B0 07 00          Isolate Bits $0007 of 00:700C

EVENT [D14] ------------------------------------------------------------>
E0/4BDC: AD 00 02             Store #$0200 to 00:7000
E0/4BDF: AF                   Decrement 00:7000
E0/4BE0: A3                   Set memory address Bit using 00:7000
E0/4BE1: E2 01 02 00 4C       If value at 00:7000 = #$0201, jump to address $E0/4C00
E0/4BE6: E2 02 02 06 4C       If value at 00:7000 = #$0202, jump to address $E0/4C06
E0/4BEB: E2 03 02 0C 4C       If value at 00:7000 = #$0203, jump to address $E0/4C0C
E0/4BF0: E2 04 02 12 4C       If value at 00:7000 = #$0204, jump to address $E0/4C12
E0/4BF5: E2 05 02 18 4C       If value at 00:7000 = #$0205, jump to address $E0/4C18
E0/4BFA: A8 07 20             Store #$20 to 00:70A7
E0/4BFD: D2 1B 4C             Jump to address $E0/4C1B
E0/4C00: A8 07 1D             Store #$1D to 00:70A7
E0/4C03: D2 1B 4C             Jump to address $E0/4C1B
E0/4C06: A8 07 1E             Store #$1E to 00:70A7
E0/4C09: D2 1B 4C             Jump to address $E0/4C1B
E0/4C0C: A8 07 1F             Store #$1F to 00:70A7
E0/4C0F: D2 1B 4C             Jump to address $E0/4C1B
E0/4C12: A8 07 83             Store #$83 to 00:70A7
E0/4C15: D2 1B 4C             Jump to address $E0/4C1B
E0/4C18: A8 07 83             Store #$83 to 00:70A7
E0/4C1B: D1 21 00             Execute event id $0021
E0/4C1E: AC 32 06             Store #$0632 to 00:7000
E0/4C21: D1 F5 0E             Execute event id $0EF5
E0/4C24: FE                   Return


EVENT [D15] ------------------------------------------------------------>
E0/4C25: E1 16 00 30 4C       If value at 00:70B6 != #$00, jump to address $E0/4C30
E0/4C2A: 68 C4 81 10 50 60    Enter area: $01C4
                              MARIO will be at coords: (512,640) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/4C30: FE                   Return


EVENT [D16] ------------------------------------------------------------>
E0/4C31: 75                   Darken screen from normal before following commands
E0/4C32: F3 90 A8             <UNKNOWN COMMAND $F2>
E0/4C35: F3 BE A9             <UNKNOWN COMMAND $F2>
E0/4C38: B4 17                Store value at 00:70B7 to 00:7000
E0/4C3A: FD B0 70 00          Isolate Bits $0070 of 00:7000
E0/4C3E: E2 20 00 62 4C       If value at 00:7000 = #$0020, jump to address $E0/4C62
E0/4C43: E2 30 00 6D 4C       If value at 00:7000 = #$0030, jump to address $E0/4C6D
E0/4C48: E2 40 00 78 4C       If value at 00:7000 = #$0040, jump to address $E0/4C78
E0/4C4D: E2 50 00 83 4C       If value at 00:7000 = #$0050, jump to address $E0/4C83
E0/4C52: E2 60 00 8E 4C       If value at 00:7000 = #$0060, jump to address $E0/4C8E
E0/4C57: B4 47                Store value at 00:70E7 to 00:7000
E0/4C59: FD B1 80 00          Set Bits $0080 of 00:7000
E0/4C5D: B5 47                Store value at 00:7000 to 00:70E7
E0/4C5F: D2 96 4C             Jump to address $E0/4C96
E0/4C62: B4 47                Store value at 00:70E7 to 00:7000
E0/4C64: FD B1 08 00          Set Bits $0008 of 00:7000
E0/4C68: B5 47                Store value at 00:7000 to 00:70E7
E0/4C6A: D2 96 4C             Jump to address $E0/4C96
E0/4C6D: B4 48                Store value at 00:70E8 to 00:7000
E0/4C6F: FD B1 80 00          Set Bits $0080 of 00:7000
E0/4C73: B5 48                Store value at 00:7000 to 00:70E8
E0/4C75: D2 96 4C             Jump to address $E0/4C96
E0/4C78: B4 48                Store value at 00:70E8 to 00:7000
E0/4C7A: FD B1 08 00          Set Bits $0008 of 00:7000
E0/4C7E: B5 48                Store value at 00:7000 to 00:70E8
E0/4C80: D2 96 4C             Jump to address $E0/4C96
E0/4C83: B4 49                Store value at 00:70E9 to 00:7000
E0/4C85: FD B1 80 00          Set Bits $0080 of 00:7000
E0/4C89: B5 49                Store value at 00:7000 to 00:70E9
E0/4C8B: D2 96 4C             Jump to address $E0/4C96
E0/4C8E: B4 49                Store value at 00:70E9 to 00:7000
E0/4C90: FD B1 08 00          Set Bits $0008 of 00:7000
E0/4C94: B5 49                Store value at 00:7000 to 00:70E9
E0/4C96: B4 17                Store value at 00:70B7 to 00:7000
E0/4C98: FD B0 07 00          Isolate Bits $0007 of 00:7000
E0/4C9C: AD 00 02             Store #$0200 to 00:7000
E0/4C9F: AF                   Decrement 00:7000
E0/4CA0: DF A9 4C             If Bit clear at memory address (set using value at 00:7000), jump to address $E0/4CA9
E0/4CA3: F3 90 28             <UNKNOWN COMMAND $F2>
E0/4CA6: F3 BE 29             <UNKNOWN COMMAND $F2>
E0/4CA9: AA 16                Increment 00:70B6
E0/4CAB: E0 16 04 B7 4C       If value at 00:70B6 = #$04, jump to address $E0/4CB7
E0/4CB0: 68 90 80 04 4F E0    Enter area: $0090
                              MARIO will be at coords: (144,632) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/4CB6: FE                   Return

E0/4CB7: 68 BE 81 10 4F E0    Enter area: $01BE
                              MARIO will be at coords: (528,632) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/4CBD: FE                   Return


EVENT [D17] ------------------------------------------------------------>
E0/4CBE: 68 C6 01 07 21 60    Enter area: $01C6
                              MARIO will be at coords: (240,264) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
E0/4CC4: B4 17                Store value at 00:70B7 to 00:7000
E0/4CC6: FD B6 00 FC          Divide value at 00:7000 by 2^4 and store back
E0/4CCA: BB 0B                Store value at 00:7000 to 00:7016
E0/4CCC: B1 0B 03 00          Add #$0003 to 00:7016
E0/4CD0: FD B6 00 01          Divide value at 00:7000 by 2^255 and store back
E0/4CD4: BB 0C                Store value at 00:7000 to 00:7018
E0/4CD6: B1 0C 19 00          Add #$0019 to 00:7018
E0/4CDA: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/4CDC: 8A                   Object disappears?
E0/4CDD: D0 30 0D             Execute event id $0D30 subsequently

EVENT [D18] ------------------------------------------------------------>
E0/4CE0: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/4CE2: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/4CE6: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/4CE8: FD 0F 03             Object overlaps BG1 & BG2
   E0/4CEB: 80 05 66             Move object to on-screen coords: (160,816)
   E0/4CEE: 77                   Object faces up-right
E0/4CEF: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   E0/4CF1: 80 01 4B             Move object to on-screen coords: (48,600)
E0/4CF4: 60 30 A7 60          Run Dialogue $0730 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER:  Hey HEY HEY!!
 It's me, the QUIZ MASTER!!
 And...it's QUIZ TIME!!<I>

 Need an explanation?
 >>   (Yeah)
 >>   (Forget it, I already know!)<I><END>


E0/4CF8: 66 FF 4C             If 2nd option chosen from dialogue prompt, jump to address $E0/4CFF
E0/4CFB: 60 31 A7 60          Run Dialogue $0731 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: I'll give you 12,
 count 'em, TWELVE questions.<I>
 If you're right, the block you're
 standing on will move up one.
 But if you blow it, you go down<I>
 two. You have 5 seconds...
 If you can't answer, you move
 down one. Reach the 8th step<I>
 within the 12 questions,
 and you've won. Got it?!<I><END>


E0/4CFF: A0 27                Set event flag memory address 00:7044 Bit 7
E0/4D01: 95 04 00             Fade out music to volume 0; Duration: 4 frames
E0/4D04: F0 07                Duration: 7 frames
E0/4D06: 91 24                Play music: #$24
E0/4D08: B0 1C 00 00          Store #$0000 to 00:7038
E0/4D0C: B0 1D 00 00          Store #$0000 to 00:703A
E0/4D10: B0 1E 00 00          Store #$0000 to 00:703C
E0/4D14: B0 12 0C 00          Store #$000C to 00:7024
E0/4D18: D2 4B 4D             Jump to address $E0/4D4B
E0/4D1B: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
E0/4D1D: C0 00 04             Compare value at 00:7000 to #$0400
E0/4D20: EE 3A 4E             If Bit 7 of 00:70A0,x clear, jump to address $E0/4E3A
E0/4D23: B3 12                Decrement 00:7024
E0/4D25: EB 18 4D             If Bit 1 of 00:70A0,x clear, jump to address $E0/4D18
E0/4D28: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/4D2A: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/4D2E: 91 42                Play music: #$42
E0/4D30: FD A4                Slow down music
E0/4D32: 60 5F 27 60          Run Dialogue $075F
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Ooh, Too bad....<I><END>


E0/4D36: A0 27                Set event flag memory address 00:7044 Bit 7
E0/4D38: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/4D3A: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   E0/4D3C: 5B 04                Shift object down 64 pixels
E0/4D3E: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/4D40: 08 42 0C             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/4D43: F0 01                Frame Duration: 1
E0/4D45: F0 B3                Duration: 179 frames
E0/4D47: 75                   Darken screen from normal before following commands
E0/4D48: D0 1C 0D             Execute event id $0D1C subsequently
E0/4D4B: A4 25                Clear event flag memory address 00:7044 Bit 5
E0/4D4D: E9 73 4D             If random number between 0 and 255 > 66, jump to address $E0/4D73
E0/4D50: 94                   Stop music
E0/4D51: 4D                   <UNKNOWN COMMAND $4D>
E0/4D52: B0 1A 32 07          Store #$0732 to 00:7034
E0/4D56: BC 1C 1B             Store value at 00:7038 to 00:7036
E0/4D59: B0 19 10 00          Store #$0010 to 00:7032
E0/4D5D: D3 B5 4D             Jump to address $E0/4DB5
E0/4D60: D8 25 4B 4D          If event flag memory address 00:7044 Bit 5 set, jump to address $E0/4D4B
E0/4D64: BC 1B 1C             Store value at 00:7036 to 00:7038
E0/4D67: D8 26 2F 4E          If event flag memory address 00:7044 Bit 6 set, jump to address $E0/4E2F
E0/4D6B: 67 24 4E 24 4E       If 2nd option chosen from dialogue prompt, jump to address $E0/4E24
                              If 3rd option chosen from dialogue prompt, jump to address $E0/4E24
E0/4D70: D2 19 4E             Jump to address $E0/4E19
E0/4D73: B0 1A 42 07          Store #$0742 to 00:7034
E0/4D77: BC 1D 1B             Store value at 00:703A to 00:7036
E0/4D7A: B0 19 10 00          Store #$0010 to 00:7032
E0/4D7E: D3 B5 4D             Jump to address $E0/4DB5
E0/4D81: D8 25 4B 4D          If event flag memory address 00:7044 Bit 5 set, jump to address $E0/4D4B
E0/4D85: BC 1B 1D             Store value at 00:7036 to 00:703A
E0/4D88: D8 26 2F 4E          If event flag memory address 00:7044 Bit 6 set, jump to address $E0/4E2F
E0/4D8C: 67 19 4E 24 4E       If 2nd option chosen from dialogue prompt, jump to address $E0/4E19
                              If 3rd option chosen from dialogue prompt, jump to address $E0/4E24
E0/4D91: D2 24 4E             Jump to address $E0/4E24
E0/4D94: B0 1A 52 07          Store #$0752 to 00:7034
E0/4D98: BC 1E 1B             Store value at 00:703C to 00:7036
E0/4D9B: B0 19 08 00          Store #$0008 to 00:7032
E0/4D9F: D3 B5 4D             Jump to address $E0/4DB5
E0/4DA2: D8 25 4B 4D          If event flag memory address 00:7044 Bit 5 set, jump to address $E0/4D4B
E0/4DA6: BC 1B 1E             Store value at 00:7036 to 00:703C
E0/4DA9: D8 26 2F 4E          If event flag memory address 00:7044 Bit 6 set, jump to address $E0/4E2F
E0/4DAD: 67 24 4E 19 4E       If 2nd option chosen from dialogue prompt, jump to address $E0/4E24
                              If 3rd option chosen from dialogue prompt, jump to address $E0/4E19
E0/4DB2: D2 24 4E             Jump to address $E0/4E24
E0/4DB5: B0 13 01 00          Store #$0001 to 00:7026
E0/4DB9: FD B7 19             Read value at 00:7032 and generate a random number between 0 and that value
E0/4DBC: BB 1F                Store value at 00:7000 to 00:703E
E0/4DBE: E2 00 00 CA 4D       If value at 00:7000 = #$0000, jump to address $E0/4DCA
E0/4DC3: D6 00                Store value at 00:7000 to object memory
E0/4DC5: FD B6 13 01          Divide value at 00:7026 by 2^255 and store back
E0/4DC9: D7                   End of code block
E0/4DCA: BA 1B                Store value at 00:7036 to 00:7000
E0/4DCC: FD B3 13             Read Bits from 00:7026 and isolate Bits in 00:7000
E0/4DCF: C0 00 00             Compare value at 00:7000 to #$0000
E0/4DD2: EB 16 4E             If Bit 1 of 00:70A0,x clear, jump to address $E0/4E16
E0/4DD5: BA 1B                Store value at 00:7036 to 00:7000
E0/4DD7: FD B4 13             Read Bits from 00:7026 and set Bits in 00:7000
E0/4DDA: BB 1B                Store value at 00:7000 to 00:7036
E0/4DDC: BA 1F                Store value at 00:703E to 00:7000
E0/4DDE: B8 1A                Add value at 00:7034 to 00:7000
E0/4DE0: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/4DE2: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/4DE6: 61 00 60             Run Dialogue from 00:7000
                              <UNKNOWN: $00>
                              Position: top of screen
                              Box Style: Paragraph of normal text on vellum paper
E0/4DE9: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/4DEB: FD 61                <UNKNOWN COMMAND $FD 61>
E0/4DED: A0 27                Set event flag memory address 00:7044 Bit 7
E0/4DEF: B0 14 1E 00          Store #$001E to 00:7028
E0/4DF3: D5 2B 01             <UNKNOWN COMMAND $D5>
E0/4DF6: F0 00                Duration: 0 frames
E0/4DF8: B6 00 01              Store a random number from 0 to #$0100 to 00:7000
E0/4DFB: B2 14                Increment 00:7028
E0/4DFD: E5 14 3C 00 0A 4E    If value at 00:7028 = #$003C, jump to address $E0/4E0A
E0/4E03: FD 9C 90             Play sound effect #$90
E0/4E06: B0 14 00 00          Store #$0000 to 00:7028
E0/4E0A: FD 62 11 4E          If memory address 00:0210 Bits 0,1,2 clear, do NOT jump to address $E0/4E11
E0/4E0E: D2 14 4E             Jump to address $E0/4E14
E0/4E11: D7                   End of code block
E0/4E12: A0 26                Set event flag memory address 00:7044 Bit 6
E0/4E14: 64                   <UNKNOWN COMMAND $64>
E0/4E15: FE                   Return

E0/4E16: A0 25                Set event flag memory address 00:7044 Bit 5
E0/4E18: FE                   Return

E0/4E19: F0 03                Duration: 3 frames
E0/4E1B: 9C 57                Play sound effect #$57
E0/4E1D: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/4E1F: 6A 07                Shift object up 7 pixels
E0/4E21: D2 1B 4D             Jump to address $E0/4D1B
E0/4E24: F0 03                Duration: 3 frames
E0/4E26: 9C 58                Play sound effect #$58
E0/4E28: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/4E2A: 6B 0E                <UNKNOWN COMMAND: frame duration=14?>
E0/4E2C: D2 1B 4D             Jump to address $E0/4D1B
E0/4E2F: F0 03                Duration: 3 frames
E0/4E31: 9C 58                Play sound effect #$58
E0/4E33: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/4E35: 6B 07                <UNKNOWN COMMAND: frame duration=7?>
E0/4E37: D2 1B 4D             Jump to address $E0/4D1B
E0/4E3A: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/4E3C: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/4E40: F0 07                Duration: 7 frames
E0/4E42: 91 09                Play music: #$09
E0/4E44: 60 5E A7 60          Run Dialogue $075E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: WELL DONE!!
 I guess that was just a warm up
 for you, huh?<I><END>


E0/4E48: A0 27                Set event flag memory address 00:7044 Bit 7
E0/4E4A: F0 1F                Duration: 31 frames
E0/4E4C: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/4E4E: 08 10 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/4E51: 15 0C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/4E53: F0 25                Frame Duration: 37
   E0/4E55: 10 43                Set transition flag, x4 speed
   E0/4E57: 4A                   <UNKNOWN COMMAND $4A>
   E0/4E58: D4 07                Start code block, repeat 7 times
   E0/4E5A: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   E0/4E5C: 6A 04                Shift object up 4 pixels
   E0/4E5E: D7                   End of code block
E0/4E5F: 00 19                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes)
   E0/4E61: F0 25                Frame Duration: 37
   E0/4E63: 7F 00 01             Object jumps (with sound effect) #$0100 units
   E0/4E66: 57 04                Shift object up-right 64 pixels
   E0/4E68: F0 00                Frame Duration: 0
   E0/4E6A: 3D 68 4E             <UNKNOWN COMMAND $3D: pointer to address $E0/4E68>
   E0/4E6D: FD 9E                <UNKNOWN COMMAND $9E>
   E0/4E6F: 3A FD 0E A0 26 F0    <UNKNOWN COMMAND $3A>
   E0/4E75: 07                   Clear "moon-walk" Bits
   E0/4E76: 57 02                Shift object up-right 32 pixels
   E0/4E78: A0 25                Set event flag memory address 00:7044 Bit 5
E0/4E7A: F0 00                Duration: 0 frames
E0/4E7C: DC 26 7A 4E          If event flag memory address 00:7044 Bit 6 clear, jump to address $E0/4E7A
E0/4E80: FD 9C 10             Play sound effect #$10
E0/4E83: 6A D0 81             Modify BGL of area $81D0
E0/4E86: F0 00                Duration: 0 frames
E0/4E88: DC 25 86 4E          If event flag memory address 00:7044 Bit 5 clear, jump to address $E0/4E86
E0/4E8C: 68 CF 81 02 37 E0    Enter area: $01CF
                              MARIO will be at coords: (80,440) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/4E92: FE                   Return


EVENT [D19] ------------------------------------------------------------>
E0/4E93: 68 D4 81 16 7B E0    Enter area: $01D4
                              MARIO will be at coords: (720,984) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/4E99: FE                   Return


EVENT [D1A] ------------------------------------------------------------>
E0/4E9A: A8 08 16             Store #$16 to 00:70A8
E0/4E9D: D4 07                Start code block, repeat 7 times
E0/4E9F: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
E0/4EA1: AA 08                Increment 00:70A8
E0/4EA3: D7                   End of code block
E0/4EA4: D1 0F 00             Execute event id $000F
E0/4EA7: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/4EA9: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/4EAB: 80 06 31             Move object to on-screen coords: (208,392)
   E0/4EAE: 0B 04                Set Bits $4 of current object address 0A,x
E0/4EB0: FD 46 1B 0D          <UNKNOWN COMMAND $46>
E0/4EB4: FE                   Return


EVENT [D1B] ------------------------------------------------------------>
E0/4EB5: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/4EB7: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/4EBB: B6 00 01              Store a random number from 0 to #$0100 to 00:7000
E0/4EBE: 60 60 A7 62          Run Dialogue $0760 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Heh...
 Let's see how well you can count.<I>

 Give ya 10 seconds, TEN!
 Tell me the number of barrels
 in the room!<I><END>


E0/4EC2: B6 00 01              Store a random number from 0 to #$0100 to 00:7000
E0/4EC5: 60 61 87 62          Run Dialogue $0761 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Heh heh...
 Close your eyes for a sec.<I><END>


E0/4EC9: A0 27                Set event flag memory address 00:7044 Bit 7
E0/4ECB: FD 8E 00 02 07       <UNKNOWN COMMAND $8E>
E0/4ED0: F0 07                Duration: 7 frames
E0/4ED2: B0 12 0C 00          Store #$000C to 00:7024
E0/4ED6: B0 13 16 00          Store #$0016 to 00:7026
E0/4EDA: B0 14 04 00          Store #$0004 to 00:7028
E0/4EDE: D3 30 50             Jump to address $E0/5030
E0/4EE1: 60 62 A7 62          Run Dialogue $0762 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 ...Heh heh...You ready?<I><END>


E0/4EE5: FD 8E 32 02 07       <UNKNOWN COMMAND $8E>
E0/4EEA: AC 09 00             Store #$0009 to 00:7000
E0/4EED: D3 43 50             Jump to address $E0/5043
E0/4EF0: FD 8E 00 02 07       <UNKNOWN COMMAND $8E>
E0/4EF5: D3 70 50             Jump to address $E0/5070
E0/4EF8: D8 26 20 4F          If event flag memory address 00:7044 Bit 6 set, jump to address $E0/4F20
E0/4EFC: E4 1F 02 00 10 4F    If value at 00:703E = #$0002, jump to address $E0/4F10
E0/4F02: E4 1F 03 00 18 4F    If value at 00:703E = #$0003, jump to address $E0/4F18
E0/4F08: 67 20 4F 20 4F       If 2nd option chosen from dialogue prompt, jump to address $E0/4F20
                              If 3rd option chosen from dialogue prompt, jump to address $E0/4F20
E0/4F0D: D2 3E 4F             Jump to address $E0/4F3E
E0/4F10: 67 3E 4F 20 4F       If 2nd option chosen from dialogue prompt, jump to address $E0/4F3E
                              If 3rd option chosen from dialogue prompt, jump to address $E0/4F20
E0/4F15: D2 20 4F             Jump to address $E0/4F20
E0/4F18: 67 20 4F 3E 4F       If 2nd option chosen from dialogue prompt, jump to address $E0/4F20
                              If 3rd option chosen from dialogue prompt, jump to address $E0/4F3E
E0/4F1D: D2 20 4F             Jump to address $E0/4F20
E0/4F20: FD 9C 58             Play sound effect #$58
E0/4F23: FD A4                Slow down music
E0/4F25: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/4F27: 08 42 0C             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/4F2A: F0 01                Frame Duration: 1
E0/4F2C: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/4F2E: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/4F32: 60 5F 27 62          Run Dialogue $075F
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Ooh, Too bad....<I><END>


E0/4F36: A0 27                Set event flag memory address 00:7044 Bit 7
E0/4F38: F0 EF                Duration: 239 frames
E0/4F3A: 75                   Darken screen from normal before following commands
E0/4F3B: D0 1C 0D             Execute event id $0D1C subsequently
E0/4F3E: F0 03                Duration: 3 frames
E0/4F40: 9C 57                Play sound effect #$57
E0/4F42: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/4F44: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/4F48: 60 67 A7 62          Run Dialogue $0767 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Correct!
 Heh...But this is just a warm up.
 ...NEXT!<I><END>


E0/4F4C: FD 8E 00 02 07       <UNKNOWN COMMAND $8E>
E0/4F51: A0 27                Set event flag memory address 00:7044 Bit 7
E0/4F53: 15 17                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x17 bytes)
   E0/4F55: 10 43                Set transition flag, x4 speed
   E0/4F57: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4F58: 06                   Set "moon-walk" Bits
   E0/4F59: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/4F5B: 7F 00 00             Object jumps (with sound effect) #$0000 units
   E0/4F5E: F0 27                Frame Duration: 39
   E0/4F60: 67 04                Shift object up-right 4 pixels
   E0/4F62: 47                   <UNKNOWN COMMAND $47>
   E0/4F63: F0 13                Frame Duration: 19
   E0/4F65: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/4F67: 5A 08                Shift object up 128 pixels
   E0/4F69: 80 0B 2A             Move object to on-screen coords: (352,336)
E0/4F6C: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/4F6E: F0 27                Frame Duration: 39
   E0/4F70: 7F 38 00             Object jumps (with sound effect) #$0038 units
   E0/4F73: 08 43 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/4F76: F0 2F                Frame Duration: 47
   E0/4F78: 09                   Reset all object properties to default
E0/4F79: 14 1E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1E bytes)
   E0/4F7B: D4 04                Start code block, repeat 4 times
   E0/4F7D: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4F7E: F0 03                Frame Duration: 3
   E0/4F80: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4F81: F0 03                Frame Duration: 3
   E0/4F83: D7                   End of code block
   E0/4F84: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4F85: F0 77                Frame Duration: 119
   E0/4F87: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/4F89: 92 0D 27 10          Place object at on-screen coords: (432,312) Z=256
   E0/4F8D: 0B 04                Set Bits $4 of current object address 0A,x
   E0/4F8F: D4 04                Start code block, repeat 4 times
   E0/4F91: 00                   Set Bit 7 of current object (enable object visibility)
   E0/4F92: F0 03                Frame Duration: 3
   E0/4F94: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/4F95: F0 03                Frame Duration: 3
   E0/4F97: D7                   End of code block
   E0/4F98: 00                   Set Bit 7 of current object (enable object visibility)
E0/4F99: 0C 8A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/4F9B: 10 41                Set transition flag, x2 speed
   E0/4F9D: 47                   <UNKNOWN COMMAND $47>
   E0/4F9E: 10 40                Set transition flag, x1 speed
   E0/4FA0: 47                   <UNKNOWN COMMAND $47>
   E0/4FA1: 10 45                Set transition flag, 1/2 speed
   E0/4FA3: 5A 02                Shift object up 32 pixels
E0/4FA5: F0 07                Duration: 7 frames
E0/4FA7: B0 12 2B 00          Store #$002B to 00:7024
E0/4FAB: B0 13 1A 00          Store #$001A to 00:7026
E0/4FAF: B0 14 04 00          Store #$0004 to 00:7028
E0/4FB3: D3 30 50             Jump to address $E0/5030
E0/4FB6: 60 68 A7 62          Run Dialogue $0768 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Now we'll see if you
 can REALLY count. You've got
 20 seconds....READY?<I><END>


E0/4FBA: FD 8E 32 02 07       <UNKNOWN COMMAND $8E>
E0/4FBF: AC 13 00             Store #$0013 to 00:7000
E0/4FC2: D3 43 50             Jump to address $E0/5043
E0/4FC5: FD 8E 00 02 07       <UNKNOWN COMMAND $8E>
E0/4FCA: D3 70 50             Jump to address $E0/5070
E0/4FCD: D8 26 20 4F          If event flag memory address 00:7044 Bit 6 set, jump to address $E0/4F20
E0/4FD1: E4 1F 02 00 E5 4F    If value at 00:703E = #$0002, jump to address $E0/4FE5
E0/4FD7: E4 1F 03 00 ED 4F    If value at 00:703E = #$0003, jump to address $E0/4FED
E0/4FDD: 67 20 4F 20 4F       If 2nd option chosen from dialogue prompt, jump to address $E0/4F20
                              If 3rd option chosen from dialogue prompt, jump to address $E0/4F20
E0/4FE2: D2 F5 4F             Jump to address $E0/4FF5
E0/4FE5: 67 F5 4F 20 4F       If 2nd option chosen from dialogue prompt, jump to address $E0/4FF5
                              If 3rd option chosen from dialogue prompt, jump to address $E0/4F20
E0/4FEA: D2 20 4F             Jump to address $E0/4F20
E0/4FED: 67 20 4F F5 4F       If 2nd option chosen from dialogue prompt, jump to address $E0/4F20
                              If 3rd option chosen from dialogue prompt, jump to address $E0/4FF5
E0/4FF2: D2 20 4F             Jump to address $E0/4F20
E0/4FF5: F0 03                Duration: 3 frames
E0/4FF7: 9C 57                Play sound effect #$57
E0/4FF9: F0 07                Duration: 7 frames
E0/4FFB: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/4FFD: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/5001: 91 09                Play music: #$09
E0/5003: 60 69 A7 62          Run Dialogue $0769 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Correct!
 Piece of cake, huh?<I><END>


E0/5007: A0 27                Set event flag memory address 00:7044 Bit 7
E0/5009: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/500B: D4 03                Start code block, repeat 3 times
   E0/500D: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/500E: F0 01                Frame Duration: 1
   E0/5010: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5011: F0 01                Frame Duration: 1
   E0/5013: D7                   End of code block
   E0/5014: 01                   Clear Bit 7 of current object (disable object visibility)
E0/5015: 15 86                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/5017: 10 41                Set transition flag, x2 speed
   E0/5019: 41                   <UNKNOWN COMMAND $41>
   E0/501A: 57 07                Shift object up-right 112 pixels
   E0/501C: 41                   <UNKNOWN COMMAND $41>
E0/501D: FD 9C 10             Play sound effect #$10
E0/5020: 6A CF 81             Modify BGL of area $81CF
E0/5023: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/5025: 7F 30 00             Object jumps (with sound effect) #$0030 units
   E0/5028: 47                   <UNKNOWN COMMAND $47>
E0/5029: 68 D2 81 0C 61 E0    Enter area: $01D2
                              MARIO will be at coords: (400,776) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/502F: FE                   Return

E0/5030: BA 13                Store value at 00:7026 to 00:7000
E0/5032: B5 09                Store value at 00:7000 to 00:70A9
E0/5034: D6 14                Store value at 00:7028 to object memory
E0/5036: E8 41 50             If random number between 0 and 255 > 128, jump to address $E0/5041
E0/5039: 11 F2 17 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0117
E0/503D: B2 12                Increment 00:7024
E0/503F: AA 09                Increment 00:70A9
E0/5041: D7                   End of code block
E0/5042: FE                   Return

E0/5043: 91 24                Play music: #$24
E0/5045: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/5047: 75                   Object faces up-left
   E0/5048: F0 00                Frame Duration: 0
E0/504A: F0 1D                Duration: 29 frames
E0/504C: D6 00                Store value at 00:7000 to object memory
E0/504E: F0 1D                Duration: 29 frames
E0/5050: FD 9C 90             Play sound effect #$90
E0/5053: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/5055: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/5059: 60 63 07 22          Run Dialogue $0763
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text



 <$00> second (s) left to go.

E0/505D: F0 1D                Duration: 29 frames
E0/505F: A0 27                Set event flag memory address 00:7044 Bit 7
E0/5061: AF                   Decrement 00:7000
E0/5062: D7                   End of code block
E0/5063: F0 1D                Duration: 29 frames
E0/5065: FD 9C 8F             Play sound effect #$8F
E0/5068: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/506A: 77                   Object faces up-right
   E0/506B: F0 00                Frame Duration: 0
E0/506D: 91 42                Play music: #$42
E0/506F: FE                   Return

E0/5070: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/5072: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/5076: 60 64 07 62          Run Dialogue $0764
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: So! How many?<I>


      >>   (<$00>)

E0/507A: FD 61                <UNKNOWN COMMAND $FD 61>
E0/507C: A0 27                Set event flag memory address 00:7044 Bit 7
E0/507E: BA 12                Store value at 00:7024 to 00:7000
E0/5080: B0 1F 00 00          Store #$0000 to 00:703E
E0/5084: E9 8C 50             If random number between 0 and 255 > 66, jump to address $E0/508C
E0/5087: 8F                   <UNKNOWN COMMAND $8F>
E0/5088: 50 B2                Put item in inventory: #$B2 (DUMMY       )
E0/508A: 1F AF                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x2F bytes) (Wait until complete)
   E0/508C: B2 1F                Increment 00:703E
   E0/508E: AF                   Decrement 00:700C
   E0/508F: B2 1F                Increment 00:703E
   E0/5091: 60 65                Shift object right 101 pixels
   E0/5093: 87 62                Transfer object to coords of <UNKNOWN>
   E0/5095: AE                   Increment 00:700C
   E0/5096: 60 65                Shift object right 101 pixels
   E0/5098: 87 62                Transfer object to coords of <UNKNOWN>
   E0/509A: AE                   Increment 00:700C
   E0/509B: 60 65                Shift object right 101 pixels
   E0/509D: 87 62                Transfer object to coords of <UNKNOWN>
   E0/509F: 60 66                Shift object right 102 pixels
   E0/50A1: 27 62 A4 26 B0 14 1E 00 D5 2B 01 F0 00 B6 00 01 <UNKNOWN COMMAND $27>
   E0/50B1: B2 14                Increment 00:7028
   E0/50B3: E5                   <UNKNOWN COMMAND $E5>
   E0/50B4: 14 3C                Isolate top Bits of current object address 0E,x and set Bit(s) $60
   E0/50B6: 00                   Set Bit 7 of current object (enable object visibility)
   E0/50B7: C0 50 FD             Compare value at 00:700C to #$FD50
   E0/50BA: 9C 90                Play sound effect #$90
E0/50BC: B0 14 00 00          Store #$0000 to 00:7028
E0/50C0: FD 62 C7 50          If memory address 00:0210 Bits 0,1,2 clear, do NOT jump to address $E0/50C7
E0/50C4: D2 CA 50             Jump to address $E0/50CA
E0/50C7: D7                   End of code block
E0/50C8: A0 26                Set event flag memory address 00:7044 Bit 6
E0/50CA: 64                   <UNKNOWN COMMAND $64>
E0/50CB: FD 8E 32 02 07       <UNKNOWN COMMAND $8E>
E0/50D0: FE                   Return


EVENT [D1C] ------------------------------------------------------------>
E0/50D1: FD A3                Fade out music
E0/50D3: 91 35                Play music: #$35
E0/50D5: A1 F8                Set event flag memory address 00:707F Bit 0
E0/50D7: 68 C6 81 05 24 E0    Enter area: $01C6
                              MARIO will be at coords: (160,288) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/50DD: FE                   Return

E0/50DE: A5 F8                Clear event flag memory address 00:707F Bit 0
E0/50E0: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/50E2: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/50E5: F0 00                Frame Duration: 0
E0/50E7: D1 0F 00             Execute event id $000F
E0/50EA: F0 00                Duration: 0 frames
E0/50EC: CA                   Store held joypad register to 00:7000,00:7001
E0/50ED: E6 A0 00 EA 50       If memory address 00:7000 Bit $00A0 set, do NOT jump to address $E0/50EA
E0/50F2: 92 42                Fade in music: #$42
E0/50F4: A8 0E 14             Store #$14 to 00:70AE
E0/50F7: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/50FB: FE                   Return


EVENT [D1D] ------------------------------------------------------------>
E0/50FC: B0 1F 00 00          Store #$0000 to 00:703E
E0/5100: D1 0F 00             Execute event id $000F
E0/5103: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/5105: 80 17 1F             Move object to on-screen coords: (752,248)
   E0/5108: 75                   Object faces up-left
   E0/5109: F0 00                Frame Duration: 0
E0/510B: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   E0/510D: 10 45                Set transition flag, 1/2 speed
   E0/510F: 5A 03                Shift object up 48 pixels
   E0/5111: 10 40                Set transition flag, x1 speed
E0/5113: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/5115: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/5119: 60 75 A7 62          Run Dialogue $0775 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: The topic, you ask?
 Magic Buttons. Heh...<I>

 Want instructions?
 >>   (Yep)
 >>   (Nope)<I><END>


E0/511D: 66 24 51             If 2nd option chosen from dialogue prompt, jump to address $E0/5124
E0/5120: 60 76 A7 62          Run Dialogue $0776 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Heh...Step on one
 button, and you'll reverse the
 surrounding buttons.<I>
 So, ON becomes OFF...
 and OFF becomes ON! Get it?<I>
 Let's see if you can set them
 all to ON! Can you DO IT?<I><END>


E0/5124: A0 27                Set event flag memory address 00:7044 Bit 7
E0/5126: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/5128: D4 03                Start code block, repeat 3 times
   E0/512A: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/512B: F0 01                Frame Duration: 1
   E0/512D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/512E: F0 01                Frame Duration: 1
   E0/5130: D7                   End of code block
   E0/5131: 01                   Clear Bit 7 of current object (disable object visibility)
E0/5132: 91 24                Play music: #$24
E0/5134: FE                   Return


EVENT [D1E] ------------------------------------------------------------>
E0/5135: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/5137: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/5139: 84 FA FD             Place object: right=250px down=253px
   E0/513C: 0B 04                Set Bits $4 of current object address 0A,x
E0/513E: D1 0F 00             Execute event id $000F
E0/5141: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/5143: 57 09                Shift object up-right 144 pixels
E0/5145: B0 1F 0F 00          Store #$000F to 00:703E
E0/5149: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/514B: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/514F: 60 78 A7 62          Run Dialogue $0778 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Now, the topic is
 Ball Solitaire. Heh...<I>

 Want instructions?
 >>   (Yeah)
 >>   (Nope)<I><END>


E0/5153: 66 5A 51             If 2nd option chosen from dialogue prompt, jump to address $E0/515A
E0/5156: 60 79 A7 62          Run Dialogue $0779 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Heh! When you kick
 a ball, it'll leapfrog an adjacent
 ball, which will then disappear.<I>
 Keep making balls disappear until
 only one remains!<I>
 You lose if you kick a ball into
 a space already occupied
 by another ball!<I>
 The ball you kick must always
 leapfrog another ball. Got IT?!<I><END>


E0/515A: A0 27                Set event flag memory address 00:7044 Bit 7
E0/515C: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/515E: 08 10 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/5161: F0 25                Frame Duration: 37
E0/5163: 23 92                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/5165: FD 9E                <UNKNOWN COMMAND $9E>
   E0/5167: 16                   <UNKNOWN COMMAND $16>
   E0/5168: D4 07                Start code block, repeat 7 times
   E0/516A: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/516B: F0 01                Frame Duration: 1
   E0/516D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/516E: F0 01                Frame Duration: 1
   E0/5170: D7                   End of code block
   E0/5171: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/5172: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/5174: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/5176: FF                   Return Queue All


E0/5177: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/5179: 53 09                Shift object down-left 144 pixels
E0/517B: 91 24                Play music: #$24
E0/517D: FE                   Return


EVENT [D1F] ------------------------------------------------------------>
E0/517E: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/5180: FD 0F 03             Object overlaps BG1 & BG2
   E0/5183: 80 17 51             Move object to on-screen coords: (752,648)
   E0/5186: 77                   Object faces up-right
E0/5187: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/5189: 06                   Set "moon-walk" Bits
   E0/518A: FD 0F 03             Object overlaps BG1 & BG2
   E0/518D: 5A 04                Shift object up 64 pixels
   E0/518F: 80 18 4F             Move object to on-screen coords: (784,632)
E0/5192: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/5194: 57 04                Shift object up-right 64 pixels
E0/5196: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/5198: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/519C: 60 70 A7 62          Run Dialogue $0770 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Heh...I'm the Quiz
 Master, but you can call me Dr. T!
 You into coin collecting? Heh...<I>

 Want instructions?
 >>   (Yes)
 >>   (You take me for a fool?)<I><END>


E0/51A0: 66 A7 51             If 2nd option chosen from dialogue prompt, jump to address $E0/51A7
E0/51A3: 60 71 A7 62          Run Dialogue $0771 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: There're 21
 coins in this box...<I>
 We'll take turns removing them.
 The one who takes the LAST
 coin is the LOSER! Heh...<I>
 You can grab 4 at once. If you
 want to grab only 1 or 2, press A
 where you want to stop. Got it?<I><END>


E0/51A7: A0 27                Set event flag memory address 00:7044 Bit 7
E0/51A9: B0 1E 15 00          Store #$0015 to 00:703C
E0/51AD: 91 24                Play music: #$24
E0/51AF: FD 31                Screen doesn't move with MARIO
E0/51B1: FD 42                <UNKNOWN COMMAND $FD 42>
E0/51B3: B0 1D 04 00          Store #$0004 to 00:703A
E0/51B7: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/51B9: 57 03                Shift object up-right 48 pixels
E0/51BB: F0 00                Duration: 0 frames
E0/51BD: CB                   Store joypad register to 00:7000,00:7001
E0/51BE: E2 80 00 D1 51       If value at 00:7000 = #$0080, jump to address $E0/51D1
E0/51C3: E4 1D 04 00 BB 51    If value at 00:703A = #$0004, jump to address $E0/51BB
E0/51C9: E2 20 00 EE 51       If value at 00:7000 = #$0020, jump to address $E0/51EE
E0/51CE: D2 BB 51             Jump to address $E0/51BB
E0/51D1: B3 1D                Decrement 00:703A
E0/51D3: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/51D5: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/51D8: F0 00                Frame Duration: 0
   E0/51DA: 3D D8 51             <UNKNOWN COMMAND $3D: pointer to address $E0/51D8>
   E0/51DD: F0 07                Frame Duration: 7
E0/51DF: E4 1E 00 00 8B 52    If value at 00:703C = #$0000, jump to address $E0/528B
E0/51E5: E4 1D 00 00 EE 51    If value at 00:703A = #$0000, jump to address $E0/51EE
E0/51EB: D2 BB 51             Jump to address $E0/51BB
E0/51EE: 15 82                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/51F0: 53 03                Shift object down-left 48 pixels
E0/51F2: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/51F4: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/51F8: 14 8A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/51FA: 13 02                Layering priority: Object overlaps MARIO
   E0/51FC: 06                   Set "moon-walk" Bits
   E0/51FD: D4 01                Start code block, repeat 1 times
   E0/51FF: 7F 30 00             Object jumps (with sound effect) #$0030 units
   E0/5202: 43                   <UNKNOWN COMMAND $43>
   E0/5203: D7                   End of code block
E0/5204: A0 27                Set event flag memory address 00:7044 Bit 7
E0/5206: B7 1D 04 00          Store a random number from 0 to #$0004 to 00:703A
E0/520A: B2 1D                Increment 00:703A
E0/520C: 14 10                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/520E: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/5210: FD 9E                <UNKNOWN COMMAND $9E>
   E0/5212: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/5213: 7F 50 00             Object jumps (with sound effect) #$0050 units
   E0/5216: F0 02                Frame Duration: 2
   E0/5218: 13 01                Layering priority: Normal
   E0/521A: F0 09                Frame Duration: 9
   E0/521C: 13 02                Layering priority: Object overlaps MARIO
E0/521E: F0 07                Duration: 7 frames
E0/5220: 40 20 2D             Execute event id $2D20 simultaneously with the following commands
E0/5223: F0 1F                Duration: 31 frames
E0/5225: E4 1E 00 00 40 52    If value at 00:703C = #$0000, jump to address $E0/5240
E0/522B: B3 1D                Decrement 00:703A
E0/522D: E5 1D 00 00 0C 52    If value at 00:703A = #$0000, jump to address $E0/520C
E0/5233: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/5235: 06                   Set "moon-walk" Bits
   E0/5236: D4 01                Start code block, repeat 1 times
   E0/5238: 7F 30 00             Object jumps (with sound effect) #$0030 units
   E0/523B: 47                   <UNKNOWN COMMAND $47>
   E0/523C: D7                   End of code block
E0/523D: D2 B3 51             Jump to address $E0/51B3
E0/5240: 16 FB                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FB>
E0/5242: F0 0F                Duration: 15 frames
E0/5244: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/5246: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/524A: FD 9C 57             Play sound effect #$57
E0/524D: F0 0F                Duration: 15 frames
E0/524F: 91 09                Play music: #$09
E0/5251: 60 74 A7 60          Run Dialogue $0774 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Heh...You win.
 Nothing to it, right?<I><END>


E0/5255: A0 27                Set event flag memory address 00:7044 Bit 7
E0/5257: F0 1F                Duration: 31 frames
E0/5259: FD 30                Screen moves with MARIO
E0/525B: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/525D: D4 03                Start code block, repeat 3 times
   E0/525F: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/5260: F0 01                Frame Duration: 1
   E0/5262: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5263: F0 01                Frame Duration: 1
   E0/5265: D7                   End of code block
   E0/5266: 01                   Clear Bit 7 of current object (disable object visibility)
E0/5267: 15 8B                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/5269: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/526B: 5A 05                Shift object up 80 pixels
   E0/526D: 80 1D 46             Move object to on-screen coords: (928,560)
   E0/5270: 5B 02                Shift object down 32 pixels
   E0/5272: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
E0/5274: FD 9C 10             Play sound effect #$10
E0/5277: 6A D3 81             Modify BGL of area $81D3
E0/527A: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/527C: 7F 20 00             Object jumps (with sound effect) #$0020 units
   E0/527F: 47                   <UNKNOWN COMMAND $47>
E0/5280: B0 1F 00 00          Store #$0000 to 00:703E
E0/5284: 68 D1 81 16 21 E0    Enter area: $01D1
                              MARIO will be at coords: (720,264) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/528A: FE                   Return

E0/528B: 16 FB                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FB>
E0/528D: F0 07                Duration: 7 frames
E0/528F: FD 9C 58             Play sound effect #$58
E0/5292: F0 07                Duration: 7 frames
E0/5294: 91 42                Play music: #$42
E0/5296: FD A4                Slow down music
E0/5298: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/529A: 08 42 0C             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/529D: F0 01                Frame Duration: 1
E0/529F: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/52A1: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/52A5: 60 73 27 62          Run Dialogue $0773
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Heh...you got the
 last coin...YOU LOSE!<I><END>


E0/52A9: A0 27                Set event flag memory address 00:7044 Bit 7
E0/52AB: F0 EF                Duration: 239 frames
E0/52AD: 75                   Darken screen from normal before following commands
E0/52AE: D0 1C 0D             Execute event id $0D1C subsequently

EVENT [D20] ------------------------------------------------------------>
E0/52B1: 16 FD                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FD>
E0/52B3: 9C 05                Play sound effect #$05
E0/52B5: B3 1E                Decrement 00:703C
E0/52B7: EB C1 52             If Bit 1 of 00:70A0,x clear, jump to address $E0/52C1
E0/52BA: 16 F2 07 00          Set Object: NPC #2 ---> Command: Set object to movement: $0007
E0/52BE: D2 C5 52             Jump to address $E0/52C5
E0/52C1: 16 F4 08 00          Set Object: NPC #2 ---> Command: UNKNOWN COMMAND $F4: movement $0008
E0/52C5: C7 16                <UNKNOWN COMMAND $C7>
E0/52C7: BA 0A                Store value at 00:7014 to 00:7000
E0/52C9: AD 60 02             Store #$0260 to 00:7000
E0/52CC: BB 0A                Store value at 00:7000 to 00:7014
E0/52CE: FD 9C 0D             Play sound effect #$0D
E0/52D1: 3F 10 D9 52          <UNKNOWN COMMAND: pointer to address $52D9>
E0/52D5: 11 F2 8A 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $038A
E0/52D9: FE                   Return


EVENT [D21] ------------------------------------------------------------>
E0/52DA: 68 C0 01 02 2A 2A    Enter area: $01C0
                              MARIO will be at coords: (64,336) Z=160
                              MARIO will face: down-right
                              <UNKNOWN=#$00>
E0/52E0: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/52E2: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/52E4: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/52E6: 61 03                Shift object down-right 3 pixels
E0/52E8: D1 0F 00             Execute event id $000F
E0/52EB: 00 C0                Set Object: MARIO ---> Begin action queue for object (Length: 0x40 bytes) (Wait until complete)
   E0/52ED: D8 AD 17 53          If event flag memory address 00:7055 Bit 5 set, jump to address $E0/5317
   E0/52F1: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/52F4: F0 3F                Frame Duration: 63
   E0/52F6: 09                   Reset all object properties to default
   E0/52F7: F0 1F                Frame Duration: 31
   E0/52F9: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/52FC: F0 17                Frame Duration: 23
   E0/52FE: 10 81                Set sequence flag, x2 speed
   E0/5300: 08 43 83             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/5303: F0 3F                Frame Duration: 63
   E0/5305: D4 07                Start code block, repeat 7 times
   E0/5307: 08 43 88             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/530A: F0 03                Frame Duration: 3
   E0/530C: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/530F: D7                   End of code block
   E0/5310: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/5313: F0 2F                Frame Duration: 47
   E0/5315: 75                   Object faces up-left
   E0/5316: 09                   Reset all object properties to default
   E0/5317: 0B 04                Set Bits $4 of current object address 0A,x
   E0/5319: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/531B: 7E 00 00             Object jumps #$0000 units
   E0/531E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/5320: 13 F0                Layering priority: 
   E0/5322: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5323: 3D 21 53             <UNKNOWN COMMAND $3D: pointer to address $E0/5321>
   E0/5326: FD 9E                <UNKNOWN COMMAND $9E>
   E0/5328: 3A A0 AD 10 80 FE    <UNKNOWN COMMAND $3A>

EVENT [D22] ------------------------------------------------------------>
E0/532E: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/5330: BC 1F 1E             Store value at 00:703E to 00:703C
E0/5333: E0 08 15 83 53       If value at 00:70A8 = #$15, jump to address $E0/5383
E0/5338: E0 08 16 8E 53       If value at 00:70A8 = #$16, jump to address $E0/538E
E0/533D: E0 08 17 99 53       If value at 00:70A8 = #$17, jump to address $E0/5399
E0/5342: E0 08 18 A4 53       If value at 00:70A8 = #$18, jump to address $E0/53A4
E0/5347: E0 08 19 AF 53       If value at 00:70A8 = #$19, jump to address $E0/53AF
E0/534C: E0 08 1A BA 53       If value at 00:70A8 = #$1A, jump to address $E0/53BA
E0/5351: E0 08 1B C5 53       If value at 00:70A8 = #$1B, jump to address $E0/53C5
E0/5356: E0 08 1C D0 53       If value at 00:70A8 = #$1C, jump to address $E0/53D0
E0/535B: E0 08 1D DB 53       If value at 00:70A8 = #$1D, jump to address $E0/53DB
E0/5360: E0 08 1E E6 53       If value at 00:70A8 = #$1E, jump to address $E0/53E6
E0/5365: E0 08 1F F1 53       If value at 00:70A8 = #$1F, jump to address $E0/53F1
E0/536A: E0 08 20 FC 53       If value at 00:70A8 = #$20, jump to address $E0/53FC
E0/536F: E0 08 21 07 54       If value at 00:70A8 = #$21, jump to address $E0/5407
E0/5374: E0 08 22 12 54       If value at 00:70A8 = #$22, jump to address $E0/5412
E0/5379: E0 08 23 1D 54       If value at 00:70A8 = #$23, jump to address $E0/541D
E0/537E: E0 08 24 28 54       If value at 00:70A8 = #$24, jump to address $E0/5428
E0/5383: BA 1F                Store value at 00:703E to 00:7000
E0/5385: FD B2 13 00          XOR Bits $0013 of 00:7000
E0/5389: BB 1F                Store value at 00:7000 to 00:703E
E0/538B: D2 33 54             Jump to address $E0/5433
E0/538E: BA 1F                Store value at 00:703E to 00:7000
E0/5390: FD B2 27 00          XOR Bits $0027 of 00:7000
E0/5394: BB 1F                Store value at 00:7000 to 00:703E
E0/5396: D2 33 54             Jump to address $E0/5433
E0/5399: BA 1F                Store value at 00:703E to 00:7000
E0/539B: FD B2 4E 00          XOR Bits $004E of 00:7000
E0/539F: BB 1F                Store value at 00:7000 to 00:703E
E0/53A1: D2 33 54             Jump to address $E0/5433
E0/53A4: BA 1F                Store value at 00:703E to 00:7000
E0/53A6: FD B2 8C 00          XOR Bits $008C of 00:7000
E0/53AA: BB 1F                Store value at 00:7000 to 00:703E
E0/53AC: D2 33 54             Jump to address $E0/5433
E0/53AF: BA 1F                Store value at 00:703E to 00:7000
E0/53B1: FD B2 31 01          XOR Bits $0131 of 00:7000
E0/53B5: BB 1F                Store value at 00:7000 to 00:703E
E0/53B7: D2 33 54             Jump to address $E0/5433
E0/53BA: BA 1F                Store value at 00:703E to 00:7000
E0/53BC: FD B2 72 02          XOR Bits $0272 of 00:7000
E0/53C0: BB 1F                Store value at 00:7000 to 00:703E
E0/53C2: D2 33 54             Jump to address $E0/5433
E0/53C5: BA 1F                Store value at 00:703E to 00:7000
E0/53C7: FD B2 E4 04          XOR Bits $04E4 of 00:7000
E0/53CB: BB 1F                Store value at 00:7000 to 00:703E
E0/53CD: D2 33 54             Jump to address $E0/5433
E0/53D0: BA 1F                Store value at 00:703E to 00:7000
E0/53D2: FD B2 C8 08          XOR Bits $08C8 of 00:7000
E0/53D6: BB 1F                Store value at 00:7000 to 00:703E
E0/53D8: D2 33 54             Jump to address $E0/5433
E0/53DB: BA 1F                Store value at 00:703E to 00:7000
E0/53DD: FD B2 10 13          XOR Bits $1310 of 00:7000
E0/53E1: BB 1F                Store value at 00:7000 to 00:703E
E0/53E3: D2 33 54             Jump to address $E0/5433
E0/53E6: BA 1F                Store value at 00:703E to 00:7000
E0/53E8: FD B2 20 27          XOR Bits $2720 of 00:7000
E0/53EC: BB 1F                Store value at 00:7000 to 00:703E
E0/53EE: D2 33 54             Jump to address $E0/5433
E0/53F1: BA 1F                Store value at 00:703E to 00:7000
E0/53F3: FD B2 40 4E          XOR Bits $4E40 of 00:7000
E0/53F7: BB 1F                Store value at 00:7000 to 00:703E
E0/53F9: D2 33 54             Jump to address $E0/5433
E0/53FC: BA 1F                Store value at 00:703E to 00:7000
E0/53FE: FD B2 80 8C          XOR Bits $8C80 of 00:7000
E0/5402: BB 1F                Store value at 00:7000 to 00:703E
E0/5404: D2 33 54             Jump to address $E0/5433
E0/5407: BA 1F                Store value at 00:703E to 00:7000
E0/5409: FD B2 00 31          XOR Bits $3100 of 00:7000
E0/540D: BB 1F                Store value at 00:7000 to 00:703E
E0/540F: D2 33 54             Jump to address $E0/5433
E0/5412: BA 1F                Store value at 00:703E to 00:7000
E0/5414: FD B2 00 72          XOR Bits $7200 of 00:7000
E0/5418: BB 1F                Store value at 00:7000 to 00:703E
E0/541A: D2 33 54             Jump to address $E0/5433
E0/541D: BA 1F                Store value at 00:703E to 00:7000
E0/541F: FD B2 00 E4          XOR Bits $E400 of 00:7000
E0/5423: BB 1F                Store value at 00:7000 to 00:703E
E0/5425: D2 33 54             Jump to address $E0/5433
E0/5428: BA 1F                Store value at 00:703E to 00:7000
E0/542A: FD B2 00 C8          XOR Bits $C800 of 00:7000
E0/542E: BB 1F                Store value at 00:7000 to 00:703E
E0/5430: D2 33 54             Jump to address $E0/5433
E0/5433: A8 09 15             Store #$15 to 00:70A9
E0/5436: D4 0F                Start code block, repeat 15 times
E0/5438: 11 F2 19 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $0119
E0/543C: AA 09                Increment 00:70A9
E0/543E: D7                   End of code block
E0/543F: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/5441: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/5443: 7E 00 00             Object jumps #$0000 units
   E0/5446: 09                   Reset all object properties to default
   E0/5447: F0 00                Frame Duration: 0
E0/5449: E5 1F FF FF 84 54    If value at 00:703E = #$FFFF, jump to address $E0/5484
E0/544F: F0 07                Duration: 7 frames
E0/5451: 14 8A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/5453: D4 03                Start code block, repeat 3 times
   E0/5455: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5456: F0 01                Frame Duration: 1
   E0/5458: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/5459: F0 01                Frame Duration: 1
   E0/545B: D7                   End of code block
   E0/545C: 00                   Set Bit 7 of current object (enable object visibility)
E0/545D: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/545F: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/5463: FD 9C 57             Play sound effect #$57
E0/5466: F0 0F                Duration: 15 frames
E0/5468: 91 09                Play music: #$09
E0/546A: 60 77 A7 60          Run Dialogue $0777 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Heh...Congrats!
 Plain sailing, eh?!<I><END>


E0/546E: A0 27                Set event flag memory address 00:7044 Bit 7
E0/5470: 9C 10                Play sound effect #$10
E0/5472: 6A D1 81             Modify BGL of area $81D1
E0/5475: 6B D1 81             Modify physical field of area $81D1
E0/5478: 14 8A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/547A: D4 03                Start code block, repeat 3 times
   E0/547C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/547D: F0 01                Frame Duration: 1
   E0/547F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5480: F0 01                Frame Duration: 1
   E0/5482: D7                   End of code block
   E0/5483: 01                   Clear Bit 7 of current object (disable object visibility)
E0/5484: FE                   Return


EVENT [D23] ------------------------------------------------------------>
E0/5485: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/5487: C9 00                <UNKNOWN COMMAND $C9>
   E0/5489: BB 1C                Store value at 00:700C to 00:7038
E0/548B: B4 08                Store value at 00:70A8 to 00:7000
E0/548D: AD EB FF             Store #$FFEB to 00:7000
E0/5490: BB 12                Store value at 00:7000 to 00:7024
E0/5492: E7 02 00 BA 54       If memory address 00:7000 Bit $0002 set, jump to address $E0/54BA
E0/5497: E7 08 00 AB 54       If memory address 00:7000 Bit $0008 set, jump to address $E0/54AB
E0/549C: E4 1C 07 00 DD 54    If value at 00:7038 = #$0007, jump to address $E0/54DD
E0/54A2: E4 1C 01 00 08 55    If value at 00:7038 = #$0001, jump to address $E0/5508
E0/54A8: D2 B8 56             Jump to address $E0/56B8
E0/54AB: E4 1C 01 00 08 55    If value at 00:7038 = #$0001, jump to address $E0/5508
E0/54B1: E4 1C 03 00 37 55    If value at 00:7038 = #$0003, jump to address $E0/5537
E0/54B7: D2 B8 56             Jump to address $E0/56B8
E0/54BA: E7 08 00 CE 54       If memory address 00:7000 Bit $0008 set, jump to address $E0/54CE
E0/54BF: E4 1C 05 00 66 55    If value at 00:7038 = #$0005, jump to address $E0/5566
E0/54C5: E4 1C 07 00 DD 54    If value at 00:7038 = #$0007, jump to address $E0/54DD
E0/54CB: D2 B8 56             Jump to address $E0/56B8
E0/54CE: E4 1C 05 00 66 55    If value at 00:7038 = #$0005, jump to address $E0/5566
E0/54D4: E4 1C 03 00 37 55    If value at 00:7038 = #$0003, jump to address $E0/5537
E0/54DA: D2 B8 56             Jump to address $E0/56B8
E0/54DD: BA 12                Store value at 00:7024 to 00:7000
E0/54DF: AD 19 00             Store #$0019 to 00:7000
E0/54E2: B5 09                Store value at 00:7000 to 00:70A9
E0/54E4: 32 11 B8 56          <UNKNOWN COMMAND $32>
E0/54E8: AD 04 00             Store #$0004 to 00:7000
E0/54EB: B5 09                Store value at 00:7000 to 00:70A9
E0/54ED: 32 11 F4 54          <UNKNOWN COMMAND $32>
E0/54F1: D2 B8 56             Jump to address $E0/56B8
E0/54F4: BA 12                Store value at 00:7024 to 00:7000
E0/54F6: AD 15 00             Store #$0015 to 00:7000
E0/54F9: B5 08                Store value at 00:7000 to 00:70A8
E0/54FB: AD 04 00             Store #$0004 to 00:7000
E0/54FE: B5 09                Store value at 00:7000 to 00:70A9
E0/5500: AD 04 00             Store #$0004 to 00:7000
E0/5503: B5 0A                Store value at 00:7000 to 00:70AA
E0/5505: D2 95 55             Jump to address $E0/5595
E0/5508: BA 12                Store value at 00:7024 to 00:7000
E0/550A: AD 16 00             Store #$0016 to 00:7000
E0/550D: B5 09                Store value at 00:7000 to 00:70A9
E0/550F: 32 11 B8 56          <UNKNOWN COMMAND $32>
E0/5513: AD 01 00             Store #$0001 to 00:7000
E0/5516: B5 09                Store value at 00:7000 to 00:70A9
E0/5518: 32 11 1F 55          <UNKNOWN COMMAND $32>
E0/551C: D2 B8 56             Jump to address $E0/56B8
E0/551F: BA 12                Store value at 00:7024 to 00:7000
E0/5521: AD 15 00             Store #$0015 to 00:7000
E0/5524: B5 08                Store value at 00:7000 to 00:70A8
E0/5526: AD 01 00             Store #$0001 to 00:7000
E0/5529: B5 09                Store value at 00:7000 to 00:70A9
E0/552B: AD 01 00             Store #$0001 to 00:7000
E0/552E: B5 0A                Store value at 00:7000 to 00:70AA
E0/5530: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/5532: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/5534: D2 95 55             Jump to address $E0/5595
E0/5537: BA 12                Store value at 00:7024 to 00:7000
E0/5539: AD 11 00             Store #$0011 to 00:7000
E0/553C: B5 09                Store value at 00:7000 to 00:70A9
E0/553E: 32 11 B8 56          <UNKNOWN COMMAND $32>
E0/5542: AD FC FF             Store #$FFFC to 00:7000
E0/5545: B5 09                Store value at 00:7000 to 00:70A9
E0/5547: 32 11 4E 55          <UNKNOWN COMMAND $32>
E0/554B: D2 B8 56             Jump to address $E0/56B8
E0/554E: BA 12                Store value at 00:7024 to 00:7000
E0/5550: AD 15 00             Store #$0015 to 00:7000
E0/5553: B5 08                Store value at 00:7000 to 00:70A8
E0/5555: AD FC FF             Store #$FFFC to 00:7000
E0/5558: B5 09                Store value at 00:7000 to 00:70A9
E0/555A: AD FC FF             Store #$FFFC to 00:7000
E0/555D: B5 0A                Store value at 00:7000 to 00:70AA
E0/555F: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/5561: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/5563: D2 95 55             Jump to address $E0/5595
E0/5566: BA 12                Store value at 00:7024 to 00:7000
E0/5568: AD 14 00             Store #$0014 to 00:7000
E0/556B: B5 09                Store value at 00:7000 to 00:70A9
E0/556D: 32 11 B8 56          <UNKNOWN COMMAND $32>
E0/5571: AD FF FF             Store #$FFFF to 00:7000
E0/5574: B5 09                Store value at 00:7000 to 00:70A9
E0/5576: 32 11 7D 55          <UNKNOWN COMMAND $32>
E0/557A: D2 B8 56             Jump to address $E0/56B8
E0/557D: BA 12                Store value at 00:7024 to 00:7000
E0/557F: AD 15 00             Store #$0015 to 00:7000
E0/5582: B5 08                Store value at 00:7000 to 00:70A8
E0/5584: AD FF FF             Store #$FFFF to 00:7000
E0/5587: B5 09                Store value at 00:7000 to 00:70A9
E0/5589: AD FF FF             Store #$FFFF to 00:7000
E0/558C: B5 0A                Store value at 00:7000 to 00:70AA
E0/558E: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/5590: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/5592: D2 95 55             Jump to address $E0/5595
E0/5595: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/5597: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/5599: 00 31                Set Object: MARIO ---> Begin action queue for object (Length: 0x31 bytes)
   E0/559B: C9 07                <UNKNOWN COMMAND $C9>
   E0/559D: E2                   <UNKNOWN COMMAND $E2>
   E0/559E: 07                   Clear "moon-walk" Bits
   E0/559F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/55A0: B1 55 E2 01          Add #$01E2 to 00:70AA
   E0/55A4: 00                   Set Bit 7 of current object (enable object visibility)
   E0/55A5: B7 55 E2 03          Store a random number from 0 to #$03E2 to 00:70AA
   E0/55A9: 00                   Set Bit 7 of current object (enable object visibility)
   E0/55AA: BD 55 E2             Exchange values at memory addresses 00:70AA and 00:71C4
   E0/55AD: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/55AE: 00                   Set Bit 7 of current object (enable object visibility)
   E0/55AF: C3                   <UNKNOWN COMMAND $C3>
   E0/55B0: 55 08                Shift object up-left 128 pixels
   E0/55B2: 41                   <UNKNOWN COMMAND $41>
   E0/55B3: 89                   Object disappears?
   E0/55B4: D2 C9 55             Jump to address $E0/55C9
   E0/55B7: 08 41 88             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/55BA: D2 C9 55             Jump to address $E0/55C9
   E0/55BD: 08 41 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/55C0: D2 C9 55             Jump to address $E0/55C9
   E0/55C3: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/55C6: D2 C9 55             Jump to address $E0/55C9
   E0/55C9: F0 0B                Frame Duration: 11
   E0/55CB: 09                   Reset all object properties to default
E0/55CC: 10 20                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x20 bytes)
   E0/55CE: BA 1C                Store value at 00:7038 to 00:700C
   E0/55D0: 7C                   Object faces right
   E0/55D1: C8 07                <UNKNOWN COMMAND $C8>
   E0/55D3: FD 9E                <UNKNOWN COMMAND $9E>
   E0/55D5: 42                   <UNKNOWN COMMAND $42>
   E0/55D6: 7E 7C 00             Object jumps #$007C units
   E0/55D9: 0B A0                Set Bits $A0 of current object address 0A,x
   E0/55DB: 58 02                Shift object right 32 pixels
   E0/55DD: A0 19                Set event flag memory address 00:7043 Bit 1
   E0/55DF: 7E 78 00             Object jumps #$0078 units
   E0/55E2: 58 02                Shift object right 32 pixels
   E0/55E4: A0 1A                Set event flag memory address 00:7043 Bit 2
   E0/55E6: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/55E7: 99                   <UNKNOWN COMMAND $99>
   E0/55E8: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/55E9: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/55EB: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/55ED: FF                   Return Queue All


E0/55EE: 11 14                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x14 bytes)
   E0/55F0: F0 00                Frame Duration: 0
   E0/55F2: DC 19 F0 55          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/55F0
   E0/55F6: FD 9E                <UNKNOWN COMMAND $9E>
   E0/55F8: 16                   <UNKNOWN COMMAND $16>
   E0/55F9: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/55FA: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/55FC: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/55FE: F0 07                Frame Duration: 7
   E0/5600: FD 9C                <UNKNOWN COMMAND $9C>
   E0/5602: 57 FF                Shift object up-right 4080 pixels
E0/5604: 12 8C                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/5606: F0 00                Frame Duration: 0
   E0/5608: DC 1A 06 56          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/5606
   E0/560C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/560D: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   E0/560F: 0B F0                Set Bits $F0 of current object address 0A,x
   E0/5611: FF                   Return Queue All


E0/5612: B3 1F                Decrement 00:703E
E0/5614: E4 1F 01 00 BC 56    If value at 00:703E = #$0001, jump to address $E0/56BC
E0/561A: D2 1D 56             Jump to address $E0/561D
E0/561D: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/561F: B0 12 00 00          Store #$0000 to 00:7024
E0/5623: BA 12                Store value at 00:7024 to 00:7000
E0/5625: AD 15 00             Store #$0015 to 00:7000
E0/5628: B5 09                Store value at 00:7000 to 00:70A9
E0/562A: 32 11 AB 56          <UNKNOWN COMMAND $32>
E0/562E: BA 12                Store value at 00:7024 to 00:7000
E0/5630: E7 02 00 4C 56       If memory address 00:7000 Bit $0002 set, jump to address $E0/564C
E0/5635: E7 08 00 43 56       If memory address 00:7000 Bit $0008 set, jump to address $E0/5643
E0/563A: D3 63 56             Jump to address $E0/5663
E0/563D: D3 72 56             Jump to address $E0/5672
E0/5640: D2 AB 56             Jump to address $E0/56AB
E0/5643: D3 72 56             Jump to address $E0/5672
E0/5646: D3 81 56             Jump to address $E0/5681
E0/5649: D2 AB 56             Jump to address $E0/56AB
E0/564C: E7 08 00 5A 56       If memory address 00:7000 Bit $0008 set, jump to address $E0/565A
E0/5651: D3 90 56             Jump to address $E0/5690
E0/5654: D3 63 56             Jump to address $E0/5663
E0/5657: D2 AB 56             Jump to address $E0/56AB
E0/565A: D3 90 56             Jump to address $E0/5690
E0/565D: D3 81 56             Jump to address $E0/5681
E0/5660: D2 AB 56             Jump to address $E0/56AB
E0/5663: BA 12                Store value at 00:7024 to 00:7000
E0/5665: AD 19 00             Store #$0019 to 00:7000
E0/5668: B5 09                Store value at 00:7000 to 00:70A9
E0/566A: AD 04 00             Store #$0004 to 00:7000
E0/566D: B5 0A                Store value at 00:7000 to 00:70AA
E0/566F: D2 9F 56             Jump to address $E0/569F
E0/5672: BA 12                Store value at 00:7024 to 00:7000
E0/5674: AD 16 00             Store #$0016 to 00:7000
E0/5677: B5 09                Store value at 00:7000 to 00:70A9
E0/5679: AD 01 00             Store #$0001 to 00:7000
E0/567C: B5 0A                Store value at 00:7000 to 00:70AA
E0/567E: D2 9F 56             Jump to address $E0/569F
E0/5681: BA 12                Store value at 00:7024 to 00:7000
E0/5683: AD 11 00             Store #$0011 to 00:7000
E0/5686: B5 09                Store value at 00:7000 to 00:70A9
E0/5688: AD FC FF             Store #$FFFC to 00:7000
E0/568B: B5 0A                Store value at 00:7000 to 00:70AA
E0/568D: D2 9F 56             Jump to address $E0/569F
E0/5690: BA 12                Store value at 00:7024 to 00:7000
E0/5692: AD 14 00             Store #$0014 to 00:7000
E0/5695: B5 09                Store value at 00:7000 to 00:70A9
E0/5697: AD FF FF             Store #$FFFF to 00:7000
E0/569A: B5 0A                Store value at 00:7000 to 00:70AA
E0/569C: D2 9F 56             Jump to address $E0/569F
E0/569F: 32 11 A7 56          <UNKNOWN COMMAND $32>
E0/56A3: 32 12 A8 56          <UNKNOWN COMMAND $32>
E0/56A7: FE                   Return

E0/56A8: A0 18                Set event flag memory address 00:7043 Bit 0
E0/56AA: FE                   Return

E0/56AB: B2 12                Increment 00:7024
E0/56AD: E5 12 10 00 23 56    If value at 00:7024 = #$0010, jump to address $E0/5623
E0/56B3: DC 18 E8 56          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/56E8
E0/56B7: FE                   Return

E0/56B8: FD 9C 58             Play sound effect #$58
E0/56BB: FE                   Return

E0/56BC: F0 07                Duration: 7 frames
E0/56BE: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/56C0: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/56C4: FD 9C 57             Play sound effect #$57
E0/56C7: F0 0F                Duration: 15 frames
E0/56C9: 91 09                Play music: #$09
E0/56CB: 60 7A A7 60          Run Dialogue $077A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Heh...wow.
 Simple as ABC, eh?!<I><END>


E0/56CF: A0 27                Set event flag memory address 00:7044 Bit 7
E0/56D1: 14 8C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/56D3: D4 03                Start code block, repeat 3 times
   E0/56D5: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/56D6: F0 01                Frame Duration: 1
   E0/56D8: 00                   Set Bit 7 of current object (enable object visibility)
   E0/56D9: F0 01                Frame Duration: 1
   E0/56DB: D7                   End of code block
   E0/56DC: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/56DD: 0C 50                XOR Bits $50 of current object address 0A,x
E0/56DF: 9C 10                Play sound effect #$10
E0/56E1: 6A D4 81             Modify BGL of area $81D4
E0/56E4: 6B D4 81             Modify physical field of area $81D4
E0/56E7: FE                   Return

E0/56E8: FD 9C 58             Play sound effect #$58
E0/56EB: F0 0F                Duration: 15 frames
E0/56ED: 91 42                Play music: #$42
E0/56EF: FD A4                Slow down music
E0/56F1: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/56F3: 08 42 0C             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/56F6: F0 01                Frame Duration: 1
E0/56F8: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/56FA: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/56FE: 60 7B 27 62          Run Dialogue $077B
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Heh..too bad.
 Too bad...heh.<I><END>


E0/5702: A0 27                Set event flag memory address 00:7044 Bit 7
E0/5704: F0 B3                Duration: 179 frames
E0/5706: 75                   Darken screen from normal before following commands
E0/5707: D0 1C 0D             Execute event id $0D1C subsequently

EVENT [D24] ------------------------------------------------------------>
E0/570A: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/570C: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/570E: 84 FA FD             Place object: right=250px down=253px
   E0/5711: 0B 04                Set Bits $4 of current object address 0A,x
E0/5713: D1 0F 00             Execute event id $000F
E0/5716: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/5718: 57 05                Shift object up-right 80 pixels
E0/571A: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/571C: 57 02                Shift object up-right 32 pixels
E0/571E: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/5720: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/5724: 60 80 A7 62          Run Dialogue $0780 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Now for something
 completely different. Heh...<I>

 Boo, Goo, Bones, and Kipp
 competed in a triathlon.<I>
 The triathlon included swimming,
 cycling, and a marathon.
 It's up to you to guess which<I>
 place each person came in.
 Listen well! You're only gonna
 hear the story once!<I><END>


E0/5728: A0 27                Set event flag memory address 00:7044 Bit 7
E0/572A: B0 12 01 00          Store #$0001 to 00:7024
E0/572E: B0 13 02 00          Store #$0002 to 00:7026
E0/5732: B0 14 03 00          Store #$0003 to 00:7028
E0/5736: B0 15 04 00          Store #$0004 to 00:702A
E0/573A: D4 12                Start code block, repeat 18 times
E0/573C: E8 56 57             If random number between 0 and 255 > 128, jump to address $E0/5756
E0/573F: E9 4A 57             If random number between 0 and 255 > 66, jump to address $E0/574A
E0/5742: 50 57                Put item in inventory: #$57 (@Trueform Pin)
E0/5744: BD 12 13             Exchange values at memory addresses 00:7024 and 00:7026
E0/5747: D2 6A 57             Jump to address $E0/576A
E0/574A: BD 12 14             Exchange values at memory addresses 00:7024 and 00:7028
E0/574D: D2 6A 57             Jump to address $E0/576A
E0/5750: BD 12 15             Exchange values at memory addresses 00:7024 and 00:702A
E0/5753: D2 6A 57             Jump to address $E0/576A
E0/5756: E9 61 57             If random number between 0 and 255 > 66, jump to address $E0/5761
E0/5759: 67 57 BD 13 14       If 2nd option chosen from dialogue prompt, jump to address $E0/BD57
                              If 3rd option chosen from dialogue prompt, jump to address $E0/1413
E0/575E: D2 6A 57             Jump to address $E0/576A
E0/5761: BD 13 15             Exchange values at memory addresses 00:7026 and 00:702A
E0/5764: D2 6A 57             Jump to address $E0/576A
E0/5767: BD 14 15             Exchange values at memory addresses 00:7028 and 00:702A
E0/576A: D7                   End of code block
E0/576B: 91 24                Play music: #$24
E0/576D: FE                   Return


EVENT [D25] ------------------------------------------------------------>
E0/576E: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
E0/5770: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/5772: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/5776: E0 0E 04 91 57       If value at 00:70AE = #$04, jump to address $E0/5791
E0/577B: E0 0F 01 87 57       If value at 00:70AF = #$01, jump to address $E0/5787
E0/5780: 60 8C A7 62          Run Dialogue $078C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Well?
 >>   (Ha! Call ME the MASTER!)
 >>   (I'm still...working on it)<I><END>


E0/5784: 66 8E 57             If 2nd option chosen from dialogue prompt, jump to address $E0/578E
E0/5787: 60 8D A7 62          Run Dialogue $078D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: OK. Go and talk
 to them in the order they came
 in, and return here.<I><END>


E0/578B: A8 0F 01             Store #$01 to 00:70AF
E0/578E: A0 27                Set event flag memory address 00:7044 Bit 7
E0/5790: FE                   Return

E0/5791: 60 8F 87 62          Run Dialogue $078F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 DR. TOPPER: You were thinking
 

E0/5795: B0 1A 01 00          Store #$0001 to 00:7034
E0/5799: BA 16                Store value at 00:702C to 00:7000
E0/579B: C1 1A                Compare values at memory addresses 00:7034 and 00:7000
E0/579D: EB A7 57             If Bit 1 of 00:70A0,x clear, jump to address $E0/57A7
E0/57A0: 60 81 87 62          Run Dialogue $0781 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Boo

E0/57A4: D2 CE 57             Jump to address $E0/57CE
E0/57A7: BA 17                Store value at 00:702E to 00:7000
E0/57A9: C1 1A                Compare values at memory addresses 00:7034 and 00:7000
E0/57AB: EB B5 57             If Bit 1 of 00:70A0,x clear, jump to address $E0/57B5
E0/57AE: 60 82 87 62          Run Dialogue $0782 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Goo

E0/57B2: D2 CE 57             Jump to address $E0/57CE
E0/57B5: BA 18                Store value at 00:7030 to 00:7000
E0/57B7: C1 1A                Compare values at memory addresses 00:7034 and 00:7000
E0/57B9: EB C3 57             If Bit 1 of 00:70A0,x clear, jump to address $E0/57C3
E0/57BC: 60 83 87 62          Run Dialogue $0783 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Bones

E0/57C0: D2 CE 57             Jump to address $E0/57CE
E0/57C3: BA 19                Store value at 00:7032 to 00:7000
E0/57C5: C1 1A                Compare values at memory addresses 00:7034 and 00:7000
E0/57C7: EB CE 57             If Bit 1 of 00:70A0,x clear, jump to address $E0/57CE
E0/57CA: 60 84 87 62          Run Dialogue $0784 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Kipp

E0/57CE: B2 1A                Increment 00:7034
E0/57D0: C2 1A 05 00          Compare value at 00:7034 to #$0005
E0/57D4: EA DB 57             If Bit 1 of 00:70A0,x set, jump to address $E0/57DB
E0/57D7: 60 90 87 62          Run Dialogue $0790 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

/

E0/57DB: C2 1A 05 00          Compare value at 00:7034 to #$0005
E0/57DF: EB 99 57             If Bit 1 of 00:70A0,x clear, jump to address $E0/5799
E0/57E2: 60 91 A7 62          Run Dialogue $0791 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 in that order, right?<I>
 Are you sure?
 >>   (You bet)
 >>   (Wait, let me think again)<I><END>


E0/57E6: A0 27                Set event flag memory address 00:7044 Bit 7
E0/57E8: 66 EE 57             If 2nd option chosen from dialogue prompt, jump to address $E0/57EE
E0/57EB: D2 FD 57             Jump to address $E0/57FD
E0/57EE: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/57F0: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/57F2: A4 1B                Clear event flag memory address 00:7043 Bit 3
E0/57F4: A4 1C                Clear event flag memory address 00:7043 Bit 4
E0/57F6: A8 0E 00             Store #$00 to 00:70AE
E0/57F9: A8 0F 00             Store #$00 to 00:70AF
E0/57FC: FE                   Return

E0/57FD: BA 12                Store value at 00:7024 to 00:7000
E0/57FF: C1 16                Compare values at memory addresses 00:702C and 00:7000
E0/5801: EB 62 58             If Bit 1 of 00:70A0,x clear, jump to address $E0/5862
E0/5804: BA 13                Store value at 00:7026 to 00:7000
E0/5806: C1 17                Compare values at memory addresses 00:702E and 00:7000
E0/5808: EB 62 58             If Bit 1 of 00:70A0,x clear, jump to address $E0/5862
E0/580B: BA 14                Store value at 00:7028 to 00:7000
E0/580D: C1 18                Compare values at memory addresses 00:7030 and 00:7000
E0/580F: EB 62 58             If Bit 1 of 00:70A0,x clear, jump to address $E0/5862
E0/5812: BA 15                Store value at 00:702A to 00:7000
E0/5814: C1 19                Compare values at memory addresses 00:7032 and 00:7000
E0/5816: EB 62 58             If Bit 1 of 00:70A0,x clear, jump to address $E0/5862
E0/5819: F0 07                Duration: 7 frames
E0/581B: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/581D: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/5821: FD 9C 57             Play sound effect #$57
E0/5824: F0 0F                Duration: 15 frames
E0/5826: 91 09                Play music: #$09
E0/5828: 60 92 A7 60          Run Dialogue $0792 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: WELL DONE!
 Nothing to it, eh? Heh!
 All right, you may proceed.<I><END>


E0/582C: A0 27                Set event flag memory address 00:7044 Bit 7
E0/582E: 14 8F                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/5830: D4 03                Start code block, repeat 3 times
   E0/5832: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/5833: F0 01                Frame Duration: 1
   E0/5835: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5836: F0 01                Frame Duration: 1
   E0/5838: D7                   End of code block
   E0/5839: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/583A: 0C 50                XOR Bits $50 of current object address 0A,x
   E0/583C: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/583E: FF                   Return Queue All


E0/583F: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/5841: D2 30 58             Jump to address $E0/5830
E0/5844: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/5846: F0 01                Frame Duration: 1
   E0/5848: D2 30 58             Jump to address $E0/5830
E0/584B: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/584D: F0 07                Frame Duration: 7
   E0/584F: D2 30 58             Jump to address $E0/5830
E0/5852: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/5854: F0 0B                Frame Duration: 11
   E0/5856: D2 30 58             Jump to address $E0/5830
E0/5859: 9C 10                Play sound effect #$10
E0/585B: 6A D2 81             Modify BGL of area $81D2
E0/585E: 6B D2 81             Modify physical field of area $81D2
E0/5861: FE                   Return

E0/5862: FD 9C 58             Play sound effect #$58
E0/5865: F0 0F                Duration: 15 frames
E0/5867: 91 42                Play music: #$42
E0/5869: FD A4                Slow down music
E0/586B: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/586D: 08 42 0C             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/5870: F0 01                Frame Duration: 1
E0/5872: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/5874: 14 F2 3B 00          Set Object: NPC #0 ---> Command: Set object to movement: $003B
E0/5878: 60 93 87 62          Run Dialogue $0793 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

DR. TOPPER: Wrong! TOO BAD!
 

E0/587C: B0 1A 01 00          Store #$0001 to 00:7034
E0/5880: BA 12                Store value at 00:7024 to 00:7000
E0/5882: C1 1A                Compare values at memory addresses 00:7034 and 00:7000
E0/5884: EB 8E 58             If Bit 1 of 00:70A0,x clear, jump to address $E0/588E
E0/5887: 60 81 87 62          Run Dialogue $0781 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Boo

E0/588B: D2 B5 58             Jump to address $E0/58B5
E0/588E: BA 13                Store value at 00:7026 to 00:7000
E0/5890: C1 1A                Compare values at memory addresses 00:7034 and 00:7000
E0/5892: EB 9C 58             If Bit 1 of 00:70A0,x clear, jump to address $E0/589C
E0/5895: 60 82 87 62          Run Dialogue $0782 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Goo

E0/5899: D2 B5 58             Jump to address $E0/58B5
E0/589C: BA 14                Store value at 00:7028 to 00:7000
E0/589E: C1 1A                Compare values at memory addresses 00:7034 and 00:7000
E0/58A0: EB AA 58             If Bit 1 of 00:70A0,x clear, jump to address $E0/58AA
E0/58A3: 60 83 87 62          Run Dialogue $0783 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Bones

E0/58A7: D2 B5 58             Jump to address $E0/58B5
E0/58AA: BA 15                Store value at 00:702A to 00:7000
E0/58AC: C1 1A                Compare values at memory addresses 00:7034 and 00:7000
E0/58AE: EB B5 58             If Bit 1 of 00:70A0,x clear, jump to address $E0/58B5
E0/58B1: 60 84 87 62          Run Dialogue $0784 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

Kipp

E0/58B5: B2 1A                Increment 00:7034
E0/58B7: C2 1A 05 00          Compare value at 00:7034 to #$0005
E0/58BB: EA C2 58             If Bit 1 of 00:70A0,x set, jump to address $E0/58C2
E0/58BE: 60 90 87 62          Run Dialogue $0790 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

/

E0/58C2: C2 1A 05 00          Compare value at 00:7034 to #$0005
E0/58C6: EB 80 58             If Bit 1 of 00:70A0,x clear, jump to address $E0/5880
E0/58C9: 60 94 07 62          Run Dialogue $0794
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 And that's the way it was!<I><END>


E0/58CD: A0 27                Set event flag memory address 00:7044 Bit 7
E0/58CF: F0 B3                Duration: 179 frames
E0/58D1: 75                   Darken screen from normal before following commands
E0/58D2: D0 1C 0D             Execute event id $0D1C subsequently

EVENT [D26] ------------------------------------------------------------>
E0/58D5: D8 19 FE 58          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/58FE
E0/58D9: 60 85 87 D0          Run Dialogue $0785 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



E0/58DD: 60 81 87 D0          Run Dialogue $0781 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Boo

E0/58E1: E0 0F 01 C8 59       If value at 00:70AF = #$01, jump to address $E0/59C8
E0/58E6: E4 12 01 00 84 59    If value at 00:7024 = #$0001, jump to address $E0/5984
E0/58EC: E4 12 02 00 7F 59    If value at 00:7024 = #$0002, jump to address $E0/597F
E0/58F2: E4 12 03 00 7A 59    If value at 00:7024 = #$0003, jump to address $E0/597A
E0/58F8: E4 12 04 00 C3 59    If value at 00:7024 = #$0004, jump to address $E0/59C3
E0/58FE: FE                   Return


EVENT [D27] ------------------------------------------------------------>
E0/58FF: D8 1B FE 58          If event flag memory address 00:7043 Bit 3 set, jump to address $E0/58FE
E0/5903: 60 85 87 D0          Run Dialogue $0785 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



E0/5907: 60 82 87 D0          Run Dialogue $0782 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Goo

E0/590B: E0 0F 01 C8 59       If value at 00:70AF = #$01, jump to address $E0/59C8
E0/5910: E4 13 01 00 84 59    If value at 00:7026 = #$0001, jump to address $E0/5984
E0/5916: E4 13 02 00 7F 59    If value at 00:7026 = #$0002, jump to address $E0/597F
E0/591C: E4 13 03 00 7A 59    If value at 00:7026 = #$0003, jump to address $E0/597A
E0/5922: E4 13 04 00 C3 59    If value at 00:7026 = #$0004, jump to address $E0/59C3

EVENT [D28] ------------------------------------------------------------>
E0/5928: D8 1A FE 58          If event flag memory address 00:7043 Bit 2 set, jump to address $E0/58FE
E0/592C: 60 85 87 D0          Run Dialogue $0785 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



E0/5930: 60 83 87 D0          Run Dialogue $0783 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Bones

E0/5934: E0 0F 01 C8 59       If value at 00:70AF = #$01, jump to address $E0/59C8
E0/5939: E4 14 01 00 84 59    If value at 00:7028 = #$0001, jump to address $E0/5984
E0/593F: E4 14 02 00 7F 59    If value at 00:7028 = #$0002, jump to address $E0/597F
E0/5945: E4 14 03 00 7A 59    If value at 00:7028 = #$0003, jump to address $E0/597A
E0/594B: E4 14 04 00 C3 59    If value at 00:7028 = #$0004, jump to address $E0/59C3

EVENT [D29] ------------------------------------------------------------>
E0/5951: D8 1C FE 58          If event flag memory address 00:7043 Bit 4 set, jump to address $E0/58FE
E0/5955: 60 85 87 D0          Run Dialogue $0785 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



E0/5959: 60 84 87 D0          Run Dialogue $0784 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Kipp

E0/595D: E0 0F 01 C8 59       If value at 00:70AF = #$01, jump to address $E0/59C8
E0/5962: E4 15 01 00 84 59    If value at 00:702A = #$0001, jump to address $E0/5984
E0/5968: E4 15 02 00 7F 59    If value at 00:702A = #$0002, jump to address $E0/597F
E0/596E: E4 15 03 00 7A 59    If value at 00:702A = #$0003, jump to address $E0/597A
E0/5974: E4 15 04 00 C3 59    If value at 00:702A = #$0004, jump to address $E0/59C3
E0/597A: 60 86 A7 D0          Run Dialogue $0786 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

: I placed the same in the
 swimming and cycling events, but
 2 others beat me in the marathon.<I><END>


E0/597E: FE                   Return

E0/597F: 60 87 A7 D0          Run Dialogue $0787 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

: I fell into 4th place during
 the bike race, but finally ended
 up in the same place as I did<I>
 in the swimming event.<I><END>


E0/5983: FE                   Return

E0/5984: 60 88 87 D0          Run Dialogue $0788 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

: I outrode 

E0/5988: D3 97 59             Jump to address $E0/5997
E0/598B: 60 89 87 D0          Run Dialogue $0789 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 on my bike, and 

E0/598F: D3 97 59             Jump to address $E0/5997
E0/5992: 60 8A A7 D0          Run Dialogue $078A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 was never able to pass me!<I><END>


E0/5996: FE                   Return

E0/5997: E4 12 02 00 AF 59    If value at 00:7024 = #$0002, jump to address $E0/59AF
E0/599D: E4 13 02 00 B4 59    If value at 00:7026 = #$0002, jump to address $E0/59B4
E0/59A3: E4 14 02 00 B9 59    If value at 00:7028 = #$0002, jump to address $E0/59B9
E0/59A9: E4 15 02 00 BE 59    If value at 00:702A = #$0002, jump to address $E0/59BE
E0/59AF: 60 81 87 D0          Run Dialogue $0781 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Boo

E0/59B3: FE                   Return

E0/59B4: 60 82 87 D0          Run Dialogue $0782 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Goo

E0/59B8: FE                   Return

E0/59B9: 60 83 87 D0          Run Dialogue $0783 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Bones

E0/59BD: FE                   Return

E0/59BE: 60 84 87 D0          Run Dialogue $0784 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

Kipp

E0/59C2: FE                   Return

E0/59C3: 60 8B A7 D0          Run Dialogue $078B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

: I came in 3rd
 for swimming...<I><END>


E0/59C7: FE                   Return

E0/59C8: B4 0E                Store value at 00:70AE to 00:7000
E0/59CA: AE                   Increment 00:7000
E0/59CB: 60 8E A7 D0          Run Dialogue $078E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

: I came in No.<$00>, right?
 >>   (Yes)
 >>   (Wait...hold on)<I><END>


E0/59CF: 66 FE 58             If 2nd option chosen from dialogue prompt, jump to address $E0/58FE
E0/59D2: AA 0E                Increment 00:70AE
E0/59D4: B4 08                Store value at 00:70A8 to 00:7000
E0/59D6: AD 04 00             Store #$0004 to 00:7000
E0/59D9: A3                   Set memory address Bit using 00:7000
E0/59DA: B4 0E                Store value at 00:70AE to 00:7000
E0/59DC: E0 08 15 F0 59       If value at 00:70A8 = #$15, jump to address $E0/59F0
E0/59E1: E0 08 17 F3 59       If value at 00:70A8 = #$17, jump to address $E0/59F3
E0/59E6: E0 08 16 F6 59       If value at 00:70A8 = #$16, jump to address $E0/59F6
E0/59EB: E0 08 18 F9 59       If value at 00:70A8 = #$18, jump to address $E0/59F9
E0/59F0: BB 16                Store value at 00:7000 to 00:702C
E0/59F2: FE                   Return

E0/59F3: BB 17                Store value at 00:7000 to 00:702E
E0/59F5: FE                   Return

E0/59F6: BB 18                Store value at 00:7000 to 00:7030
E0/59F8: FE                   Return

E0/59F9: BB 19                Store value at 00:7000 to 00:7032
E0/59FB: FE                   Return


EVENT [D2A] ------------------------------------------------------------>
E0/59FC: 10 F2 A2 03          Set Object: <UNKNOWN> ---> Command: Set object to movement: $03A2

EVENT [D2B] ------------------------------------------------------------>
E0/5A00: FE                   Return


EVENT [D2C] ------------------------------------------------------------>
E0/5A01: FD 42                <UNKNOWN COMMAND $FD 42>
E0/5A03: 42 06 5B 63 5A       <UNKNOWN COMMAND $42>
E0/5A08: A0 27                Set event flag memory address 00:7044 Bit 7
E0/5A0A: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
E0/5A0C: 00 D2                Set Object: MARIO ---> Begin action queue for object (Length: 0x52 bytes) (Wait until complete)
   E0/5A0E: FD 9C                <UNKNOWN COMMAND $9C>
   E0/5A10: 69 C9                Shift object right 201 pixels
   E0/5A12: 07                   Clear "moon-walk" Bits
   E0/5A13: E2                   <UNKNOWN COMMAND $E2>
   E0/5A14: 07                   Clear "moon-walk" Bits
   E0/5A15: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A16: 3B 5A E2 00 00 3B    <UNKNOWN COMMAND $3B>
   E0/5A1C: 5A E2                Shift object up 3616 pixels
   E0/5A1E: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/5A1F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A20: 41                   <UNKNOWN COMMAND $41>
   E0/5A21: 5A E2                Shift object up 3616 pixels
   E0/5A23: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/5A24: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A25: 41                   <UNKNOWN COMMAND $41>
   E0/5A26: 5A E2                Shift object up 3616 pixels
   E0/5A28: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/5A29: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A2A: 47                   <UNKNOWN COMMAND $47>
   E0/5A2B: 5A E2                Shift object up 3616 pixels
   E0/5A2D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/5A2E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A2F: 47                   <UNKNOWN COMMAND $47>
   E0/5A30: 5A E2                Shift object up 3616 pixels
   E0/5A32: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/5A33: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A34: 4D                   <UNKNOWN COMMAND $4D>
   E0/5A35: 5A E2                Shift object up 3616 pixels
   E0/5A37: 06                   Set "moon-walk" Bits
   E0/5A38: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A39: 4D                   <UNKNOWN COMMAND $4D>
   E0/5A3A: 5A 08                Shift object up 128 pixels
   E0/5A3C: 43                   <UNKNOWN COMMAND $43>
   E0/5A3D: 86                   Max sequence speed?
   E0/5A3E: D2 53 5A             Jump to address $E0/5A53
   E0/5A41: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/5A44: D2 53 5A             Jump to address $E0/5A53
   E0/5A47: 08 43 87             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   E0/5A4A: D2 53 5A             Jump to address $E0/5A53
   E0/5A4D: 08 43 06             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/5A50: D2 53 5A             Jump to address $E0/5A53
   E0/5A53: 06                   Set "moon-walk" Bits
   E0/5A54: 10 41                Set transition flag, x2 speed
   E0/5A56: 7B 04                <UNKNOWN COMMAND $7B>
   E0/5A58: 58 02                Shift object right 32 pixels
   E0/5A5A: 7B 04                <UNKNOWN COMMAND $7B>
   E0/5A5C: 07                   Clear "moon-walk" Bits
   E0/5A5D: 10 40                Set transition flag, x1 speed
   E0/5A5F: 09                   Reset all object properties to default
E0/5A60: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/5A62: FE                   Return

E0/5A63: A0 27                Set event flag memory address 00:7044 Bit 7
E0/5A65: B4 08                Store value at 00:70A8 to 00:7000
E0/5A67: B5 0B                Store value at 00:7000 to 00:70AB
E0/5A69: 13 0E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0E bytes)
   E0/5A6B: 0C 50                XOR Bits $50 of current object address 0A,x
   E0/5A6D: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   E0/5A6F: 10 43                Set transition flag, x4 speed
   E0/5A71: 5B 04                Shift object down 64 pixels
   E0/5A73: 10 41                Set transition flag, x2 speed
   E0/5A75: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
   E0/5A77: 0B 50                Set Bits $50 of current object address 0A,x
E0/5A79: 00 CC                Set Object: MARIO ---> Begin action queue for object (Length: 0x4C bytes) (Wait until complete)
   E0/5A7B: 13 00                Layering priority: MARIO overlaps object
   E0/5A7D: 0C A0                XOR Bits $A0 of current object address 0A,x
   E0/5A7F: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   E0/5A81: 10 43                Set transition flag, x4 speed
   E0/5A83: 5B 04                Shift object down 64 pixels
   E0/5A85: C9 07                <UNKNOWN COMMAND $C9>
   E0/5A87: E2                   <UNKNOWN COMMAND $E2>
   E0/5A88: 07                   Clear "moon-walk" Bits
   E0/5A89: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A8A: AF                   Decrement 00:700C
   E0/5A8B: 5A E2                Shift object up 3616 pixels
   E0/5A8D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A8E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A8F: AF                   Decrement 00:700C
   E0/5A90: 5A E2                Shift object up 3616 pixels
   E0/5A92: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/5A93: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A94: C1 5A                Compare values at memory addresses 00:70B4 and 00:700C
   E0/5A96: E2                   <UNKNOWN COMMAND $E2>
   E0/5A97: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/5A98: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A99: C1 5A                Compare values at memory addresses 00:70B4 and 00:700C
   E0/5A9B: E2                   <UNKNOWN COMMAND $E2>
   E0/5A9C: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/5A9D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5A9E: BB 5A                Store value at 00:700C to 00:70B4
   E0/5AA0: E2                   <UNKNOWN COMMAND $E2>
   E0/5AA1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/5AA2: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5AA3: BB 5A                Store value at 00:700C to 00:70B4
   E0/5AA5: E2                   <UNKNOWN COMMAND $E2>
   E0/5AA6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/5AA7: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5AA8: B5 5A                Store value at 00:700C to 00:70FA
   E0/5AAA: E2                   <UNKNOWN COMMAND $E2>
   E0/5AAB: 06                   Set "moon-walk" Bits
   E0/5AAC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5AAD: B5 5A                Store value at 00:700C to 00:70FA
   E0/5AAF: 08 42 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/5AB2: D2 C7 5A             Jump to address $E0/5AC7
   E0/5AB5: 08 42 88             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/5AB8: D2 C7 5A             Jump to address $E0/5AC7
   E0/5ABB: 08 43 01             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/5ABE: D2 C7 5A             Jump to address $E0/5AC7
   E0/5AC1: 08 43 81             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/5AC4: D2 C7 5A             Jump to address $E0/5AC7
E0/5AC7: 13 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
E0/5AC9: B0 12 00 00          Store #$0000 to 00:7024
E0/5ACD: F0 00                Duration: 0 frames
E0/5ACF: CB                   Store joypad register to 00:7000,00:7001
E0/5AD0: E2 00 00 DD 5A       If value at 00:7000 = #$0000, jump to address $E0/5ADD
E0/5AD5: B2 12                Increment 00:7024
E0/5AD7: E4 12 00 00 E8 5A    If value at 00:7024 = #$0000, jump to address $E0/5AE8
E0/5ADD: B2 12                Increment 00:7024
E0/5ADF: B2 12                Increment 00:7024
E0/5AE1: C2 12 78 00          Compare value at 00:7024 to #$0078
E0/5AE5: ED CD 5A             If Bit 0 of 00:70A0,x clear, jump to address $E0/5ACD
E0/5AE8: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/5AEA: 13 01                Layering priority: Normal
   E0/5AEC: 10 43                Set transition flag, x4 speed
   E0/5AEE: 09                   Reset all object properties to default
   E0/5AEF: 06                   Set "moon-walk" Bits
   E0/5AF0: 7B 04                <UNKNOWN COMMAND $7B>
   E0/5AF2: 48                   <UNKNOWN COMMAND $48>
   E0/5AF3: 7B 04                <UNKNOWN COMMAND $7B>
   E0/5AF5: 07                   Clear "moon-walk" Bits
   E0/5AF6: 10 40                Set transition flag, x1 speed
E0/5AF8: B4 0B                Store value at 00:70AB to 00:7000
E0/5AFA: B5 0E                Store value at 00:7000 to 00:70AE
E0/5AFC: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/5B00: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/5B02: 0B A0                Set Bits $A0 of current object address 0A,x
E0/5B04: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/5B06: FE                   Return


EVENT [D2D] ------------------------------------------------------------>
E0/5B07: 6A C1 C1             Modify BGL of area $C1C1
E0/5B0A: D1 0F 00             Execute event id $000F
E0/5B0D: 40 2E 2D             Execute event id $2D2E simultaneously with the following commands
E0/5B10: FE                   Return


EVENT [D2E] ------------------------------------------------------------>
E0/5B11: D8 27 17 5B          If event flag memory address 00:7044 Bit 7 set, jump to address $E0/5B17
E0/5B15: 34 FF                Change directional maneuverability: left right down up 
E0/5B17: D8 18 30 5B          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/5B30
E0/5B1B: D8 19 30 5B          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/5B30
E0/5B1F: D8 1A 30 5B          If event flag memory address 00:7043 Bit 2 set, jump to address $E0/5B30
E0/5B23: D8 1B 30 5B          If event flag memory address 00:7043 Bit 3 set, jump to address $E0/5B30
E0/5B27: D8 1C 30 5B          If event flag memory address 00:7043 Bit 4 set, jump to address $E0/5B30
E0/5B2B: F0 00                Duration: 0 frames
E0/5B2D: D2 11 5B             Jump to address $E0/5B11
E0/5B30: 3D 35 5B             <UNKNOWN COMMAND: pointer to address $5B35>
E0/5B33: 34 00                Change directional maneuverability: 
E0/5B35: 0C 88                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/5B37: 10 43                Set transition flag, x4 speed
   E0/5B39: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   E0/5B3B: 6A 04                Shift object up 4 pixels
   E0/5B3D: 10 40                Set transition flag, x1 speed
E0/5B3F: D2 11 5B             Jump to address $E0/5B11

EVENT [D2F] ------------------------------------------------------------>
E0/5B42: A8 3F 04             Store #$04 to 00:70DF
E0/5B45: A8 16 00             Store #$00 to 00:70B6
E0/5B48: A8 17 00             Store #$00 to 00:70B7
E0/5B4B: A8 47 00             Store #$00 to 00:70E7
E0/5B4E: A8 48 00             Store #$00 to 00:70E8
E0/5B51: A8 49 00             Store #$00 to 00:70E9
E0/5B54: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/5B56: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/5B58: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/5B5A: A4 1B                Clear event flag memory address 00:7043 Bit 3
E0/5B5C: A4 1C                Clear event flag memory address 00:7043 Bit 4
E0/5B5E: A4 1D                Clear event flag memory address 00:7043 Bit 5
E0/5B60: B0 1E 01 00          Store #$0001 to 00:703C
E0/5B64: B6 06 00              Store a random number from 0 to #$0006 to 00:7000
E0/5B67: AD 18 00             Store #$0018 to 00:7000
E0/5B6A: DB 64 5B             If Bit set at memory address (set by value at 00:7000), jump to address $E0/5B64
E0/5B6D: A3                   Set memory address Bit using 00:7000
E0/5B6E: E2 19 00 98 5B       If value at 00:7000 = #$0019, jump to address $E0/5B98
E0/5B73: E2 1A 00 A5 5B       If value at 00:7000 = #$001A, jump to address $E0/5BA5
E0/5B78: E2 1B 00 B6 5B       If value at 00:7000 = #$001B, jump to address $E0/5BB6
E0/5B7D: E2 1C 00 C3 5B       If value at 00:7000 = #$001C, jump to address $E0/5BC3
E0/5B82: E2 1D 00 D4 5B       If value at 00:7000 = #$001D, jump to address $E0/5BD4
E0/5B87: B4 47                Store value at 00:70E7 to 00:7000
E0/5B89: BC 1E 1F             Store value at 00:703C to 00:703E
E0/5B8C: FD B6 1F 04          Divide value at 00:703E by 2^252 and store back
E0/5B90: FD B4 1F             Read Bits from 00:703E and set Bits in 00:7000
E0/5B93: B5 47                Store value at 00:7000 to 00:70E7
E0/5B95: D2 DE 5B             Jump to address $E0/5BDE
E0/5B98: B4 47                Store value at 00:70E7 to 00:7000
E0/5B9A: BC 1E 1F             Store value at 00:703C to 00:703E
E0/5B9D: FD B4 1F             Read Bits from 00:703E and set Bits in 00:7000
E0/5BA0: B5 47                Store value at 00:7000 to 00:70E7
E0/5BA2: D2 DE 5B             Jump to address $E0/5BDE
E0/5BA5: B4 48                Store value at 00:70E8 to 00:7000
E0/5BA7: BC 1E 1F             Store value at 00:703C to 00:703E
E0/5BAA: FD B6 1F 04          Divide value at 00:703E by 2^252 and store back
E0/5BAE: FD B4 1F             Read Bits from 00:703E and set Bits in 00:7000
E0/5BB1: B5 48                Store value at 00:7000 to 00:70E8
E0/5BB3: D2 DE 5B             Jump to address $E0/5BDE
E0/5BB6: B4 48                Store value at 00:70E8 to 00:7000
E0/5BB8: BC 1E 1F             Store value at 00:703C to 00:703E
E0/5BBB: FD B4 1F             Read Bits from 00:703E and set Bits in 00:7000
E0/5BBE: B5 48                Store value at 00:7000 to 00:70E8
E0/5BC0: D2 DE 5B             Jump to address $E0/5BDE
E0/5BC3: B4 49                Store value at 00:70E9 to 00:7000
E0/5BC5: BC 1E 1F             Store value at 00:703C to 00:703E
E0/5BC8: FD B6 1F 04          Divide value at 00:703E by 2^252 and store back
E0/5BCC: FD B4 1F             Read Bits from 00:703E and set Bits in 00:7000
E0/5BCF: B5 49                Store value at 00:7000 to 00:70E9
E0/5BD1: D2 DE 5B             Jump to address $E0/5BDE
E0/5BD4: B4 49                Store value at 00:70E9 to 00:7000
E0/5BD6: BC 1E 1F             Store value at 00:703C to 00:703E
E0/5BD9: FD B4 1F             Read Bits from 00:703E and set Bits in 00:7000
E0/5BDC: B5 49                Store value at 00:7000 to 00:70E9
E0/5BDE: B2 1E                Increment 00:703C
E0/5BE0: C2 1E 07 00          Compare value at 00:703C to #$0007
E0/5BE4: EF 64 5B             If Bit 7 of 00:70A0,x set, jump to address $E0/5B64
E0/5BE7: FE                   Return


EVENT [D30] ------------------------------------------------------------>
E0/5BE8: FD A5                Speed up music
E0/5BEA: B4 47                Store value at 00:70E7 to 00:7000
E0/5BEC: E6 80 00 F7 5B       If memory address 00:7000 Bit $0080 set, do NOT jump to address $E0/5BF7
E0/5BF1: 6A C6 81             Modify BGL of area $81C6
E0/5BF4: 6B C6 81             Modify physical field of area $81C6
E0/5BF7: E6 08 00 02 5C       If memory address 00:7000 Bit $0008 set, do NOT jump to address $E0/5C02
E0/5BFC: 6A C6 83             Modify BGL of area $83C6
E0/5BFF: 6B C6 83             Modify physical field of area $83C6
E0/5C02: B4 48                Store value at 00:70E8 to 00:7000
E0/5C04: E6 80 00 0F 5C       If memory address 00:7000 Bit $0080 set, do NOT jump to address $E0/5C0F
E0/5C09: 6A C6 85             Modify BGL of area $85C6
E0/5C0C: 6B C6 85             Modify physical field of area $85C6
E0/5C0F: E6 08 00 1A 5C       If memory address 00:7000 Bit $0008 set, do NOT jump to address $E0/5C1A
E0/5C14: 6A C6 87             Modify BGL of area $87C6
E0/5C17: 6B C6 87             Modify physical field of area $87C6
E0/5C1A: B4 49                Store value at 00:70E9 to 00:7000
E0/5C1C: E6 80 00 27 5C       If memory address 00:7000 Bit $0080 set, do NOT jump to address $E0/5C27
E0/5C21: 6A C6 89             Modify BGL of area $89C6
E0/5C24: 6B C6 89             Modify physical field of area $89C6
E0/5C27: E6 08 00 32 5C       If memory address 00:7000 Bit $0008 set, do NOT jump to address $E0/5C32
E0/5C2C: 6A C6 8B             Modify BGL of area $8BC6
E0/5C2F: 6B C6 8B             Modify physical field of area $8BC6
E0/5C32: D9 F8 DE 50          If event flag memory address 00:707F Bit 0 set, jump to address $E0/50DE
E0/5C36: E0 16 00 3F 5C       If value at 00:70B6 = #$00, jump to address $E0/5C3F
E0/5C3B: D1 0F 00             Execute event id $000F
E0/5C3E: FE                   Return

E0/5C3F: D1 0F 00             Execute event id $000F
E0/5C42: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/5C44: 57 05                Shift object up-right 80 pixels
   E0/5C46: 40                   <UNKNOWN COMMAND $40>
E0/5C47: 60 98 A7 42          Run Dialogue $0798 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 There are 6 doors...
 Do you need an explanation?<I>
 >>   (Yeah)
 >>   (No thanks)<I><END>


E0/5C4B: 66 9E 5C             If 2nd option chosen from dialogue prompt, jump to address $E0/5C9E
E0/5C4E: 60 99 A7 42          Run Dialogue $0799 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Of the 6 doors...<I><END>


E0/5C52: 68 41 01 04 3A E5    Enter area: $0141
                              MARIO will be at coords: (128,464) Z=80
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/5C58: 00 F9                Set Object: MARIO ---> Command: Remove Object
E0/5C5A: 70                   Simultaneously lighten screen from black with following commands
E0/5C5B: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/5C5D: 10 45                Set transition flag, 1/2 speed
   E0/5C5F: 57 06                Shift object up-right 96 pixels
E0/5C61: 60 9A A7 42          Run Dialogue $079A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 2 open onto action courses!
 You can handle a lot of
 action, right?<I><END>


E0/5C65: 68 CB 01 02 3F E0    Enter area: $01CB
                              MARIO will be at coords: (80,504) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/5C6B: 00 F9                Set Object: MARIO ---> Command: Remove Object
E0/5C6D: 70                   Simultaneously lighten screen from black with following commands
E0/5C6E: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/5C70: 10 45                Set transition flag, 1/2 speed
   E0/5C72: 57 06                Shift object up-right 96 pixels
E0/5C74: 60 9B A7 42          Run Dialogue $079B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 2 others will lead you
 to battle courses.
 You can fight, right?!<I><END>


E0/5C78: 68 D0 01 03 6A E0    Enter area: $01D0
                              MARIO will be at coords: (96,848) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/5C7E: 00 F9                Set Object: MARIO ---> Command: Remove Object
E0/5C80: 70                   Simultaneously lighten screen from black with following commands
E0/5C81: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/5C83: 10 45                Set transition flag, 1/2 speed
   E0/5C85: 57 06                Shift object up-right 96 pixels
E0/5C87: 60 9C A7 42          Run Dialogue $079C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 The last 2 open onto puzzle
 courses. No sweat for a great
 puzzle solver like you, right?!<I><END>


E0/5C8B: 68 C6 01 06 21 E0    Enter area: $01C6
                              MARIO will be at coords: (208,264) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/5C91: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/5C93: 82 02 27             Place object at on-screen coords: (80,312)
   E0/5C96: 77                   Object faces up-right
   E0/5C97: F0 00                Frame Duration: 0
E0/5C99: 71                   Lighten screen from black before following commands
E0/5C9A: 60 9D A7 42          Run Dialogue $079D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Once you choose a course,
 there's no turning back!
 The only way to know what's<I>
 behind a door is to walk
 through it! You must pass<I>
 4 of the 6 courses to move ahead.<I><END>


E0/5C9E: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/5CA0: 44                   <UNKNOWN COMMAND $44>
   E0/5CA1: 53 04                Shift object down-left 64 pixels
E0/5CA3: FE                   Return

E0/5CA4: FD B0 07 00          Isolate Bits $0007 of 00:7000
E0/5CA8: BB 1F                Store value at 00:7000 to 00:703E
E0/5CAA: B4 17                Store value at 00:70B7 to 00:7000
E0/5CAC: FD B4 1F             Read Bits from 00:703E and set Bits in 00:7000
E0/5CAF: B5 17                Store value at 00:7000 to 00:70B7
E0/5CB1: BA 1F                Store value at 00:703E to 00:7000
E0/5CB3: E2 02 00 D3 5C       If value at 00:7000 = #$0002, jump to address $E0/5CD3
E0/5CB8: E2 03 00 DA 5C       If value at 00:7000 = #$0003, jump to address $E0/5CDA
E0/5CBD: E2 04 00 E1 5C       If value at 00:7000 = #$0004, jump to address $E0/5CE1
E0/5CC2: E2 05 00 E8 5C       If value at 00:7000 = #$0005, jump to address $E0/5CE8
E0/5CC7: E2 06 00 EF 5C       If value at 00:7000 = #$0006, jump to address $E0/5CEF
E0/5CCC: 68 41 81 04 3A E5    Enter area: $0141
                              MARIO will be at coords: (128,464) Z=80
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/5CD2: FE                   Return

E0/5CD3: 68 42 81 08 73 E2    Enter area: $0142
                              MARIO will be at coords: (272,920) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/5CD9: FE                   Return

E0/5CDA: 68 CB 81 02 3F E0    Enter area: $01CB
                              MARIO will be at coords: (80,504) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/5CE0: FE                   Return

E0/5CE1: 68 CE 81 02 3F E0    Enter area: $01CE
                              MARIO will be at coords: (80,504) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/5CE7: FE                   Return

E0/5CE8: 68 D0 81 03 6A E0    Enter area: $01D0
                              MARIO will be at coords: (96,848) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/5CEE: FE                   Return

E0/5CEF: 68 D3 81 16 53 E0    Enter area: $01D3
                              MARIO will be at coords: (720,664) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/5CF5: FE                   Return


EVENT [D31] ------------------------------------------------------------>
E0/5CF6: A8 17 10             Store #$10 to 00:70B7
E0/5CF9: 9C 10                Play sound effect #$10
E0/5CFB: 6A C6 CD             Modify BGL of area $CDC6
E0/5CFE: 6A C6 D9             Modify BGL of area $D9C6
E0/5D01: B4 47                Store value at 00:70E7 to 00:7000
E0/5D03: FD B6 00 FC          Divide value at 00:7000 by 2^4 and store back
E0/5D07: D2 A4 5C             Jump to address $E0/5CA4

EVENT [D32] ------------------------------------------------------------>
E0/5D0A: A8 17 20             Store #$20 to 00:70B7
E0/5D0D: 9C 10                Play sound effect #$10
E0/5D0F: 6A C6 CF             Modify BGL of area $CFC6
E0/5D12: 6A C6 DB             Modify BGL of area $DBC6
E0/5D15: B4 47                Store value at 00:70E7 to 00:7000
E0/5D17: D2 A4 5C             Jump to address $E0/5CA4

EVENT [D33] ------------------------------------------------------------>
E0/5D1A: A8 17 30             Store #$30 to 00:70B7
E0/5D1D: 9C 10                Play sound effect #$10
E0/5D1F: 6A C6 D1             Modify BGL of area $D1C6
E0/5D22: 6A C6 DD             Modify BGL of area $DDC6
E0/5D25: B4 48                Store value at 00:70E8 to 00:7000
E0/5D27: FD B6 00 FC          Divide value at 00:7000 by 2^4 and store back
E0/5D2B: D2 A4 5C             Jump to address $E0/5CA4

EVENT [D34] ------------------------------------------------------------>
E0/5D2E: A8 17 40             Store #$40 to 00:70B7
E0/5D31: 9C 10                Play sound effect #$10
E0/5D33: 6A C6 D3             Modify BGL of area $D3C6
E0/5D36: 6A C6 DF             Modify BGL of area $DFC6
E0/5D39: B4 48                Store value at 00:70E8 to 00:7000
E0/5D3B: D2 A4 5C             Jump to address $E0/5CA4

EVENT [D35] ------------------------------------------------------------>
E0/5D3E: A8 17 50             Store #$50 to 00:70B7
E0/5D41: 9C 10                Play sound effect #$10
E0/5D43: 6A C6 D5             Modify BGL of area $D5C6
E0/5D46: 6A C6 E1             Modify BGL of area $E1C6
E0/5D49: B4 49                Store value at 00:70E9 to 00:7000
E0/5D4B: FD B6 00 FC          Divide value at 00:7000 by 2^4 and store back
E0/5D4F: D2 A4 5C             Jump to address $E0/5CA4

EVENT [D36] ------------------------------------------------------------>
E0/5D52: A8 17 60             Store #$60 to 00:70B7
E0/5D55: 9C 10                Play sound effect #$10
E0/5D57: 6A C6 D7             Modify BGL of area $D7C6
E0/5D5A: 6A C6 E3             Modify BGL of area $E3C6
E0/5D5D: B4 49                Store value at 00:70E9 to 00:7000
E0/5D5F: D2 A4 5C             Jump to address $E0/5CA4

EVENT [D37] ------------------------------------------------------------>

EVENT [D38] ------------------------------------------------------------>

EVENT [D39] ------------------------------------------------------------>

EVENT [D3A] ------------------------------------------------------------>

EVENT [D3B] ------------------------------------------------------------>

EVENT [D3C] ------------------------------------------------------------>
E0/5D62: DE 30 48 5E          If event flag memory address 00:7086 Bit 0 clear, jump to address $E0/5E48
E0/5D66: D2 B1 5D             Jump to address $E0/5DB1
E0/5D69: F0 00                Duration: 0 frames
E0/5D6B: CB                   Store joypad register to 00:7000,00:7001
E0/5D6C: E2 20 00 BC 5D       If value at 00:7000 = #$0020, jump to address $E0/5DBC
E0/5D71: E2 80 00 45 5E       If value at 00:7000 = #$0080, jump to address $E0/5E45
E0/5D76: E2 10 00 45 5E       If value at 00:7000 = #$0010, jump to address $E0/5E45
E0/5D7B: E2 40 00 45 5E       If value at 00:7000 = #$0040, jump to address $E0/5E45
E0/5D80: E2 02 00 8D 5D       If value at 00:7000 = #$0002, jump to address $E0/5D8D
E0/5D85: E2 01 00 9F 5D       If value at 00:7000 = #$0001, jump to address $E0/5D9F
E0/5D8A: D2 69 5D             Jump to address $E0/5D69
E0/5D8D: 9C 03                Play sound effect #$03
E0/5D8F: E0 0D 00 99 5D       If value at 00:70AD = #$00, jump to address $E0/5D99
E0/5D94: AB 0D                Decrement 00:70AD
E0/5D96: D2 B1 5D             Jump to address $E0/5DB1
E0/5D99: A8 0D 06             Store #$06 to 00:70AD
E0/5D9C: D2 B1 5D             Jump to address $E0/5DB1
E0/5D9F: 9C 03                Play sound effect #$03
E0/5DA1: E0 0D 06 AB 5D       If value at 00:70AD = #$06, jump to address $E0/5DAB
E0/5DA6: AA 0D                Increment 00:70AD
E0/5DA8: D2 B1 5D             Jump to address $E0/5DB1
E0/5DAB: A8 0D 00             Store #$00 to 00:70AD
E0/5DAE: D2 B1 5D             Jump to address $E0/5DB1
E0/5DB1: B4 0D                Store value at 00:70AD to 00:7000
E0/5DB3: AD A0 07             Store #$07A0 to 00:7000
E0/5DB6: 61 00 80             Run Dialogue from 00:7000
                              <UNKNOWN: $00>
                              Position: top of screen
                              Box Style: Single line of floating blue text
E0/5DB9: D2 69 5D             Jump to address $E0/5D69
E0/5DBC: 9C 01                Play sound effect #$01
E0/5DBE: 64                   <UNKNOWN COMMAND $64>
E0/5DBF: E0 0D 00 E2 5D       If value at 00:70AD = #$00, jump to address $E0/5DE2
E0/5DC4: E0 0D 01 EB 5D       If value at 00:70AD = #$01, jump to address $E0/5DEB
E0/5DC9: E0 0D 02 F4 5D       If value at 00:70AD = #$02, jump to address $E0/5DF4
E0/5DCE: E0 0D 03 FD 5D       If value at 00:70AD = #$03, jump to address $E0/5DFD
E0/5DD3: E0 0D 04 06 5E       If value at 00:70AD = #$04, jump to address $E0/5E06
E0/5DD8: E0 0D 05 0F 5E       If value at 00:70AD = #$05, jump to address $E0/5E0F
E0/5DDD: E0 0D 06 18 5E       If value at 00:70AD = #$06, jump to address $E0/5E18
E0/5DE2: 68 B4 00 1B 15 44    Enter area: $00B4
                              MARIO will be at coords: (880,168) Z=64
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/5DE8: D2 21 5E             Jump to address $E0/5E21
E0/5DEB: 68 B6 00 19 5F 42    Enter area: $00B6
                              MARIO will be at coords: (816,760) Z=32
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/5DF1: D2 21 5E             Jump to address $E0/5E21
E0/5DF4: 68 BB 00 03 23 40    Enter area: $00BB
                              MARIO will be at coords: (112,280) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/5DFA: D2 21 5E             Jump to address $E0/5E21
E0/5DFD: 68 BC 00 02 4F 45    Enter area: $00BC
                              MARIO will be at coords: (80,632) Z=80
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/5E03: D2 21 5E             Jump to address $E0/5E21
E0/5E06: 68 BC 00 0A 51 40    Enter area: $00BC
                              MARIO will be at coords: (336,648) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/5E0C: D2 21 5E             Jump to address $E0/5E21
E0/5E0F: 68 B9 00 1E 31 40    Enter area: $00B9
                              MARIO will be at coords: (976,392) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/5E15: D2 21 5E             Jump to address $E0/5E21
E0/5E18: 68 18 00 05 75 40    Enter area: $0018
                              MARIO will be at coords: (176,936) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/5E1E: D2 21 5E             Jump to address $E0/5E21
E0/5E21: 00 F9                Set Object: MARIO ---> Command: Remove Object
E0/5E23: 8F                   <UNKNOWN COMMAND $8F>
E0/5E24: 00 60                Set Object: MARIO ---> Begin action queue for object (Length: 0x60 bytes)
   E0/5E26: 08 F0 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   E0/5E29: F0 00                Frame Duration: 0
   E0/5E2B: CA                   Store held joypad register to 00:700C,00:700D
   E0/5E2C: E6                   <UNKNOWN COMMAND $E6>
   E0/5E2D: FF                   Return Queue All


E0/5E2E: 00 29                Set Object: MARIO ---> Begin action queue for object (Length: 0x29 bytes)
   E0/5E30: 5E                   <UNKNOWN COMMAND $5E>
   E0/5E31: 8F                   <UNKNOWN COMMAND $8F>
   E0/5E32: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5E33: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5E34: 08 F0 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   E0/5E37: 68 1C                Shift object right 28 pixels
   E0/5E39: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5E3A: 18                   <UNKNOWN COMMAND $18>
   E0/5E3B: 6E                   <UNKNOWN COMMAND $6E>
   E0/5E3C: E0                   <UNKNOWN COMMAND $E0>
   E0/5E3D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5E3E: 82 67 04             Place object at on-screen coords: (3296,32)
   E0/5E41: 71                   Object faces down-right
   E0/5E42: D2 62 5D             Jump to address $E0/5D62
   E0/5E45: 9C 02                Play sound effect #$02
   E0/5E47: 64 FE                Shift object left 254 pixels
   E0/5E49: DC 18 5D 5E          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/5E5D
   E0/5E4D: D1                   <UNKNOWN COMMAND $D1>
   E0/5E4E: 41                   <UNKNOWN COMMAND $41>
   E0/5E4F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/5E50: A4 18                Clear event flag memory address 00:7043 Bit 0
   E0/5E52: A5 C9                Clear event flag memory address 00:7079 Bit 1
   E0/5E54: A4 6E                Clear event flag memory address 00:704D Bit 6
   E0/5E56: 68 45                Shift object right 69 pixels
   E0/5E58: 80 09 6C             Move object to on-screen coords: (288,864)

EVENT [D3D] ------------------------------------------------------------>

EVENT [D3E] ------------------------------------------------------------>

EVENT [D3F] ------------------------------------------------------------>

EVENT [D40] ------------------------------------------------------------>

EVENT [D41] ------------------------------------------------------------>

EVENT [D42] ------------------------------------------------------------>

EVENT [D43] ------------------------------------------------------------>

EVENT [D44] ------------------------------------------------------------>

EVENT [D45] ------------------------------------------------------------>

EVENT [D46] ------------------------------------------------------------>

EVENT [D47] ------------------------------------------------------------>

EVENT [D48] ------------------------------------------------------------>

EVENT [D49] ------------------------------------------------------------>

EVENT [D4A] ------------------------------------------------------------>

EVENT [D4B] ------------------------------------------------------------>

EVENT [D4C] ------------------------------------------------------------>

EVENT [D4D] ------------------------------------------------------------>

EVENT [D4E] ------------------------------------------------------------>

EVENT [D4F] ------------------------------------------------------------>

EVENT [D50] ------------------------------------------------------------>

EVENT [D51] ------------------------------------------------------------>

EVENT [D52] ------------------------------------------------------------>

EVENT [D53] ------------------------------------------------------------>

EVENT [D54] ------------------------------------------------------------>

EVENT [D55] ------------------------------------------------------------>

EVENT [D56] ------------------------------------------------------------>

EVENT [D57] ------------------------------------------------------------>

EVENT [D58] ------------------------------------------------------------>

EVENT [D59] ------------------------------------------------------------>

EVENT [D5A] ------------------------------------------------------------>

EVENT [D5B] ------------------------------------------------------------>

EVENT [D5C] ------------------------------------------------------------>

EVENT [D5D] ------------------------------------------------------------>

EVENT [D5E] ------------------------------------------------------------>

EVENT [D5F] ------------------------------------------------------------>

EVENT [D60] ------------------------------------------------------------>

EVENT [D61] ------------------------------------------------------------>

EVENT [D62] ------------------------------------------------------------>

EVENT [D63] ------------------------------------------------------------>

EVENT [D64] ------------------------------------------------------------>

EVENT [D65] ------------------------------------------------------------>

EVENT [D66] ------------------------------------------------------------>

EVENT [D67] ------------------------------------------------------------>

EVENT [D68] ------------------------------------------------------------>

EVENT [D69] ------------------------------------------------------------>

EVENT [D6A] ------------------------------------------------------------>

EVENT [D6B] ------------------------------------------------------------>

EVENT [D6C] ------------------------------------------------------------>

EVENT [D6D] ------------------------------------------------------------>

EVENT [D6E] ------------------------------------------------------------>

EVENT [D6F] ------------------------------------------------------------>

EVENT [D70] ------------------------------------------------------------>

EVENT [D71] ------------------------------------------------------------>

EVENT [D72] ------------------------------------------------------------>

EVENT [D73] ------------------------------------------------------------>

EVENT [D74] ------------------------------------------------------------>

EVENT [D75] ------------------------------------------------------------>

EVENT [D76] ------------------------------------------------------------>

EVENT [D77] ------------------------------------------------------------>

EVENT [D78] ------------------------------------------------------------>

EVENT [D79] ------------------------------------------------------------>

EVENT [D7A] ------------------------------------------------------------>

EVENT [D7B] ------------------------------------------------------------>

EVENT [D7C] ------------------------------------------------------------>

EVENT [D7D] ------------------------------------------------------------>

EVENT [D7E] ------------------------------------------------------------>

EVENT [D7F] ------------------------------------------------------------>

EVENT [D80] ------------------------------------------------------------>

EVENT [D81] ------------------------------------------------------------>

EVENT [D82] ------------------------------------------------------------>

EVENT [D83] ------------------------------------------------------------>

EVENT [D84] ------------------------------------------------------------>

EVENT [D85] ------------------------------------------------------------>

EVENT [D86] ------------------------------------------------------------>

EVENT [D87] ------------------------------------------------------------>

EVENT [D88] ------------------------------------------------------------>

EVENT [D89] ------------------------------------------------------------>

EVENT [D8A] ------------------------------------------------------------>

EVENT [D8B] ------------------------------------------------------------>

EVENT [D8C] ------------------------------------------------------------>

EVENT [D8D] ------------------------------------------------------------>

EVENT [D8E] ------------------------------------------------------------>

EVENT [D8F] ------------------------------------------------------------>

EVENT [D90] ------------------------------------------------------------>

EVENT [D91] ------------------------------------------------------------>

EVENT [D92] ------------------------------------------------------------>

EVENT [D93] ------------------------------------------------------------>

EVENT [D94] ------------------------------------------------------------>

EVENT [D95] ------------------------------------------------------------>

EVENT [D96] ------------------------------------------------------------>
E0/5E5B: 40 FE 10             Execute event id $10FE simultaneously with the following commands
E0/5E5E: 0F 08                Set Object: BG2 + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   E0/5E60: 10 00                Set , x1 speed
   E0/5E62: 10 80                Set sequence flag, x1 speed
   E0/5E64: F0 23                Frame Duration: 35
   E0/5E66: 10 81                Set sequence flag, x2 speed
E0/5E68: FD 9E 0A             Play music #$0A
E0/5E6B: F0 04                Duration: 4 frames
E0/5E6D: 05 00                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes)
E0/5E6F: AF                   Decrement 00:7000
E0/5E70: 03 13                Set Object: GENO ---> Begin action queue for object (Length: 0x13 bytes)
   E0/5E72: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/5E73: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/5E75: 10 45                Set transition flag, 1/2 speed
   E0/5E77: 6B 03                <UNKNOWN COMMAND: frame duration=3?>
   E0/5E79: 10 40                Set transition flag, x1 speed
   E0/5E7B: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   E0/5E7D: 10 45                Set transition flag, 1/2 speed
   E0/5E7F: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   E0/5E81: 10 46                Set transition flag, 1/4 speed
   E0/5E83: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
E0/5E85: F0 01                Duration: 1 frames
E0/5E87: 10 45                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x45 bytes)
   E0/5E89: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   E0/5E8B: F0 08                Frame Duration: 8
   E0/5E8D: 10 40                Set transition flag, x1 speed
   E0/5E8F: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/5E90: 7E 60 00             Object jumps #$0060 units
   E0/5E93: 0B 20                Set Bits $20 of current object address 0A,x
   E0/5E95: 13 01                Layering priority: Normal
   E0/5E97: 80 15 23             Move object to on-screen coords: (688,280)
   E0/5E9A: DA B5 9F 5E          If event flag memory address 00:7096 Bit 5 set, jump to address $E0/5E9F
   E0/5E9E: 74                   Object faces left
   E0/5E9F: DA B5 C6 5E          If event flag memory address 00:7096 Bit 5 set, jump to address $E0/5EC6
   E0/5EA3: F0 13                Frame Duration: 19
   E0/5EA5: 17                   <UNKNOWN COMMAND $17>
   E0/5EA6: 91 71 10 C1          Objects bounces at 193px high arches: right=3616px down=128px)
   E0/5EAA: D4 02                Start code block, repeat 2 times
   E0/5EAC: 6A 04                Shift object up 4 pixels
   E0/5EAE: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   E0/5EB0: D7                   End of code block
   E0/5EB1: 51 02                Shift object down-right 32 pixels
   E0/5EB3: 60 10                Shift object right 16 pixels
   E0/5EB5: 71                   Object faces down-right
   E0/5EB6: 10 C0                Set transition and sequence flags, x1 speed
   E0/5EB8: D1                   <UNKNOWN COMMAND $D1>
   E0/5EB9: 97 0D                <UNKNOWN COMMAND $97>
   E0/5EBB: 17                   <UNKNOWN COMMAND $17>
   E0/5EBC: 89                   Object disappears?
   E0/5EBD: 10 C1                Set transition and sequence flags, x2 speed
   E0/5EBF: 64 10                Shift object left 16 pixels
   E0/5EC1: 55 02                Shift object up-left 32 pixels
   E0/5EC3: 71                   Object faces down-right
   E0/5EC4: 10 C0                Set transition and sequence flags, x1 speed
   E0/5EC6: FE                   Return Queue


EVENT [D97] ------------------------------------------------------------>
E0/5EC7: A8 0E 17             Store #$17 to 00:70AE
E0/5ECA: D9 C9 57 60          If event flag memory address 00:7079 Bit 1 set, jump to address $E0/6057
E0/5ECE: DC 19 EB 5F          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/5FEB
E0/5ED2: E5 15 00 00 DF 5E    If value at 00:702A = #$0000, jump to address $E0/5EDF
E0/5ED8: 60 3E 84 60          Run Dialogue $043E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh, bummer!
 You didn't score any coins.<I>



E0/5EDC: D2 EB 5F             Jump to address $E0/5FEB
E0/5EDF: BA 15                Store value at 00:702A to 00:7000
E0/5EE1: E3 64 00 E8 5E       If value at 00:7000 != #$0064, jump to address $E0/5EE8
E0/5EE6: A0 1B                Set event flag memory address 00:7043 Bit 3
E0/5EE8: DC 1A F6 5E          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/5EF6
E0/5EEC: A8 2A 3C             Store #$3C to 00:70CA
E0/5EEF: B0 12 01 00          Store #$0001 to 00:7024
E0/5EF3: D2 33 5F             Jump to address $E0/5F33
E0/5EF6: B4 13                Store value at 00:70B3 to 00:7000
E0/5EF8: A8 2A 50             Store #$50 to 00:70CA
E0/5EFB: B0 12 01 00          Store #$0001 to 00:7024
E0/5EFF: C0 46 00             Compare value at 00:7000 to #$0046
E0/5F02: ED 33 5F             If Bit 0 of 00:70A0,x clear, jump to address $E0/5F33
E0/5F05: A8 2A 4B             Store #$4B to 00:70CA
E0/5F08: B0 12 01 00          Store #$0001 to 00:7024
E0/5F0C: C0 50 00             Compare value at 00:7000 to #$0050
E0/5F0F: ED 33 5F             If Bit 0 of 00:70A0,x clear, jump to address $E0/5F33
E0/5F12: A8 2A 46             Store #$46 to 00:70CA
E0/5F15: B0 12 01 00          Store #$0001 to 00:7024
E0/5F19: C0 5A 00             Compare value at 00:7000 to #$005A
E0/5F1C: ED 33 5F             If Bit 0 of 00:70A0,x clear, jump to address $E0/5F33
E0/5F1F: A8 2A 3C             Store #$3C to 00:70CA
E0/5F22: B0 12 01 00          Store #$0001 to 00:7024
E0/5F26: C0 64 00             Compare value at 00:7000 to #$0064
E0/5F29: ED 33 5F             If Bit 0 of 00:70A0,x clear, jump to address $E0/5F33
E0/5F2C: A8 2A 32             Store #$32 to 00:70CA
E0/5F2F: B0 12 01 00          Store #$0001 to 00:7024
E0/5F33: B4 2A                Store value at 00:70CA to 00:7000
E0/5F35: BB 13                Store value at 00:7000 to 00:7026
E0/5F37: BA 15                Store value at 00:702A to 00:7000
E0/5F39: 60 34 84 60          Run Dialogue $0434 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Wasn't that fun?
 You got... <$00> coin (s)!<I>



E0/5F3D: D8 1A 50 5F          If event flag memory address 00:7043 Bit 2 set, jump to address $E0/5F50
E0/5F41: B4 13                Store value at 00:70B3 to 00:7000
E0/5F43: C1 15                Compare values at memory addresses 00:702A and 00:7000
E0/5F45: EC 50 5F             If Bit 0 of 00:70A0,x set, jump to address $E0/5F50
E0/5F48: 60 3F 84 60          Run Dialogue $043F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Wow, you just broke the record!
 You made the highest score!<I>



E0/5F4C: BA 15                Store value at 00:702A to 00:7000
E0/5F4E: B5 13                Store value at 00:7000 to 00:70B3
E0/5F50: BA 13                Store value at 00:7026 to 00:7000
E0/5F52: D8 1A 5C 5F          If event flag memory address 00:7043 Bit 2 set, jump to address $E0/5F5C
E0/5F56: 62 13 84             Run Dialogue $0413 (Wait until complete)
                              Duration: forever

 Today you can trade in <$00> coins
 for <$01> Frog Coin!<I>



E0/5F59: D2 5F 5F             Jump to address $E0/5F5F
E0/5F5C: 62 0D 84             Run Dialogue $040D (Wait until complete)
                              Duration: forever

 Trade the coins you got from
 Midas River for Frog Coins.<I>

 As a first time only bonus, I'll
 give you <$01> Frog Coin for <$00> of
 your coins.<I>

 If you didn't know, Frog Coins
 are the green ones and Tadpole
 Pond's got more info on them.<I>



E0/5F5F: BA 15                Store value at 00:702A to 00:7000
E0/5F61: E0 34 00 6D 5F       If value at 00:70D4 = #$00, jump to address $E0/5F6D
E0/5F66: 62 14 84             Run Dialogue $0414 (Wait until complete)
                              Duration: forever

 If we add your previous total...<I>


E0/5F69: B4 34                Store value at 00:70D4 to 00:7000
E0/5F6B: B8 15                Add value at 00:702A to 00:7000
E0/5F6D: C1 13                Compare values at memory addresses 00:7026 and 00:7000
E0/5F6F: ED B1 5F             If Bit 0 of 00:70A0,x clear, jump to address $E0/5FB1
E0/5F72: 62 15 84             Run Dialogue $0415 (Wait until complete)
                              Duration: forever

 You got <$00> coin (s), so...


E0/5F75: B0 14 00 00          Store #$0000 to 00:7028
E0/5F79: B2 14                Increment 00:7028
E0/5F7B: B9 13                Subtract value at 00:7026 to 00:7000
E0/5F7D: C1 13                Compare values at memory addresses 00:7026 and 00:7000
E0/5F7F: EC 79 5F             If Bit 0 of 00:70A0,x set, jump to address $E0/5F79
E0/5F82: B5 34                Store value at 00:7000 to 00:70D4
E0/5F84: AC 00 00             Store #$0000 to 00:7000
E0/5F87: D6 14                Store value at 00:7028 to object memory
E0/5F89: B8 12                Add value at 00:7024 to 00:7000
E0/5F8B: D7                   End of code block
E0/5F8C: BB 14                Store value at 00:7000 to 00:7028
E0/5F8E: 62 16 A4             Run Dialogue $0416 (Wait until complete)
                              Duration: forever

 You'll get <$00> Frog Coin for your
 trade in.<I><END>


E0/5F91: DC 1B 9E 5F          If event flag memory address 00:7043 Bit 3 clear, jump to address $E0/5F9E
E0/5F95: 60 0F A4 60          Run Dialogue $040F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 On top of that...
 Here's an extra 5 Frog Coins for
 scoring 100 coins in one sweep.<I><END>


E0/5F99: AD 05 00             Store #$0005 to 00:7000
E0/5F9C: BB 14                Store value at 00:7000 to 00:7028
E0/5F9E: D3 5E 60             Jump to address $E0/605E
E0/5FA1: B4 34                Store value at 00:70D4 to 00:7000
E0/5FA3: E2 00 00 C7 5F       If value at 00:7000 = #$0000, jump to address $E0/5FC7
E0/5FA8: 60 11 A4 60          Run Dialogue $0411 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I'll hold your <$00> extra coin (s).<I><END>


E0/5FAC: 9C 37                Play sound effect #$37
E0/5FAE: D2 C7 5F             Jump to address $E0/5FC7
E0/5FB1: B5 34                Store value at 00:7000 to 00:70D4
E0/5FB3: 62 12 A4             Run Dialogue $0412 (Wait until complete)
                              Duration: forever

 You got <$00> coin (s).
 But that's not enough to cash in,
 so I'll hold them for you, okay?<I>
 Come back and try again!<I><END>


E0/5FB6: 9C 37                Play sound effect #$37
E0/5FB8: DC 1B C7 5F          If event flag memory address 00:7043 Bit 3 clear, jump to address $E0/5FC7
E0/5FBC: 60 0E A4 60          Run Dialogue $040E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 As a special bonus for getting 100
 coins in one shot, I'll give you 5
 Frog Coins!<I><END>


E0/5FC0: B0 14 05 00          Store #$0005 to 00:7028
E0/5FC4: D3 5E 60             Jump to address $E0/605E
E0/5FC7: D8 70 DA 5F          If event flag memory address 00:704E Bit 0 set, jump to address $E0/5FDA
E0/5FCB: 60 2F A4 D0          Run Dialogue $042F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Here's something I picked up.
 You can keep it for good luck.<I><END>


E0/5FCF: A8 07 07             Store #$07 to 00:70A7
E0/5FD2: AC 30 04             Store #$0430 to 00:7000
E0/5FD5: D1 F4 0E             Execute event id $0EF4
E0/5FD8: A0 70                Set event flag memory address 00:704E Bit 0
E0/5FDA: D8 19 DF 5F          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/5FDF
E0/5FDE: FE                   Return

E0/5FDF: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/5FE1: 10 C1                Set transition and sequence flags, x2 speed
   E0/5FE3: 53 04                Shift object down-left 64 pixels
   E0/5FE5: 41                   <UNKNOWN COMMAND $41>
   E0/5FE6: 10 C0                Set transition and sequence flags, x1 speed
E0/5FE8: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/5FEA: FE                   Return

E0/5FEB: 60 35 84 60          Run Dialogue $0435 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You can try your luck again if you
 get on the trampoline.
 It'll only cost 30 coins.<I>

E0/5FEF: D8 19 FC 5F          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/5FFC
E0/5FF3: B4 34                Store value at 00:70D4 to 00:7000
E0/5FF5: BB 12                Store value at 00:7000 to 00:7024
E0/5FF7: B4 13                Store value at 00:70B3 to 00:7000
E0/5FF9: 62 33 84             Run Dialogue $0433 (Wait until complete)
                              Duration: forever


 The high score is <$00> coin (s)!<I>
 Don't forget! I'm holding your
 <$01> extra coin (s).<I>

E0/5FFC: 62 3A A4             Run Dialogue $043A (Wait until complete)
                              Duration: forever


 Give it another shot?<I>
  >>   (Yes)
  >>   (No)<I><END>


E0/5FFF: 66 4A 60             If 2nd option chosen from dialogue prompt, jump to address $E0/604A
E0/6002: F0 09                Duration: 9 frames
E0/6004: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/6008: FD 59                Store # of current coins to 00:7000
E0/600A: C0 1E 00             Compare value at 00:7000 to #$001E
E0/600D: EC 38 60             If Bit 0 of 00:70A0,x set, jump to address $E0/6038
E0/6010: 60 39 84 60          Run Dialogue $0439 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oops, looks like you don't have
 enough coins.


E0/6014: B4 34                Store value at 00:70D4 to 00:7000
E0/6016: C0 1E 00             Compare value at 00:7000 to #$001E
E0/6019: ED 32 60             If Bit 0 of 00:70A0,x clear, jump to address $E0/6032
E0/601C: 62 10 A4             Run Dialogue $0410 (Wait until complete)
                              Duration: forever

 Use the coins I'm holding for you?<I>
  >>   (Yes)
  >>   (No)<I><END>


E0/601F: 66 4A 60             If 2nd option chosen from dialogue prompt, jump to address $E0/604A
E0/6022: F0 09                Duration: 9 frames
E0/6024: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/6028: B4 34                Store value at 00:70D4 to 00:7000
E0/602A: AD E2 FF             Store #$FFE2 to 00:7000
E0/602D: B5 34                Store value at 00:7000 to 00:70D4
E0/602F: D2 3D 60             Jump to address $E0/603D
E0/6032: 62 37 A4             Run Dialogue $0437 (Wait until complete)
                              Duration: forever

 All right, maybe next time.<I><END>


E0/6035: D2 C7 5F             Jump to address $E0/5FC7
E0/6038: AC 1E 00             Store #$001E to 00:7000
E0/603B: FD 53                Subtract # at 00:7000 from total coins
E0/603D: 60 36 A4 60          Run Dialogue $0436 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 All right, hop on up!<I><END>


E0/6041: 9C 37                Play sound effect #$37
E0/6043: A0 18                Set event flag memory address 00:7043 Bit 0
E0/6045: A1 C9                Set event flag memory address 00:7079 Bit 1
E0/6047: D2 C7 5F             Jump to address $E0/5FC7
E0/604A: F0 09                Duration: 9 frames
E0/604C: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/6050: 60 37 A4 60          Run Dialogue $0437 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 All right, maybe next time.<I><END>


E0/6054: D2 C7 5F             Jump to address $E0/5FC7
E0/6057: 60 38 A4 60          Run Dialogue $0438 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You gave me the coins, right?
 Well jump on and have a good trip!<I><END>


E0/605B: A0 18                Set event flag memory address 00:7043 Bit 0
E0/605D: FE                   Return

E0/605E: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/6060: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
E0/6063: D6 14                Store value at 00:7028 to object memory
E0/6065: 19 9D                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   E0/6067: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6069: 5E                   <UNKNOWN COMMAND $5E>
   E0/606A: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/606C: 13 03                Layering priority: ...
   E0/606E: FD 0F 03             Object overlaps BG1 & BG2
   E0/6071: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/6074: 97 17                <UNKNOWN COMMAND $97>
   E0/6076: 10 C4                Set transition and sequence flags, x8 speed
   E0/6078: 6A 10                Shift object up 16 pixels
   E0/607A: 10 C0                Set transition and sequence flags, x1 speed
   E0/607C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/607D: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/607F: 7E 50 00             Object jumps #$0050 units
   E0/6082: 47                   <UNKNOWN COMMAND $47>
   E0/6083: 01                   Clear Bit 7 of current object (disable object visibility)
E0/6084: AC 01 00             Store #$0001 to 00:7000
E0/6087: FD 54                Add # at 00:7000 to total frog coins
E0/6089: D7                   End of code block
E0/608A: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/608C: 09                   Reset all object properties to default
E0/608D: FE                   Return


EVENT [D98] ------------------------------------------------------------>
E0/608E: 35 00                Disable Overworld Menu
E0/6090: 95 00 08             Fade out music to volume 8; Duration: 0 frames
E0/6093: 9E 00 00             <UNKNOWN>
E0/6096: FD 9C 23             Play sound effect #$23
E0/6099: 9E 02 7F             <UNKNOWN>
E0/609C: A8 09 20             Store #$20 to 00:70A9
E0/609F: B0 0B 80 11          Store #$1180 to 00:7016
E0/60A3: B0 0C 00 01          Store #$0100 to 00:7018
E0/60A7: B0 0D 00 00          Store #$0000 to 00:701A
E0/60AB: D4 02                Start code block, repeat 2 times
E0/60AD: 11 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/60AF: 99                   <UNKNOWN COMMAND $99>
E0/60B0: B1 0B 80 00          Add #$0080 to 00:7016
E0/60B4: B1 0C 40 00          Add #$0040 to 00:7018
E0/60B8: AA 09                Increment 00:70A9
E0/60BA: D7                   End of code block
E0/60BB: B0 0B 00 12          Store #$1200 to 00:7016
E0/60BF: B0 0C 00 02          Store #$0200 to 00:7018
E0/60C3: 11 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/60C5: 99                   <UNKNOWN COMMAND $99>
E0/60C6: 72 50                Simultaneously lighten screen from black with following commands; Duration: 80 frames
E0/60C8: DA B5 DE 60          If event flag memory address 00:7096 Bit 5 set, jump to address $E0/60DE
E0/60CC: D8 6E DE 60          If event flag memory address 00:704D Bit 6 set, jump to address $E0/60DE
E0/60D0: 15 0C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/60D2: F0 93                Frame Duration: 147
   E0/60D4: 82 06 49             Place object at on-screen coords: (208,584)
   E0/60D7: 00                   Set Bit 7 of current object (enable object visibility)
   E0/60D8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/60D9: 10 44                Set transition flag, x8 speed
   E0/60DB: 56 1B                Shift object up 432 pixels
   E0/60DD: 01                   Clear Bit 7 of current object (disable object visibility)
E0/60DE: 00 A7                Set Object: MARIO ---> Begin action queue for object (Length: 0x27 bytes) (Wait until complete)
   E0/60E0: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/60E1: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/60E3: 10 45                Set transition flag, 1/2 speed
   E0/60E5: 46                   <UNKNOWN COMMAND $46>
   E0/60E6: 10 40                Set transition flag, x1 speed
   E0/60E8: 46                   <UNKNOWN COMMAND $46>
   E0/60E9: 10 41                Set transition flag, x2 speed
   E0/60EB: 56 02                Shift object up 32 pixels
   E0/60ED: 10 42                Set transition flag, x3 speed
   E0/60EF: 56 03                Shift object up 48 pixels
   E0/60F1: 10 43                Set transition flag, x4 speed
   E0/60F3: 56 22                Shift object up 544 pixels
   E0/60F5: 10 42                Set transition flag, x3 speed
   E0/60F7: 56 03                Shift object up 48 pixels
   E0/60F9: 10 41                Set transition flag, x2 speed
   E0/60FB: 56 02                Shift object up 32 pixels
   E0/60FD: 10 40                Set transition flag, x1 speed
   E0/60FF: 46                   <UNKNOWN COMMAND $46>
   E0/6100: 10 45                Set transition flag, 1/2 speed
   E0/6102: 46                   <UNKNOWN COMMAND $46>
   E0/6103: 10 40                Set transition flag, x1 speed
   E0/6105: 0B 04                Set Bits $4 of current object address 0A,x
E0/6107: 95 01 38             Fade out music to volume 56; Duration: 1 frames
E0/610A: DA B5 58 61          If event flag memory address 00:7096 Bit 5 set, jump to address $E0/6158
E0/610E: D8 6E 2E 61          If event flag memory address 00:704D Bit 6 set, jump to address $E0/612E
E0/6112: 15 97                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   E0/6114: 82 09 02             Place object at on-screen coords: (288,16)
   E0/6117: 06                   Set "moon-walk" Bits
   E0/6118: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/6119: 66 05                Shift object up 5 pixels
   E0/611B: 10 40                Set transition flag, x1 speed
   E0/611D: D4 04                Start code block, repeat 4 times
   E0/611F: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/6120: F0 01                Frame Duration: 1
   E0/6122: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6123: F0 01                Frame Duration: 1
   E0/6125: 62 01                Shift object down 1 pixels
   E0/6127: D7                   End of code block
   E0/6128: 52 05                Shift object down 80 pixels
   E0/612A: 07                   Clear "moon-walk" Bits
E0/612B: D2 7B 61             Jump to address $E0/617B
E0/612E: 15 A5                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x25 bytes) (Wait until complete)
   E0/6130: 92 0A 04 00          Place object at on-screen coords: (320,32) Z=0
   E0/6134: 06                   Set "moon-walk" Bits
   E0/6135: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/6136: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/6138: 10 45                Set transition flag, 1/2 speed
   E0/613A: D4 04                Start code block, repeat 4 times
   E0/613C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/613D: F0 01                Frame Duration: 1
   E0/613F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6140: F0 01                Frame Duration: 1
   E0/6142: D7                   End of code block
   E0/6143: 20 04                <UNKNOWN COMMAND $20>
   E0/6145: 25 00 02 F0 FF       <UNKNOWN COMMAND $25>
   E0/614A: FD 9E                <UNKNOWN COMMAND $9E>
   E0/614C: 21                   <UNKNOWN COMMAND $21>
   E0/614D: 53 02                Shift object down-left 32 pixels
   E0/614F: 10 40                Set transition flag, x1 speed
   E0/6151: 52 03                Shift object down 48 pixels
   E0/6153: 21                   <UNKNOWN COMMAND $21>
   E0/6154: 07                   Clear "moon-walk" Bits
E0/6155: D2 7B 61             Jump to address $E0/617B
E0/6158: 15 A1                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x21 bytes) (Wait until complete)
   E0/615A: 82 06 08             Place object at on-screen coords: (192,64)
   E0/615D: 77                   Object faces up-right
   E0/615E: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/6160: D4 04                Start code block, repeat 4 times
   E0/6162: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/6163: F0 01                Frame Duration: 1
   E0/6165: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6166: F0 01                Frame Duration: 1
   E0/6168: D7                   End of code block
   E0/6169: 10 40                Set transition flag, x1 speed
   E0/616B: 52 06                Shift object down 96 pixels
   E0/616D: 20 04                <UNKNOWN COMMAND $20>
   E0/616F: 25 70 02 F5 FF       <UNKNOWN COMMAND $25>
   E0/6174: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6176: 0A 57                Store #$57 to current object address 0A,x
   E0/6178: 06                   Set "moon-walk" Bits
   E0/6179: 46                   <UNKNOWN COMMAND $46>
   E0/617A: 21                   <UNKNOWN COMMAND $21>
E0/617B: 24 0C                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/617D: 87 15                Transfer object to coords of <UNKNOWN>
   E0/617F: 10 86                Set sequence flag, 1/4 speed
   E0/6181: 13 03                Layering priority: ...
   E0/6183: 08 10 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/6186: F0 3B                Frame Duration: 59
   E0/6188: 01                   Clear Bit 7 of current object (disable object visibility)
E0/6189: 9E 04 00             <UNKNOWN>
E0/618C: 89                   <UNKNOWN COMMAND $89>
E0/618D: EA 01 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A01
E0/6190: 89                   <UNKNOWN COMMAND $89>
E0/6191: EA 02 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A02
E0/6194: 89                   <UNKNOWN COMMAND $89>
E0/6195: EA 03 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A03
E0/6198: 89                   <UNKNOWN COMMAND $89>
E0/6199: EA 04 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A04
E0/619C: 89                   <UNKNOWN COMMAND $89>
E0/619D: EA 05 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A05
E0/61A0: 89                   <UNKNOWN COMMAND $89>
E0/61A1: EA 06 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A06
E0/61A4: 89                   <UNKNOWN COMMAND $89>
E0/61A5: EA 07 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A07
E0/61A8: F0 1D                Duration: 29 frames
E0/61AA: 81                   <UNKNOWN COMMAND $81>
E0/61AB: 13 12                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x12 bytes)
   E0/61AD: 61 14                Shift object down-right 20 pixels
   E0/61AF: 94 0C 04 FD          Place object: right=12px down=4px up=253px
   E0/61B3: 0F                   <UNKNOWN COMMAND $0F>
   E0/61B4: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/61B5: 92 04 04 00          Place object at on-screen coords: (128,32) Z=0
   E0/61B9: 00                   Set Bit 7 of current object (enable object visibility)
   E0/61BA: 10 C1                Set transition and sequence flags, x2 speed
   E0/61BC: 51 08                Shift object down-right 128 pixels
   E0/61BE: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
E0/61C1: 7F                   <UNKNOWN COMMAND $7F>
E0/61C2: 40 00 9B             Execute event id $9B00 simultaneously with the following commands
E0/61C5: 9E 00 7F             <UNKNOWN>
E0/61C8: 9C 57                Play sound effect #$57
E0/61CA: 60 3B 84 62          Run Dialogue $043B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


   This is the Midas River course.<I>

 Want a crash course on it?
  >>   (Yes)
  >>   (No)<I><END>


E0/61CE: 66 05 62             If 2nd option chosen from dialogue prompt, jump to address $E0/6205
E0/61D1: 60 3C 84 62          Run Dialogue $043C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 You'll start off first at the falls.<I>
 Use the Control Pad to move left
 or right, and score coins.<I>

E0/61D5: 15 93                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   E0/61D7: 07                   Clear "moon-walk" Bits
   E0/61D8: 10 45                Set transition flag, 1/2 speed
   E0/61DA: D4 02                Start code block, repeat 2 times
   E0/61DC: 9C 03                Play sound effect #$03
   E0/61DE: 60 04                Shift object right 4 pixels
   E0/61E0: D7                   End of code block
   E0/61E1: F0 1D                Frame Duration: 29
   E0/61E3: D4 02                Start code block, repeat 2 times
   E0/61E5: 9C 03                Play sound effect #$03
   E0/61E7: 64 04                Shift object left 4 pixels
   E0/61E9: D7                   End of code block
E0/61EA: 62 3D 84             Run Dialogue $043D (Wait until complete)
                              Duration: forever



 Push B to make a little headway
 against the flow.<I>

E0/61ED: 15 93                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   E0/61EF: 06                   Set "moon-walk" Bits
   E0/61F0: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/61F3: 10 42                Set transition flag, x3 speed
   E0/61F5: D4 04                Start code block, repeat 4 times
   E0/61F7: 9C 22                Play sound effect #$22
   E0/61F9: 66 03                Shift object up 3 pixels
   E0/61FB: F0 13                Frame Duration: 19
   E0/61FD: D7                   End of code block
   E0/61FE: 09                   Reset all object properties to default
   E0/61FF: 62 0F                Shift object down 15 pixels
   E0/6201: 07                   Clear "moon-walk" Bits
E0/6202: 62 31 84             Run Dialogue $0431 (Wait until complete)
                              Duration: forever



 Along the way, there are a few
 traps. As to what will happen,
 we'll just keep that a surprise.<I><END>


E0/6205: 62 32 A4             Run Dialogue $0432 (Wait until complete)
                              Duration: forever




           Now off you go!<I>

E0/6208: 9C 57                Play sound effect #$57
E0/620A: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/620C: 09                   Reset all object properties to default
   E0/620D: 55 05                Shift object up-left 80 pixels
   E0/620F: 01                   Clear Bit 7 of current object (disable object visibility)
E0/6210: 9E 00 00             <UNKNOWN>
E0/6213: FD 9C 23             Play sound effect #$23
E0/6216: 9E 02 7F             <UNKNOWN>
E0/6219: 81                   <UNKNOWN COMMAND $81>
E0/621A: 17 13                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x13 bytes)
   E0/621C: 64 89                Shift object left 137 pixels
   E0/621E: EA                   <UNKNOWN COMMAND $EA>
   E0/621F: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/6220: 39                   <UNKNOWN COMMAND $39>
   E0/6221: 89                   Object disappears?
   E0/6222: EA                   <UNKNOWN COMMAND $EA>
   E0/6223: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/6224: 3A 89 EA 03 3B 89    <UNKNOWN COMMAND $3A>
   E0/622A: EA                   <UNKNOWN COMMAND $EA>
   E0/622B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/622C: 3C 89 EA 05 3D       <UNKNOWN COMMAND $3C: pointer to address $E0/3D05>
E0/6231: 89                   <UNKNOWN COMMAND $89>
E0/6232: EA 06 3E             If Bit 1 of 00:70A0,x set, jump to address $E0/3E06
E0/6235: 89                   <UNKNOWN COMMAND $89>
E0/6236: EA 07 3F             If Bit 1 of 00:70A0,x set, jump to address $E0/3F07
E0/6239: F0 17                Duration: 23 frames
E0/623B: 00 F2 D2 01          Set Object: MARIO ---> Command: Set object to movement: $01D2
E0/623F: D3 47 62             Jump to address $E0/6247
E0/6242: FD 46 A1 0D          <UNKNOWN COMMAND $46>
E0/6246: FE                   Return

E0/6247: 15 88                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/6249: 97 00                <UNKNOWN COMMAND $97>
   E0/624B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/624C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/624D: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/624F: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
E0/6251: FE                   Return


EVENT [D99] ------------------------------------------------------------>
E0/6252: F0 00                Duration: 0 frames
E0/6254: F0 03                Duration: 3 frames
E0/6256: C5 15                <UNKNOWN COMMAND $C5>
E0/6258: FD B0 00 FF          Isolate Bits $FF00 of 00:7000
E0/625C: E2 00 11 73 62       If value at 00:7000 = #$1100, jump to address $E0/6273
E0/6261: E2 00 1E 8A 62       If value at 00:7000 = #$1E00, jump to address $E0/628A
E0/6266: E2 00 29 B9 62       If value at 00:7000 = #$2900, jump to address $E0/62B9
E0/626B: E2 00 3A D0 62       If value at 00:7000 = #$3A00, jump to address $E0/62D0
E0/6270: D2 54 62             Jump to address $E0/6254
E0/6273: C4 15                <UNKNOWN COMMAND $C4>
E0/6275: FD B0 00 FF          Isolate Bits $FF00 of 00:7000
E0/6279: E3 00 11 54 62       If value at 00:7000 != #$1100, jump to address $E0/6254
E0/627E: D3 E7 62             Jump to address $E0/62E7
E0/6281: FD 47                <UNKNOWN COMMAND $FD 47>
E0/6283: 68 46 80 04 18 20    Enter area: $0046
                              MARIO will be at coords: (128,192) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/6289: FE                   Return

E0/628A: C4 15                <UNKNOWN COMMAND $C4>
E0/628C: FD B0 00 FF          Isolate Bits $FF00 of 00:7000
E0/6290: E2 00 0C 9D 62       If value at 00:7000 = #$0C00, jump to address $E0/629D
E0/6295: E2 00 12 AB 62       If value at 00:7000 = #$1200, jump to address $E0/62AB
E0/629A: D2 54 62             Jump to address $E0/6254
E0/629D: A5 C3                Clear event flag memory address 00:7078 Bit 3
E0/629F: D3 E7 62             Jump to address $E0/62E7
E0/62A2: FD 47                <UNKNOWN COMMAND $FD 47>
E0/62A4: 68 47 80 03 39 20    Enter area: $0047
                              MARIO will be at coords: (112,456) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/62AA: FE                   Return

E0/62AB: A1 C3                Set event flag memory address 00:7078 Bit 3
E0/62AD: D3 E7 62             Jump to address $E0/62E7
E0/62B0: FD 47                <UNKNOWN COMMAND $FD 47>
E0/62B2: 68 47 80 10 43 20    Enter area: $0047
                              MARIO will be at coords: (528,536) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/62B8: FE                   Return

E0/62B9: C4 15                <UNKNOWN COMMAND $C4>
E0/62BB: FD B0 00 FF          Isolate Bits $FF00 of 00:7000
E0/62BF: E3 00 08 54 62       If value at 00:7000 != #$0800, jump to address $E0/6254
E0/62C4: D3 E7 62             Jump to address $E0/62E7
E0/62C7: FD 47                <UNKNOWN COMMAND $FD 47>
E0/62C9: 68 48 80 1C 19 20    Enter area: $0048
                              MARIO will be at coords: (912,200) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/62CF: FE                   Return

E0/62D0: C4 15                <UNKNOWN COMMAND $C4>
E0/62D2: FD B0 00 FF          Isolate Bits $FF00 of 00:7000
E0/62D6: E3 00 1B 54 62       If value at 00:7000 != #$1B00, jump to address $E0/6254
E0/62DB: D3 E7 62             Jump to address $E0/62E7
E0/62DE: FD 47                <UNKNOWN COMMAND $FD 47>
E0/62E0: 68 49 80 0A 61 20    Enter area: $0049
                              MARIO will be at coords: (336,776) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/62E6: FE                   Return

E0/62E7: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
E0/62E9: 9C 20                Play sound effect #$20
E0/62EB: 15 F1 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/62EE: D4 09                Start code block, repeat 9 times
   E0/62F0: 00                   Set Bit 7 of current object (enable object visibility)
   E0/62F1: F0 00                Frame Duration: 0
   E0/62F3: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/62F4: F0 00                Frame Duration: 0
   E0/62F6: D7                   End of code block
E0/62F7: 84                   <UNKNOWN COMMAND $84>
E0/62F8: 87                   <UNKNOWN COMMAND $87>
E0/62F9: C4 35                <UNKNOWN COMMAND $C4>
E0/62FB: 00 FE                Set Object: MARIO ---> Command: End object queue

EVENT [D9A] ------------------------------------------------------------>
E0/62FD: 95 02 60             Fade out music to volume 96; Duration: 2 frames
E0/6300: FD 9C 23             Play sound effect #$23
E0/6303: FD 46 A3 0D          <UNKNOWN COMMAND $46>
E0/6307: FE                   Return


EVENT [D9B] ------------------------------------------------------------>
E0/6308: 95 02 60             Fade out music to volume 96; Duration: 2 frames
E0/630B: FD 9C 23             Play sound effect #$23
E0/630E: D9 C3 17 63          If event flag memory address 00:7078 Bit 3 set, jump to address $E0/6317
E0/6312: FD 46 A4 0D          <UNKNOWN COMMAND $46>
E0/6316: FE                   Return

E0/6317: FD 46 A5 0D          <UNKNOWN COMMAND $46>
E0/631B: FE                   Return


EVENT [D9C] ------------------------------------------------------------>
E0/631C: 95 02 60             Fade out music to volume 96; Duration: 2 frames
E0/631F: FD 9C 23             Play sound effect #$23
E0/6322: FD 46 A6 0D          <UNKNOWN COMMAND $46>
E0/6326: FE                   Return


EVENT [D9D] ------------------------------------------------------------>
E0/6327: 95 02 60             Fade out music to volume 96; Duration: 2 frames
E0/632A: FD 9C 23             Play sound effect #$23
E0/632D: FD 46 A7 0D          <UNKNOWN COMMAND $46>
E0/6331: FE                   Return


EVENT [D9E] ------------------------------------------------------------>
E0/6332: A8 3F 0F             Store #$0F to 00:70DF
E0/6335: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/6337: FD 17                Set Bit 3 of object address 0B,x
E0/6339: 34 00                Change directional maneuverability: 
E0/633B: 97 00 00             <UNKNOWN>
E0/633E: 1A 08                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/6340: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/6343: DA B5 48 63          If event flag memory address 00:7096 Bit 5 set, jump to address $E0/6348
   E0/6347: 01                   Clear Bit 7 of current object (disable object visibility)
E0/6348: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/634A: 06                   Set "moon-walk" Bits
   E0/634B: 10 43                Set transition flag, x4 speed
   E0/634D: 64 04                Shift object left 4 pixels
   E0/634F: 10 40                Set transition flag, x1 speed
E0/6351: 18 8A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/6353: 13 03                Layering priority: ...
   E0/6355: 06                   Set "moon-walk" Bits
   E0/6356: 10 43                Set transition flag, x4 speed
   E0/6358: 4A                   <UNKNOWN COMMAND $4A>
   E0/6359: 60 04                Shift object right 4 pixels
   E0/635B: 14 03                Isolate top Bits of current object address 0E,x and set Bit(s) $3
E0/635D: DE B5 63 63          If event flag memory address 00:7096 Bit 5 clear, jump to address $E0/6363
E0/6361: 17 F9                Set Object: NPC #3 ---> Command: Remove Object
E0/6363: D8 27 6B 63          If event flag memory address 00:7044 Bit 7 set, jump to address $E0/636B
E0/6367: D8 19 72 63          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/6372
E0/636B: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
E0/636D: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
E0/636F: D0 0F 00             Execute event id $000F subsequently
E0/6372: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/6374: 92 11 0F 0A          Place object at on-screen coords: (560,120) Z=160
   E0/6378: 7E 00 00             Object jumps #$0000 units
   E0/637B: F0 04                Frame Duration: 4
E0/637D: 70                   Simultaneously lighten screen from black with following commands
E0/637E: 9D 30 1E             Play sound effect #$30; speaker balance: 30
E0/6381: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/6383: 06                   Set "moon-walk" Bits
   E0/6384: 10 C1                Set transition and sequence flags, x2 speed
   E0/6386: 51 07                Shift object down-right 112 pixels
E0/6388: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/638A: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/638C: 10 C1                Set transition and sequence flags, x2 speed
   E0/638E: 51 07                Shift object down-right 112 pixels
   E0/6390: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6392: 16                   <UNKNOWN COMMAND $16>
E0/6393: DA B5 A7 63          If event flag memory address 00:7096 Bit 5 set, jump to address $E0/63A7
E0/6397: 17 0E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/6399: 10 C2                Set transition and sequence flags, x3 speed
   E0/639B: 45                   <UNKNOWN COMMAND $45>
   E0/639C: D8 75 A5 63          If event flag memory address 00:704E Bit 5 set, jump to address $E0/63A5
   E0/63A0: 57 05                Shift object up-right 80 pixels
   E0/63A2: D2 A7 63             Jump to address $E0/63A7
   E0/63A5: 57 04                Shift object up-right 64 pixels
E0/63A7: 0C 0E                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0E bytes)
   E0/63A9: 10 43                Set transition flag, x4 speed
   E0/63AB: 62 04                Shift object down 4 pixels
   E0/63AD: 66 08                Shift object up 8 pixels
   E0/63AF: 62 08                Shift object down 8 pixels
   E0/63B1: 66 08                Shift object up 8 pixels
   E0/63B3: 62 04                Shift object down 4 pixels
   E0/63B5: 10 45                Set transition flag, 1/2 speed
E0/63B7: 15 0A                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/63B9: D4 01                Start code block, repeat 1 times
   E0/63BB: 6A 04                Shift object up 4 pixels
   E0/63BD: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   E0/63BF: D7                   End of code block
   E0/63C0: 55 08                Shift object up-left 128 pixels
   E0/63C2: 01                   Clear Bit 7 of current object (disable object visibility)
E0/63C3: 00 A3                Set Object: MARIO ---> Begin action queue for object (Length: 0x23 bytes) (Wait until complete)
   E0/63C5: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   E0/63C7: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/63C9: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/63CC: 7E 70 00             Object jumps #$0070 units
   E0/63CF: 51 03                Shift object down-right 48 pixels
   E0/63D1: 0B 04                Set Bits $4 of current object address 0A,x
   E0/63D3: F0 00                Frame Duration: 0
   E0/63D5: 3D D3 63             <UNKNOWN COMMAND $3D: pointer to address $E0/63D3>
   E0/63D8: 09                   Reset all object properties to default
   E0/63D9: FD 9E                <UNKNOWN COMMAND $9E>
   E0/63DB: 0A 7E                Store #$7E to current object address 0A,x
   E0/63DD: 70                   Object faces right
   E0/63DE: 00                   Set Bit 7 of current object (enable object visibility)
   E0/63DF: 53 02                Shift object down-left 32 pixels
   E0/63E1: F0 00                Frame Duration: 0
   E0/63E3: 3D E1 63             <UNKNOWN COMMAND $3D: pointer to address $E0/63E1>
   E0/63E6: 10 C0                Set transition and sequence flags, x1 speed
E0/63E8: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
E0/63EA: DA B5 3C 64          If event flag memory address 00:7096 Bit 5 set, jump to address $E0/643C
E0/63EE: D9 C8 0B 64          If event flag memory address 00:7079 Bit 0 set, jump to address $E0/640B
E0/63F2: A1 2E                Set event flag memory address 00:7065 Bit 6
E0/63F4: A1 2F                Set event flag memory address 00:7065 Bit 7
E0/63F6: A1 6E                Set event flag memory address 00:706D Bit 6
E0/63F8: A1 6F                Set event flag memory address 00:706D Bit 7
E0/63FA: A1 C8                Set event flag memory address 00:7079 Bit 0
E0/63FC: BA 15                Store value at 00:702A to 00:7000
E0/63FE: C0 00 80             Compare value at 00:7000 to #$8000
E0/6401: ED 07 64             If Bit 0 of 00:70A0,x clear, jump to address $E0/6407
E0/6404: AC 00 00             Store #$0000 to 00:7000
E0/6407: B5 13                Store value at 00:7000 to 00:70B3
E0/6409: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/640B: D8 75 39 64          If event flag memory address 00:704E Bit 5 set, jump to address $E0/6439
E0/640F: 17 99                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   E0/6411: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6413: 22                   <UNKNOWN COMMAND $22>
   E0/6414: F0 13                Frame Duration: 19
   E0/6416: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6418: 38                   <UNKNOWN COMMAND $38>
   E0/6419: 10 C1                Set transition and sequence flags, x2 speed
   E0/641B: 06                   Set "moon-walk" Bits
   E0/641C: 60 02                Shift object right 2 pixels
   E0/641E: D4 03                Start code block, repeat 3 times
   E0/6420: 64 04                Shift object left 4 pixels
   E0/6422: 60 04                Shift object right 4 pixels
   E0/6424: D7                   End of code block
   E0/6425: 64 02                Shift object left 2 pixels
   E0/6427: 43                   <UNKNOWN COMMAND $43>
   E0/6428: 07                   Clear "moon-walk" Bits
   E0/6429: 77                   Object faces up-right
E0/642A: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/642C: 7E 01 00             Object jumps #$0001 units
   E0/642F: F0 00                Frame Duration: 0
   E0/6431: 3D 2F 64             <UNKNOWN COMMAND $3D: pointer to address $E0/642F>
   E0/6434: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6436: 3A A0 75 D0 97 0D    <UNKNOWN COMMAND $3A>
E0/643C: FE                   Return


EVENT [D9F] ------------------------------------------------------------>
E0/643D: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/643F: 10 F2 CF 02          Set Object: <UNKNOWN> ---> Command: Set object to movement: $02CF
E0/6443: 53 01                Add 1 frog coins
E0/6445: C5 15                <UNKNOWN COMMAND $C5>
E0/6447: C0 00 30             Compare value at 00:7000 to #$3000
E0/644A: EC 62 64             If Bit 0 of 00:70A0,x set, jump to address $E0/6462
E0/644D: C0 00 22             Compare value at 00:7000 to #$2200
E0/6450: EC 5F 64             If Bit 0 of 00:70A0,x set, jump to address $E0/645F
E0/6453: C0 00 14             Compare value at 00:7000 to #$1400
E0/6456: EC 5C 64             If Bit 0 of 00:70A0,x set, jump to address $E0/645C
E0/6459: A1 CC                Set event flag memory address 00:7079 Bit 4
E0/645B: FE                   Return

E0/645C: A1 CD                Set event flag memory address 00:7079 Bit 5
E0/645E: FE                   Return

E0/645F: A1 CE                Set event flag memory address 00:7079 Bit 6
E0/6461: FE                   Return

E0/6462: A1 CF                Set event flag memory address 00:7079 Bit 7
E0/6464: FE                   Return


EVENT [DA0] ------------------------------------------------------------>
E0/6465: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/6467: 10 F2 D6 01          Set Object: <UNKNOWN> ---> Command: Set object to movement: $01D6
E0/646B: B2 15                Increment 00:702A
E0/646D: FE                   Return


EVENT [DA1] ------------------------------------------------------------>
E0/646E: B0 15 00 00          Store #$0000 to 00:702A
E0/6472: D9 C8 79 64          If event flag memory address 00:7079 Bit 0 set, jump to address $E0/6479
E0/6476: A8 34 00             Store #$00 to 00:70D4
E0/6479: 35 FF                Enable Overworld Menu
E0/647B: 34 00                Change directional maneuverability: 
E0/647D: 40 A2 2D             Execute event id $2DA2 simultaneously with the following commands
E0/6480: 40 99 6D             Execute event id $6D99 simultaneously with the following commands
E0/6483: FD 42                <UNKNOWN COMMAND $FD 42>
E0/6485: D8 18 09 65          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/6509
E0/6489: 34 00                Change directional maneuverability: 
E0/648B: F0 00                Duration: 0 frames
E0/648D: CB                   Store joypad register to 00:7000,00:7001
E0/648E: E7 80 00 B7 64       If memory address 00:7000 Bit $0080 set, jump to address $E0/64B7
E0/6493: 34 03                Change directional maneuverability: left right 
E0/6495: F0 00                Duration: 0 frames
E0/6497: CB                   Store joypad register to 00:7000,00:7001
E0/6498: E7 80 00 B7 64       If memory address 00:7000 Bit $0080 set, jump to address $E0/64B7
E0/649D: CA                   Store held joypad register to 00:7000,00:7001
E0/649E: E7 02 00 AB 64       If memory address 00:7000 Bit $0002 set, jump to address $E0/64AB
E0/64A3: E7 01 00 B1 64       If memory address 00:7000 Bit $0001 set, jump to address $E0/64B1
E0/64A8: D2 85 64             Jump to address $E0/6485
E0/64AB: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/64AD: 74                   Object faces left
E0/64AE: D2 85 64             Jump to address $E0/6485
E0/64B1: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/64B3: 70                   Object faces right
E0/64B4: D2 85 64             Jump to address $E0/6485
E0/64B7: 34 00                Change directional maneuverability: 
E0/64B9: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
E0/64BB: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/64BD: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
E0/64C0: B0 12 00 00          Store #$0000 to 00:7024
E0/64C4: 34 00                Change directional maneuverability: 
E0/64C6: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/64C8: FD 9E                <UNKNOWN COMMAND $9E>
   E0/64CA: 22                   <UNKNOWN COMMAND $22>
   E0/64CB: 10 42                Set transition flag, x3 speed
   E0/64CD: 66 03                Shift object up 3 pixels
   E0/64CF: 10 45                Set transition flag, 1/2 speed
E0/64D1: B2 12                Increment 00:7024
E0/64D3: E4 12 05 00 F4 64    If value at 00:7024 = #$0005, jump to address $E0/64F4
E0/64D9: D4 09                Start code block, repeat 9 times
E0/64DB: 00 F4 D1 01          Set Object: MARIO ---> Command: UNKNOWN COMMAND $F4: movement $01D1
E0/64DF: 34 00                Change directional maneuverability: 
E0/64E1: F0 00                Duration: 0 frames
E0/64E3: CB                   Store joypad register to 00:7000,00:7001
E0/64E4: E7 80 00 C4 64       If memory address 00:7000 Bit $0080 set, jump to address $E0/64C4
E0/64E9: 34 03                Change directional maneuverability: left right 
E0/64EB: F0 00                Duration: 0 frames
E0/64ED: CB                   Store joypad register to 00:7000,00:7001
E0/64EE: E7 80 00 C4 64       If memory address 00:7000 Bit $0080 set, jump to address $E0/64C4
E0/64F3: D7                   End of code block
E0/64F4: 34 00                Change directional maneuverability: 
E0/64F6: D6 12                Store value at 00:7024 to object memory
E0/64F8: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/64FA: 09                   Reset all object properties to default
E0/64FB: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/64FD: 10 42                Set transition flag, x3 speed
   E0/64FF: 62 03                Shift object down 3 pixels
   E0/6501: 10 45                Set transition flag, 1/2 speed
E0/6503: D7                   End of code block
E0/6504: 00 FB                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $FB>
E0/6506: D2 85 64             Jump to address $E0/6485
E0/6509: 77 1E                Darken screen from black before following commands; Duration: 30 frames
E0/650B: 9B                   Stop sound effect
E0/650C: 35 00                Disable Overworld Menu
E0/650E: 68 44 80 0D 10 63    Enter area: $0044
                              MARIO will be at coords: (416,128) Z=48
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/6514: FE                   Return


EVENT [DA2] ------------------------------------------------------------>
E0/6515: F0 01                Duration: 1 frames
E0/6517: C5 15                <UNKNOWN COMMAND $C5>
E0/6519: FD B0 00 FF          Isolate Bits $FF00 of 00:7000
E0/651D: E2 00 07 39 65       If value at 00:7000 = #$0700, jump to address $E0/6539
E0/6522: E2 00 14 98 65       If value at 00:7000 = #$1400, jump to address $E0/6598
E0/6527: E2 00 22 F7 65       If value at 00:7000 = #$2200, jump to address $E0/65F7
E0/652C: E2 00 30 56 66       If value at 00:7000 = #$3000, jump to address $E0/6656
E0/6531: E2 00 3D F7 66       If value at 00:7000 = #$3D00, jump to address $E0/66F7
E0/6536: D2 15 65             Jump to address $E0/6515
E0/6539: D8 19 15 65          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/6515
E0/653D: A0 19                Set event flag memory address 00:7043 Bit 1
E0/653F: A8 0B 17             Store #$17 to 00:70AB
E0/6542: B0 0B 08 0F          Store #$0F08 to 00:7016
E0/6546: D3 B5 66             Jump to address $E0/66B5
E0/6549: B0 0B 09 11          Store #$1109 to 00:7016
E0/654D: D3 B5 66             Jump to address $E0/66B5
E0/6550: B0 0B 0B 10          Store #$100B to 00:7016
E0/6554: D3 B5 66             Jump to address $E0/66B5
E0/6557: D9 CC 6B 65          If event flag memory address 00:7079 Bit 4 set, jump to address $E0/656B
E0/655B: A8 0B 16             Store #$16 to 00:70AB
E0/655E: B0 0B 0C 12          Store #$120C to 00:7016
E0/6562: D3 B5 66             Jump to address $E0/66B5
E0/6565: A8 0B 1B             Store #$1B to 00:70AB
E0/6568: D2 72 65             Jump to address $E0/6572
E0/656B: B0 0B 0C 12          Store #$120C to 00:7016
E0/656F: D3 B5 66             Jump to address $E0/66B5
E0/6572: B0 0B 0E 10          Store #$100E to 00:7016
E0/6576: D3 B5 66             Jump to address $E0/66B5
E0/6579: B0 0B 10 10          Store #$1010 to 00:7016
E0/657D: D3 B5 66             Jump to address $E0/66B5
E0/6580: B0 0B 11 12          Store #$1211 to 00:7016
E0/6584: D3 B5 66             Jump to address $E0/66B5
E0/6587: B0 0B 12 0F          Store #$0F12 to 00:7016
E0/658B: D3 B5 66             Jump to address $E0/66B5
E0/658E: B0 0B 13 12          Store #$1213 to 00:7016
E0/6592: D3 B5 66             Jump to address $E0/66B5
E0/6595: D2 15 65             Jump to address $E0/6515
E0/6598: D8 1A 15 65          If event flag memory address 00:7043 Bit 2 set, jump to address $E0/6515
E0/659C: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/659E: A8 0B 17             Store #$17 to 00:70AB
E0/65A1: B0 0B 15 0F          Store #$0F15 to 00:7016
E0/65A5: D3 B5 66             Jump to address $E0/66B5
E0/65A8: B0 0B 17 12          Store #$1217 to 00:7016
E0/65AC: D3 B5 66             Jump to address $E0/66B5
E0/65AF: B0 0B 18 0D          Store #$0D18 to 00:7016
E0/65B3: D3 B5 66             Jump to address $E0/66B5
E0/65B6: D9 CD CA 65          If event flag memory address 00:7079 Bit 5 set, jump to address $E0/65CA
E0/65BA: A8 0B 16             Store #$16 to 00:70AB
E0/65BD: B0 0B 1A 0C          Store #$0C1A to 00:7016
E0/65C1: D3 B5 66             Jump to address $E0/66B5
E0/65C4: A8 0B 1B             Store #$1B to 00:70AB
E0/65C7: D2 D1 65             Jump to address $E0/65D1
E0/65CA: B0 0B 1A 0C          Store #$0C1A to 00:7016
E0/65CE: D3 B5 66             Jump to address $E0/66B5
E0/65D1: B0 0B 19 13          Store #$1319 to 00:7016
E0/65D5: D3 B5 66             Jump to address $E0/66B5
E0/65D8: B0 0B 1C 0D          Store #$0D1C to 00:7016
E0/65DC: D3 B5 66             Jump to address $E0/66B5
E0/65DF: B0 0B 1E 0B          Store #$0B1E to 00:7016
E0/65E3: D3 B5 66             Jump to address $E0/66B5
E0/65E6: B0 0B 1F 0D          Store #$0D1F to 00:7016
E0/65EA: D3 B5 66             Jump to address $E0/66B5
E0/65ED: B0 0B 21 0A          Store #$0A21 to 00:7016
E0/65F1: D3 B5 66             Jump to address $E0/66B5
E0/65F4: D2 15 65             Jump to address $E0/6515
E0/65F7: D8 1B 15 65          If event flag memory address 00:7043 Bit 3 set, jump to address $E0/6515
E0/65FB: A0 1B                Set event flag memory address 00:7043 Bit 3
E0/65FD: A8 0B 17             Store #$17 to 00:70AB
E0/6600: B0 0B 22 0D          Store #$0D22 to 00:7016
E0/6604: D3 B5 66             Jump to address $E0/66B5
E0/6607: B0 0B 23 08          Store #$0823 to 00:7016
E0/660B: D3 B5 66             Jump to address $E0/66B5
E0/660E: B0 0B 24 0A          Store #$0A24 to 00:7016
E0/6612: D3 B5 66             Jump to address $E0/66B5
E0/6615: D9 CE 29 66          If event flag memory address 00:7079 Bit 6 set, jump to address $E0/6629
E0/6619: A8 0B 16             Store #$16 to 00:70AB
E0/661C: B0 0B 26 08          Store #$0826 to 00:7016
E0/6620: D3 B5 66             Jump to address $E0/66B5
E0/6623: A8 0B 1B             Store #$1B to 00:70AB
E0/6626: D2 30 66             Jump to address $E0/6630
E0/6629: B0 0B 26 08          Store #$0826 to 00:7016
E0/662D: D3 B5 66             Jump to address $E0/66B5
E0/6630: B0 0B 28 09          Store #$0928 to 00:7016
E0/6634: D3 B5 66             Jump to address $E0/66B5
E0/6637: B0 0B 2A 08          Store #$082A to 00:7016
E0/663B: D3 B5 66             Jump to address $E0/66B5
E0/663E: B0 0B 2D 09          Store #$092D to 00:7016
E0/6642: D3 B5 66             Jump to address $E0/66B5
E0/6645: B0 0B 2E 07          Store #$072E to 00:7016
E0/6649: D3 B5 66             Jump to address $E0/66B5
E0/664C: B0 0B 2F 05          Store #$052F to 00:7016
E0/6650: D3 B5 66             Jump to address $E0/66B5
E0/6653: D2 15 65             Jump to address $E0/6515
E0/6656: D8 1C 15 65          If event flag memory address 00:7043 Bit 4 set, jump to address $E0/6515
E0/665A: A0 1C                Set event flag memory address 00:7043 Bit 4
E0/665C: A8 0B 17             Store #$17 to 00:70AB
E0/665F: B0 0B 31 05          Store #$0531 to 00:7016
E0/6663: D3 B5 66             Jump to address $E0/66B5
E0/6666: B0 0B 32 04          Store #$0432 to 00:7016
E0/666A: D3 B5 66             Jump to address $E0/66B5
E0/666D: B0 0B 32 0C          Store #$0C32 to 00:7016
E0/6671: D3 B5 66             Jump to address $E0/66B5
E0/6674: D9 CF 88 66          If event flag memory address 00:7079 Bit 7 set, jump to address $E0/6688
E0/6678: A8 0B 16             Store #$16 to 00:70AB
E0/667B: B0 0B 35 0C          Store #$0C35 to 00:7016
E0/667F: D3 B5 66             Jump to address $E0/66B5
E0/6682: A8 0B 1B             Store #$1B to 00:70AB
E0/6685: D2 8F 66             Jump to address $E0/668F
E0/6688: B0 0B 35 0C          Store #$0C35 to 00:7016
E0/668C: D3 B5 66             Jump to address $E0/66B5
E0/668F: B0 0B 36 10          Store #$1036 to 00:7016
E0/6693: D3 B5 66             Jump to address $E0/66B5
E0/6696: B0 0B 37 0D          Store #$0D37 to 00:7016
E0/669A: D3 B5 66             Jump to address $E0/66B5
E0/669D: B0 0B 38 0C          Store #$0C38 to 00:7016
E0/66A1: D3 B5 66             Jump to address $E0/66B5
E0/66A4: B0 0B 39 0B          Store #$0B39 to 00:7016
E0/66A8: D3 B5 66             Jump to address $E0/66B5
E0/66AB: B0 0B 3C 14          Store #$143C to 00:7016
E0/66AF: D3 B5 66             Jump to address $E0/66B5
E0/66B2: D2 15 65             Jump to address $E0/6515
E0/66B5: BC 0B 0C             Store value at 00:7016 to 00:7018
E0/66B8: BA 0B                Store value at 00:7016 to 00:7000
E0/66BA: FD B0 00 FF          Isolate Bits $FF00 of 00:7000
E0/66BE: FD B1 80 00          Set Bits $0080 of 00:7000
E0/66C2: BB 0B                Store value at 00:7000 to 00:7016
E0/66C4: FD B6 0C 08          Divide value at 00:7018 by 2^248 and store back
E0/66C8: BA 0C                Store value at 00:7018 to 00:7000
E0/66CA: FD B1 E0 00          Set Bits $00E0 of 00:7000
E0/66CE: BB 0C                Store value at 00:7000 to 00:7018
E0/66D0: B0 0D 00 00          Store #$0000 to 00:701A
E0/66D4: F8 45 26 E4 66       <UNKNOWN COMMAND $F8>
E0/66D9: 13 89                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/66DB: D4 03                Start code block, repeat 3 times
   E0/66DD: 00                   Set Bit 7 of current object (enable object visibility)
   E0/66DE: F0 00                Frame Duration: 0
   E0/66E0: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/66E1: F0 00                Frame Duration: 0
   E0/66E3: D7                   End of code block
E0/66E4: F0 00                Duration: 0 frames
E0/66E6: FD 33 13 E4 66       If Bit 5 of 00:6726 set, jump to address $E0/66E4
E0/66EB: 13 F2 AD 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $00AD
E0/66EF: F2 45 A6             <UNKNOWN COMMAND $F2>
E0/66F2: AA 0B                Increment 00:70AB
E0/66F4: F0 00                Duration: 0 frames
E0/66F6: FE                   Return

E0/66F7: A0 18                Set event flag memory address 00:7043 Bit 0
E0/66F9: FE                   Return


EVENT [DA3] ------------------------------------------------------------>
E0/66FA: 70                   Simultaneously lighten screen from black with following commands
E0/66FB: FD 31                Screen doesn't move with MARIO
E0/66FD: 00 F2 56 02          Set Object: MARIO ---> Command: Set object to movement: $0256
E0/6701: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   E0/6703: 10 45                Set transition flag, 1/2 speed
   E0/6705: 50 08                Shift object right 128 pixels
   E0/6707: 10 40                Set transition flag, x1 speed
E0/6709: D3 52 67             Jump to address $E0/6752
E0/670C: 68 45 00 08 1F 40    Enter area: $0045
                              MARIO will be at coords: (272,248) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/6712: 95 01 38             Fade out music to volume 56; Duration: 1 frames
E0/6715: FD 9C 23             Play sound effect #$23
E0/6718: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/671A: 01                   Clear Bit 7 of current object (disable object visibility)
E0/671B: 71                   Lighten screen from black before following commands
E0/671C: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/671E: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/6720: 80 0C 1D             Move object to on-screen coords: (400,232)
   E0/6723: B0 0B 80 19          Store #$1980 to 00:7016
   E0/6727: B0 0C 80 0E          Store #$0E80 to 00:7018
   E0/672B: 89                   Object disappears?
E0/672C: D3 47 62             Jump to address $E0/6247
E0/672F: 00 99                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   E0/6731: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6733: 21                   <UNKNOWN COMMAND $21>
   E0/6734: 10 45                Set transition flag, 1/2 speed
   E0/6736: 52 08                Shift object down 128 pixels
   E0/6738: 20 04                <UNKNOWN COMMAND $20>
   E0/673A: 25 80 02 F4 FF       <UNKNOWN COMMAND $25>
   E0/673F: 10 40                Set transition flag, x1 speed
   E0/6741: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6743: 0A 55                Store #$55 to current object address 0A,x
   E0/6745: 07                   Clear "moon-walk" Bits
   E0/6746: 43                   <UNKNOWN COMMAND $43>
   E0/6747: 21                   <UNKNOWN COMMAND $21>
   E0/6748: 0B 04                Set Bits $4 of current object address 0A,x
E0/674A: 00 F2 D2 01          Set Object: MARIO ---> Command: Set object to movement: $01D2
E0/674E: D2 79 64             Jump to address $E0/6479
E0/6751: FE                   Return

E0/6752: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/6754: 08 41 0A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
E0/6757: D4 02                Start code block, repeat 2 times
E0/6759: F0 00                Duration: 0 frames
E0/675B: D8 18 E5 67          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/67E5
E0/675F: D9 DD 57 67          If event flag memory address 00:707B Bit 5 set, jump to address $E0/6757
E0/6763: D7                   End of code block
E0/6764: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/6766: 08 41 0D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
E0/6769: D4 02                Start code block, repeat 2 times
E0/676B: F0 00                Duration: 0 frames
E0/676D: D8 18 E5 67          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/67E5
E0/6771: D9 DD 69 67          If event flag memory address 00:707B Bit 5 set, jump to address $E0/6769
E0/6775: D7                   End of code block
E0/6776: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/6778: 08 41 0C             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
E0/677B: D4 02                Start code block, repeat 2 times
E0/677D: F0 00                Duration: 0 frames
E0/677F: D8 18 E5 67          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/67E5
E0/6783: D9 DD 7B 67          If event flag memory address 00:707B Bit 5 set, jump to address $E0/677B
E0/6787: D7                   End of code block
E0/6788: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/678A: 08 41 0E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
E0/678D: D4 02                Start code block, repeat 2 times
E0/678F: F0 00                Duration: 0 frames
E0/6791: D8 18 E5 67          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/67E5
E0/6795: D9 DD 8D 67          If event flag memory address 00:707B Bit 5 set, jump to address $E0/678D
E0/6799: D7                   End of code block
E0/679A: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/679C: 08 41 0B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
E0/679F: D4 02                Start code block, repeat 2 times
E0/67A1: F0 00                Duration: 0 frames
E0/67A3: D8 18 E5 67          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/67E5
E0/67A7: D9 DD 9F 67          If event flag memory address 00:707B Bit 5 set, jump to address $E0/679F
E0/67AB: D7                   End of code block
E0/67AC: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/67AE: 08 41 8E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
E0/67B1: D4 02                Start code block, repeat 2 times
E0/67B3: F0 00                Duration: 0 frames
E0/67B5: D8 18 E5 67          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/67E5
E0/67B9: D9 DD B1 67          If event flag memory address 00:707B Bit 5 set, jump to address $E0/67B1
E0/67BD: D7                   End of code block
E0/67BE: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/67C0: 08 41 8C             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
E0/67C3: D4 02                Start code block, repeat 2 times
E0/67C5: F0 00                Duration: 0 frames
E0/67C7: D8 18 E5 67          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/67E5
E0/67CB: D9 DD C3 67          If event flag memory address 00:707B Bit 5 set, jump to address $E0/67C3
E0/67CF: D7                   End of code block
E0/67D0: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/67D2: 08 41 8D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
E0/67D5: D4 02                Start code block, repeat 2 times
E0/67D7: F0 00                Duration: 0 frames
E0/67D9: D8 18 E5 67          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/67E5
E0/67DD: D9 DD D5 67          If event flag memory address 00:707B Bit 5 set, jump to address $E0/67D5
E0/67E1: D7                   End of code block
E0/67E2: D2 52 67             Jump to address $E0/6752
E0/67E5: 77 20                Darken screen from black before following commands; Duration: 32 frames
E0/67E7: FE                   Return


EVENT [DA4] ------------------------------------------------------------>
E0/67E8: 70                   Simultaneously lighten screen from black with following commands
E0/67E9: FD 31                Screen doesn't move with MARIO
E0/67EB: 00 F2 57 02          Set Object: MARIO ---> Command: Set object to movement: $0257
E0/67EF: 0C 21                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x21 bytes)
   E0/67F1: 10 45                Set transition flag, 1/2 speed
   E0/67F3: 50 02                Shift object right 32 pixels
   E0/67F5: 10 46                Set transition flag, 1/4 speed
   E0/67F7: 50 02                Shift object right 32 pixels
   E0/67F9: 10 45                Set transition flag, 1/2 speed
   E0/67FB: 50 06                Shift object right 96 pixels
   E0/67FD: 10 40                Set transition flag, x1 speed
   E0/67FF: 50 05                Shift object right 80 pixels
   E0/6801: 51 03                Shift object down-right 48 pixels
   E0/6803: 10 45                Set transition flag, 1/2 speed
   E0/6805: 51 05                Shift object down-right 80 pixels
   E0/6807: 10 40                Set transition flag, x1 speed
   E0/6809: 41                   <UNKNOWN COMMAND $41>
   E0/680A: 50 05                Shift object right 80 pixels
   E0/680C: 10 45                Set transition flag, 1/2 speed
   E0/680E: 50 01                Shift object right 16 pixels
   E0/6810: 10 40                Set transition flag, x1 speed
E0/6812: D3 52 67             Jump to address $E0/6752
E0/6815: DC 1C 1E 68          If event flag memory address 00:7043 Bit 4 clear, jump to address $E0/681E
E0/6819: AC 01 00             Store #$0001 to 00:7000
E0/681C: FD 57                Add # at 00:7000 to max FP
E0/681E: 68 45 00 06 38 40    Enter area: $0045
                              MARIO will be at coords: (192,448) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/6824: 95 01 38             Fade out music to volume 56; Duration: 1 frames
E0/6827: FD 9C 23             Play sound effect #$23
E0/682A: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/682C: 01                   Clear Bit 7 of current object (disable object visibility)
E0/682D: 71                   Lighten screen from black before following commands
E0/682E: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/6830: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/6832: 80 0D 43             Move object to on-screen coords: (432,536)
   E0/6835: B0 0B 80 1B          Store #$1B80 to 00:7016
   E0/6839: B0 0C 80 21          Store #$2180 to 00:7018
   E0/683D: 89                   Object disappears?
E0/683E: D3 47 62             Jump to address $E0/6247
E0/6841: 00 9A                Set Object: MARIO ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   E0/6843: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6845: 21                   <UNKNOWN COMMAND $21>
   E0/6846: 10 45                Set transition flag, 1/2 speed
   E0/6848: 62 20                Shift object down 32 pixels
   E0/684A: 20 04                <UNKNOWN COMMAND $20>
   E0/684C: 25 80 02 F4 FF       <UNKNOWN COMMAND $25>
   E0/6851: 10 40                Set transition flag, x1 speed
   E0/6853: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6855: 0A 55                Store #$55 to current object address 0A,x
   E0/6857: 07                   Clear "moon-walk" Bits
   E0/6858: 63 04                Shift object down-left 4 pixels
   E0/685A: 21                   <UNKNOWN COMMAND $21>
   E0/685B: 0B 04                Set Bits $4 of current object address 0A,x
E0/685D: 00 F2 D2 01          Set Object: MARIO ---> Command: Set object to movement: $01D2
E0/6861: D2 79 64             Jump to address $E0/6479
E0/6864: FE                   Return


EVENT [DA5] ------------------------------------------------------------>
E0/6865: D9 C5 6C 68          If event flag memory address 00:7078 Bit 5 set, jump to address $E0/686C
E0/6869: 40 A8 2D             Execute event id $2DA8 simultaneously with the following commands
E0/686C: 70                   Simultaneously lighten screen from black with following commands
E0/686D: FD 31                Screen doesn't move with MARIO
E0/686F: 00 F2 58 02          Set Object: MARIO ---> Command: Set object to movement: $0258
E0/6873: 0C F2 87 02          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0287
E0/6877: D3 52 67             Jump to address $E0/6752
E0/687A: 68 45 00 09 38 40    Enter area: $0045
                              MARIO will be at coords: (288,448) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/6880: 95 01 38             Fade out music to volume 56; Duration: 1 frames
E0/6883: FD 9C 23             Play sound effect #$23
E0/6886: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/6888: 01                   Clear Bit 7 of current object (disable object visibility)
E0/6889: 71                   Lighten screen from black before following commands
E0/688A: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/688C: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/688E: 80 0C 43             Move object to on-screen coords: (400,536)
   E0/6891: B0 0B 80 19          Store #$1980 to 00:7016
   E0/6895: B0 0C 80 20          Store #$2080 to 00:7018
   E0/6899: 89                   Object disappears?
E0/689A: D3 47 62             Jump to address $E0/6247
E0/689D: 00 98                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   E0/689F: FD 9E                <UNKNOWN COMMAND $9E>
   E0/68A1: 21                   <UNKNOWN COMMAND $21>
   E0/68A2: 10 45                Set transition flag, 1/2 speed
   E0/68A4: 62 20                Shift object down 32 pixels
   E0/68A6: 20 04                <UNKNOWN COMMAND $20>
   E0/68A8: 25 80 02 F2 FF       <UNKNOWN COMMAND $25>
   E0/68AD: 10 40                Set transition flag, x1 speed
   E0/68AF: FD 9E                <UNKNOWN COMMAND $9E>
   E0/68B1: 0A 55                Store #$55 to current object address 0A,x
   E0/68B3: 06                   Set "moon-walk" Bits
   E0/68B4: 21                   <UNKNOWN COMMAND $21>
   E0/68B5: 0B 04                Set Bits $4 of current object address 0A,x
E0/68B7: 00 F2 D2 01          Set Object: MARIO ---> Command: Set object to movement: $01D2
E0/68BB: D2 79 64             Jump to address $E0/6479
E0/68BE: FE                   Return


EVENT [DA6] ------------------------------------------------------------>
E0/68BF: 40 A9 2D             Execute event id $2DA9 simultaneously with the following commands
E0/68C2: 70                   Simultaneously lighten screen from black with following commands
E0/68C3: FD 31                Screen doesn't move with MARIO
E0/68C5: 00 F2 59 02          Set Object: MARIO ---> Command: Set object to movement: $0259
E0/68C9: 0C 0D                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0D bytes)
   E0/68CB: F0 DB                Frame Duration: 219
   E0/68CD: 10 40                Set transition flag, x1 speed
   E0/68CF: 54 04                Shift object left 64 pixels
   E0/68D1: 10 40                Set transition flag, x1 speed
   E0/68D3: 55 07                Shift object up-left 112 pixels
   E0/68D5: 45                   <UNKNOWN COMMAND $45>
   E0/68D6: 10 40                Set transition flag, x1 speed
E0/68D8: FD 42                <UNKNOWN COMMAND $FD 42>
E0/68DA: D3 52 67             Jump to address $E0/6752
E0/68DD: FD 40                <UNKNOWN COMMAND $FD 40>
E0/68DF: D9 C6 E7 68          If event flag memory address 00:7078 Bit 6 set, jump to address $E0/68E7
E0/68E3: 53 01                Add 1 frog coins
E0/68E5: A1 C6                Set event flag memory address 00:7078 Bit 6
E0/68E7: 68 45 00 04 53 40    Enter area: $0045
                              MARIO will be at coords: (144,664) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/68ED: 95 01 38             Fade out music to volume 56; Duration: 1 frames
E0/68F0: FD 9C 23             Play sound effect #$23
E0/68F3: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/68F5: 01                   Clear Bit 7 of current object (disable object visibility)
E0/68F6: 71                   Lighten screen from black before following commands
E0/68F7: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/68F9: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/68FB: 80 04 4C             Move object to on-screen coords: (128,608)
   E0/68FE: B0 0B 80 05          Store #$0580 to 00:7016
   E0/6902: B0 0C 80 21          Store #$2180 to 00:7018
   E0/6906: 89                   Object disappears?
E0/6907: D3 47 62             Jump to address $E0/6247
E0/690A: 00 98                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   E0/690C: FD 9E                <UNKNOWN COMMAND $9E>
   E0/690E: 21                   <UNKNOWN COMMAND $21>
   E0/690F: 10 45                Set transition flag, 1/2 speed
   E0/6911: 52 08                Shift object down 128 pixels
   E0/6913: 20 04                <UNKNOWN COMMAND $20>
   E0/6915: 25 80 02 E4 FF       <UNKNOWN COMMAND $25>
   E0/691A: 10 40                Set transition flag, x1 speed
   E0/691C: FD 9E                <UNKNOWN COMMAND $9E>
   E0/691E: 0A 51                Store #$51 to current object address 0A,x
   E0/6920: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/6921: 21                   <UNKNOWN COMMAND $21>
   E0/6922: 0B 04                Set Bits $4 of current object address 0A,x
E0/6924: 00 F2 D2 01          Set Object: MARIO ---> Command: Set object to movement: $01D2
E0/6928: D2 79 64             Jump to address $E0/6479
E0/692B: FE                   Return


EVENT [DA7] ------------------------------------------------------------>
E0/692C: 15 87                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/692E: 10 43                Set transition flag, x4 speed
   E0/6930: 63 08                Shift object down-left 8 pixels
   E0/6932: 71                   Object faces down-right
   E0/6933: 10 40                Set transition flag, x1 speed
E0/6935: 70                   Simultaneously lighten screen from black with following commands
E0/6936: 40 AA 2D             Execute event id $2DAA simultaneously with the following commands
E0/6939: FD 31                Screen doesn't move with MARIO
E0/693B: 00 F2 5A 02          Set Object: MARIO ---> Command: Set object to movement: $025A
E0/693F: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   E0/6941: F0 9F                Frame Duration: 159
   E0/6943: 10 45                Set transition flag, 1/2 speed
   E0/6945: 54 06                Shift object left 96 pixels
   E0/6947: 10 40                Set transition flag, x1 speed
E0/6949: D3 52 67             Jump to address $E0/6752
E0/694C: 68 45 00 0E 70 40    Enter area: $0045
                              MARIO will be at coords: (448,896) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/6952: 95 01 38             Fade out music to volume 56; Duration: 1 frames
E0/6955: FD 9C 23             Play sound effect #$23
E0/6958: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/695A: 01                   Clear Bit 7 of current object (disable object visibility)
E0/695B: 71                   Lighten screen from black before following commands
E0/695C: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/695E: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/6960: 80 08 69             Move object to on-screen coords: (272,840)
   E0/6963: B0 0B 80 11          Store #$1180 to 00:7016
   E0/6967: B0 0C 80 35          Store #$3580 to 00:7018
   E0/696B: 89                   Object disappears?
E0/696C: D3 47 62             Jump to address $E0/6247
E0/696F: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   E0/6971: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6973: 21                   <UNKNOWN COMMAND $21>
   E0/6974: 20 04                <UNKNOWN COMMAND $20>
   E0/6976: 25 80 02 EC FF       <UNKNOWN COMMAND $25>
   E0/697B: 10 45                Set transition flag, 1/2 speed
   E0/697D: 53 02                Shift object down-left 32 pixels
   E0/697F: 21                   <UNKNOWN COMMAND $21>
   E0/6980: 0B 04                Set Bits $4 of current object address 0A,x
E0/6982: 00 F2 D2 01          Set Object: MARIO ---> Command: Set object to movement: $01D2
E0/6986: D2 79 64             Jump to address $E0/6479
E0/6989: FE                   Return


EVENT [DA8] ------------------------------------------------------------>
E0/698A: BA 15                Store value at 00:702A to 00:7000
E0/698C: BB 1A                Store value at 00:7000 to 00:7034
E0/698E: F0 00                Duration: 0 frames
E0/6990: DD DD 8E 69          If event flag memory address 00:707B Bit 5 clear, jump to address $E0/698E
E0/6994: F0 02                Duration: 2 frames
E0/6996: 0C FA                Set Object: BG1,2,3 + MARIO + NPC ---> Command: Remove movement effects
E0/6998: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
E0/699A: 0C 16                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x16 bytes)
   E0/699C: 10 43                Set transition flag, x4 speed
   E0/699E: 62 04                Shift object down 4 pixels
   E0/69A0: 66 08                Shift object up 8 pixels
   E0/69A2: 62 08                Shift object down 8 pixels
   E0/69A4: 66 08                Shift object up 8 pixels
   E0/69A6: 62 04                Shift object down 4 pixels
   E0/69A8: 10 45                Set transition flag, 1/2 speed
   E0/69AA: E4                   <UNKNOWN COMMAND $E4>
   E0/69AB: 1A                   <UNKNOWN COMMAND $1A>
   E0/69AC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/69AD: 00                   Set Bit 7 of current object (enable object visibility)
   E0/69AE: B2 69                Increment 00:70D2
   E0/69B0: 9C 37                Play sound effect #$37
E0/69B2: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   E0/69B4: FD 9E                <UNKNOWN COMMAND $9E>
   E0/69B6: 41                   <UNKNOWN COMMAND $41>
   E0/69B7: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/69BA: 7E 90 00             Object jumps #$0090 units
E0/69BD: B0 06 00 00          Store #$0000 to 00:700C
E0/69C1: D4 07                Start code block, repeat 7 times
E0/69C3: BA 15                Store value at 00:702A to 00:7000
E0/69C5: E2 00 00 D1 69       If value at 00:7000 = #$0000, jump to address $E0/69D1
E0/69CA: 3E 11 00 D1 69       <UNKNOWN COMMAND: pointer to address $69D1>
E0/69CF: B3 15                Decrement 00:702A
E0/69D1: F0 00                Duration: 0 frames
E0/69D3: B2 06                Increment 00:700C
E0/69D5: D7                   End of code block
E0/69D6: F0 00                Duration: 0 frames
E0/69D8: 3D D6 69             <UNKNOWN COMMAND: pointer to address $69D6>
E0/69DB: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/69DD: 08 13 05             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/69E0: F0 03                Frame Duration: 3
   E0/69E2: 08 41 0A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
E0/69E5: 0C FB                Set Object: BG1,2,3 + MARIO + NPC ---> Command: <UNKNOWN COMMAND $FB>
E0/69E7: 00 FB                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $FB>
E0/69E9: A5 DD                Clear event flag memory address 00:707B Bit 5
E0/69EB: A1 C5                Set event flag memory address 00:7078 Bit 5
E0/69ED: FE                   Return


EVENT [DA9] ------------------------------------------------------------>
E0/69EE: F0 00                Duration: 0 frames
E0/69F0: DC 1C EE 69          If event flag memory address 00:7043 Bit 4 clear, jump to address $E0/69EE
E0/69F4: 15 F2 2B 00          Set Object: NPC #1 ---> Command: Set object to movement: $002B
E0/69F8: F0 00                Duration: 0 frames
E0/69FA: DC 1B F8 69          If event flag memory address 00:7043 Bit 3 clear, jump to address $E0/69F8
E0/69FE: 19 F2 2A 00          Set Object: NPC #5 ---> Command: Set object to movement: $002A
E0/6A02: F0 13                Duration: 19 frames
E0/6A04: 1A F2 29 00          Set Object: NPC #6 ---> Command: Set object to movement: $0029
E0/6A08: FE                   Return


EVENT [DAA] ------------------------------------------------------------>
E0/6A09: D9 C7 14 6A          If event flag memory address 00:7078 Bit 7 set, jump to address $E0/6A14
E0/6A0D: 18 F2 2D 00          Set Object: NPC #4 ---> Command: Set object to movement: $002D
E0/6A11: D2 1D 6A             Jump to address $E0/6A1D
E0/6A14: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/6A16: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/6A19: 14 F2 2D 00          Set Object: NPC #0 ---> Command: Set object to movement: $002D
E0/6A1D: 17 8F                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/6A1F: FD 0F 03             Object overlaps BG1 & BG2
   E0/6A22: 10 40                Set transition flag, x1 speed
   E0/6A24: 10 80                Set sequence flag, x1 speed
   E0/6A26: 7F 80 00             Object jumps (with sound effect) #$0080 units
   E0/6A29: 43                   <UNKNOWN COMMAND $43>
   E0/6A2A: F0 0B                Frame Duration: 11
   E0/6A2C: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
E0/6A2E: 17 07                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/6A30: 06                   Set "moon-walk" Bits
   E0/6A31: 10 C0                Set transition and sequence flags, x1 speed
   E0/6A33: 7F 40 00             Object jumps (with sound effect) #$0040 units
   E0/6A36: 47                   <UNKNOWN COMMAND $47>
E0/6A37: 15 13                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x13 bytes)
   E0/6A39: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6A3B: 37                   <UNKNOWN COMMAND $37>
   E0/6A3C: 10 43                Set transition flag, x4 speed
   E0/6A3E: 06                   Set "moon-walk" Bits
   E0/6A3F: 60 04                Shift object right 4 pixels
   E0/6A41: 64 08                Shift object left 8 pixels
   E0/6A43: 60 08                Shift object right 8 pixels
   E0/6A45: 64 08                Shift object left 8 pixels
   E0/6A47: 60 08                Shift object right 8 pixels
   E0/6A49: 64 04                Shift object left 4 pixels
   E0/6A4B: 71                   Object faces down-right
E0/6A4C: B0 06 00 00          Store #$0000 to 00:700C
E0/6A50: D4 07                Start code block, repeat 7 times
E0/6A52: 3E 11 15 57 6A       <UNKNOWN COMMAND: pointer to address $6A57>
E0/6A57: F0 00                Duration: 0 frames
E0/6A59: B2 06                Increment 00:700C
E0/6A5B: D7                   End of code block
E0/6A5C: F0 1D                Duration: 29 frames
E0/6A5E: D8 19 67 6A          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/6A67
E0/6A62: A0 19                Set event flag memory address 00:7043 Bit 1
E0/6A64: D2 1D 6A             Jump to address $E0/6A1D
E0/6A67: 17 88                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/6A69: FD 0E                Set Bit 5 and clear Bit 4,6 of object address 09,x (hide object shadow)
   E0/6A6B: 07                   Clear "moon-walk" Bits
   E0/6A6C: 10 C1                Set transition and sequence flags, x2 speed
   E0/6A6E: 55 09                Shift object up-left 144 pixels
   E0/6A70: 71                   Object faces down-right
E0/6A71: F0 B3                Duration: 179 frames
E0/6A73: 16 87                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/6A75: 7F 00 00             Object jumps (with sound effect) #$0000 units
   E0/6A78: F0 0C                Frame Duration: 12
   E0/6A7A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
E0/6A7C: 17 08                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/6A7E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6A80: 37                   <UNKNOWN COMMAND $37>
   E0/6A81: 10 80                Set sequence flag, x1 speed
   E0/6A83: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/6A86: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/6A88: 90 05 5A 09          Objects bounces 9px high to on-screen coords: (160,720)
E0/6A8C: B0 06 00 00          Store #$0000 to 00:700C
E0/6A90: D4 07                Start code block, repeat 7 times
E0/6A92: 3E 11 17 97 6A       <UNKNOWN COMMAND: pointer to address $6A97>
E0/6A97: F0 00                Duration: 0 frames
E0/6A99: B2 06                Increment 00:700C
E0/6A9B: D7                   End of code block
E0/6A9C: F0 13                Duration: 19 frames
E0/6A9E: D8 1A D2 6A          If event flag memory address 00:7043 Bit 2 set, jump to address $E0/6AD2
E0/6AA2: 17 89                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/6AA4: 09                   Reset all object properties to default
   E0/6AA5: 71                   Object faces down-right
   E0/6AA6: 06                   Set "moon-walk" Bits
   E0/6AA7: 10 45                Set transition flag, 1/2 speed
   E0/6AA9: 10 81                Set sequence flag, x2 speed
   E0/6AAB: 54 02                Shift object left 32 pixels
E0/6AAD: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/6AAF: 92 03 5A 08          Place object at on-screen coords: (96,720) Z=128
   E0/6AB3: 7F 00 00             Object jumps (with sound effect) #$0000 units
E0/6AB6: 17 91                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   E0/6AB8: F0 06                Frame Duration: 6
   E0/6ABA: 07                   Clear "moon-walk" Bits
   E0/6ABB: 73                   Object faces down-left
   E0/6ABC: 06                   Set "moon-walk" Bits
   E0/6ABD: 10 C3                Set transition and sequence flags, x4 speed
   E0/6ABF: 7F 58 00             Object jumps (with sound effect) #$0058 units
   E0/6AC2: 50 02                Shift object right 32 pixels
   E0/6AC4: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6AC6: 41                   <UNKNOWN COMMAND $41>
   E0/6AC7: 07                   Clear "moon-walk" Bits
   E0/6AC8: 73                   Object faces down-left
E0/6AC9: 16 82                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/6ACB: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
E0/6ACD: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/6ACF: D2 73 6A             Jump to address $E0/6A73
E0/6AD2: D9 C7 DD 6A          If event flag memory address 00:7078 Bit 7 set, jump to address $E0/6ADD
E0/6AD6: AC 01 00             Store #$0001 to 00:7000
E0/6AD9: FD 57                Add # at 00:7000 to max FP
E0/6ADB: A1 C7                Set event flag memory address 00:7078 Bit 7
E0/6ADD: FE                   Return


EVENT [DAB] ------------------------------------------------------------>
E0/6ADE: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/6AE0: FD 17                Set Bit 3 of object address 0B,x
E0/6AE2: B0 12 00 00          Store #$0000 to 00:7024
E0/6AE6: B0 1A 10 00          Store #$0010 to 00:7034
E0/6AEA: B0 13 01 00          Store #$0001 to 00:7026
E0/6AEE: A8 11 00             Store #$00 to 00:70B1
E0/6AF1: FD 31                Screen doesn't move with MARIO
E0/6AF3: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/6AF5: 92 0B 43 00          Place object at on-screen coords: (368,536) Z=0
E0/6AF9: 0F 04                Set Object: BG2 + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/6AFB: 10 41                Set transition flag, x2 speed
   E0/6AFD: 55 12                Shift object up-left 288 pixels
E0/6AFF: 71                   Lighten screen from black before following commands
E0/6B00: 1C 9F                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   E0/6B02: 20 04                <UNKNOWN COMMAND $20>
   E0/6B04: 28 00 00 00 00 00 80 00 01 00 01 00 00 00 20 80 <UNKNOWN COMMAND $28>
   E0/6B14: 06                   Set "moon-walk" Bits
   E0/6B15: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/6B16: 10 41                Set transition flag, x2 speed
   E0/6B18: 10 80                Set sequence flag, x1 speed
   E0/6B1A: 08 42 83             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/6B1D: 6A 09                Shift object up 9 pixels
   E0/6B1F: 61 08                Shift object down-right 8 pixels
E0/6B21: 1C 02                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/6B23: 55 0B                Shift object up-left 176 pixels
E0/6B25: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/6B27: 10 C1                Set transition and sequence flags, x2 speed
   E0/6B29: 55 0B                Shift object up-left 176 pixels
   E0/6B2B: 10 80                Set sequence flag, x1 speed
E0/6B2D: 1C F2 CB 02          Set Object: NPC #8 ---> Command: Set object to movement: $02CB
E0/6B31: 60 9A A4 60          Run Dialogue $049A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Please, let me go!
 Won't you...please?
 Pretty please?<I><END>


E0/6B35: D3 15 6D             Jump to address $E0/6D15
E0/6B38: 60 9B 84 62          Run Dialogue $049B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Eh?<I>
  Hey, where's my bride-to-be?<I>


E0/6B3C: D3 30 6D             Jump to address $E0/6D30
E0/6B3F: F0 13                Duration: 19 frames
E0/6B41: D3 15 6D             Jump to address $E0/6D15
E0/6B44: 62 9C 24             Run Dialogue $049C
                              Duration: short

  I wanna play hide and seek, too!<I>

TOADSTOOL: Yuck, I don't want to
 play ANYTHING with you!<I>

BOOSTER: What a poor sport!
  Well, we really should hurry along.<I>
  A yummy cake is waiting for us
  after we climb this hill!<I>
  Let's GO!<I>

TOADSTOOL: NO!
 I don't want to marry you.
 Please let me go!<I><END>


E0/6B47: FD 61                <UNKNOWN COMMAND $FD 61>
E0/6B49: D3 30 6D             Jump to address $E0/6D30
E0/6B4C: FD 61                <UNKNOWN COMMAND $FD 61>
E0/6B4E: D3 15 6D             Jump to address $E0/6D15
E0/6B51: FD 61                <UNKNOWN COMMAND $FD 61>
E0/6B53: D3 30 6D             Jump to address $E0/6D30
E0/6B56: 65                   <UNKNOWN COMMAND $65>
E0/6B57: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/6B59: 10 C1                Set transition and sequence flags, x2 speed
   E0/6B5B: 55 08                Shift object up-left 128 pixels
   E0/6B5D: 06                   Set "moon-walk" Bits
   E0/6B5E: 10 40                Set transition flag, x1 speed
E0/6B60: 60 9D 24 60          Run Dialogue $049D
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Help! Mario!
 Please help meeeeeee!<I>

BOOSTER: Uh oh! It's Mario!<I>
  We didn't plan on this.<I><END>


E0/6B64: FD 61                <UNKNOWN COMMAND $FD 61>
E0/6B66: D3 15 6D             Jump to address $E0/6D15
E0/6B69: 65                   <UNKNOWN COMMAND $65>
E0/6B6A: D3 30 6D             Jump to address $E0/6D30
E0/6B6D: 1B 87                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/6B6F: 10 83                Set sequence flag, x4 speed
   E0/6B71: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/6B72: F0 27                Frame Duration: 39
   E0/6B74: 10 80                Set sequence flag, x1 speed
E0/6B76: D3 15 6D             Jump to address $E0/6D15
E0/6B79: 60 9E A4 62          Run Dialogue $049E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: Mario, you aren't
  invited to our wedding!<I>
  Besides, we still have to have
  the rehearsal!<I>

  I'll be happy to race you to the 
  wedding hall, but ......<I>
  you'd better not get in my way.<I>

  Ready?<I><END>


E0/6B7D: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/6B7F: 10 81                Set sequence flag, x2 speed
   E0/6B81: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/6B82: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/6B84: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/6B85: A8 0E 03             Store #$03 to 00:70AE
E0/6B88: D3 30 6D             Jump to address $E0/6D30
E0/6B8B: 17 F2 C3 02          Set Object: NPC #3 ---> Command: Set object to movement: $02C3
E0/6B8F: 18 F2 C3 02          Set Object: NPC #4 ---> Command: Set object to movement: $02C3
E0/6B93: 19 F2 C3 02          Set Object: NPC #5 ---> Command: Set object to movement: $02C3
E0/6B97: F0 3B                Duration: 59 frames
E0/6B99: 30                   <UNKNOWN COMMAND $30>
E0/6B9A: 89                   <UNKNOWN COMMAND $89>
E0/6B9B: EA 01 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A01
E0/6B9E: 89                   <UNKNOWN COMMAND $89>
E0/6B9F: EA 02 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A02
E0/6BA2: 89                   <UNKNOWN COMMAND $89>
E0/6BA3: EA 03 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A03
E0/6BA6: 89                   <UNKNOWN COMMAND $89>
E0/6BA7: EA 04 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A04
E0/6BAA: 89                   <UNKNOWN COMMAND $89>
E0/6BAB: EA 05 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A05
E0/6BAE: 89                   <UNKNOWN COMMAND $89>
E0/6BAF: EA 06 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A06
E0/6BB2: 89                   <UNKNOWN COMMAND $89>
E0/6BB3: EA 07 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A07
E0/6BB6: F0 0F                Duration: 15 frames
E0/6BB8: 1A 92                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/6BBA: 92 0B 41 00          Place object at on-screen coords: (368,520) Z=0
   E0/6BBE: FD 0F 03             Object overlaps BG1 & BG2
   E0/6BC1: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6BC2: 10 C1                Set transition and sequence flags, x2 speed
   E0/6BC4: 55 06                Shift object up-left 96 pixels
   E0/6BC6: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/6BC9: 7F 40 00             Object jumps (with sound effect) #$0040 units
E0/6BCC: 9C 57                Play sound effect #$57
E0/6BCE: 60 A4 84 60          Run Dialogue $04A4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 This is the Booster Hill track.<I>

 Need some advice?
  >>   (Yes)
  >>   (No)<I><END>


E0/6BD2: 66 CF 6C             If 2nd option chosen from dialogue prompt, jump to address $E0/6CCF
E0/6BD5: 60 9F 84 60          Run Dialogue $049F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 You can only move left or right,
 and jump. You can't go forward
 or backward.<I>

E0/6BD9: 00 A1                Set Object: MARIO ---> Begin action queue for object (Length: 0x21 bytes) (Wait until complete)
   E0/6BDB: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/6BDD: 10 40                Set transition flag, x1 speed
   E0/6BDF: 10 81                Set sequence flag, x2 speed
   E0/6BE1: D4 03                Start code block, repeat 3 times
   E0/6BE3: 9C 03                Play sound effect #$03
   E0/6BE5: 67 08                Shift object up-right 8 pixels
   E0/6BE7: D7                   End of code block
   E0/6BE8: 7F 6B 00             Object jumps (with sound effect) #$006B units
   E0/6BEB: F0 1D                Frame Duration: 29
   E0/6BED: D4 07                Start code block, repeat 7 times
   E0/6BEF: 9C 03                Play sound effect #$03
   E0/6BF1: 63 08                Shift object down-left 8 pixels
   E0/6BF3: D7                   End of code block
   E0/6BF4: D4 01                Start code block, repeat 1 times
   E0/6BF6: 7F 6B 00             Object jumps (with sound effect) #$006B units
   E0/6BF9: F0 1D                Frame Duration: 29
   E0/6BFB: D7                   End of code block
E0/6BFC: 62 A0 84             Run Dialogue $04A0 (Wait until complete)
                              Duration: forever



 Touch the Snifits or any of the
 barrels and you'll fall back.<I>

E0/6BFF: D3 49 6D             Jump to address $E0/6D49
E0/6C02: 00 9F                Set Object: MARIO ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   E0/6C04: F0 23                Frame Duration: 35
   E0/6C06: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6C08: 31 10 40             <UNKNOWN COMMAND $31>
   E0/6C0B: 10 81                Set sequence flag, x2 speed
   E0/6C0D: 7E 70 00             Object jumps #$0070 units
   E0/6C10: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/6C13: D4 0F                Start code block, repeat 15 times
   E0/6C15: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/6C16: F0 00                Frame Duration: 0
   E0/6C18: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6C19: 61 01                Shift object down-right 1 pixels
   E0/6C1B: D7                   End of code block
   E0/6C1C: 09                   Reset all object properties to default
   E0/6C1D: F0 1D                Frame Duration: 29
   E0/6C1F: 10 45                Set transition flag, 1/2 speed
   E0/6C21: 65 10                Shift object up-left 16 pixels
E0/6C23: 17 12                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/6C25: 10 C0                Set transition and sequence flags, x1 speed
   E0/6C27: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6C29: 32 7F 38             <UNKNOWN COMMAND $32>
   E0/6C2C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6C2D: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/6C30: F0 1F                Frame Duration: 31
   E0/6C32: 09                   Reset all object properties to default
   E0/6C33: 10 81                Set sequence flag, x2 speed
   E0/6C35: 55 06                Shift object up-left 96 pixels
E0/6C37: 00 9D                Set Object: MARIO ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   E0/6C39: F0 53                Frame Duration: 83
   E0/6C3B: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6C3D: 31 7E 70             <UNKNOWN COMMAND $31>
   E0/6C40: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6C41: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/6C44: 10 41                Set transition flag, x2 speed
   E0/6C46: D4 17                Start code block, repeat 23 times
   E0/6C48: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/6C49: 61 02                Shift object down-right 2 pixels
   E0/6C4B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6C4C: 61 02                Shift object down-right 2 pixels
   E0/6C4E: D7                   End of code block
   E0/6C4F: 09                   Reset all object properties to default
   E0/6C50: F0 1D                Frame Duration: 29
   E0/6C52: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
E0/6C56: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/6C58: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/6C5B: 83 03 06             Place object: right=96px down=48px
E0/6C5E: 62 A1 84             Run Dialogue $04A1 (Wait until complete)
                              Duration: forever



 Jump on the barrels or the Snifits
 to sprint forward.<I>

E0/6C61: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/6C63: 10 40                Set transition flag, x1 speed
   E0/6C65: 10 81                Set sequence flag, x2 speed
   E0/6C67: 53 02                Shift object down-left 32 pixels
E0/6C69: D3 49 6D             Jump to address $E0/6D49
E0/6C6C: 00 99                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   E0/6C6E: F0 10                Frame Duration: 16
   E0/6C70: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/6C73: F0 16                Frame Duration: 22
   E0/6C75: 10 40                Set transition flag, x1 speed
   E0/6C77: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6C79: 0A FD                Store #$FD to current object address 0A,x
   E0/6C7B: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/6C7C: 7E 6C 00             Object jumps #$006C units
   E0/6C7F: 65 20                Shift object up-left 32 pixels
   E0/6C81: F0 1D                Frame Duration: 29
   E0/6C83: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
E0/6C87: 62 A2 84             Run Dialogue $04A2 (Wait until complete)
                              Duration: forever



 Reach out and touch Toadstool,
 and you'll win Flowers!<I>

E0/6C8A: 18 19                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x19 bytes)
   E0/6C8C: 10 C0                Set transition and sequence flags, x1 speed
   E0/6C8E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6C90: 32 7F 38             <UNKNOWN COMMAND $32>
   E0/6C93: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6C94: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/6C97: F0 1F                Frame Duration: 31
   E0/6C99: 09                   Reset all object properties to default
   E0/6C9A: 10 81                Set sequence flag, x2 speed
   E0/6C9C: 55 04                Shift object up-left 64 pixels
   E0/6C9E: 10 C3                Set transition and sequence flags, x4 speed
   E0/6CA0: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/6CA3: 51 08                Shift object down-right 128 pixels
E0/6CA5: 00 93                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   E0/6CA7: F0 47                Frame Duration: 71
   E0/6CA9: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/6CAC: F0 16                Frame Duration: 22
   E0/6CAE: 10 40                Set transition flag, x1 speed
   E0/6CB0: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6CB2: 0A FD                Store #$FD to current object address 0A,x
   E0/6CB4: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/6CB5: 7E 6C 00             Object jumps #$006C units
   E0/6CB8: 65 20                Shift object up-left 32 pixels
E0/6CBA: 1D F3 CC 02          Set Object: NPC #9 ---> Command: Set object to movement: $02CC
E0/6CBE: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/6CC0: F0 1D                Frame Duration: 29
   E0/6CC2: 83 FE FC             Place object: right=4032px down=992px
E0/6CC5: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/6CC7: F0 1D                Frame Duration: 29
   E0/6CC9: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
   E0/6CCD: 0B F0                Set Bits $F0 of current object address 0A,x
E0/6CCF: 62 A3 A4             Run Dialogue $04A3 (Wait until complete)
                              Duration: forever




         Ready, get set, go!<I><END>


E0/6CD2: 9C 57                Play sound effect #$57
E0/6CD4: 95 02 00             Fade out music to volume 0; Duration: 2 frames
E0/6CD7: 1A 84                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/6CD9: 09                   Reset all object properties to default
   E0/6CDA: 51 06                Shift object down-right 96 pixels
   E0/6CDC: 01                   Clear Bit 7 of current object (disable object visibility)
E0/6CDD: 89                   <UNKNOWN COMMAND $89>
E0/6CDE: EA 01 61             If Bit 1 of 00:70A0,x set, jump to address $E0/6101
E0/6CE1: 89                   <UNKNOWN COMMAND $89>
E0/6CE2: EA 02 62             If Bit 1 of 00:70A0,x set, jump to address $E0/6202
E0/6CE5: 89                   <UNKNOWN COMMAND $89>
E0/6CE6: EA 03 63             If Bit 1 of 00:70A0,x set, jump to address $E0/6303
E0/6CE9: 89                   <UNKNOWN COMMAND $89>
E0/6CEA: EA 04 64             If Bit 1 of 00:70A0,x set, jump to address $E0/6404
E0/6CED: 89                   <UNKNOWN COMMAND $89>
E0/6CEE: EA 05 65             If Bit 1 of 00:70A0,x set, jump to address $E0/6505
E0/6CF1: 89                   <UNKNOWN COMMAND $89>
E0/6CF2: EA 06 66             If Bit 1 of 00:70A0,x set, jump to address $E0/6606
E0/6CF5: 89                   <UNKNOWN COMMAND $89>
E0/6CF6: EA 07 67             If Bit 1 of 00:70A0,x set, jump to address $E0/6707
E0/6CF9: F0 1F                Duration: 31 frames
E0/6CFB: 31                   <UNKNOWN COMMAND $31>
E0/6CFC: 40 AC 2D             Execute event id $2DAC simultaneously with the following commands
E0/6CFF: 40 AF 6D             Execute event id $6DAF simultaneously with the following commands
E0/6D02: 0D F2 C0 02          Set Object: BG1 ---> Command: Set object to movement: $02C0
E0/6D06: 0E F2 8F 02          Set Object: BG1 + MARIO ---> Command: Set object to movement: $028F
E0/6D0A: 0F F2 C1 02          Set Object: BG2 + NPC ---> Command: Set object to movement: $02C1
E0/6D0E: 91 26                Play music: #$26
E0/6D10: FD 46 AE 0D          <UNKNOWN COMMAND $46>
E0/6D14: FE                   Return

E0/6D15: 1C 10                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/6D17: 66 04                Shift object up 4 pixels
   E0/6D19: 08 42 04             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/6D1C: 66 04                Shift object up 4 pixels
   E0/6D1E: 64 08                Shift object left 8 pixels
   E0/6D20: 08 42 84             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   E0/6D23: 64 08                Shift object left 8 pixels
   E0/6D25: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
E0/6D27: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/6D29: F0 03                Frame Duration: 3
   E0/6D2B: 73                   Object faces down-left
   E0/6D2C: F0 03                Frame Duration: 3
   E0/6D2E: 71                   Object faces down-right
E0/6D2F: FE                   Return

E0/6D30: 1C 0E                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/6D32: 60 08                Shift object right 8 pixels
   E0/6D34: 08 42 04             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/6D37: 60 08                Shift object right 8 pixels
   E0/6D39: 08 42 83             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/6D3C: 62 08                Shift object down 8 pixels
   E0/6D3E: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
E0/6D40: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/6D42: F0 03                Frame Duration: 3
   E0/6D44: 73                   Object faces down-left
   E0/6D45: F0 03                Frame Duration: 3
   E0/6D47: 75                   Object faces up-left
E0/6D48: FE                   Return

E0/6D49: 14 1E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1E bytes)
   E0/6D4B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/6D4C: 92 05 36 00          Place object at on-screen coords: (160,432) Z=0
   E0/6D50: FD 0F 02             Object overlaps BG1
   E0/6D53: 73                   Object faces down-left
   E0/6D54: 06                   Set "moon-walk" Bits
   E0/6D55: 10 C2                Set transition and sequence flags, x3 speed
   E0/6D57: 63 24                Shift object down-left 36 pixels
   E0/6D59: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6D5B: 31 00 7F             <UNKNOWN COMMAND $31>
   E0/6D5E: 18                   <UNKNOWN COMMAND $18>
   E0/6D5F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6D60: 41                   <UNKNOWN COMMAND $41>
   E0/6D61: C4 07                <UNKNOWN COMMAND $C4>
   E0/6D63: C0 00 17             Compare value at 00:700C to #$1700
   E0/6D66: ED                   <UNKNOWN COMMAND $ED>
   E0/6D67: 5D                   Shift down forever
   E0/6D68: 6D                   <UNKNOWN COMMAND $6D>
E0/6D69: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/6D6B: F0 31                Frame Duration: 49
   E0/6D6D: 7F 70 00             Object jumps (with sound effect) #$0070 units
E0/6D70: FE                   Return


EVENT [DAC] ------------------------------------------------------------>
E0/6D71: F0 00                Duration: 0 frames
E0/6D73: DC 18 7E 6D          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/6D7E
E0/6D77: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/6D79: 7F 68 00             Object jumps (with sound effect) #$0068 units
E0/6D7C: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/6D7E: DC 19 89 6D          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/6D89
E0/6D82: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/6D84: 7F 68 00             Object jumps (with sound effect) #$0068 units
E0/6D87: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/6D89: DC 1A 71 6D          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/6D71
E0/6D8D: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/6D8F: 7F 68 00             Object jumps (with sound effect) #$0068 units
E0/6D92: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/6D94: D2 71 6D             Jump to address $E0/6D71

EVENT [DAD] ------------------------------------------------------------>
E0/6D97: 46 00                <UNKNOWN COMMAND $46>
E0/6D99: A4 1D                Clear event flag memory address 00:7043 Bit 5
E0/6D9B: 34 00                Change directional maneuverability: 
E0/6D9D: 42 F7 6D AA 6D       <UNKNOWN COMMAND $42>
E0/6DA2: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
E0/6DA4: C0 00 01             Compare value at 00:7000 to #$0100
E0/6DA7: EC F7 6D             If Bit 0 of 00:70A0,x set, jump to address $E0/6DF7
E0/6DAA: 10 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   E0/6DAC: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/6DAE: 0C F0                XOR Bits $F0 of current object address 0A,x
E0/6DB0: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
E0/6DB2: 00 AF                Set Object: MARIO ---> Begin action queue for object (Length: 0x2F bytes) (Wait until complete)
   E0/6DB4: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/6DB6: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/6DB8: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6DBA: 31 13 02             <UNKNOWN COMMAND $31>
   E0/6DBD: 7E 70 00             Object jumps #$0070 units
   E0/6DC0: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/6DC3: 10 40                Set transition flag, x1 speed
   E0/6DC5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/6DC7: D4 0F                Start code block, repeat 15 times
   E0/6DC9: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/6DCA: F0 00                Frame Duration: 0
   E0/6DCC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6DCD: C2 12 D0 FF          Compare value at 00:7024 to #$FFD0
   E0/6DD1: EF                   <UNKNOWN COMMAND $EF>
   E0/6DD2: DB 6D 61             If Bit(s) set at memory address (set by value at 00:700C), jump to address $E0/616D
   E0/6DD5: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/6DD6: B3 12                Decrement 00:7024
   E0/6DD8: D2 DD 6D             Jump to address $E0/6DDD
   E0/6DDB: F0 00                Frame Duration: 0
   E0/6DDD: D7                   End of code block
   E0/6DDE: 09                   Reset all object properties to default
   E0/6DDF: 13 01                Layering priority: Normal
   E0/6DE1: 0B F0                Set Bits $F0 of current object address 0A,x
E0/6DE3: 34 80                Change directional maneuverability: 
E0/6DE5: C2 12 00 00          Compare value at 00:7024 to #$0000
E0/6DE9: EE F4 6D             If Bit 7 of 00:70A0,x clear, jump to address $E0/6DF4
E0/6DEC: B0 0E 02 00          Store #$0002 to 00:701C
E0/6DF0: 45 B1 3D             <UNKNOWN COMMAND $45>
E0/6DF3: FE                   Return

E0/6DF4: 47 00                <UNKNOWN COMMAND $47>
E0/6DF6: FE                   Return

E0/6DF7: B0 14 24 00          Store #$0024 to 00:7028
E0/6DFB: 10 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   E0/6DFD: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/6DFF: 0C F0                XOR Bits $F0 of current object address 0A,x
E0/6E01: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
E0/6E03: 00 C0                Set Object: MARIO ---> Begin action queue for object (Length: 0x40 bytes) (Wait until complete)
   E0/6E05: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/6E07: BA 12                Store value at 00:7024 to 00:700C
   E0/6E09: B8 14                Add value at 00:7028 to 00:700C
   E0/6E0B: C0 40 00             Compare value at 00:700C to #$0040
   E0/6E0E: EF                   <UNKNOWN COMMAND $EF>
   E0/6E0F: 14 6E                Isolate top Bits of current object address 0E,x and set Bit(s) $110
   E0/6E11: D2 19 6E             Jump to address $E0/6E19
   E0/6E14: BA 14                Store value at 00:7028 to 00:700C
   E0/6E16: D2 30 6E             Jump to address $E0/6E30
   E0/6E19: AC 40 00             Store #$0040 to 00:700C
   E0/6E1C: B9 12                Subtract value at 00:7024 to 00:700C
   E0/6E1E: E3                   <UNKNOWN COMMAND $E3>
   E0/6E1F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6E20: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6E21: 30 6E FD             <UNKNOWN COMMAND $30>
   E0/6E24: 9E 0A FD             <UNKNOWN COMMAND $9E>
   E0/6E27: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/6E28: 7E 6C 00             Object jumps #$006C units
   E0/6E2B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/6E2D: D2 43 6E             Jump to address $E0/6E43
   E0/6E30: 10 40                Set transition flag, x1 speed
   E0/6E32: FD 9E                <UNKNOWN COMMAND $9E>
   E0/6E34: 0A FD                Store #$FD to current object address 0A,x
   E0/6E36: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/6E37: 7E 6C 00             Object jumps #$006C units
   E0/6E3A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/6E3C: D6 06                Store value at 00:700C to object memory
   E0/6E3E: 65 01                Shift object up-left 1 pixels
   E0/6E40: B2 12                Increment 00:7024
   E0/6E42: D7                   End of code block
   E0/6E43: 0B F0                Set Bits $F0 of current object address 0A,x
E0/6E45: 34 80                Change directional maneuverability: 
E0/6E47: C2 12 00 00          Compare value at 00:7024 to #$0000
E0/6E4B: EF F4 6D             If Bit 7 of 00:70A0,x set, jump to address $E0/6DF4
E0/6E4E: B0 0E 78 00          Store #$0078 to 00:701C
E0/6E52: 45 B1 3D             <UNKNOWN COMMAND $45>
E0/6E55: FE                   Return


EVENT [DAE] ------------------------------------------------------------>
E0/6E56: 34 80                Change directional maneuverability: 
E0/6E58: FD 42                <UNKNOWN COMMAND $FD 42>
E0/6E5A: F0 00                Duration: 0 frames
E0/6E5C: D8 1C DA 6E          If event flag memory address 00:7043 Bit 4 set, jump to address $E0/6EDA
E0/6E60: CA                   Store held joypad register to 00:7000,00:7001
E0/6E61: E7 08 00 B8 6E       If memory address 00:7000 Bit $0008 set, jump to address $E0/6EB8
E0/6E66: E7 01 00 B8 6E       If memory address 00:7000 Bit $0001 set, jump to address $E0/6EB8
E0/6E6B: E7 04 00 C9 6E       If memory address 00:7000 Bit $0004 set, jump to address $E0/6EC9
E0/6E70: E7 02 00 C9 6E       If memory address 00:7000 Bit $0002 set, jump to address $E0/6EC9
E0/6E75: F0 00                Duration: 0 frames
E0/6E77: D8 1C DA 6E          If event flag memory address 00:7043 Bit 4 set, jump to address $E0/6EDA
E0/6E7B: DC 1D 5A 6E          If event flag memory address 00:7043 Bit 5 clear, jump to address $E0/6E5A
E0/6E7F: C2 12 00 00          Compare value at 00:7024 to #$0000
E0/6E83: EA B3 6E             If Bit 1 of 00:70A0,x set, jump to address $E0/6EB3
E0/6E86: EF A4 6E             If Bit 7 of 00:70A0,x set, jump to address $E0/6EA4
E0/6E89: B3 13                Decrement 00:7026
E0/6E8B: E5 13 00 00 5A 6E    If value at 00:7026 = #$0000, jump to address $E0/6E5A
E0/6E91: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/6E93: 10 40                Set transition flag, x1 speed
   E0/6E95: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/6E97: 61 01                Shift object down-right 1 pixels
   E0/6E99: B3 12                Decrement 00:7024
   E0/6E9B: 0B F0                Set Bits $F0 of current object address 0A,x
E0/6E9D: B0 13 01 00          Store #$0001 to 00:7026
E0/6EA1: D2 5C 6E             Jump to address $E0/6E5C
E0/6EA4: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/6EA6: 10 40                Set transition flag, x1 speed
   E0/6EA8: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/6EAA: 65 01                Shift object up-left 1 pixels
   E0/6EAC: B2 12                Increment 00:7024
   E0/6EAE: 0B F0                Set Bits $F0 of current object address 0A,x
E0/6EB0: D2 5C 6E             Jump to address $E0/6E5C
E0/6EB3: A4 1D                Clear event flag memory address 00:7043 Bit 5
E0/6EB5: D2 5A 6E             Jump to address $E0/6E5A
E0/6EB8: E4 1A 28 00 75 6E    If value at 00:7034 = #$0028, jump to address $E0/6E75
E0/6EBE: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/6EC0: 10 41                Set transition flag, x2 speed
   E0/6EC2: 67 02                Shift object up-right 2 pixels
E0/6EC4: B2 1A                Increment 00:7034
E0/6EC6: D2 77 6E             Jump to address $E0/6E77
E0/6EC9: E4 1A 00 00 75 6E    If value at 00:7034 = #$0000, jump to address $E0/6E75
E0/6ECF: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/6ED1: 10 41                Set transition flag, x2 speed
   E0/6ED3: 63 02                Shift object down-left 2 pixels
E0/6ED5: B3 1A                Decrement 00:7034
E0/6ED7: D2 77 6E             Jump to address $E0/6E77
E0/6EDA: FD 40                <UNKNOWN COMMAND $FD 40>
E0/6EDC: 30                   <UNKNOWN COMMAND $30>
E0/6EDD: FD 43                <UNKNOWN COMMAND $FD 43>
E0/6EDF: FD 44                <UNKNOWN COMMAND $FD 44>
E0/6EE1: 46 00                <UNKNOWN COMMAND $46>
E0/6EE3: 46 01                <UNKNOWN COMMAND $46>
E0/6EE5: 0D F2 A1 00          Set Object: BG1 ---> Command: Set object to movement: $00A1
E0/6EE9: 0E F2 A1 00          Set Object: BG1 + MARIO ---> Command: Set object to movement: $00A1
E0/6EED: 14 F2 A1 00          Set Object: NPC #0 ---> Command: Set object to movement: $00A1
E0/6EF1: 15 F2 A1 00          Set Object: NPC #1 ---> Command: Set object to movement: $00A1
E0/6EF5: 16 F2 A1 00          Set Object: NPC #2 ---> Command: Set object to movement: $00A1
E0/6EF9: 17 FB                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $FB>
E0/6EFB: 18 FB                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $FB>
E0/6EFD: 19 FB                Set Object: NPC #5 ---> Command: <UNKNOWN COMMAND $FB>
E0/6EFF: 0D F1 02                Set Object: BG1 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/6F02: 55 0F                Shift object up-left 240 pixels
E0/6F04: 95 05 00             Fade out music to volume 0; Duration: 5 frames
E0/6F07: FD 45                <UNKNOWN COMMAND $FD 45>
E0/6F09: 34 00                Change directional maneuverability: 
E0/6F0B: D8 6F 8F 6F          If event flag memory address 00:704D Bit 7 set, jump to address $E0/6F8F
E0/6F0F: 6A 36 C4             Modify BGL of area $C436
E0/6F12: 6A 36 C2             Modify BGL of area $C236
E0/6F15: 6A 36 C0             Modify BGL of area $C036
E0/6F18: 0D FE                Set Object: BG1 ---> Command: End object queue
E0/6F1A: 1B FF 1B             Set Object: NPC #7 ---> Command: <UNKNOWN COMMAND $FF>
E0/6F1D: F3 A0 00             <UNKNOWN COMMAND $F2>
E0/6F20: B4 11                Store value at 00:70B1 to 00:7000
E0/6F22: E2 00 00 2E 6F       If value at 00:7000 = #$0000, jump to address $E0/6F2E
E0/6F27: 60 A5 24 01          Run Dialogue $04A5
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Scored <$00> Flowers<I><END>


E0/6F2B: D2 32 6F             Jump to address $E0/6F32
E0/6F2E: 60 A9 24 01          Run Dialogue $04A9
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

      Didn't get any Flowers.<I><END>


E0/6F32: 1B 08                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/6F34: 07                   Clear "moon-walk" Bits
   E0/6F35: 10 C1                Set transition and sequence flags, x2 speed
   E0/6F37: F0 03                Frame Duration: 3
   E0/6F39: 53 08                Shift object down-left 128 pixels
   E0/6F3B: 01                   Clear Bit 7 of current object (disable object visibility)
E0/6F3C: 1C 0A                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/6F3E: 66 04                Shift object up 4 pixels
   E0/6F40: 08 42 04             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/6F43: 66 04                Shift object up 4 pixels
   E0/6F45: F0 3F                Frame Duration: 63
   E0/6F47: 01                   Clear Bit 7 of current object (disable object visibility)
E0/6F48: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/6F4A: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/6F4C: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/6F4E: 10 C1                Set transition and sequence flags, x2 speed
   E0/6F50: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/6F51: 07                   Clear "moon-walk" Bits
   E0/6F52: 90 05 36 00          Objects bounces 0px high to on-screen coords: (160,432)
E0/6F56: 90                   <UNKNOWN COMMAND $90>
E0/6F57: 25 95                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   E0/6F59: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/6F5A: 7F 00 9C             Object jumps (with sound effect) #$9C00 units
   E0/6F5D: 75                   Object faces up-left
   E0/6F5E: 10 82                Set sequence flag, x3 speed
   E0/6F60: 08 42 87             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   E0/6F63: F0 31                Frame Duration: 49
   E0/6F65: 09                   Reset all object properties to default
   E0/6F66: 10 81                Set sequence flag, x2 speed
   E0/6F68: 06                   Set "moon-walk" Bits
   E0/6F69: 43                   <UNKNOWN COMMAND $43>
   E0/6F6A: F0 09                Frame Duration: 9
   E0/6F6C: 57 02                Shift object up-right 32 pixels
E0/6F6E: F0 09                Duration: 9 frames
E0/6F70: 07 75                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x75 bytes)
   E0/6F72: F0 07                Frame Duration: 7
   E0/6F74: 74                   Object faces left
   E0/6F75: F0 07                Frame Duration: 7
   E0/6F77: 53 05                Shift object down-left 80 pixels
   E0/6F79: FD 30 65 A0 6F A1 38 A1 <UNKNOWN COMMAND $30>
   E0/6F81: 78                   Object faces down
   E0/6F82: A1 44                Set event flag memory address 00:7068 Bit 4
   E0/6F84: A1 84                Set event flag memory address 00:7070 Bit 4
   E0/6F86: A1 39                Set event flag memory address 00:7067 Bit 1
   E0/6F88: 68 05                Shift object right 5 pixels
   E0/6F8A: 80 08 5C             Move object to on-screen coords: (256,736)
   E0/6F8D: A0 FE                Set event flag memory address 00:705F Bit 6
   E0/6F8F: D9 DC 24 70          If event flag memory address 00:707B Bit 4 set, jump to address $E0/7024
   E0/6F93: 6A 0E                Shift object up 14 pixels
   E0/6F95: C4 6A                <UNKNOWN COMMAND $C4>
   E0/6F97: 0E C2                <UNKNOWN COMMAND $0E>
   E0/6F99: 6A 0E                Shift object up 14 pixels
   E0/6F9B: C0 0D FE             Compare value at 00:700C to #$FE0D
   E0/6F9E: B4 12                Store value at 00:70B2 to 00:700C
   E0/6FA0: FD B0 0F 00          Isolate Bits $000F of 00:700C
   E0/6FA4: BB 19                Store value at 00:700C to 00:7032
   E0/6FA6: B4 12                Store value at 00:70B2 to 00:700C
   E0/6FA8: FD B6 00 FC          Divide value at 00:7000 by 2^4 and store back
   E0/6FAC: FD B0 07 00          Isolate Bits $0007 of 00:700C
   E0/6FB0: B8 19                Add value at 00:7032 to 00:700C
   E0/6FB2: BB 19                Store value at 00:700C to 00:7032
   E0/6FB4: B4 12                Store value at 00:70B2 to 00:700C
   E0/6FB6: FD B6 00 F9          Divide value at 00:7000 by 2^7 and store back
   E0/6FBA: FD B0 01 00          Isolate Bits $0001 of 00:700C
   E0/6FBE: B8 19                Add value at 00:7032 to 00:700C
   E0/6FC0: E2                   <UNKNOWN COMMAND $E2>
   E0/6FC1: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6FC2: 00                   Set Bit 7 of current object (enable object visibility)
   E0/6FC3: CC                   <UNKNOWN COMMAND $CC>
   E0/6FC4: 6F                   <UNKNOWN COMMAND $6F>
   E0/6FC5: 60 A6                Shift object right 166 pixels
   E0/6FC7: 24 01 D2 D0 6F       <UNKNOWN COMMAND $24>
   E0/6FCC: 60 AA                Shift object right 170 pixels
   E0/6FCE: 24 01 00 8C 0C       <UNKNOWN COMMAND $24>
   E0/6FD3: F0 0C                Frame Duration: 12
   E0/6FD5: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/6FD6: 10 C1                Set transition and sequence flags, x2 speed
   E0/6FD8: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/6FD9: 07                   Clear "moon-walk" Bits
   E0/6FDA: 90 05 36 00          Objects bounces 0px high to on-screen coords: (160,432)
   E0/6FDE: 90 25 95 03          Objects bounces 3px high to on-screen coords: (1200,168)
   E0/6FE2: 7F 00 8B             Object jumps (with sound effect) #$8B00 units
   E0/6FE5: 75                   Object faces up-left
   E0/6FE6: 10 82                Set sequence flag, x3 speed
E0/6FE8: 08 42                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x42 bytes)
   E0/6FEA: 87 F0                Transfer object to coords of <UNKNOWN>
   E0/6FEC: 77                   Object faces up-right
   E0/6FED: 09                   Reset all object properties to default
   E0/6FEE: 53 05                Shift object down-left 80 pixels
   E0/6FF0: FD 30 65 E0 12 00 1C 70 <UNKNOWN COMMAND $30>
   E0/6FF8: B4 12                Store value at 00:70B2 to 00:700C
   E0/6FFA: FD B0 0F 00          Isolate Bits $000F of 00:700C
   E0/6FFE: 60 AB                Shift object right 171 pixels
   E0/7000: 84 41 B4             Place object: right=65px down=180px
   E0/7003: 12 FD                Clear Bits $3 of current object address 0B,x and set Bit(s) $253
   E0/7005: B6 00 FC             Store a random number from 0 to #$FC00 to 00:700C
   E0/7008: FD B0 07 00          Isolate Bits $0007 of 00:700C
   E0/700C: 62 AC                Shift object down 172 pixels
   E0/700E: 84 B4 12             Place object: right=180px down=18px
   E0/7011: FD B6 00 F9          Divide value at 00:7000 by 2^7 and store back
   E0/7015: FD B0 01 00          Isolate Bits $0001 of 00:700C
   E0/7019: 62 AD                Shift object down 173 pixels
   E0/701B: A4 A1                Clear event flag memory address 00:7054 Bit 1
   E0/701D: 44                   <UNKNOWN COMMAND $44>
   E0/701E: A0 71                Set event flag memory address 00:704E Bit 1
   E0/7020: 4B                   <UNKNOWN COMMAND $4B>
   E0/7021: 1B                   <UNKNOWN COMMAND $1B>
   E0/7022: C0 FE 6A             Compare value at 00:700C to #$6AFE
   E0/7025: 0E C4                <UNKNOWN COMMAND $0E>
   E0/7027: 6A 0E                Shift object up 14 pixels
   E0/7029: C2 6A 0E C0          Compare value at 00:70D4 to #$C00E
E0/702D: 0D FE                Set Object: BG1 ---> Command: End object queue
E0/702F: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/7031: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/7033: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/7035: 10 C1                Set transition and sequence flags, x2 speed
   E0/7037: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/7038: 07                   Clear "moon-walk" Bits
   E0/7039: 90 05 36 00          Objects bounces 0px high to on-screen coords: (160,432)
E0/703D: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/703F: 75                   Object faces up-left
   E0/7040: 10 82                Set sequence flag, x3 speed
   E0/7042: 08 42 87             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   E0/7045: F0 77                Frame Duration: 119
   E0/7047: 09                   Reset all object properties to default
   E0/7048: 53 05                Shift object down-left 80 pixels
E0/704A: FD 30                Screen moves with MARIO
E0/704C: A1 44                Set event flag memory address 00:7068 Bit 4
E0/704E: 60 AE A4 41          Run Dialogue $04AE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Gasp, gasp!<I>
 Phew, what a workout.<I><END>


E0/7052: 4B 1B C0             Lead to World Map Point $C01B
E0/7055: FE                   Return


EVENT [DAF] ------------------------------------------------------------>
E0/7056: A8 0E 03             Store #$03 to 00:70AE
E0/7059: D4 06                Start code block, repeat 6 times
E0/705B: 15 F2 C5 02          Set Object: NPC #1 ---> Command: Set object to movement: $02C5
E0/705F: F0 D1                Duration: 209 frames
E0/7061: D7                   End of code block
E0/7062: D8 6F 70 70          If event flag memory address 00:704D Bit 7 set, jump to address $E0/7070
E0/7066: D8 1F 70 70          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/7070
E0/706A: A0 1F                Set event flag memory address 00:7043 Bit 7
E0/706C: 1B F2 CD 02          Set Object: NPC #7 ---> Command: Set object to movement: $02CD
E0/7070: F0 1D                Duration: 29 frames
E0/7072: A8 0E 02             Store #$02 to 00:70AE
E0/7075: D4 06                Start code block, repeat 6 times
E0/7077: E9 87 70             If random number between 0 and 255 > 66, jump to address $E0/7087
E0/707A: 92 70                Fade in music: #$70
E0/707C: 14 F2 C4 02          Set Object: NPC #0 ---> Command: Set object to movement: $02C4
E0/7080: 15 F2 C5 02          Set Object: NPC #1 ---> Command: Set object to movement: $02C5
E0/7084: D2 9A 70             Jump to address $E0/709A
E0/7087: 15 F2 C5 02          Set Object: NPC #1 ---> Command: Set object to movement: $02C5
E0/708B: 16 F2 C6 02          Set Object: NPC #2 ---> Command: Set object to movement: $02C6
E0/708F: D2 9A 70             Jump to address $E0/709A
E0/7092: 16 F2 C6 02          Set Object: NPC #2 ---> Command: Set object to movement: $02C6
E0/7096: 14 F2 C4 02          Set Object: NPC #0 ---> Command: Set object to movement: $02C4
E0/709A: F0 D1                Duration: 209 frames
E0/709C: D7                   End of code block
E0/709D: F0 1D                Duration: 29 frames
E0/709F: A8 0E 01             Store #$01 to 00:70AE
E0/70A2: D4 06                Start code block, repeat 6 times
E0/70A4: 14 F2 C4 02          Set Object: NPC #0 ---> Command: Set object to movement: $02C4
E0/70A8: 15 F2 C5 02          Set Object: NPC #1 ---> Command: Set object to movement: $02C5
E0/70AC: 16 F2 C6 02          Set Object: NPC #2 ---> Command: Set object to movement: $02C6
E0/70B0: F0 D1                Duration: 209 frames
E0/70B2: D7                   End of code block
E0/70B3: F0 1D                Duration: 29 frames
E0/70B5: A8 0E 00             Store #$00 to 00:70AE
E0/70B8: A0 1B                Set event flag memory address 00:7043 Bit 3
E0/70BA: 18 F5 C8 02          Set Object: NPC #4 ---> Command: UNKNOWN COMMAND $F5: movement $02C8
E0/70BE: 19 F5 C8 02          Set Object: NPC #5 ---> Command: UNKNOWN COMMAND $F5: movement $02C8
E0/70C2: 17 81                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/70C4: 47                   <UNKNOWN COMMAND $47>
E0/70C5: 17 F5 C8 02          Set Object: NPC #3 ---> Command: UNKNOWN COMMAND $F5: movement $02C8
E0/70C9: FE                   Return


EVENT [DB0] ------------------------------------------------------------>
E0/70CA: 46 00                <UNKNOWN COMMAND $46>
E0/70CC: A4 1D                Clear event flag memory address 00:7043 Bit 5
E0/70CE: 34 00                Change directional maneuverability: 
E0/70D0: 42 19 71 D5 70       <UNKNOWN COMMAND $42>
E0/70D5: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
E0/70D7: C0 20 01             Compare value at 00:7000 to #$0120
E0/70DA: EC 19 71             If Bit 0 of 00:70A0,x set, jump to address $E0/7119
E0/70DD: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/70DF: 10 FB                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FB>
E0/70E1: 00 AA                Set Object: MARIO ---> Begin action queue for object (Length: 0x2A bytes) (Wait until complete)
   E0/70E3: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/70E5: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/70E7: FD 9E                <UNKNOWN COMMAND $9E>
   E0/70E9: 31 7E 70             <UNKNOWN COMMAND $31>
   E0/70EC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/70ED: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/70F0: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/70F2: 10 41                Set transition flag, x2 speed
   E0/70F4: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/70F5: F0 00                Frame Duration: 0
   E0/70F7: 00                   Set Bit 7 of current object (enable object visibility)
   E0/70F8: C2 12 C3 FF          Compare value at 00:7024 to #$FFC3
   E0/70FC: EF                   <UNKNOWN COMMAND $EF>
   E0/70FD: 08 71 61             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $61
                                 ---> Mirrored: no
   E0/7100: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/7101: B1 12 FE FF          Add #$FFFE to 00:7024
   E0/7105: D2 F4 70             Jump to address $E0/70F4
   E0/7108: F0 00                Frame Duration: 0
   E0/710A: 09                   Reset all object properties to default
   E0/710B: 0B F0                Set Bits $F0 of current object address 0A,x
E0/710D: 34 80                Change directional maneuverability: 
E0/710F: 10 FC                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FC>
E0/7111: B0 0E 02 00          Store #$0002 to 00:701C
E0/7115: 45 B1 3D             <UNKNOWN COMMAND $45>
E0/7118: FE                   Return

E0/7119: 10 FF 10             Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FF>
E0/711C: F2 C7 02             <UNKNOWN COMMAND $F2>
E0/711F: B0 14 30 00          Store #$0030 to 00:7028
E0/7123: D2 FB 6D             Jump to address $E0/6DFB

EVENT [DB1] ------------------------------------------------------------>
E0/7126: A0 1D                Set event flag memory address 00:7043 Bit 5
E0/7128: FE                   Return


EVENT [DB2] ------------------------------------------------------------>
E0/7129: DC 21 2E 71          If event flag memory address 00:7044 Bit 1 clear, jump to address $E0/712E
E0/712D: FE                   Return

E0/712E: 1C FD                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FD>
E0/7130: 46 00                <UNKNOWN COMMAND $46>
E0/7132: 34 00                Change directional maneuverability: 
E0/7134: 1D F2 CC 02          Set Object: NPC #9 ---> Command: Set object to movement: $02CC
E0/7138: AC 01 00             Store #$0001 to 00:7000
E0/713B: FD 57                Add # at 00:7000 to max FP
E0/713D: AA 11                Increment 00:70B1
E0/713F: F0 07                Duration: 7 frames
E0/7141: 1C 10                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/7143: 10 41                Set transition flag, x2 speed
   E0/7145: 66 04                Shift object up 4 pixels
   E0/7147: 08 42 04             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/714A: 66 04                Shift object up 4 pixels
   E0/714C: 64 08                Shift object left 8 pixels
   E0/714E: 08 42 84             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   E0/7151: 64 08                Shift object left 8 pixels
E0/7153: 1B 87                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/7155: 07                   Clear "moon-walk" Bits
   E0/7156: F0 03                Frame Duration: 3
   E0/7158: 73                   Object faces down-left
   E0/7159: F0 03                Frame Duration: 3
   E0/715B: 71                   Object faces down-right
E0/715C: 1C 0C                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/715E: 60 08                Shift object right 8 pixels
   E0/7160: 08 42 04             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/7163: 60 08                Shift object right 8 pixels
   E0/7165: 08 42 83             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/7168: 62 08                Shift object down 8 pixels
E0/716A: 1B 87                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/716C: F0 03                Frame Duration: 3
   E0/716E: 73                   Object faces down-left
   E0/716F: F0 03                Frame Duration: 3
   E0/7171: 75                   Object faces up-left
   E0/7172: 06                   Set "moon-walk" Bits
E0/7173: D8 1F 7B 71          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/717B
E0/7177: 1B F2 CD 02          Set Object: NPC #7 ---> Command: Set object to movement: $02CD
E0/717B: 00 9F                Set Object: MARIO ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   E0/717D: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/717F: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7181: 16                   <UNKNOWN COMMAND $16>
   E0/7182: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/7184: 10 C1                Set transition and sequence flags, x2 speed
   E0/7186: 7E 70 00             Object jumps #$0070 units
   E0/7189: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/718C: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/718E: D4 0F                Start code block, repeat 15 times
   E0/7190: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/7191: F0 00                Frame Duration: 0
   E0/7193: 00                   Set Bit 7 of current object (enable object visibility)
   E0/7194: 61 01                Shift object down-right 1 pixels
   E0/7196: B3 12                Decrement 00:7024
   E0/7198: D7                   End of code block
   E0/7199: 09                   Reset all object properties to default
   E0/719A: 0B F0                Set Bits $F0 of current object address 0A,x
E0/719C: DC 1F A4 71          If event flag memory address 00:7043 Bit 7 clear, jump to address $E0/71A4
E0/71A0: 1B F4 CE 02          Set Object: NPC #7 ---> Command: UNKNOWN COMMAND $F4: movement $02CE
E0/71A4: A0 1F                Set event flag memory address 00:7043 Bit 7
E0/71A6: 34 80                Change directional maneuverability: 
E0/71A8: 47 00                <UNKNOWN COMMAND $47>
E0/71AA: 1C FC                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FC>
E0/71AC: FE                   Return


EVENT [DB3] ------------------------------------------------------------>
E0/71AD: A8 0E 1A             Store #$1A to 00:70AE
E0/71B0: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/71B2: 10 C1                Set transition and sequence flags, x2 speed
   E0/71B4: 55 08                Shift object up-left 128 pixels
E0/71B6: 1A 8F                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/71B8: 92 0B 43 00          Place object at on-screen coords: (368,536) Z=0
   E0/71BC: FD 0F 03             Object overlaps BG1 & BG2
   E0/71BF: 00                   Set Bit 7 of current object (enable object visibility)
   E0/71C0: 10 C1                Set transition and sequence flags, x2 speed
   E0/71C2: 55 07                Shift object up-left 112 pixels
   E0/71C4: 7F 40 00             Object jumps (with sound effect) #$0040 units
E0/71C7: 9C 57                Play sound effect #$57
E0/71C9: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/71CB: 71                   Object faces down-right
E0/71CC: DE 34 24 72          If event flag memory address 00:7086 Bit 4 clear, jump to address $E0/7224
E0/71D0: DE 33 1A 72          If event flag memory address 00:7086 Bit 3 clear, jump to address $E0/721A
E0/71D4: E1 12 00 10 72       If value at 00:70B2 != #$00, jump to address $E0/7210
E0/71D9: 60 B5 A4 60          Run Dialogue $04B5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hey Mario!
 You didn't catch any beetles.
 Would you like to try again?<I>
  >>   (Yes)
  >>   (No)<I><END>


E0/71DD: 66 03 72             If 2nd option chosen from dialogue prompt, jump to address $E0/7203
E0/71E0: F0 09                Duration: 9 frames
E0/71E2: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/71E6: 1A 89                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/71E8: 10 C1                Set transition and sequence flags, x2 speed
   E0/71EA: 47                   <UNKNOWN COMMAND $47>
   E0/71EB: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/71EE: 7F 40 00             Object jumps (with sound effect) #$0040 units
E0/71F1: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/71F3: D4 03                Start code block, repeat 3 times
   E0/71F5: 7B 07                <UNKNOWN COMMAND $7B>
   E0/71F7: F0 05                Frame Duration: 5
   E0/71F9: D7                   End of code block
   E0/71FA: 10 81                Set sequence flag, x2 speed
   E0/71FC: 06                   Set "moon-walk" Bits
   E0/71FD: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/71FE: A0 22                Set event flag memory address 00:7044 Bit 2
E0/7200: D2 CF 72             Jump to address $E0/72CF
E0/7203: F0 09                Duration: 9 frames
E0/7205: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/7209: 60 B6 A4 60          Run Dialogue $04B6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Well, I'll show you out then.<I><END>


E0/720D: D2 35 72             Jump to address $E0/7235
E0/7210: 60 B4 A4 60          Run Dialogue $04B4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Uh...Mario?
 There are no more Beetles left.<I>

 Take your Beetle Box to the store
 in Seaside.<I>

 I'll guide you out now.<I>
  >>   (Okay)
  >>   (No)<I><END>


E0/7214: 66 46 72             If 2nd option chosen from dialogue prompt, jump to address $E0/7246
E0/7217: D2 2B 72             Jump to address $E0/722B
E0/721A: 60 B7 A4 60          Run Dialogue $04B7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 You know what, Mario?<I>
 You've got to rent a Beetle Box
 from the store in Seaside, or you
 won't be able to catch them.<I>

 I'll show you the way out, so just
 follow me, all right?<I>
  >>   (Okay)
  >>   (No)<I><END>


E0/721E: 66 46 72             If 2nd option chosen from dialogue prompt, jump to address $E0/7246
E0/7221: D2 2B 72             Jump to address $E0/722B
E0/7224: 60 AF A4 60          Run Dialogue $04AF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Um......Mario?<I>
 This is Booster Hill, where there
 isn't much besides barrels.<I>

 So, please follow me to the exit.<I>
  >>   (Go with him)
  >>   (Don't go with him)<I><END>


E0/7228: 66 46 72             If 2nd option chosen from dialogue prompt, jump to address $E0/7246
E0/722B: F0 09                Duration: 9 frames
E0/722D: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/7231: 60 B0 A4 60          Run Dialogue $04B0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Follow me, it's right this way.<I><END>


E0/7235: 9C 57                Play sound effect #$57
E0/7237: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/7239: 51 07                Shift object down-right 112 pixels
   E0/723B: 01                   Clear Bit 7 of current object (disable object visibility)
E0/723C: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/723E: 51 07                Shift object down-right 112 pixels
   E0/7240: 01                   Clear Bit 7 of current object (disable object visibility)
E0/7241: FD 46 B6 0D          <UNKNOWN COMMAND $46>
E0/7245: FE                   Return

E0/7246: B4 11                Store value at 00:70B1 to 00:7000
E0/7248: C0 08 00             Compare value at 00:7000 to #$0008
E0/724B: ED 6C 72             If Bit 0 of 00:70A0,x clear, jump to address $E0/726C
E0/724E: F0 09                Duration: 9 frames
E0/7250: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/7254: D8 72 62 72          If event flag memory address 00:704E Bit 2 set, jump to address $E0/7262
E0/7258: 60 B3 A4 60          Run Dialogue $04B3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 There's nothing left to win here.
 Let's go now.<I>
  >>   (All right)
  >>   (No)<I><END>


E0/725C: 66 6C 72             If 2nd option chosen from dialogue prompt, jump to address $E0/726C
E0/725F: D2 2B 72             Jump to address $E0/722B
E0/7262: 60 B2 A4 60          Run Dialogue $04B2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 There are no more flowers left.
 Let's leave now.<I>
  >>   (Okay)
  >>   (No)<I><END>


E0/7266: 66 6C 72             If 2nd option chosen from dialogue prompt, jump to address $E0/726C
E0/7269: D2 2B 72             Jump to address $E0/722B
E0/726C: F0 09                Duration: 9 frames
E0/726E: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/7272: 60 B1 A4 60          Run Dialogue $04B1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Okay, whatever!<I><END>


E0/7276: 9C 57                Play sound effect #$57
E0/7278: 1A 84                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/727A: 09                   Reset all object properties to default
   E0/727B: 51 06                Shift object down-right 96 pixels
   E0/727D: 01                   Clear Bit 7 of current object (disable object visibility)
E0/727E: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/7280: 75                   Object faces up-left
   E0/7281: 06                   Set "moon-walk" Bits
   E0/7282: 10 40                Set transition flag, x1 speed
   E0/7284: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/7285: 40 B7 6D             Execute event id $6DB7 simultaneously with the following commands
E0/7288: 0D F2 C0 02          Set Object: BG1 ---> Command: Set object to movement: $02C0
E0/728C: 0E F2 8F 02          Set Object: BG1 + MARIO ---> Command: Set object to movement: $028F
E0/7290: 0F F2 C1 02          Set Object: BG2 + NPC ---> Command: Set object to movement: $02C1
E0/7294: A1 DC                Set event flag memory address 00:707B Bit 4
E0/7296: FD 46 AE 0D          <UNKNOWN COMMAND $46>
E0/729A: FE                   Return


EVENT [DB4] ------------------------------------------------------------>
E0/729B: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/729D: FD 17                Set Bit 3 of object address 0B,x
E0/729F: B0 12 00 00          Store #$0000 to 00:7024
E0/72A3: B0 1A 10 00          Store #$0010 to 00:7034
E0/72A7: B0 13 01 00          Store #$0001 to 00:7026
E0/72AB: B7 16 06 00          Store a random number from 0 to #$0006 to 00:702C
E0/72AF: B2 16                Increment 00:702C
E0/72B1: A8 0F 03             Store #$03 to 00:70AF
E0/72B4: FD 31                Screen doesn't move with MARIO
E0/72B6: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/72B8: 92 0B 43 00          Place object at on-screen coords: (368,536) Z=0
E0/72BC: 0F 04                Set Object: BG2 + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/72BE: 10 41                Set transition flag, x2 speed
   E0/72C0: 55 12                Shift object up-left 288 pixels
E0/72C2: 71                   Lighten screen from black before following commands
E0/72C3: DE 34 AD 71          If event flag memory address 00:7086 Bit 4 clear, jump to address $E0/71AD
E0/72C7: DE 33 AD 71          If event flag memory address 00:7086 Bit 3 clear, jump to address $E0/71AD
E0/72CB: D8 71 AD 71          If event flag memory address 00:704E Bit 1 set, jump to address $E0/71AD
E0/72CF: 1B 8E                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/72D1: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   E0/72D3: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/72D4: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/72D7: 10 41                Set transition flag, x2 speed
   E0/72D9: 10 80                Set sequence flag, x1 speed
   E0/72DB: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/72DD: 55 0A                Shift object up-left 160 pixels
E0/72DF: D8 22 ED 72          If event flag memory address 00:7044 Bit 2 set, jump to address $E0/72ED
E0/72E3: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/72E5: 10 C1                Set transition and sequence flags, x2 speed
   E0/72E7: 55 08                Shift object up-left 128 pixels
   E0/72E9: 06                   Set "moon-walk" Bits
   E0/72EA: 10 40                Set transition flag, x1 speed
   E0/72EC: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/72ED: A8 0E 03             Store #$03 to 00:70AE
E0/72F0: 17 F2 C3 02          Set Object: NPC #3 ---> Command: Set object to movement: $02C3
E0/72F4: 18 F2 C3 02          Set Object: NPC #4 ---> Command: Set object to movement: $02C3
E0/72F8: 19 F2 C3 02          Set Object: NPC #5 ---> Command: Set object to movement: $02C3
E0/72FC: F0 3B                Duration: 59 frames
E0/72FE: 30                   <UNKNOWN COMMAND $30>
E0/72FF: 89                   <UNKNOWN COMMAND $89>
E0/7300: EA 01 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A01
E0/7303: 89                   <UNKNOWN COMMAND $89>
E0/7304: EA 02 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A02
E0/7307: 89                   <UNKNOWN COMMAND $89>
E0/7308: EA 03 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A03
E0/730B: 89                   <UNKNOWN COMMAND $89>
E0/730C: EA 04 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A04
E0/730F: 89                   <UNKNOWN COMMAND $89>
E0/7310: EA 05 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A05
E0/7313: 89                   <UNKNOWN COMMAND $89>
E0/7314: EA 06 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A06
E0/7317: 89                   <UNKNOWN COMMAND $89>
E0/7318: EA 07 1A             If Bit 1 of 00:70A0,x set, jump to address $E0/1A07
E0/731B: F0 0F                Duration: 15 frames
E0/731D: D8 22 35 73          If event flag memory address 00:7044 Bit 2 set, jump to address $E0/7335
E0/7321: 1A 92                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/7323: 92 0B 41 00          Place object at on-screen coords: (368,520) Z=0
   E0/7327: FD 0F 03             Object overlaps BG1 & BG2
   E0/732A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/732B: 10 C1                Set transition and sequence flags, x2 speed
   E0/732D: 55 06                Shift object up-left 96 pixels
   E0/732F: 08 40 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/7332: 7F 40 00             Object jumps (with sound effect) #$0040 units
E0/7335: 9C 57                Play sound effect #$57
E0/7337: 60 A7 84 60          Run Dialogue $04A7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Ready for the Beetle Race?<I>

 Do you need instructions?
  >>   (Yes)
  >>   (No)<I><END>


E0/733B: 66 5E 74             If 2nd option chosen from dialogue prompt, jump to address $E0/745E
E0/733E: 60 9F 84 60          Run Dialogue $049F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 You can only move left or right,
 and jump. You can't go forward
 or backward.<I>

E0/7342: 00 A1                Set Object: MARIO ---> Begin action queue for object (Length: 0x21 bytes) (Wait until complete)
   E0/7344: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/7346: 10 40                Set transition flag, x1 speed
   E0/7348: 10 81                Set sequence flag, x2 speed
   E0/734A: D4 03                Start code block, repeat 3 times
   E0/734C: 9C 03                Play sound effect #$03
   E0/734E: 67 08                Shift object up-right 8 pixels
   E0/7350: D7                   End of code block
   E0/7351: 7F 6B 00             Object jumps (with sound effect) #$006B units
   E0/7354: F0 1D                Frame Duration: 29
   E0/7356: D4 07                Start code block, repeat 7 times
   E0/7358: 9C 03                Play sound effect #$03
   E0/735A: 63 08                Shift object down-left 8 pixels
   E0/735C: D7                   End of code block
   E0/735D: D4 01                Start code block, repeat 1 times
   E0/735F: 7F 6B 00             Object jumps (with sound effect) #$006B units
   E0/7362: F0 1D                Frame Duration: 29
   E0/7364: D7                   End of code block
E0/7365: 62 A0 84             Run Dialogue $04A0 (Wait until complete)
                              Duration: forever



 Touch the Snifits or any of the
 barrels and you'll fall back.<I>

E0/7368: D3 B8 74             Jump to address $E0/74B8
E0/736B: 00 9F                Set Object: MARIO ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   E0/736D: F0 23                Frame Duration: 35
   E0/736F: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7371: 31 10 40             <UNKNOWN COMMAND $31>
   E0/7374: 10 81                Set sequence flag, x2 speed
   E0/7376: 7E 70 00             Object jumps #$0070 units
   E0/7379: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/737C: D4 0F                Start code block, repeat 15 times
   E0/737E: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/737F: F0 00                Frame Duration: 0
   E0/7381: 00                   Set Bit 7 of current object (enable object visibility)
   E0/7382: 61 01                Shift object down-right 1 pixels
   E0/7384: D7                   End of code block
   E0/7385: 09                   Reset all object properties to default
   E0/7386: F0 1D                Frame Duration: 29
   E0/7388: 10 45                Set transition flag, 1/2 speed
   E0/738A: 65 10                Shift object up-left 16 pixels
E0/738C: 17 12                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/738E: 10 C0                Set transition and sequence flags, x1 speed
   E0/7390: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7392: 32 7F 38             <UNKNOWN COMMAND $32>
   E0/7395: 00                   Set Bit 7 of current object (enable object visibility)
   E0/7396: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/7399: F0 1F                Frame Duration: 31
   E0/739B: 09                   Reset all object properties to default
   E0/739C: 10 81                Set sequence flag, x2 speed
   E0/739E: 55 06                Shift object up-left 96 pixels
E0/73A0: 00 9D                Set Object: MARIO ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   E0/73A2: F0 53                Frame Duration: 83
   E0/73A4: FD 9E                <UNKNOWN COMMAND $9E>
   E0/73A6: 31 7E 70             <UNKNOWN COMMAND $31>
   E0/73A9: 00                   Set Bit 7 of current object (enable object visibility)
   E0/73AA: 08 43 07             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/73AD: 10 41                Set transition flag, x2 speed
   E0/73AF: D4 17                Start code block, repeat 23 times
   E0/73B1: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/73B2: 61 02                Shift object down-right 2 pixels
   E0/73B4: 00                   Set Bit 7 of current object (enable object visibility)
   E0/73B5: 61 02                Shift object down-right 2 pixels
   E0/73B7: D7                   End of code block
   E0/73B8: 09                   Reset all object properties to default
   E0/73B9: F0 1D                Frame Duration: 29
   E0/73BB: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
E0/73BF: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/73C1: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/73C4: 83 03 06             Place object: right=96px down=48px
E0/73C7: 62 A1 84             Run Dialogue $04A1 (Wait until complete)
                              Duration: forever



 Jump on the barrels or the Snifits
 to sprint forward.<I>

E0/73CA: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/73CC: 10 40                Set transition flag, x1 speed
   E0/73CE: 10 81                Set sequence flag, x2 speed
   E0/73D0: 53 02                Shift object down-left 32 pixels
E0/73D2: D3 B8 74             Jump to address $E0/74B8
E0/73D5: 00 99                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   E0/73D7: F0 10                Frame Duration: 16
   E0/73D9: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/73DC: F0 16                Frame Duration: 22
   E0/73DE: 10 40                Set transition flag, x1 speed
   E0/73E0: FD 9E                <UNKNOWN COMMAND $9E>
   E0/73E2: 0A FD                Store #$FD to current object address 0A,x
   E0/73E4: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/73E5: 7E 6C 00             Object jumps #$006C units
   E0/73E8: 65 20                Shift object up-left 32 pixels
   E0/73EA: F0 1D                Frame Duration: 29
   E0/73EC: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
E0/73F0: 62 A8 84             Run Dialogue $04A8 (Wait until complete)
                              Duration: forever



 Use Booster, the Snifits, or the
 barrels to move ahead and catch
 Beetles.<I>

E0/73F3: 18 19                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x19 bytes)
   E0/73F5: 10 C0                Set transition and sequence flags, x1 speed
   E0/73F7: FD 9E                <UNKNOWN COMMAND $9E>
   E0/73F9: 32 7F 38             <UNKNOWN COMMAND $32>
   E0/73FC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/73FD: 08 50 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/7400: F0 1F                Frame Duration: 31
   E0/7402: 09                   Reset all object properties to default
   E0/7403: 10 81                Set sequence flag, x2 speed
   E0/7405: 55 04                Shift object up-left 64 pixels
   E0/7407: 10 C3                Set transition and sequence flags, x4 speed
   E0/7409: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/740C: 51 08                Shift object down-right 128 pixels
E0/740E: 00 9D                Set Object: MARIO ---> Begin action queue for object (Length: 0x1D bytes) (Wait until complete)
   E0/7410: F0 47                Frame Duration: 71
   E0/7412: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/7415: F0 16                Frame Duration: 22
   E0/7417: 10 40                Set transition flag, x1 speed
   E0/7419: FD 9E                <UNKNOWN COMMAND $9E>
   E0/741B: 0A FD                Store #$FD to current object address 0A,x
   E0/741D: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/741E: 7E 6C 00             Object jumps #$006C units
   E0/7421: 65 20                Shift object up-left 32 pixels
   E0/7423: F0 00                Frame Duration: 0
   E0/7425: 3D 23 74             <UNKNOWN COMMAND $3D: pointer to address $E0/7423>
   E0/7428: 7E 6C 00             Object jumps #$006C units
   E0/742B: F0 04                Frame Duration: 4
E0/742D: 1B 1E                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x1E bytes)
   E0/742F: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7431: 1B                   <UNKNOWN COMMAND $1B>
   E0/7432: 13 03                Layering priority: ...
   E0/7434: FD 0F 03             Object overlaps BG1 & BG2
   E0/7437: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/743A: D4 08                Start code block, repeat 8 times
   E0/743C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/743D: F0 01                Frame Duration: 1
   E0/743F: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/7440: F0 00                Frame Duration: 0
   E0/7442: D7                   End of code block
   E0/7443: F0 48                Frame Duration: 72
   E0/7445: 92 06 39 05          Place object at on-screen coords: (208,456) Z=80
   E0/7449: 00                   Set Bit 7 of current object (enable object visibility)
   E0/744A: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
E0/744D: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/744F: F0 63                Frame Duration: 99
   E0/7451: 83 FE FC             Place object: right=4032px down=992px
E0/7454: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/7456: F0 63                Frame Duration: 99
   E0/7458: 92 07 3B 00          Place object at on-screen coords: (240,472) Z=0
   E0/745C: 0B F0                Set Bits $F0 of current object address 0A,x
E0/745E: 62 A3 A4             Run Dialogue $04A3 (Wait until complete)
                              Duration: forever




         Ready, get set, go!<I><END>


E0/7461: 9C 57                Play sound effect #$57
E0/7463: 95 02 00             Fade out music to volume 0; Duration: 2 frames
E0/7466: 1A 84                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/7468: 09                   Reset all object properties to default
   E0/7469: 51 06                Shift object down-right 96 pixels
   E0/746B: 01                   Clear Bit 7 of current object (disable object visibility)
E0/746C: 89                   <UNKNOWN COMMAND $89>
E0/746D: EA 01 61             If Bit 1 of 00:70A0,x set, jump to address $E0/6101
E0/7470: 89                   <UNKNOWN COMMAND $89>
E0/7471: EA 02 62             If Bit 1 of 00:70A0,x set, jump to address $E0/6202
E0/7474: 89                   <UNKNOWN COMMAND $89>
E0/7475: EA 03 63             If Bit 1 of 00:70A0,x set, jump to address $E0/6303
E0/7478: 89                   <UNKNOWN COMMAND $89>
E0/7479: EA 04 64             If Bit 1 of 00:70A0,x set, jump to address $E0/6404
E0/747C: 89                   <UNKNOWN COMMAND $89>
E0/747D: EA 05 65             If Bit 1 of 00:70A0,x set, jump to address $E0/6505
E0/7480: 89                   <UNKNOWN COMMAND $89>
E0/7481: EA 06 66             If Bit 1 of 00:70A0,x set, jump to address $E0/6606
E0/7484: 89                   <UNKNOWN COMMAND $89>
E0/7485: EA 07 67             If Bit 1 of 00:70A0,x set, jump to address $E0/6707
E0/7488: 31                   <UNKNOWN COMMAND $31>
E0/7489: 1B 84                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/748B: 10 41                Set transition flag, x2 speed
   E0/748D: 55 09                Shift object up-left 144 pixels
E0/748F: A8 12 00             Store #$00 to 00:70B2
E0/7492: 40 AC 2D             Execute event id $2DAC simultaneously with the following commands
E0/7495: 40 AF 6D             Execute event id $6DAF simultaneously with the following commands
E0/7498: 0D F2 C0 02          Set Object: BG1 ---> Command: Set object to movement: $02C0
E0/749C: 0E F2 8F 02          Set Object: BG1 + MARIO ---> Command: Set object to movement: $028F
E0/74A0: 0F F2 C1 02          Set Object: BG2 + NPC ---> Command: Set object to movement: $02C1
E0/74A4: B0 0F 90 01          Store #$0190 to 00:701E
E0/74A8: 45 0F 76             <UNKNOWN COMMAND $45>
E0/74AB: 1B F2 60 01          Set Object: NPC #7 ---> Command: Set object to movement: $0160
E0/74AF: A5 DC                Clear event flag memory address 00:707B Bit 4
E0/74B1: 91 26                Play music: #$26
E0/74B3: FD 46 AE 0D          <UNKNOWN COMMAND $46>
E0/74B7: FE                   Return

E0/74B8: 14 1E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x1E bytes)
   E0/74BA: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/74BB: 92 05 36 00          Place object at on-screen coords: (160,432) Z=0
   E0/74BF: FD 0F 02             Object overlaps BG1
   E0/74C2: 73                   Object faces down-left
   E0/74C3: 06                   Set "moon-walk" Bits
   E0/74C4: 10 C2                Set transition and sequence flags, x3 speed
   E0/74C6: 63 24                Shift object down-left 36 pixels
   E0/74C8: FD 9E                <UNKNOWN COMMAND $9E>
   E0/74CA: 31 00 7F             <UNKNOWN COMMAND $31>
   E0/74CD: 18                   <UNKNOWN COMMAND $18>
   E0/74CE: 00                   Set Bit 7 of current object (enable object visibility)
   E0/74CF: 41                   <UNKNOWN COMMAND $41>
   E0/74D0: C4 07                <UNKNOWN COMMAND $C4>
   E0/74D2: C0 00 17             Compare value at 00:700C to #$1700
   E0/74D5: ED                   <UNKNOWN COMMAND $ED>
   E0/74D6: CC                   <UNKNOWN COMMAND $CC>
   E0/74D7: 74                   Object faces left
E0/74D8: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/74DA: F0 31                Frame Duration: 49
   E0/74DC: 7F 70 00             Object jumps (with sound effect) #$0070 units
E0/74DF: FE                   Return


EVENT [DB5] ------------------------------------------------------------>
E0/74E0: B4 12                Store value at 00:70B2 to 00:7000
E0/74E2: FD B0 0F 00          Isolate Bits $000F of 00:7000
E0/74E6: BB 12                Store value at 00:7000 to 00:7024
E0/74E8: B4 12                Store value at 00:70B2 to 00:7000
E0/74EA: FD B6 00 FC          Divide value at 00:7000 by 2^4 and store back
E0/74EE: FD B0 07 00          Isolate Bits $0007 of 00:7000
E0/74F2: BB 13                Store value at 00:7000 to 00:7026
E0/74F4: B4 12                Store value at 00:70B2 to 00:7000
E0/74F6: FD B6 00 F9          Divide value at 00:7000 by 2^7 and store back
E0/74FA: FD B0 01 00          Isolate Bits $0001 of 00:7000
E0/74FE: BB 14                Store value at 00:7000 to 00:7028
E0/7500: FE                   Return


EVENT [DB6] ------------------------------------------------------------>
E0/7501: A1 44                Set event flag memory address 00:7068 Bit 4
E0/7503: 4B 1B C0             Lead to World Map Point $C01B
E0/7506: FE                   Return


EVENT [DB7] ------------------------------------------------------------>
E0/7507: A8 0E 03             Store #$03 to 00:70AE
E0/750A: D4 06                Start code block, repeat 6 times
E0/750C: E9 18 75             If random number between 0 and 255 > 66, jump to address $E0/7518
E0/750F: 1F 75                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x75 bytes)
   E0/7511: 14 F2                Isolate top Bits of current object address 0E,x and set Bit(s) $242
   E0/7513: C4 02                <UNKNOWN COMMAND $C4>
   E0/7515: D2 23 75             Jump to address $E0/7523
   E0/7518: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   E0/751A: C5 02                <UNKNOWN COMMAND $C5>
   E0/751C: D2 23 75             Jump to address $E0/7523
   E0/751F: 16                   <UNKNOWN COMMAND $16>
   E0/7520: F2 C6 02             <UNKNOWN COMMAND $F2>
   E0/7523: F0 D1                Frame Duration: 209
   E0/7525: D7                   End of code block
   E0/7526: F0 1D                Frame Duration: 29
   E0/7528: D4 06                Start code block, repeat 6 times
   E0/752A: E9                   <UNKNOWN COMMAND $E9>
   E0/752B: 3A 75 45 75 14 F2    <UNKNOWN COMMAND $3A>
   E0/7531: C4 02                <UNKNOWN COMMAND $C4>
   E0/7533: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   E0/7535: C5 02                <UNKNOWN COMMAND $C5>
   E0/7537: D2 4D 75             Jump to address $E0/754D
   E0/753A: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   E0/753C: C5 02                <UNKNOWN COMMAND $C5>
   E0/753E: 16                   <UNKNOWN COMMAND $16>
   E0/753F: F2 C6 02             <UNKNOWN COMMAND $F2>
   E0/7542: D2 4D 75             Jump to address $E0/754D
   E0/7545: 16                   <UNKNOWN COMMAND $16>
   E0/7546: F2 C6 02             <UNKNOWN COMMAND $F2>
   E0/7549: 14 F2                Isolate top Bits of current object address 0E,x and set Bit(s) $242
   E0/754B: C4 02                <UNKNOWN COMMAND $C4>
   E0/754D: F0 D1                Frame Duration: 209
   E0/754F: D7                   End of code block
   E0/7550: F0 1D                Frame Duration: 29
   E0/7552: D4 06                Start code block, repeat 6 times
   E0/7554: 14 F2                Isolate top Bits of current object address 0E,x and set Bit(s) $242
   E0/7556: C4 02                <UNKNOWN COMMAND $C4>
   E0/7558: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   E0/755A: C5 02                <UNKNOWN COMMAND $C5>
   E0/755C: 16                   <UNKNOWN COMMAND $16>
   E0/755D: F2 C6 02             <UNKNOWN COMMAND $F2>
   E0/7560: F0 D1                Frame Duration: 209
   E0/7562: D7                   End of code block
   E0/7563: F0 1D                Frame Duration: 29
   E0/7565: F0 D1                Frame Duration: 209
   E0/7567: F0 D1                Frame Duration: 209
   E0/7569: D4 01                Start code block, repeat 1 times
   E0/756B: F0 D1                Frame Duration: 209
   E0/756D: F0 D1                Frame Duration: 209
   E0/756F: B4 11                Store value at 00:70B1 to 00:700C
   E0/7571: C0 08 00             Compare value at 00:700C to #$0008
   E0/7574: EC                   <UNKNOWN COMMAND $EC>
   E0/7575: 7E 75 9D             Object jumps #$9D75 units
   E0/7578: 0E 28                <UNKNOWN COMMAND $0E>
   E0/757A: 1C                   <UNKNOWN COMMAND $1C>
   E0/757B: F2 6C 01             <UNKNOWN COMMAND $F2>
   E0/757E: D7                   End of code block
   E0/757F: FE                   Return Queue


EVENT [DB8] ------------------------------------------------------------>
E0/7580: 34 00                Change directional maneuverability: 
E0/7582: 1C FD                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $FD>
E0/7584: 1C F3 6D 01          Set Object: NPC #8 ---> Command: Set object to movement: $016D
E0/7588: AC 01 00             Store #$0001 to 00:7000
E0/758B: FD 57                Add # at 00:7000 to max FP
E0/758D: AA 11                Increment 00:70B1
E0/758F: 34 80                Change directional maneuverability: 
E0/7591: A0 72                Set event flag memory address 00:704E Bit 2
E0/7593: FE                   Return


EVENT [DB9] ------------------------------------------------------------>

EVENT [DBA] ------------------------------------------------------------>

EVENT [DBB] ------------------------------------------------------------>

EVENT [DBC] ------------------------------------------------------------>

EVENT [DBD] ------------------------------------------------------------>

EVENT [DBE] ------------------------------------------------------------>

EVENT [DBF] ------------------------------------------------------------>

EVENT [DC0] ------------------------------------------------------------>

EVENT [DC1] ------------------------------------------------------------>

EVENT [DC2] ------------------------------------------------------------>

EVENT [DC3] ------------------------------------------------------------>

EVENT [DC4] ------------------------------------------------------------>

EVENT [DC5] ------------------------------------------------------------>

EVENT [DC6] ------------------------------------------------------------>

EVENT [DC7] ------------------------------------------------------------>

EVENT [DC8] ------------------------------------------------------------>

EVENT [DC9] ------------------------------------------------------------>

EVENT [DCA] ------------------------------------------------------------>

EVENT [DCB] ------------------------------------------------------------>

EVENT [DCC] ------------------------------------------------------------>

EVENT [DCD] ------------------------------------------------------------>

EVENT [DCE] ------------------------------------------------------------>

EVENT [DCF] ------------------------------------------------------------>

EVENT [DD0] ------------------------------------------------------------>

EVENT [DD1] ------------------------------------------------------------>

EVENT [DD2] ------------------------------------------------------------>

EVENT [DD3] ------------------------------------------------------------>

EVENT [DD4] ------------------------------------------------------------>

EVENT [DD5] ------------------------------------------------------------>

EVENT [DD6] ------------------------------------------------------------>

EVENT [DD7] ------------------------------------------------------------>

EVENT [DD8] ------------------------------------------------------------>

EVENT [DD9] ------------------------------------------------------------>

EVENT [DDA] ------------------------------------------------------------>

EVENT [DDB] ------------------------------------------------------------>

EVENT [DDC] ------------------------------------------------------------>

EVENT [DDD] ------------------------------------------------------------>

EVENT [DDE] ------------------------------------------------------------>

EVENT [DDF] ------------------------------------------------------------>

EVENT [DE0] ------------------------------------------------------------>

EVENT [DE1] ------------------------------------------------------------>

EVENT [DE2] ------------------------------------------------------------>

EVENT [DE3] ------------------------------------------------------------>

EVENT [DE4] ------------------------------------------------------------>

EVENT [DE5] ------------------------------------------------------------>

EVENT [DE6] ------------------------------------------------------------>

EVENT [DE7] ------------------------------------------------------------>

EVENT [DE8] ------------------------------------------------------------>

EVENT [DE9] ------------------------------------------------------------>

EVENT [DEA] ------------------------------------------------------------>

EVENT [DEB] ------------------------------------------------------------>

EVENT [DEC] ------------------------------------------------------------>

EVENT [DED] ------------------------------------------------------------>

EVENT [DEE] ------------------------------------------------------------>

EVENT [DEF] ------------------------------------------------------------>

EVENT [DF0] ------------------------------------------------------------>

EVENT [DF1] ------------------------------------------------------------>

EVENT [DF2] ------------------------------------------------------------>

EVENT [DF3] ------------------------------------------------------------>

EVENT [DF4] ------------------------------------------------------------>

EVENT [DF5] ------------------------------------------------------------>

EVENT [DF6] ------------------------------------------------------------>

EVENT [DF7] ------------------------------------------------------------>

EVENT [DF8] ------------------------------------------------------------>

EVENT [DF9] ------------------------------------------------------------>

EVENT [DFA] ------------------------------------------------------------>

EVENT [DFB] ------------------------------------------------------------>

EVENT [DFC] ------------------------------------------------------------>

EVENT [DFD] ------------------------------------------------------------>

EVENT [DFE] ------------------------------------------------------------>

EVENT [DFF] ------------------------------------------------------------>

EVENT [E00] ------------------------------------------------------------>
E0/7594: FE                   Return


EVENT [E01] ------------------------------------------------------------>
E0/7595: 71                   Lighten screen from black before following commands
E0/7596: FE                   Return


EVENT [E02] ------------------------------------------------------------>
E0/7597: D0 09 01             Execute event id $0109 subsequently

EVENT [E03] ------------------------------------------------------------>
E0/759A: B4 08                Store value at 00:70A8 to 00:7000
E0/759C: B5 0E                Store value at 00:7000 to 00:70AE
E0/759E: FE                   Return


EVENT [E04] ------------------------------------------------------------>
E0/759F: A6 CF                Clear event flag memory address 00:7099 Bit 7
E0/75A1: FD 5D 00 02          Store MARIO's equipped ACCESSORY to 00:7000
E0/75A5: E2 5D 00 BD 75       If value at 00:7000 = #$005D, jump to address $E0/75BD
E0/75AA: FD 5D 09 02          Store <INVALID CHARACTER>'s equipped ACCESSORY to 00:7000
E0/75AE: E2 5D 00 BD 75       If value at 00:7000 = #$005D, jump to address $E0/75BD
E0/75B3: FD 5D 0A 02          Store <INVALID CHARACTER>'s equipped ACCESSORY to 00:7000
E0/75B7: E2 5D 00 BD 75       If value at 00:7000 = #$005D, jump to address $E0/75BD
E0/75BC: FE                   Return

E0/75BD: A2 CF                Set event flag memory address 00:7099 Bit 7
E0/75BF: FE                   Return


EVENT [E05] ------------------------------------------------------------>
E0/75C0: FE                   Return


EVENT [E06] ------------------------------------------------------------>
E0/75C1: B0 0B 17 00          Store #$0017 to 00:7016
E0/75C5: B0 0C 2F 00          Store #$002F to 00:7018
E0/75C9: D1 42 00             Execute event id $0042
E0/75CC: 68 57 00 07 45 43    Enter area: $0057
                              MARIO will be at coords: (240,552) Z=48
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/75D2: 95 01 60             Fade out music to volume 96; Duration: 1 frames
E0/75D5: FD F0 57 32 DE 75    <UNKNOWN COMMAND $F0: pointer to address $E0/75DE
E0/75DB: 19 01                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/75DD: 01                   Clear Bit 7 of current object (disable object visibility)
E0/75DE: A2 E3                Set event flag memory address 00:709C Bit 3
E0/75E0: 9C 13                Play sound effect #$13
E0/75E2: D1 1A 01             Execute event id $011A
E0/75E5: 71                   Lighten screen from black before following commands
E0/75E6: F0 00                Duration: 0 frames
E0/75E8: 3D E6 75             <UNKNOWN COMMAND: pointer to address $75E6>
E0/75EB: 9B                   Stop sound effect
E0/75EC: 9C 3A                Play sound effect #$3A
E0/75EE: A4 48                Clear event flag memory address 00:7049 Bit 0
E0/75F0: D2 00 76             Jump to address $E0/7600

EVENT [E07] ------------------------------------------------------------>
E0/75F3: 95 01 60             Fade out music to volume 96; Duration: 1 frames
E0/75F6: FD F0 57 32 FF 75    <UNKNOWN COMMAND $F0: pointer to address $E0/75FF
E0/75FC: 19 01                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/75FE: 01                   Clear Bit 7 of current object (disable object visibility)
E0/75FF: 71                   Lighten screen from black before following commands
E0/7600: D1 04 0E             Execute event id $0E04
E0/7603: DE CF 11 76          If event flag memory address 00:7099 Bit 7 clear, jump to address $E0/7611
E0/7607: FD F0 57 32 11 76    <UNKNOWN COMMAND $F0: pointer to address $E0/7611
E0/760D: A6 CF                Clear event flag memory address 00:7099 Bit 7
E0/760F: 9C 95                Play sound effect #$95
E0/7611: 35 FF                Enable Overworld Menu
E0/7613: FE                   Return


EVENT [E08] ------------------------------------------------------------>
E0/7614: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/7616: 10 82                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/7618: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
E0/761A: DA E1 22 76          If event flag memory address 00:709C Bit 1 set, jump to address $E0/7622
E0/761E: 9C 1A                Play sound effect #$1A
E0/7620: F0 3B                Duration: 59 frames
E0/7622: 10 F3 7C 02          Set Object: <UNKNOWN> ---> Command: Set object to movement: $027C
E0/7626: 60 1B 22 D0          Run Dialogue $021B
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


                 Nah nah!!<pause 13 frames>0

E0/762A: C3                   <UNKNOWN COMMAND $C3>
E0/762B: E2 33 00 6D 76       If value at 00:7000 = #$0033, jump to address $E0/766D
E0/7630: E2 EF 01 6D 76       If value at 00:7000 = #$01EF, jump to address $E0/766D
E0/7635: 10 89                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/7637: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/7639: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/763B: 75                   Object faces up-left
   E0/763C: 06                   Set "moon-walk" Bits
   E0/763D: 80 0C 75             Move object to on-screen coords: (400,936)
E0/7640: F0 1D                Duration: 29 frames
E0/7642: C3                   <UNKNOWN COMMAND $C3>
E0/7643: E2 BF 00 4E 76       If value at 00:7000 = #$00BF, jump to address $E0/764E
E0/7648: 6A 17 80             Modify BGL of area $8017
E0/764B: D2 51 76             Jump to address $E0/7651
E0/764E: 6A BF 80             Modify BGL of area $80BF
E0/7651: 9C 10                Play sound effect #$10
E0/7653: 10 82                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/7655: 45                   <UNKNOWN COMMAND $45>
   E0/7656: 01                   Clear Bit 7 of current object (disable object visibility)
E0/7657: F0 09                Duration: 9 frames
E0/7659: C3                   <UNKNOWN COMMAND $C3>
E0/765A: E2 BF 00 65 76       If value at 00:7000 = #$00BF, jump to address $E0/7665
E0/765F: 6A 17 00             Modify BGL of area $0017
E0/7662: D2 68 76             Jump to address $E0/7668
E0/7665: 6A BF 00             Modify BGL of area $00BF
E0/7668: 9C 10                Play sound effect #$10
E0/766A: A2 E1                Set event flag memory address 00:709C Bit 1
E0/766C: FE                   Return

E0/766D: 10 89                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/766F: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/7671: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/7673: 10 C3                Set transition and sequence flags, x4 speed
   E0/7675: 51 05                Shift object down-right 80 pixels
   E0/7677: 01                   Clear Bit 7 of current object (disable object visibility)
E0/7678: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/767A: A6 E1                Clear event flag memory address 00:709C Bit 1
E0/767C: FE                   Return


EVENT [E09] ------------------------------------------------------------>
E0/767D: D3 A4 76             Jump to address $E0/76A4
E0/7680: 30                   <UNKNOWN COMMAND $30>
E0/7681: D8 62 98 76          If event flag memory address 00:704C Bit 2 set, jump to address $E0/7698
E0/7685: AC 02 00             Store #$0002 to 00:7000
E0/7688: 60 C1 A9 D0          Run Dialogue $09C1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT <$00>: Ho HO!<I>
 I'll look for the last one.
 YOU go give this to Booster.<I><END>


E0/768C: 9C 1B                Play sound effect #$1B
E0/768E: 60 30 A8 02          Run Dialogue $0830 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

              Got her Shoes!<I><END>


E0/7692: 31                   <UNKNOWN COMMAND $31>
E0/7693: AA 0F                Increment 00:70AF
E0/7695: A0 62                Set event flag memory address 00:704C Bit 2
E0/7697: FE                   Return

E0/7698: D3 A4 76             Jump to address $E0/76A4
E0/769B: 30                   <UNKNOWN COMMAND $30>
E0/769C: AC 02 00             Store #$0002 to 00:7000
E0/769F: 60 C0 A9 D0          Run Dialogue $09C0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT <$00>:
         Where's the Crown?!<I><END>


E0/76A3: FE                   Return

E0/76A4: F0 00                Duration: 0 frames
E0/76A6: D8 26 A4 76          If event flag memory address 00:7044 Bit 6 set, jump to address $E0/76A4
E0/76AA: D8 25 A4 76          If event flag memory address 00:7044 Bit 5 set, jump to address $E0/76A4
E0/76AE: D8 27 A4 76          If event flag memory address 00:7044 Bit 7 set, jump to address $E0/76A4
E0/76B2: FE                   Return


EVENT [E0A] ------------------------------------------------------------>
E0/76B3: D3 A4 76             Jump to address $E0/76A4
E0/76B6: 30                   <UNKNOWN COMMAND $30>
E0/76B7: D8 63 CE 76          If event flag memory address 00:704C Bit 3 set, jump to address $E0/76CE
E0/76BB: AC 01 00             Store #$0001 to 00:7000
E0/76BE: 60 C1 A9 D0          Run Dialogue $09C1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT <$00>: Ho HO!<I>
 I'll look for the last one.
 YOU go give this to Booster.<I><END>


E0/76C2: 9C 1B                Play sound effect #$1B
E0/76C4: 60 2F A8 02          Run Dialogue $082F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

             Got her Brooch!<I><END>


E0/76C8: 31                   <UNKNOWN COMMAND $31>
E0/76C9: AA 0F                Increment 00:70AF
E0/76CB: A0 63                Set event flag memory address 00:704C Bit 3
E0/76CD: FE                   Return

E0/76CE: D3 A4 76             Jump to address $E0/76A4
E0/76D1: 30                   <UNKNOWN COMMAND $30>
E0/76D2: AC 01 00             Store #$0001 to 00:7000
E0/76D5: 60 C0 A9 D0          Run Dialogue $09C0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT <$00>:
         Where's the Crown?!<I><END>


E0/76D9: FE                   Return


EVENT [E0B] ------------------------------------------------------------>
E0/76DA: D3 A4 76             Jump to address $E0/76A4
E0/76DD: 30                   <UNKNOWN COMMAND $30>
E0/76DE: D8 64 F5 76          If event flag memory address 00:704C Bit 4 set, jump to address $E0/76F5
E0/76E2: AC 03 00             Store #$0003 to 00:7000
E0/76E5: 60 C1 A9 D0          Run Dialogue $09C1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT <$00>: Ho HO!<I>
 I'll look for the last one.
 YOU go give this to Booster.<I><END>


E0/76E9: 9C 1B                Play sound effect #$1B
E0/76EB: 60 31 A8 02          Run Dialogue $0831 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

               Got her Ring!<I><END>


E0/76EF: AA 0F                Increment 00:70AF
E0/76F1: 31                   <UNKNOWN COMMAND $31>
E0/76F2: A0 64                Set event flag memory address 00:704C Bit 4
E0/76F4: FE                   Return

E0/76F5: D3 A4 76             Jump to address $E0/76A4
E0/76F8: 30                   <UNKNOWN COMMAND $30>
E0/76F9: AC 03 00             Store #$0003 to 00:7000
E0/76FC: 60 C0 A9 D0          Run Dialogue $09C0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT <$00>:
         Where's the Crown?!<I><END>


E0/7700: FE                   Return


EVENT [E0C] ------------------------------------------------------------>
E0/7701: D8 25 0C 77          If event flag memory address 00:7044 Bit 5 set, jump to address $E0/770C
E0/7705: 60 22 A9 C0          Run Dialogue $0922 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


         There's nothing inside.<I><END>


E0/7709: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/770B: FE                   Return

E0/770C: D1 C8 01             Execute event id $01C8
E0/770F: 60 21 A9 C0          Run Dialogue $0921 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

YOSHI:
        (There's nothing in here.)<I><END>


E0/7713: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/7715: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
E0/7718: FE                   Return


EVENT [E0D] ------------------------------------------------------------>
E0/7719: DA 5D 01 77          If event flag memory address 00:708B Bit 5 set, jump to address $E0/7701
E0/771D: D8 25 2F 77          If event flag memory address 00:7044 Bit 5 set, jump to address $E0/772F
E0/7721: 60 23 A9 C0          Run Dialogue $0923 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 There is a letter inside.
 Care to read it?<I>
 >>   (Sure)
 >>   (Nope)<I><END>


E0/7725: 66 94 75             If 2nd option chosen from dialogue prompt, jump to address $E0/7594
E0/7728: 60 24 A9 C0          Run Dialogue $0924 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Honeymoon reservations for 2
 Mushroom Travel Agency<I><END>


E0/772C: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/772E: FE                   Return

E0/772F: D1 C8 01             Execute event id $01C8
E0/7732: 60 20 A9 C0          Run Dialogue $0920 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

YOSHI:  (Hey!<I>
 There's a letter in here,
 but I can't read it...)<I><END>


E0/7736: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/7738: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
E0/773B: FE                   Return


EVENT [E0E] ------------------------------------------------------------>
E0/773C: DA 0B 94 75          If event flag memory address 00:7081 Bit 3 set, jump to address $E0/7594
E0/7740: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/7744: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/7746: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/7748: 90 10 1E 04          Objects bounces 4px high to on-screen coords: (512,240)
   E0/774C: 77                   Object faces up-right
E0/774D: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   E0/774F: 80 0C 09             Move object to on-screen coords: (400,72)
E0/7752: F0 1D                Duration: 29 frames
E0/7754: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7756: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/7758: 43                   <UNKNOWN COMMAND $43>
   E0/7759: 63 04                Shift object down-left 4 pixels
E0/775B: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/775D: 77                   Object faces up-right
E0/775E: 60 2B A2 D4          Run Dialogue $022B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: Mario!
 Thank goodness you're here! <I><END>


E0/7762: 36 81                Add TOADSTOOL to party (also increase maximum number of party members by 1)
E0/7764: 09 08                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x08 bytes)
   E0/7766: 92 12 37 00          Place object at on-screen coords: (592,440) Z=0
   E0/776A: 77                   Object faces up-right
   E0/776B: FD 0F 03             Object overlaps BG1 & BG2
E0/776E: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/7770: F0 1D                Frame Duration: 29
   E0/7772: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/7775: F0 09                Frame Duration: 9
   E0/7777: 09                   Reset all object properties to default
E0/7778: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   E0/777A: F0 27                Frame Duration: 39
   E0/777C: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   E0/777F: F0 09                Frame Duration: 9
   E0/7781: 09                   Reset all object properties to default
E0/7782: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7784: F0 13                Duration: 19 frames
E0/7786: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/7788: 10 46                Set transition flag, 1/4 speed
   E0/778A: 47                   <UNKNOWN COMMAND $47>
   E0/778B: 67 04                Shift object up-right 4 pixels
   E0/778D: 73                   Object faces down-left
E0/778E: 60 2C A2 D4          Run Dialogue $022C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We heard an explosion or something
 at Bowser's Keep. It was so loud
 I almost dropped my spores!!!<I><END>


E0/7792: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/7794: 08 43 84             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
E0/7797: F0 3B                Duration: 59 frames
E0/7799: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/779B: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
E0/779E: 60 2D 22 D4          Run Dialogue $022D
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Uh...excuse me? W...where's the
 Princess? She departed for your
 house HOURS ago...!<I><END>


E0/77A2: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/77A4: F0 3B                Frame Duration: 59
   E0/77A6: 09                   Reset all object properties to default
E0/77A7: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/77A9: F0 3B                Frame Duration: 59
   E0/77AB: 09                   Reset all object properties to default
E0/77AC: 65                   <UNKNOWN COMMAND $65>
E0/77AD: 00 AC                Set Object: MARIO ---> Begin action queue for object (Length: 0x2C bytes) (Wait until complete)
   E0/77AF: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/77B2: 9C 00                Play sound effect #$00
   E0/77B4: 7E 50 00             Object jumps #$0050 units
   E0/77B7: F0 00                Frame Duration: 0
   E0/77B9: 08 4B 95             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   E0/77BC: F0 00                Frame Duration: 0
   E0/77BE: 3D BC 77             <UNKNOWN COMMAND $3D: pointer to address $E0/77BC>
   E0/77C1: F0 1D                Frame Duration: 29
   E0/77C3: 09                   Reset all object properties to default
   E0/77C4: 08 4A 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/77C7: F0 03                Frame Duration: 3
   E0/77C9: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   E0/77CC: F0 05                Frame Duration: 5
   E0/77CE: 08 4A 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/77D1: F0 05                Frame Duration: 5
   E0/77D3: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/77D6: F0 05                Frame Duration: 5
   E0/77D8: 08 4A 16             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
E0/77DB: 14 12                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/77DD: 09                   Reset all object properties to default
   E0/77DE: 06                   Set "moon-walk" Bits
   E0/77DF: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/77E0: 10 40                Set transition flag, x1 speed
   E0/77E2: 67 08                Shift object up-right 8 pixels
   E0/77E4: 10 43                Set transition flag, x4 speed
   E0/77E6: 67 04                Shift object up-right 4 pixels
   E0/77E8: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/77EB: F0 3B                Frame Duration: 59
   E0/77ED: 09                   Reset all object properties to default
   E0/77EE: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/77EF: F0 77                Duration: 119 frames
E0/77F1: 60 2E A2 60          Run Dialogue $022E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I fear the worst! Could Bowser
 somehow be behind all of this?<I><END>


E0/77F5: FD 31                Screen doesn't move with MARIO
E0/77F7: 95 01 00             Fade out music to volume 0; Duration: 1 frames
E0/77FA: F0 59                Duration: 89 frames
E0/77FC: 91 24                Play music: #$24
E0/77FE: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/7800: 09                   Reset all object properties to default
E0/7801: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/7805: F0 09                Duration: 9 frames
E0/7807: 00 50                Set Object: MARIO ---> Begin action queue for object (Length: 0x50 bytes)
   E0/7809: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/780C: F0 00                Frame Duration: 0
   E0/780E: 3D 0C 78             <UNKNOWN COMMAND $3D: pointer to address $E0/780C>
   E0/7811: F0 07                Frame Duration: 7
   E0/7813: D4 01                Start code block, repeat 1 times
   E0/7815: 08 4A 9A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: yes
   E0/7818: F0 03                Frame Duration: 3
   E0/781A: 08 4A 1A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   E0/781D: F0 03                Frame Duration: 3
   E0/781F: 08 4B 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/7822: F0 03                Frame Duration: 3
   E0/7824: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/7827: F0 03                Frame Duration: 3
   E0/7829: D7                   End of code block
   E0/782A: 08 4A 9A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: yes
   E0/782D: F0 01                Frame Duration: 1
   E0/782F: 08 4A 1A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   E0/7832: F0 01                Frame Duration: 1
   E0/7834: 08 4B 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/7837: F0 01                Frame Duration: 1
   E0/7839: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/783C: F0 01                Frame Duration: 1
   E0/783E: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/783F: F0 01                Frame Duration: 1
   E0/7841: 00                   Set Bit 7 of current object (enable object visibility)
   E0/7842: 08 4A 1A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   E0/7845: F0 01                Frame Duration: 1
   E0/7847: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/7848: F0 01                Frame Duration: 1
   E0/784A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/784B: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/784E: F0 01                Frame Duration: 1
   E0/7850: 09                   Reset all object properties to default
   E0/7851: 92 17 2C 00          Place object at on-screen coords: (736,352) Z=0
   E0/7855: 00                   Set Bit 7 of current object (enable object visibility)
   E0/7856: 73                   Object faces down-left
   E0/7857: 10 83                Set sequence flag, x4 speed
E0/7859: 1B 45                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x45 bytes)
   E0/785B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/785C: 92 10 1E 04          Place object at on-screen coords: (512,240) Z=64
   E0/7860: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   E0/7863: F0 46                Frame Duration: 70
   E0/7865: 00                   Set Bit 7 of current object (enable object visibility)
   E0/7866: F0 01                Frame Duration: 1
   E0/7868: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/7869: F0 01                Frame Duration: 1
   E0/786B: 08 4A 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/786E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/786F: F0 01                Frame Duration: 1
   E0/7871: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/7872: F0 01                Frame Duration: 1
   E0/7874: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   E0/7877: 00                   Set Bit 7 of current object (enable object visibility)
   E0/7878: F0 01                Frame Duration: 1
   E0/787A: 08 48 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/787D: F0 01                Frame Duration: 1
   E0/787F: 08 4A 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/7882: F0 01                Frame Duration: 1
   E0/7884: 08 4A 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/7887: F0 01                Frame Duration: 1
   E0/7889: D4 01                Start code block, repeat 1 times
   E0/788B: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   E0/788E: F0 03                Frame Duration: 3
   E0/7890: 08 48 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/7893: F0 03                Frame Duration: 3
   E0/7895: 08 4A 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/7898: F0 03                Frame Duration: 3
   E0/789A: 08 4A 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/789D: F0 03                Frame Duration: 3
   E0/789F: D7                   End of code block
E0/78A0: 09 06                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes)
   E0/78A2: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/78A5: F0 01                Frame Duration: 1
   E0/78A7: 09                   Reset all object properties to default
E0/78A8: FD 32                <UNKNOWN COMMAND $FD 32>
E0/78AA: 14 F2 43 00          Set Object: NPC #0 ---> Command: Set object to movement: $0043
E0/78AE: 15 F2 45 00          Set Object: NPC #1 ---> Command: Set object to movement: $0045
E0/78B2: 16 F2 47 00          Set Object: NPC #2 ---> Command: Set object to movement: $0047
E0/78B6: 17 F2 46 00          Set Object: NPC #3 ---> Command: Set object to movement: $0046
E0/78BA: 18 F2 44 00          Set Object: NPC #4 ---> Command: Set object to movement: $0044
E0/78BE: 19 F2 44 00          Set Object: NPC #5 ---> Command: Set object to movement: $0044
E0/78C2: 1A F2 45 00          Set Object: NPC #6 ---> Command: Set object to movement: $0045
E0/78C6: 1B 98                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   E0/78C8: F0 1D                Frame Duration: 29
   E0/78CA: 09                   Reset all object properties to default
   E0/78CB: 10 44                Set transition flag, x8 speed
   E0/78CD: 47                   <UNKNOWN COMMAND $47>
   E0/78CE: 73                   Object faces down-left
   E0/78CF: 9C 1A                Play sound effect #$1A
   E0/78D1: 08 48 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/78D4: F0 07                Frame Duration: 7
   E0/78D6: 08 48 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   E0/78D9: F0 07                Frame Duration: 7
   E0/78DB: 08 48 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/78DE: F0 07                Frame Duration: 7
E0/78E0: 1B 0A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/78E2: 08 48 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   E0/78E5: F0 07                Frame Duration: 7
   E0/78E7: 09                   Reset all object properties to default
   E0/78E8: 92 16 30 00          Place object at on-screen coords: (704,384) Z=0
E0/78EC: 00 0F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes)
   E0/78EE: F0 07                Frame Duration: 7
   E0/78F0: 92 10 1D 04          Place object at on-screen coords: (528,232) Z=64
   E0/78F4: 10 43                Set transition flag, x4 speed
   E0/78F6: 53 02                Shift object down-left 32 pixels
   E0/78F8: 77                   Object faces up-right
   E0/78F9: 92 17 2C 00          Place object at on-screen coords: (736,352) Z=0
E0/78FD: 09 F8                Set Object: <UNKNOWN> ---> Command: Show Object
E0/78FF: 09 99                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   E0/7901: F0 0F                Frame Duration: 15
   E0/7903: 92 0F 1F 04          Place object at on-screen coords: (496,248) Z=64
   E0/7907: F0 05                Frame Duration: 5
   E0/7909: 9C 67                Play sound effect #$67
   E0/790B: 08 4A 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/790E: F0 05                Frame Duration: 5
   E0/7910: 08 49 16             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   E0/7913: F0 05                Frame Duration: 5
   E0/7915: 08 4A 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/7918: F0 05                Frame Duration: 5
E0/791A: 09 0B                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0B bytes)
   E0/791C: 08 49 16             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   E0/791F: F0 05                Frame Duration: 5
   E0/7921: 92 12 37 00          Place object at on-screen coords: (592,440) Z=0
   E0/7925: 09                   Reset all object properties to default
   E0/7926: 73                   Object faces down-left
E0/7927: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   E0/7929: F0 05                Frame Duration: 5
   E0/792B: 92 0F 1F 04          Place object at on-screen coords: (496,248) Z=64
   E0/792F: 57 02                Shift object up-right 32 pixels
   E0/7931: 73                   Object faces down-left
   E0/7932: 92 17 2C 00          Place object at on-screen coords: (736,352) Z=0
E0/7936: 1B 97                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   E0/7938: F0 0D                Frame Duration: 13
   E0/793A: 92 10 1D 04          Place object at on-screen coords: (528,232) Z=64
   E0/793E: 9C 1A                Play sound effect #$1A
   E0/7940: 08 48 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/7943: F0 07                Frame Duration: 7
   E0/7945: 08 48 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   E0/7948: F0 07                Frame Duration: 7
   E0/794A: 08 48 0A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/794D: F0 07                Frame Duration: 7
E0/794F: 1B 0A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/7951: 08 48 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   E0/7954: F0 07                Frame Duration: 7
   E0/7956: 09                   Reset all object properties to default
   E0/7957: 92 16 30 00          Place object at on-screen coords: (704,384) Z=0
E0/795B: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   E0/795D: F0 07                Frame Duration: 7
   E0/795F: 92 10 1D 04          Place object at on-screen coords: (528,232) Z=64
   E0/7963: 53 02                Shift object down-left 32 pixels
   E0/7965: 77                   Object faces up-right
   E0/7966: 92 17 2C 00          Place object at on-screen coords: (736,352) Z=0
E0/796A: 09 B6                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x36 bytes) (Wait until complete)
   E0/796C: F0 0F                Frame Duration: 15
   E0/796E: 92 0F 1F 04          Place object at on-screen coords: (496,248) Z=64
   E0/7972: 10 46                Set transition flag, 1/4 speed
   E0/7974: 06                   Set "moon-walk" Bits
   E0/7975: 67 04                Shift object up-right 4 pixels
   E0/7977: 9C 67                Play sound effect #$67
   E0/7979: 08 51 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/797C: 67 04                Shift object up-right 4 pixels
   E0/797E: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/7981: 67 04                Shift object up-right 4 pixels
   E0/7983: 08 51 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/7986: 67 04                Shift object up-right 4 pixels
   E0/7988: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/798B: F0 07                Frame Duration: 7
   E0/798D: 08 51 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/7990: F0 01                Frame Duration: 1
   E0/7992: 9B                   Stop sound effect
   E0/7993: 08 4A 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/7996: F0 01                Frame Duration: 1
   E0/7998: 08 4A 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/799B: F0 01                Frame Duration: 1
   E0/799D: 08 51 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/79A0: F0 01                Frame Duration: 1
E0/79A2: 09 14                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x14 bytes)
   E0/79A4: 08 51 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/79A7: F0 01                Frame Duration: 1
   E0/79A9: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/79AA: 08 51 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/79AD: F0 01                Frame Duration: 1
   E0/79AF: 00                   Set Bit 7 of current object (enable object visibility)
   E0/79B0: F0 01                Frame Duration: 1
   E0/79B2: 92 12 37 00          Place object at on-screen coords: (592,440) Z=0
   E0/79B6: 09                   Reset all object properties to default
   E0/79B7: 07                   Clear "moon-walk" Bits
E0/79B8: 00 B8                Set Object: MARIO ---> Begin action queue for object (Length: 0x38 bytes) (Wait until complete)
   E0/79BA: F0 01                Frame Duration: 1
   E0/79BC: 08 4B 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/79BF: 92 10 1E 04          Place object at on-screen coords: (512,240) Z=64
   E0/79C3: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/79C4: 08 4A 9A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: yes
   E0/79C7: F0 01                Frame Duration: 1
   E0/79C9: 00                   Set Bit 7 of current object (enable object visibility)
   E0/79CA: F0 01                Frame Duration: 1
   E0/79CC: 08 4A 1A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   E0/79CF: F0 01                Frame Duration: 1
   E0/79D1: 08 4B 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/79D4: F0 01                Frame Duration: 1
   E0/79D6: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/79D9: F0 01                Frame Duration: 1
   E0/79DB: 08 4A 9A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: yes
   E0/79DE: F0 01                Frame Duration: 1
   E0/79E0: 08 4A 1A             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   E0/79E3: F0 01                Frame Duration: 1
   E0/79E5: 08 4B 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/79E8: F0 01                Frame Duration: 1
   E0/79EA: 08 4B 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/79ED: F0 01                Frame Duration: 1
   E0/79EF: 09                   Reset all object properties to default
   E0/79F0: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/79F1: 77                   Object faces up-right
E0/79F2: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/79F4: 07                   Clear "moon-walk" Bits
   E0/79F5: 43                   <UNKNOWN COMMAND $43>
   E0/79F6: 10 43                Set transition flag, x4 speed
   E0/79F8: 4A                   <UNKNOWN COMMAND $4A>
   E0/79F9: 4B                   <UNKNOWN COMMAND $4B>
   E0/79FA: 4A                   <UNKNOWN COMMAND $4A>
   E0/79FB: 4B                   <UNKNOWN COMMAND $4B>
E0/79FC: 60 2F A2 60          Run Dialogue $022F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR: Spores alive!!!
 You're telling us that Bowser has
 abducted the Princess AGAIN?<I><END>


E0/7A00: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/7A02: F0 09                Frame Duration: 9
   E0/7A04: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
E0/7A07: F0 3B                Duration: 59 frames
E0/7A09: 14 0E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/7A0B: 10 46                Set transition flag, 1/4 speed
   E0/7A0D: 65 08                Shift object up-left 8 pixels
   E0/7A0F: 73                   Object faces down-left
   E0/7A10: F0 13                Frame Duration: 19
   E0/7A12: 41                   <UNKNOWN COMMAND $41>
   E0/7A13: 73                   Object faces down-left
   E0/7A14: F0 13                Frame Duration: 19
   E0/7A16: 65 08                Shift object up-left 8 pixels
   E0/7A18: 73                   Object faces down-left
E0/7A19: 60 30 02 60          Run Dialogue $0230
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Things are ALWAYS happening to
 her! What an UNLUCKY child!<I><END>


E0/7A1D: 60 31 A2 60          Run Dialogue $0231 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Nevermind. It will be up to you to
 enter the keep and rescue
 Princess Toadstool!<I><END>


E0/7A21: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7A23: A0 4A                Set event flag memory address 00:7049 Bit 2
E0/7A25: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/7A29: F0 1D                Duration: 29 frames
E0/7A2B: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/7A2D: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/7A30: F0 1B                Frame Duration: 27
   E0/7A32: 92 17 2C 00          Place object at on-screen coords: (736,352) Z=0
   E0/7A36: 73                   Object faces down-left
E0/7A37: 1B 0D                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/7A39: 77                   Object faces up-right
   E0/7A3A: 08 48 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
   E0/7A3D: F0 1B                Frame Duration: 27
   E0/7A3F: 92 10 1E 04          Place object at on-screen coords: (512,240) Z=64
   E0/7A43: 09                   Reset all object properties to default
   E0/7A44: 47                   <UNKNOWN COMMAND $47>
   E0/7A45: 73                   Object faces down-left
E0/7A46: F0 1F                Duration: 31 frames
E0/7A48: A0 26                Set event flag memory address 00:7044 Bit 6
E0/7A4A: 14 F2 48 00          Set Object: NPC #0 ---> Command: Set object to movement: $0048
E0/7A4E: 15 F2 4A 00          Set Object: NPC #1 ---> Command: Set object to movement: $004A
E0/7A52: 16 F2 47 00          Set Object: NPC #2 ---> Command: Set object to movement: $0047
E0/7A56: 17 F2 46 00          Set Object: NPC #3 ---> Command: Set object to movement: $0046
E0/7A5A: 18 F2 49 00          Set Object: NPC #4 ---> Command: Set object to movement: $0049
E0/7A5E: 19 F2 49 00          Set Object: NPC #5 ---> Command: Set object to movement: $0049
E0/7A62: 1A F2 4B 00          Set Object: NPC #6 ---> Command: Set object to movement: $004B
E0/7A66: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7A68: 1B 0D                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/7A6A: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7A6C: 1A                   <UNKNOWN COMMAND $1A>
   E0/7A6D: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/7A70: F0 2F                Frame Duration: 47
   E0/7A72: 92 16 30 00          Place object at on-screen coords: (704,384) Z=0
   E0/7A76: 09                   Reset all object properties to default
E0/7A77: 00 A5                Set Object: MARIO ---> Begin action queue for object (Length: 0x25 bytes) (Wait until complete)
   E0/7A79: F0 2E                Frame Duration: 46
   E0/7A7B: 92 10 1D 04          Place object at on-screen coords: (528,232) Z=64
   E0/7A7F: 10 C3                Set transition and sequence flags, x4 speed
   E0/7A81: 53 02                Shift object down-left 32 pixels
   E0/7A83: 77                   Object faces up-right
   E0/7A84: 10 81                Set sequence flag, x2 speed
   E0/7A86: 08 44 00             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/7A89: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7A8B: 60 F0                Shift object right 240 pixels
   E0/7A8D: 07                   Clear "moon-walk" Bits
   E0/7A8E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7A90: 60 F0                Shift object right 240 pixels
   E0/7A92: 07                   Clear "moon-walk" Bits
   E0/7A93: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7A95: 60 F0                Shift object right 240 pixels
   E0/7A97: 07                   Clear "moon-walk" Bits
   E0/7A98: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7A9A: 60 F0                Shift object right 240 pixels
   E0/7A9C: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/7A9D: 09                   Reset all object properties to default
E0/7A9E: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   E0/7AA0: 10 83                Set sequence flag, x4 speed
   E0/7AA2: 57 02                Shift object up-right 32 pixels
   E0/7AA4: 73                   Object faces down-left
   E0/7AA5: 92 17 2C 00          Place object at on-screen coords: (736,352) Z=0
E0/7AA9: 1B D0                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x50 bytes) (Wait until complete)
   E0/7AAB: F0 07                Frame Duration: 7
   E0/7AAD: 92 10 1D 04          Place object at on-screen coords: (528,232) Z=64
   E0/7AB1: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7AB3: 1A                   <UNKNOWN COMMAND $1A>
   E0/7AB4: 08 4B 0A             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/7AB7: F0 01                Frame Duration: 1
   E0/7AB9: 08 4B 0B             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   E0/7ABC: F0 01                Frame Duration: 1
   E0/7ABE: 08 4B 0A             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/7AC1: F0 03                Frame Duration: 3
   E0/7AC3: 08 4B 0C             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/7AC6: F0 01                Frame Duration: 1
   E0/7AC8: 08 4B 0D             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/7ACB: F0 03                Frame Duration: 3
   E0/7ACD: 08 4B 0E             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/7AD0: F0 01                Frame Duration: 1
   E0/7AD2: 08 4B 0F             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/7AD5: F0 01                Frame Duration: 1
   E0/7AD7: 08 4B 10             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   E0/7ADA: F0 01                Frame Duration: 1
   E0/7ADC: 08 4B 11             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
   E0/7ADF: F0 01                Frame Duration: 1
   E0/7AE1: 08 4B 12             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   E0/7AE4: F0 01                Frame Duration: 1
   E0/7AE6: 08 4B 11             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
   E0/7AE9: F0 01                Frame Duration: 1
   E0/7AEB: 08 4B 10             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   E0/7AEE: F0 01                Frame Duration: 1
   E0/7AF0: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/7AF3: F0 13                Frame Duration: 19
   E0/7AF5: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7AF7: 16                   <UNKNOWN COMMAND $16>
   E0/7AF8: 08 42 01             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
E0/7AFB: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/7AFD: F0 27                Frame Duration: 39
   E0/7AFF: 01                   Clear Bit 7 of current object (disable object visibility)
E0/7B00: 00 79                Set Object: MARIO ---> Begin action queue for object (Length: 0x79 bytes)
   E0/7B02: F0 26                Frame Duration: 38
   E0/7B04: 92 10 1D 04          Place object at on-screen coords: (528,232) Z=64
   E0/7B08: 43                   <UNKNOWN COMMAND $43>
   E0/7B09: 7E 40 00             Object jumps #$0040 units
   E0/7B0C: F0 07                Frame Duration: 7
   E0/7B0E: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/7B10: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/7B11: F0 4D                Frame Duration: 77
   E0/7B13: 92 10 1E 06          Place object at on-screen coords: (512,240) Z=96
   E0/7B17: 73                   Object faces down-left
   E0/7B18: 00                   Set Bit 7 of current object (enable object visibility)
   E0/7B19: 7E 00 00             Object jumps #$0000 units
   E0/7B1C: 43                   <UNKNOWN COMMAND $43>
   E0/7B1D: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/7B20: 7E 30 00             Object jumps #$0030 units
   E0/7B23: 10 45                Set transition flag, 1/2 speed
   E0/7B25: 67 04                Shift object up-right 4 pixels
   E0/7B27: F0 1D                Frame Duration: 29
   E0/7B29: 7E 30 00             Object jumps #$0030 units
   E0/7B2C: 67 04                Shift object up-right 4 pixels
   E0/7B2E: F0 3B                Frame Duration: 59
   E0/7B30: 10 44                Set transition flag, x8 speed
   E0/7B32: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7B34: 5B 65                Shift object down 1616 pixels
   E0/7B36: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/7B37: D4 03                Start code block, repeat 3 times
   E0/7B39: 61 02                Shift object down-right 2 pixels
   E0/7B3B: 65 02                Shift object up-left 2 pixels
   E0/7B3D: D7                   End of code block
   E0/7B3E: 61 03                Shift object down-right 3 pixels
   E0/7B40: D4 0B                Start code block, repeat 11 times
   E0/7B42: 65 04                Shift object up-left 4 pixels
   E0/7B44: 61 04                Shift object down-right 4 pixels
   E0/7B46: D7                   End of code block
   E0/7B47: 65 02                Shift object up-left 2 pixels
   E0/7B49: 9B                   Stop sound effect
   E0/7B4A: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/7B4D: F0 09                Frame Duration: 9
   E0/7B4F: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7B51: 13 F0                Layering priority: 
   E0/7B53: 13 0C                Layering priority: 
   E0/7B55: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/7B56: 20 04                <UNKNOWN COMMAND $20>
   E0/7B58: 25 00 0A 40 00       <UNKNOWN COMMAND $25>
   E0/7B5D: 10 45                Set transition flag, 1/2 speed
   E0/7B5F: 43                   <UNKNOWN COMMAND $43>
   E0/7B60: 21                   <UNKNOWN COMMAND $21>
   E0/7B61: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/7B63: 92 0F 20 33          Place object at on-screen coords: (480,256) Z=304
   E0/7B67: 73                   Object faces down-left
   E0/7B68: 08 53 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/7B6B: F0 77                Frame Duration: 119
   E0/7B6D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/7B6F: 0B 04                Set Bits $4 of current object address 0A,x
   E0/7B71: 06                   Set "moon-walk" Bits
   E0/7B72: 57 02                Shift object up-right 32 pixels
   E0/7B74: F0 00                Frame Duration: 0
   E0/7B76: 3D 74 7B             <UNKNOWN COMMAND $3D: pointer to address $E0/7B74>
   E0/7B79: 9C 16                Play sound effect #$16
E0/7B7B: 09 AA                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x2A bytes) (Wait until complete)
   E0/7B7D: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/7B80: F0 0F                Frame Duration: 15
   E0/7B82: 09                   Reset all object properties to default
   E0/7B83: F0 22                Frame Duration: 34
   E0/7B85: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/7B87: 92 10 1E 06          Place object at on-screen coords: (512,240) Z=96
   E0/7B8B: 73                   Object faces down-left
   E0/7B8C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/7B8D: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7B8F: 67 F0                Shift object up-right 240 pixels
   E0/7B91: 0F                   <UNKNOWN COMMAND $0F>
   E0/7B92: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/7B95: F0 0F                Frame Duration: 15
   E0/7B97: 09                   Reset all object properties to default
   E0/7B98: F0 0F                Frame Duration: 15
   E0/7B9A: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/7B9D: F0 0F                Frame Duration: 15
   E0/7B9F: 09                   Reset all object properties to default
   E0/7BA0: F0 0F                Frame Duration: 15
   E0/7BA2: 9B                   Stop sound effect
   E0/7BA3: 92 14 3B 00          Place object at on-screen coords: (656,472) Z=0
E0/7BA7: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/7BA9: 08 4B 01             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/7BAC: F0 3B                Frame Duration: 59
   E0/7BAE: 09                   Reset all object properties to default
   E0/7BAF: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/7BB0: 7F 6C 00             Object jumps (with sound effect) #$006C units
E0/7BB3: F0 00                Duration: 0 frames
E0/7BB5: 3D B3 7B             <UNKNOWN COMMAND: pointer to address $7BB3>
E0/7BB8: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/7BBA: 09                   Reset all object properties to default
   E0/7BBB: 73                   Object faces down-left
E0/7BBC: F0 1D                Duration: 29 frames
E0/7BBE: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/7BC2: F0 09                Duration: 9 frames
E0/7BC4: 00 C0                Set Object: MARIO ---> Begin action queue for object (Length: 0x40 bytes) (Wait until complete)
   E0/7BC6: 07                   Clear "moon-walk" Bits
   E0/7BC7: 77                   Object faces up-right
   E0/7BC8: 10 80                Set sequence flag, x1 speed
   E0/7BCA: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/7BCB: F0 3B                Frame Duration: 59
   E0/7BCD: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/7BCE: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   E0/7BD1: F0 09                Frame Duration: 9
   E0/7BD3: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   E0/7BD6: F0 3B                Frame Duration: 59
   E0/7BD8: 10 81                Set sequence flag, x2 speed
   E0/7BDA: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/7BDD: F0 21                Frame Duration: 33
   E0/7BDF: 08 4A 08             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/7BE2: F0 1D                Frame Duration: 29
   E0/7BE4: 09                   Reset all object properties to default
   E0/7BE5: 06                   Set "moon-walk" Bits
   E0/7BE6: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/7BE7: D4 01                Start code block, repeat 1 times
   E0/7BE9: 7F 30 00             Object jumps (with sound effect) #$0030 units
   E0/7BEC: 10 40                Set transition flag, x1 speed
   E0/7BEE: 62 08                Shift object down 8 pixels
   E0/7BF0: F0 00                Frame Duration: 0
   E0/7BF2: 3D F0 7B             <UNKNOWN COMMAND $3D: pointer to address $E0/7BF0>
   E0/7BF5: 7F 30 00             Object jumps (with sound effect) #$0030 units
   E0/7BF8: 10 41                Set transition flag, x2 speed
   E0/7BFA: 64 10                Shift object left 16 pixels
   E0/7BFC: F0 00                Frame Duration: 0
   E0/7BFE: 3D FC 7B             <UNKNOWN COMMAND $3D: pointer to address $E0/7BFC>
   E0/7C01: D7                   End of code block
   E0/7C02: F0 1D                Frame Duration: 29
   E0/7C04: 07                   Clear "moon-walk" Bits
   E0/7C05: 75                   Object faces up-left
E0/7C06: F0 1D                Duration: 29 frames
E0/7C08: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/7C0C: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7C0E: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/7C10: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/7C12: 10 C3                Set transition and sequence flags, x4 speed
   E0/7C14: 57 02                Shift object up-right 32 pixels
E0/7C16: 1A F6                Set Object: NPC #6 ---> Command: <UNKNOWN COMMAND $F6>
E0/7C18: 92 02                Fade in music: #$02
E0/7C1A: F0 3B                Duration: 59 frames
E0/7C1C: 14 8D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   E0/7C1E: 10 41                Set transition flag, x2 speed
   E0/7C20: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/7C22: 43                   <UNKNOWN COMMAND $43>
   E0/7C23: 10 43                Set transition flag, x4 speed
   E0/7C25: 4A                   <UNKNOWN COMMAND $4A>
   E0/7C26: 4B                   <UNKNOWN COMMAND $4B>
   E0/7C27: 4A                   <UNKNOWN COMMAND $4A>
   E0/7C28: 4B                   <UNKNOWN COMMAND $4B>
   E0/7C29: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
E0/7C2B: 60 32 A2 60          Run Dialogue $0232 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR: Egad!
 The keep is unassailable?! What
 awful power is at work here?!<I><END>


E0/7C2F: 14 93                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   E0/7C31: 07                   Clear "moon-walk" Bits
   E0/7C32: 10 46                Set transition flag, 1/4 speed
   E0/7C34: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/7C36: 0B 04                Set Bits $4 of current object address 0A,x
   E0/7C38: 47                   <UNKNOWN COMMAND $47>
   E0/7C39: 73                   Object faces down-left
   E0/7C3A: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/7C3D: F0 3B                Frame Duration: 59
   E0/7C3F: 09                   Reset all object properties to default
   E0/7C40: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/7C42: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
E0/7C44: 60 33 A2 60          Run Dialogue $0233 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Mario...her life is in your hands.
 Please, save our dear Princess!<I><END>


E0/7C48: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/7C4C: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7C4E: F0 3B                Duration: 59 frames
E0/7C50: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/7C52: 72                   Object faces down
E0/7C53: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/7C57: FD 30                Screen moves with MARIO
E0/7C59: A2 0B                Set event flag memory address 00:7081 Bit 3
E0/7C5B: 36 01                Add TOADSTOOL to party
E0/7C5D: FD 5D 00 00          Store MARIO's equipped WEAPON to 00:7000
E0/7C61: E2 FF 00 88 7D       If value at 00:7000 = #$00FF, jump to address $E0/7D88
E0/7C66: FD FB                Store value at 7F:F8CD to 00:7000
E0/7C68: F0 09                Duration: 9 frames
E0/7C6A: F0 00                Duration: 0 frames
E0/7C6C: CA                   Store held joypad register to 00:7000,00:7001
E0/7C6D: E7 0F 00 75 7C       If memory address 00:7000 Bit $000F set, jump to address $E0/7C75
E0/7C72: D2 6A 7C             Jump to address $E0/7C6A
E0/7C75: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/7C77: 10 45                Set transition flag, 1/2 speed
   E0/7C79: 63 04                Shift object down-left 4 pixels
   E0/7C7B: 08 43 01             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/7C7E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7C80: 16                   <UNKNOWN COMMAND $16>
E0/7C81: 60 76 A2 C0          Run Dialogue $0276 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: Mario!<I><END>


E0/7C85: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7C87: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/7C89: 73                   Object faces down-left
   E0/7C8A: 09                   Reset all object properties to default
   E0/7C8B: 74                   Object faces left
   E0/7C8C: F0 01                Frame Duration: 1
   E0/7C8E: 75                   Object faces up-left
   E0/7C8F: F0 01                Frame Duration: 1
   E0/7C91: 76                   Object faces up
   E0/7C92: F0 01                Frame Duration: 1
   E0/7C94: 80 10 1E             Move object to on-screen coords: (512,240)
   E0/7C97: 77                   Object faces up-right
E0/7C98: F0 09                Duration: 9 frames
E0/7C9A: 14 8C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/7C9C: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/7C9E: 0B 04                Set Bits $4 of current object address 0A,x
   E0/7CA0: 43                   <UNKNOWN COMMAND $43>
   E0/7CA1: 63 0C                Shift object down-left 12 pixels
   E0/7CA3: F0 1D                Frame Duration: 29
   E0/7CA5: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/7CA8: 60 BF A3 D4          Run Dialogue $03BF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I almost forgot!<I>

 This may not help you, but...<I>
 Why don't you take it along!<I><END>


E0/7CAC: 9C 55                Play sound effect #$55
E0/7CAE: 60 BE A3 02          Run Dialogue $03BE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

              Got a Map!<I><END>


E0/7CB2: A1 10                Set event flag memory address 00:7062 Bit 0
E0/7CB4: F0 09                Duration: 9 frames
E0/7CB6: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/7CB8: 72                   Object faces down
   E0/7CB9: F0 01                Frame Duration: 1
   E0/7CBB: 73                   Object faces down-left
   E0/7CBC: F0 01                Frame Duration: 1
   E0/7CBE: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/7CC1: F0 00                Frame Duration: 0
   E0/7CC3: 3D C1 7C             <UNKNOWN COMMAND $3D: pointer to address $E0/7CC1>
E0/7CC6: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/7CC8: 10 40                Set transition flag, x1 speed
   E0/7CCA: 43                   <UNKNOWN COMMAND $43>
   E0/7CCB: 63 0C                Shift object down-left 12 pixels
E0/7CCD: F0 0F                Duration: 15 frames
E0/7CCF: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/7CD1: 09                   Reset all object properties to default
E0/7CD2: 60 76 22 60          Run Dialogue $0276
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR: Mario!<I><END>


E0/7CD6: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7CD8: 00 3F                Set Object: MARIO ---> Begin action queue for object (Length: 0x3F bytes)
   E0/7CDA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/7CDC: 0B 04                Set Bits $4 of current object address 0A,x
   E0/7CDE: D4 02                Start code block, repeat 2 times
   E0/7CE0: 7B 01                <UNKNOWN COMMAND $7B>
   E0/7CE2: F0 01                Frame Duration: 1
   E0/7CE4: D7                   End of code block
   E0/7CE5: 10 81                Set sequence flag, x2 speed
   E0/7CE7: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   E0/7CEA: F0 1D                Frame Duration: 29
   E0/7CEC: 10 80                Set sequence flag, x1 speed
   E0/7CEE: D4 02                Start code block, repeat 2 times
   E0/7CF0: 08 4B 8F             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/7CF3: 63 04                Shift object down-left 4 pixels
   E0/7CF5: 08 4B 93             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   E0/7CF8: 63 04                Shift object down-left 4 pixels
   E0/7CFA: 08 4B 92             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   E0/7CFD: 63 04                Shift object down-left 4 pixels
   E0/7CFF: 08 4B 91             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
   E0/7D02: 63 04                Shift object down-left 4 pixels
   E0/7D04: 08 4B 90             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
   E0/7D07: 63 04                Shift object down-left 4 pixels
   E0/7D09: D7                   End of code block
   E0/7D0A: 08 4B 8F             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/7D0D: 63 02                Shift object down-left 2 pixels
   E0/7D0F: 08 4B 93             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
   E0/7D12: 63 02                Shift object down-left 2 pixels
   E0/7D14: 08 4B 92             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   E0/7D17: 63 02                Shift object down-left 2 pixels
E0/7D19: F0 3B                Duration: 59 frames
E0/7D1B: 15 F2 72 02          Set Object: NPC #1 ---> Command: Set object to movement: $0272
E0/7D1F: 16 F2 72 02          Set Object: NPC #2 ---> Command: Set object to movement: $0272
E0/7D23: 17 F2 72 02          Set Object: NPC #3 ---> Command: Set object to movement: $0272
E0/7D27: 18 F2 72 02          Set Object: NPC #4 ---> Command: Set object to movement: $0272
E0/7D2B: 19 F2 72 02          Set Object: NPC #5 ---> Command: Set object to movement: $0272
E0/7D2F: 1A F2 72 02          Set Object: NPC #6 ---> Command: Set object to movement: $0272
E0/7D33: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7D35: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   E0/7D37: 63 02                Shift object down-left 2 pixels
   E0/7D39: FD 9E                <UNKNOWN COMMAND $9E>
   E0/7D3B: 16                   <UNKNOWN COMMAND $16>
   E0/7D3C: 08 4A 07             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
E0/7D3F: 0C 8D                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   E0/7D41: 10 44                Set transition flag, x8 speed
   E0/7D43: 63 02                Shift object down-left 2 pixels
   E0/7D45: D4 05                Start code block, repeat 5 times
   E0/7D47: 67 04                Shift object up-right 4 pixels
   E0/7D49: 63 04                Shift object down-left 4 pixels
   E0/7D4B: D7                   End of code block
   E0/7D4C: 67 02                Shift object up-right 2 pixels
E0/7D4E: F0 3B                Duration: 59 frames
E0/7D50: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/7D52: 08 4A 11             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
   E0/7D55: F0 3B                Frame Duration: 59
   E0/7D57: 77                   Object faces up-right
   E0/7D58: 09                   Reset all object properties to default
E0/7D59: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/7D5B: 10 41                Set transition flag, x2 speed
   E0/7D5D: 53 06                Shift object down-left 96 pixels
E0/7D5F: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7D61: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/7D63: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/7D66: 60 C5 A3 60          Run Dialogue $03C5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Forgive me.<I>
 But I can't stop worrying
 about the Princess...<I><END>


E0/7D6A: F0 09                Duration: 9 frames
E0/7D6C: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/7D6E: 09                   Reset all object properties to default
E0/7D6F: F0 09                Duration: 9 frames
E0/7D71: 60 C6 A3 60          Run Dialogue $03C6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Go to the cellar and prepare for
 your journey. The Vault Guard
 shall assist you.<I><END>


E0/7D75: F0 3B                Duration: 59 frames
E0/7D77: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/7D79: 70                   Object faces right
   E0/7D7A: F0 01                Frame Duration: 1
   E0/7D7C: 71                   Object faces down-right
   E0/7D7D: F0 01                Frame Duration: 1
   E0/7D7F: 72                   Object faces down
   E0/7D80: F0 01                Frame Duration: 1
   E0/7D82: 73                   Object faces down-left
E0/7D83: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/7D87: FE                   Return

E0/7D88: FD 58 05             Store the number of instances in item inventory of item #$05 (Hammer      ) to 00:7000
E0/7D8B: E2 00 00 66 7C       If value at 00:7000 = #$0000, jump to address $E0/7C66
E0/7D90: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/7D92: F0 07                Frame Duration: 7
   E0/7D94: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
E0/7D97: 34 6F                Change directional maneuverability: left right down up 
E0/7D99: F0 07                Duration: 7 frames
E0/7D9B: 34 00                Change directional maneuverability: 
E0/7D9D: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7D9F: 60 70 A3 D4          Run Dialogue $0370 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: Oh, Mario!...
 There's something important
 I need to discuss with you.<I><END>


E0/7DA3: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/7DA5: 80 10 1E             Move object to on-screen coords: (512,240)
   E0/7DA8: 77                   Object faces up-right
E0/7DA9: 60 71 A3 D4          Run Dialogue $0371 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That Hammer you got...you've
 equipped it, right?<I><END>


E0/7DAD: F0 09                Duration: 9 frames
E0/7DAF: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/7DB1: 09                   Reset all object properties to default
E0/7DB2: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/7DB4: 71                   Object faces down-right
   E0/7DB5: F0 01                Frame Duration: 1
   E0/7DB7: 73                   Object faces down-left
   E0/7DB8: F0 01                Frame Duration: 1
   E0/7DBA: 08 43 03             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/7DBD: 14 0B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/7DBF: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/7DC2: F0 07                Frame Duration: 7
   E0/7DC4: 09                   Reset all object properties to default
   E0/7DC5: F0 07                Frame Duration: 7
   E0/7DC7: D2 BF 7D             Jump to address $E0/7DBF
E0/7DCA: 60 72 83 D4          Run Dialogue $0372 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


   You're all set for your journey?<I><END>


E0/7DCE: F0 09                Duration: 9 frames
E0/7DD0: 14 F1 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/7DD3: 09                   Reset all object properties to default
   E0/7DD4: F0 1D                Frame Duration: 29
   E0/7DD6: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/7DD9: F0 03                Frame Duration: 3
   E0/7DDB: 09                   Reset all object properties to default
E0/7DDC: 1A F1 0D                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/7DDF: F0 3B                Frame Duration: 59
   E0/7DE1: 10 40                Set transition flag, x1 speed
   E0/7DE3: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/7DE5: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/7DE7: 10 81                Set sequence flag, x2 speed
   E0/7DE9: 51 02                Shift object down-right 32 pixels
   E0/7DEB: 73                   Object faces down-left
E0/7DEC: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/7DEE: 09                   Reset all object properties to default
   E0/7DEF: 71                   Object faces down-right
   E0/7DF0: F0 01                Frame Duration: 1
   E0/7DF2: 77                   Object faces up-right
E0/7DF3: F0 09                Duration: 9 frames
E0/7DF5: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7DF7: 65                   <UNKNOWN COMMAND $65>
E0/7DF8: 60 73 83 D4          Run Dialogue $0373 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Shall I have Toad explain the
 process?<I>
 >>   (Yes, please)
 >>   (Absolutely no need at all)<I><END>


E0/7DFC: 66 3C 7E             If 2nd option chosen from dialogue prompt, jump to address $E0/7E3C
E0/7DFF: F0 09                Duration: 9 frames
E0/7E01: 60 74 83 DA          Run Dialogue $0374 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



TOAD: You will equip things
 using the menu.<I>
 Please press the X Button.

E0/7E05: 34 00                Change directional maneuverability: 
E0/7E07: CB                   Store joypad register to 00:7000,00:7001
E0/7E08: E7 10 00 12 7E       If memory address 00:7000 Bit $0010 set, jump to address $E0/7E12
E0/7E0D: F0 00                Duration: 0 frames
E0/7E0F: D2 07 7E             Jump to address $E0/7E07
E0/7E12: 64                   <UNKNOWN COMMAND $64>
E0/7E13: FD 4C 00             Run Toad's tutorial: Toad teaches how to equip
E0/7E16: 1A 09                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/7E18: 10 46                Set transition flag, 1/4 speed
   E0/7E1A: 10 80                Set sequence flag, x1 speed
   E0/7E1C: 55 02                Shift object up-left 32 pixels
   E0/7E1E: 71                   Object faces down-right
   E0/7E1F: 0B 40                Set Bits $40 of current object address 0A,x
E0/7E21: 70                   Simultaneously lighten screen from black with following commands
E0/7E22: F0 1D                Duration: 29 frames
E0/7E24: 7F                   <UNKNOWN COMMAND $7F>
E0/7E25: 14 09                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/7E27: D4 01                Start code block, repeat 1 times
   E0/7E29: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/7E2C: F0 03                Frame Duration: 3
   E0/7E2E: 09                   Reset all object properties to default
   E0/7E2F: D7                   End of code block
E0/7E30: 60 75 A3 D4          Run Dialogue $0375 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CHANCELLOR: There, now I feel
 more at ease.
 Now it's all up to you.<I><END>


E0/7E34: F0 1D                Duration: 29 frames
E0/7E36: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/7E38: 72                   Object faces down
E0/7E39: D2 66 7C             Jump to address $E0/7C66
E0/7E3C: 1A 09                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/7E3E: 10 46                Set transition flag, 1/4 speed
   E0/7E40: 10 80                Set sequence flag, x1 speed
   E0/7E42: 55 02                Shift object up-left 32 pixels
   E0/7E44: 71                   Object faces down-right
   E0/7E45: 0B 40                Set Bits $40 of current object address 0A,x
E0/7E47: 60 76 A3 D4          Run Dialogue $0376 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  

CHANCELLOR: I see. Well then,<I>
 NEVER forget to equip new
 weapons and armor!
 Farewell and good luck!<I><END>


E0/7E4B: F0 1D                Duration: 29 frames
E0/7E4D: FD 32                <UNKNOWN COMMAND $FD 32>
E0/7E4F: D2 36 7E             Jump to address $E0/7E36

EVENT [E0F] ------------------------------------------------------------>
E0/7E52: B0 12 00 00          Store #$0000 to 00:7024
E0/7E56: B0 13 00 00          Store #$0000 to 00:7026
E0/7E5A: B0 0E 00 00          Store #$0000 to 00:701C
E0/7E5E: 55                   Store total number of empty slots in item inventory to 00:7000
E0/7E5F: E2 00 00 AD 7E       If value at 00:7000 = #$0000, jump to address $E0/7EAD
E0/7E64: BB 12                Store value at 00:7000 to 00:7024
E0/7E66: B4 18                Store value at 00:70B8 to 00:7000
E0/7E68: C1 12                Compare values at memory addresses 00:7024 and 00:7000
E0/7E6A: ED 77 7E             If Bit 0 of 00:70A0,x clear, jump to address $E0/7E77
E0/7E6D: EA 77 7E             If Bit 1 of 00:70A0,x set, jump to address $E0/7E77
E0/7E70: B9 12                Subtract value at 00:7024 to 00:7000
E0/7E72: BB 13                Store value at 00:7000 to 00:7026
E0/7E74: D2 7B 7E             Jump to address $E0/7E7B
E0/7E77: B4 18                Store value at 00:70B8 to 00:7000
E0/7E79: BB 12                Store value at 00:7000 to 00:7024
E0/7E7B: BA 12                Store value at 00:7024 to 00:7000
E0/7E7D: D6 12                Store value at 00:7024 to object memory
E0/7E7F: 50 6D                Put item in inventory: #$6D (.Yoshi Cookie)
E0/7E81: D7                   End of code block
E0/7E82: E4 13 00 00 D4 7E    If value at 00:7026 = #$0000, jump to address $E0/7ED4
E0/7E88: B4 38                Store value at 00:70D8 to 00:7000
E0/7E8A: B8 13                Add value at 00:7026 to 00:7000
E0/7E8C: BB 12                Store value at 00:7000 to 00:7024
E0/7E8E: C0 C9 00             Compare value at 00:7000 to #$00C9
E0/7E91: EC B4 7E             If Bit 0 of 00:70A0,x set, jump to address $E0/7EB4
E0/7E94: BA 13                Store value at 00:7026 to 00:7000
E0/7E96: E2 01 00 A6 7E       If value at 00:7000 = #$0001, jump to address $E0/7EA6
E0/7E9B: 60 B6 A3 60          Run Dialogue $03B6 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  (You're carrying a lot of things!
  I'll store these <$00> for you.
  Don't worry...I won't eat them.<I>
  That makes a total of <$01>. )<I><END>


E0/7E9F: BA 12                Store value at 00:7024 to 00:7000
E0/7EA1: B5 38                Store value at 00:7000 to 00:70D8
E0/7EA3: D2 D4 7E             Jump to address $E0/7ED4
E0/7EA6: 60 3A A9 60          Run Dialogue $093A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  (You're carrying a lot of things!<I>
  I'll store this <$00> Cookie
  for you. So, your total is <$01>.)<I><END>


E0/7EAA: D2 9F 7E             Jump to address $E0/7E9F
E0/7EAD: B4 18                Store value at 00:70B8 to 00:7000
E0/7EAF: BB 13                Store value at 00:7000 to 00:7026
E0/7EB1: D2 88 7E             Jump to address $E0/7E88
E0/7EB4: B0 12 C8 00          Store #$00C8 to 00:7024
E0/7EB8: B9 12                Subtract value at 00:7024 to 00:7000
E0/7EBA: BB 12                Store value at 00:7000 to 00:7024
E0/7EBC: B4 38                Store value at 00:70D8 to 00:7000
E0/7EBE: BB 13                Store value at 00:7000 to 00:7026
E0/7EC0: AC C8 00             Store #$00C8 to 00:7000
E0/7EC3: B9 13                Subtract value at 00:7026 to 00:7000
E0/7EC5: 60 CE A9 60          Run Dialogue $09CE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  (I can only store 200 cookies.<I>

  I'll store <$00>, but....<I>
  I think I'll nibble on the rest
  of the <$01>.)<I><END>


E0/7EC9: 9C 3D                Play sound effect #$3D
E0/7ECB: F0 3B                Duration: 59 frames
E0/7ECD: 60 B8 A3 C0          Run Dialogue $03B8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (That was mighty tasty.
  So now we're back to 200!<I>
  Thanks for the snack!)<I><END>


E0/7ED1: A8 38 C8             Store #$C8 to 00:70D8
E0/7ED4: A8 0E 00             Store #$00 to 00:70AE
E0/7ED7: A8 18 00             Store #$00 to 00:70B8
E0/7EDA: B0 12 00 00          Store #$0000 to 00:7024
E0/7EDE: B0 13 00 00          Store #$0000 to 00:7026
E0/7EE2: FE                   Return


EVENT [E10] ------------------------------------------------------------>
E0/7EE3: D8 F1 94 75          If event flag memory address 00:705E Bit 1 set, jump to address $E0/7594
E0/7EE7: DE 2C 94 75          If event flag memory address 00:7085 Bit 4 clear, jump to address $E0/7594
E0/7EEB: A6 2C                Clear event flag memory address 00:7085 Bit 4
E0/7EED: FD 31                Screen doesn't move with MARIO
E0/7EEF: FD 43                <UNKNOWN COMMAND $FD 43>
E0/7EF1: FD 44                <UNKNOWN COMMAND $FD 44>
E0/7EF3: FD 45                <UNKNOWN COMMAND $FD 45>
E0/7EF5: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
E0/7EF7: 00 F1 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/7EFA: 21                   <UNKNOWN COMMAND $21>
   E0/7EFB: 80 14 3D             Move object to on-screen coords: (656,488)
E0/7EFE: 64                   <UNKNOWN COMMAND $64>
E0/7EFF: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
E0/7F01: 1D F1 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/7F04: 09                   Reset all object properties to default
   E0/7F05: 77                   Object faces up-right
   E0/7F06: 10 85                Set sequence flag, 1/2 speed
   E0/7F08: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/7F0A: 00 F1 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/7F0D: 10 C0                Set transition and sequence flags, x1 speed
E0/7F0F: DC F2 C2 80          If event flag memory address 00:705E Bit 2 clear, jump to address $E0/80C2
E0/7F13: D8 1D A5 7F          If event flag memory address 00:7043 Bit 5 set, jump to address $E0/7FA5
E0/7F17: D8 1E A5 7F          If event flag memory address 00:7043 Bit 6 set, jump to address $E0/7FA5
E0/7F1B: D8 1F A5 7F          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/7FA5
E0/7F1F: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/7F21: 08 56 05             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/7F24: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/7F26: 73                   Object faces down-left
E0/7F27: 1D F2 A8 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A8
E0/7F2B: 00 F2 A9 02          Set Object: MARIO ---> Command: Set object to movement: $02A9
E0/7F2F: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   E0/7F31: 80 11 31             Move object to on-screen coords: (560,392)
E0/7F34: 17 F6                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $F6>
E0/7F36: 16 F6                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $F6>
E0/7F38: 1E F6                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F6>
E0/7F3A: A0 19                Set event flag memory address 00:7043 Bit 1
E0/7F3C: A0 27                Set event flag memory address 00:7044 Bit 7
E0/7F3E: 00 F6                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $F6>
E0/7F40: 1D F6                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $F6>
E0/7F42: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
E0/7F44: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
E0/7F46: D3 22 80             Jump to address $E0/8022
E0/7F49: D8 F1 71 7F          If event flag memory address 00:705E Bit 1 set, jump to address $E0/7F71
E0/7F4D: B4 4E                Store value at 00:70EE to 00:7000
E0/7F4F: E2 00 00 64 7F       If value at 00:7000 = #$0000, jump to address $E0/7F64
E0/7F54: BB 12                Store value at 00:7000 to 00:7024
E0/7F56: D6 12                Store value at 00:7024 to object memory
E0/7F58: 51 6D                Remove item in inventory: #$6D (.Yoshi Cookie)
E0/7F5A: D7                   End of code block
E0/7F5B: A8 4E 00             Store #$00 to 00:70EE
E0/7F5E: A8 4B 00             Store #$00 to 00:70EB
E0/7F61: 20 81                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/7F63: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/7F64: 9C 3F                Play sound effect #$3F
E0/7F66: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/7F68: 08 46 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
E0/7F6B: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/7F6D: 77                   Object faces up-right
E0/7F6E: D2 75 7F             Jump to address $E0/7F75
E0/7F71: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/7F73: 09                   Reset all object properties to default
   E0/7F74: 75                   Object faces up-left
E0/7F75: 60 7C A3 D5          Run Dialogue $037C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Congratulations!
  Yoshi came in first!
  A prize goes to the winner!)<I><END>


E0/7F79: 9C 1B                Play sound effect #$1B
E0/7F7B: B4 36                Store value at 00:70D6 to 00:7000
E0/7F7D: BB 12                Store value at 00:7000 to 00:7024
E0/7F7F: B4 1A                Store value at 00:70BA to 00:7000
E0/7F81: BB 13                Store value at 00:7000 to 00:7026
E0/7F83: AC 00 00             Store #$0000 to 00:7000
E0/7F86: E4 13 00 00 95 7F    If value at 00:7026 = #$0000, jump to address $E0/7F95
E0/7F8C: D6 12                Store value at 00:7024 to object memory
E0/7F8E: AE                   Increment 00:7000
E0/7F8F: D7                   End of code block
E0/7F90: B3 13                Decrement 00:7026
E0/7F92: D2 86 7F             Jump to address $E0/7F86
E0/7F95: FD B6 00 FF          Divide value at 00:7000 by 2^1 and store back
E0/7F99: B5 18                Store value at 00:7000 to 00:70B8
E0/7F9B: 60 AF A3 00          Run Dialogue $03AF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

            Got <$00> Cookie (s)!<I><END>


E0/7F9F: D1 0F 0E             Execute event id $0E0F
E0/7FA2: D2 50 80             Jump to address $E0/8050
E0/7FA5: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   E0/7FA7: 80 11 31             Move object to on-screen coords: (560,392)
E0/7FAA: D3 DF 7F             Jump to address $E0/7FDF
E0/7FAD: D8 F1 D1 7F          If event flag memory address 00:705E Bit 1 set, jump to address $E0/7FD1
E0/7FB1: 9C 3F                Play sound effect #$3F
E0/7FB3: 60 7D A3 D5          Run Dialogue $037D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Oh, you were SO close!
  Too bad Yoshi lost...
  Let's race again, sometime.)<I><END>


E0/7FB7: B4 4E                Store value at 00:70EE to 00:7000
E0/7FB9: E2 00 00 CE 7F       If value at 00:7000 = #$0000, jump to address $E0/7FCE
E0/7FBE: BB 12                Store value at 00:7000 to 00:7024
E0/7FC0: D6 12                Store value at 00:7024 to object memory
E0/7FC2: 51 6D                Remove item in inventory: #$6D (.Yoshi Cookie)
E0/7FC4: D7                   End of code block
E0/7FC5: A8 4E 00             Store #$00 to 00:70EE
E0/7FC8: A8 4B 00             Store #$00 to 00:70EB
E0/7FCB: 20 81                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/7FCD: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/7FCE: D2 50 80             Jump to address $E0/8050
E0/7FD1: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/7FD3: 75                   Object faces up-left
E0/7FD4: F0 09                Duration: 9 frames
E0/7FD6: 9C 3F                Play sound effect #$3F
E0/7FD8: 60 7E A3 D5          Run Dialogue $037E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Sorry.
  Yoshi lost...
  Better luck next time.)<I><END>


E0/7FDC: D2 50 80             Jump to address $E0/8050
E0/7FDF: D8 1F F4 7F          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/7FF4
E0/7FE3: D8 1E 01 80          If event flag memory address 00:7043 Bit 6 set, jump to address $E0/8001
E0/7FE7: D8 1D 0E 80          If event flag memory address 00:7043 Bit 5 set, jump to address $E0/800E
E0/7FEB: 17 F6                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $F6>
E0/7FED: 16 F6                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $F6>
E0/7FEF: 1E F6                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F6>
E0/7FF1: D2 18 80             Jump to address $E0/8018
E0/7FF4: 16 F6                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $F6>
E0/7FF6: 1E F6                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F6>
E0/7FF8: A0 27                Set event flag memory address 00:7044 Bit 7
E0/7FFA: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
E0/7FFC: 17 F6                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $F6>
E0/7FFE: D2 18 80             Jump to address $E0/8018
E0/8001: 17 F6                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $F6>
E0/8003: 1E F6                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F6>
E0/8005: A0 27                Set event flag memory address 00:7044 Bit 7
E0/8007: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/8009: 16 F6                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $F6>
E0/800B: D2 18 80             Jump to address $E0/8018
E0/800E: 17 F6                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $F6>
E0/8010: 16 F6                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $F6>
E0/8012: A0 27                Set event flag memory address 00:7044 Bit 7
E0/8014: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
E0/8016: 1E F6                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F6>
E0/8018: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/801A: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
E0/801C: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
E0/801E: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
E0/8020: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
E0/8022: 95 03 00             Fade out music to volume 0; Duration: 3 frames
E0/8025: F0 77                Duration: 119 frames
E0/8027: 91 04                Play music: #$04
E0/8029: D8 F1 3F 80          If event flag memory address 00:705E Bit 1 set, jump to address $E0/803F
E0/802D: 15 8D                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   E0/802F: 10 41                Set transition flag, x2 speed
   E0/8031: 10 83                Set sequence flag, x4 speed
   E0/8033: 67 08                Shift object up-right 8 pixels
   E0/8035: 57 02                Shift object up-right 32 pixels
   E0/8037: 51 02                Shift object down-right 32 pixels
   E0/8039: 10 85                Set sequence flag, 1/2 speed
   E0/803B: 73                   Object faces down-left
E0/803C: F0 1D                Duration: 29 frames
E0/803E: FE                   Return

E0/803F: 15 8C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/8041: 10 41                Set transition flag, x2 speed
   E0/8043: 10 83                Set sequence flag, x4 speed
   E0/8045: 67 08                Shift object up-right 8 pixels
   E0/8047: 57 02                Shift object up-right 32 pixels
   E0/8049: 51 01                Shift object down-right 16 pixels
   E0/804B: 10 85                Set sequence flag, 1/2 speed
E0/804D: F0 1D                Duration: 29 frames
E0/804F: FE                   Return

E0/8050: F0 1D                Duration: 29 frames
E0/8052: A8 19 00             Store #$00 to 00:70B9
E0/8055: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/8057: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/8059: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/805B: A4 1C                Clear event flag memory address 00:7043 Bit 4
E0/805D: A4 1D                Clear event flag memory address 00:7043 Bit 5
E0/805F: A4 1E                Clear event flag memory address 00:7043 Bit 6
E0/8061: A4 1F                Clear event flag memory address 00:7043 Bit 7
E0/8063: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/8065: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/8067: A0 1B                Set event flag memory address 00:7043 Bit 3
E0/8069: A4 20                Clear event flag memory address 00:7044 Bit 0
E0/806B: A4 21                Clear event flag memory address 00:7044 Bit 1
E0/806D: A4 22                Clear event flag memory address 00:7044 Bit 2
E0/806F: A4 23                Clear event flag memory address 00:7044 Bit 3
E0/8071: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/8073: D3 FB 82             Jump to address $E0/82FB
E0/8076: 16 F2 AA 02          Set Object: NPC #2 ---> Command: Set object to movement: $02AA
E0/807A: 1E F2 AD 02          Set Object: NPC #10 ---> Command: Set object to movement: $02AD
E0/807E: 17 F2 AB 02          Set Object: NPC #3 ---> Command: Set object to movement: $02AB
E0/8082: 19 F2 62 00          Set Object: NPC #5 ---> Command: Set object to movement: $0062
E0/8086: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8088: 75                   Object faces up-left
E0/8089: 14 F2 A5 02          Set Object: NPC #0 ---> Command: Set object to movement: $02A5
E0/808D: A0 25                Set event flag memory address 00:7044 Bit 5
E0/808F: A0 24                Set event flag memory address 00:7044 Bit 4
E0/8091: B0 1F 07 00          Store #$0007 to 00:703E
E0/8095: FD 30                Screen moves with MARIO
E0/8097: D8 F1 A7 80          If event flag memory address 00:705E Bit 1 set, jump to address $E0/80A7
E0/809B: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
E0/809E: 35 0F                Disable Overworld Menu
E0/80A0: 15 F2 AC 02          Set Object: NPC #1 ---> Command: Set object to movement: $02AC
E0/80A4: A4 F0                Clear event flag memory address 00:705E Bit 0
E0/80A6: FE                   Return

E0/80A7: 35 FF                Enable Overworld Menu
E0/80A9: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/80AD: 1D 88                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/80AF: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   E0/80B1: 0B 40                Set Bits $40 of current object address 0A,x
   E0/80B3: 0B 10                Set Bits $10 of current object address 0A,x
   E0/80B5: 0B 04                Set Bits $4 of current object address 0A,x
E0/80B7: 15 F2 F0 01          Set Object: NPC #1 ---> Command: Set object to movement: $01F0
E0/80BB: A4 F1                Clear event flag memory address 00:705E Bit 1
E0/80BD: A4 25                Clear event flag memory address 00:7044 Bit 5
E0/80BF: A4 24                Clear event flag memory address 00:7044 Bit 4
E0/80C1: FE                   Return

E0/80C2: D8 1D 83 82          If event flag memory address 00:7043 Bit 5 set, jump to address $E0/8283
E0/80C6: A8 4E 00             Store #$00 to 00:70EE
E0/80C9: A8 4B 00             Store #$00 to 00:70EB
E0/80CC: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/80CE: 08 56 05             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/80D1: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/80D3: 73                   Object faces down-left
E0/80D4: 1D F2 A8 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A8
E0/80D8: 00 F2 A9 02          Set Object: MARIO ---> Command: Set object to movement: $02A9
E0/80DC: A0 4A                Set event flag memory address 00:7049 Bit 2
E0/80DE: D1 14 01             Execute event id $0114
E0/80E1: 1E F6                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F6>
E0/80E3: 1E 85                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/80E5: 90 15 3F 00          Objects bounces 0px high to on-screen coords: (688,504)
   E0/80E9: 75                   Object faces up-left
E0/80EA: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
E0/80EC: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/80EE: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
E0/80F0: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
E0/80F2: A0 19                Set event flag memory address 00:7043 Bit 1
E0/80F4: 00 F6                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $F6>
E0/80F6: 1D F6                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $F6>
E0/80F8: 00 FA                Set Object: MARIO ---> Command: Remove movement effects
E0/80FA: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
E0/80FC: F0 09                Duration: 9 frames
E0/80FE: 95 03 00             Fade out music to volume 0; Duration: 3 frames
E0/8101: F0 77                Duration: 119 frames
E0/8103: 94                   Stop music
E0/8104: 91 04                Play music: #$04
E0/8106: 19 0E                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/8108: 10 41                Set transition flag, x2 speed
   E0/810A: 10 83                Set sequence flag, x4 speed
   E0/810C: 57 02                Shift object up-right 32 pixels
   E0/810E: 51 02                Shift object down-right 32 pixels
   E0/8110: 73                   Object faces down-left
   E0/8111: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   E0/8113: 10 85                Set sequence flag, 1/2 speed
   E0/8115: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/8116: 14 0B                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/8118: 10 C3                Set transition and sequence flags, x4 speed
   E0/811A: 55 06                Shift object up-left 96 pixels
   E0/811C: 57 0C                Shift object up-right 192 pixels
   E0/811E: 71                   Object faces down-right
   E0/811F: 10 85                Set sequence flag, 1/2 speed
   E0/8121: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/8123: 15 0C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/8125: 10 41                Set transition flag, x2 speed
   E0/8127: 10 83                Set sequence flag, x4 speed
   E0/8129: 55 04                Shift object up-left 64 pixels
   E0/812B: 57 02                Shift object up-right 32 pixels
   E0/812D: 10 85                Set sequence flag, 1/2 speed
   E0/812F: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/8131: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8133: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/8135: 08 46 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
E0/8138: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/813A: 77                   Object faces up-right
E0/813B: F0 09                Duration: 9 frames
E0/813D: 19 F3 7C 02          Set Object: NPC #5 ---> Command: Set object to movement: $027C
E0/8141: 9C 3F                Play sound effect #$3F
E0/8143: 60 90 A3 D9          Run Dialogue $0390 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Wow! Unbelievable!<I>
  You just beat BOSHI!)<I><END>


E0/8147: F0 09                Duration: 9 frames
E0/8149: 14 F3 7C 02          Set Object: NPC #0 ---> Command: Set object to movement: $027C
E0/814D: F0 09                Duration: 9 frames
E0/814F: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/8151: 08 46 06             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/8154: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8156: 75                   Object faces up-left
E0/8157: F0 09                Duration: 9 frames
E0/8159: 9C 3F                Play sound effect #$3F
E0/815B: 60 91 A3 D4          Run Dialogue $0391 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  (Starting today, Yoshi's
  the new BOSS around HERE!)<I><END>


E0/815F: F0 09                Duration: 9 frames
E0/8161: 1E F3 7C 02          Set Object: NPC #10 ---> Command: Set object to movement: $027C
E0/8165: F0 09                Duration: 9 frames
E0/8167: 1D F1 01                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/816A: 71                   Object faces down-right
E0/816B: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/816D: 08 56 85             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
E0/8170: F0 09                Duration: 9 frames
E0/8172: 9C 3E                Play sound effect #$3E
E0/8174: 60 CF A9 DE          Run Dialogue $09CF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOSHI:  (Since WHEN have you been
 able to sprint like that?!<I>

 Oh...well... I had my day in
 the sun. Let me give you a tip!
 Race someone SLOW.<I>

 That way, you'll be able to
 stash away the Cookies!)<I><END>


E0/8178: F0 09                Duration: 9 frames
E0/817A: 9C 3F                Play sound effect #$3F
E0/817C: 1D 06                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/817E: 08 4A 94             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: yes
   E0/8181: F0 09                Frame Duration: 9
   E0/8183: 09                   Reset all object properties to default
E0/8184: F0 09                Duration: 9 frames
E0/8186: 60 92 A3 DD          Run Dialogue $0392 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

YOSHI:  (But we don't need a BOSS!
 Anyway, I just want to race!)<I><END>


E0/818A: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/818C: 08 46 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
E0/818F: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8191: 77                   Object faces up-right
E0/8192: 19 F3 7C 02          Set Object: NPC #5 ---> Command: Set object to movement: $027C
E0/8196: F0 09                Duration: 9 frames
E0/8198: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/819A: 08 46 06             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/819D: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/819F: 75                   Object faces up-left
E0/81A0: F0 09                Duration: 9 frames
E0/81A2: 14 F3 7C 02          Set Object: NPC #0 ---> Command: Set object to movement: $027C
E0/81A6: F0 09                Duration: 9 frames
E0/81A8: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/81AA: 08 46 05             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/81AD: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/81AF: 73                   Object faces down-left
E0/81B0: F0 09                Duration: 9 frames
E0/81B2: 15 F3 7C 02          Set Object: NPC #1 ---> Command: Set object to movement: $027C
E0/81B6: F0 09                Duration: 9 frames
E0/81B8: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/81BA: 08 46 85             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
E0/81BD: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/81BF: 71                   Object faces down-right
E0/81C0: F0 09                Duration: 9 frames
E0/81C2: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/81C4: 7E 40 00             Object jumps #$0040 units
E0/81C7: 1D 8F                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/81C9: F0 02                Frame Duration: 2
   E0/81CB: 08 4A 95             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   E0/81CE: F0 04                Frame Duration: 4
   E0/81D0: 09                   Reset all object properties to default
   E0/81D1: F0 00                Frame Duration: 0
   E0/81D3: FD 3D 1D D1 81       <UNKNOWN COMMAND $E0: pointer to address 
E0/81D8: F0 09                Duration: 9 frames
E0/81DA: 9C 3F                Play sound effect #$3F
E0/81DC: 60 93 A3 DD          Run Dialogue $0393 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

YOSHI:  (Come on, Boshi!
 Let's see what you're made of!)<I><END>


E0/81E0: F0 09                Duration: 9 frames
E0/81E2: 9C 3E                Play sound effect #$3E
E0/81E4: 60 94 A3 DE          Run Dialogue $0394 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOSHI:  (Hmmm...<pause 13 frames>0All right!
 Just stay outta my way!<I>
 Oh, here's the Cookie stash
 for the winner.)<I><END>


E0/81E8: F0 1D                Duration: 29 frames
E0/81EA: A2 2B                Set event flag memory address 00:7085 Bit 3
E0/81EC: 9C 3F                Play sound effect #$3F
E0/81EE: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   E0/81F0: 7E 6C 00             Object jumps #$006C units
   E0/81F3: F0 00                Frame Duration: 0
   E0/81F5: 3D F3 81             <UNKNOWN COMMAND $3D: pointer to address $E0/81F3>
E0/81F8: 1D 88                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/81FA: F0 07                Frame Duration: 7
   E0/81FC: 08 4A 95             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   E0/81FF: F0 07                Frame Duration: 7
   E0/8201: 09                   Reset all object properties to default
E0/8202: 8F                   <UNKNOWN COMMAND $8F>
E0/8203: 00 00                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes)
E0/8205: 03 7F                Set Object: GENO ---> Begin action queue for object (Length: 0x7F bytes)
   E0/8207: A0 4F                Set event flag memory address 00:7049 Bit 7
   E0/8209: 68 22                Shift object right 34 pixels
   E0/820B: 80 14 3D             Move object to on-screen coords: (656,488)
   E0/820E: A0 17                Set event flag memory address 00:7042 Bit 7
   E0/8210: FA                   <UNKNOWN COMMAND $FA>
   E0/8211: 1D                   <UNKNOWN COMMAND $1D>
   E0/8212: FA                   <UNKNOWN COMMAND $FA>
   E0/8213: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8214: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/8215: 09                   Reset all object properties to default
   E0/8216: 92 15 3E 00          Place object at on-screen coords: (672,496) Z=0
   E0/821A: 1D                   <UNKNOWN COMMAND $1D>
   E0/821B: F1 85 92             Frame Duration: 37509
   E0/821E: 14 3D                Isolate top Bits of current object address 0E,x and set Bit(s) $61
   E0/8220: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8221: 71                   Object faces down-right
   E0/8222: 72                   Object faces down
   E0/8223: 78                   Object faces down
   E0/8224: 7F F0 3B             Object jumps (with sound effect) #$3BF0 units
   E0/8227: 9C 3F                Play sound effect #$3F
   E0/8229: 60 95                Shift object right 149 pixels
   E0/822B: A3                   Set memory address Bits using 00:700C
   E0/822C: DD F0 09 00          If event flag memory address 00:707E Bit 0 clear, jump to address $E0/0009
   E0/8230: F3 9E 02             <UNKNOWN COMMAND $F3>
   E0/8233: F0 09                Frame Duration: 9
   E0/8235: 60 96                Shift object right 150 pixels
   E0/8237: A3                   Set memory address Bits using 00:700C
   E0/8238: DD F0 09 A8          If event flag memory address 00:707E Bit 0 clear, jump to address $E0/A809
   E0/823C: 18                   <UNKNOWN COMMAND $18>
   E0/823D: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/823E: 9C 1B                Play sound effect #$1B
   E0/8240: A8 07 6D             Store #$6D to 00:70A7
   E0/8243: 60 01                Shift object right 1 pixels
   E0/8245: A2 00                Set event flag memory address 00:7080 Bit 0
   E0/8247: D1                   <UNKNOWN COMMAND $D1>
   E0/8248: 0F                   <UNKNOWN COMMAND $0F>
   E0/8249: 0E F0                <UNKNOWN COMMAND $0E>
   E0/824B: 09                   Reset all object properties to default
   E0/824C: 60 97                Shift object right 151 pixels
   E0/824E: A3                   Set memory address Bits using 00:700C
   E0/824F: DD F0 09 00          If event flag memory address 00:707E Bit 0 clear, jump to address $E0/0009
   E0/8253: F3 9E 02             <UNKNOWN COMMAND $F3>
   E0/8256: F0 1D                Frame Duration: 29
   E0/8258: 1D                   <UNKNOWN COMMAND $1D>
   E0/8259: 8A                   Object disappears?
   E0/825A: 9C 3F                Play sound effect #$3F
   E0/825C: 08 4A 95             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   E0/825F: F0 09                Frame Duration: 9
   E0/8261: 09                   Reset all object properties to default
   E0/8262: F0 1D                Frame Duration: 29
   E0/8264: 17                   <UNKNOWN COMMAND $17>
   E0/8265: F2 A4 02             <UNKNOWN COMMAND $F2>
   E0/8268: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8269: 06                   Set "moon-walk" Bits
   E0/826A: F0 1D                Frame Duration: 29
   E0/826C: 76                   Object faces up
   E0/826D: F0 3B                Frame Duration: 59
   E0/826F: 72                   Object faces down
   E0/8270: 1D                   <UNKNOWN COMMAND $1D>
   E0/8271: 88                   Object runs away?
   E0/8272: 10 45                Set transition flag, 1/2 speed
   E0/8274: 10 81                Set sequence flag, x2 speed
   E0/8276: 57 02                Shift object up-right 32 pixels
   E0/8278: 10 80                Set sequence flag, x1 speed
   E0/827A: 1D                   <UNKNOWN COMMAND $1D>
   E0/827B: F2 15 00             <UNKNOWN COMMAND $F2>
   E0/827E: A0 F2                Set event flag memory address 00:705E Bit 2
   E0/8280: 35 FF FE             <UNKNOWN COMMAND $35>
   E0/8283: A0 19                Set event flag memory address 00:7043 Bit 1
   E0/8285: 1E                   <UNKNOWN COMMAND $1E>
E0/8286: FA                   Restart event from beginning
E0/8287: 1E F6                Set Object: NPC #10 ---> Command: <UNKNOWN COMMAND $F6>
E0/8289: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
E0/828B: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/828D: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
E0/828F: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
E0/8291: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
E0/8293: F0 1D                Duration: 29 frames
E0/8295: 95 03 00             Fade out music to volume 0; Duration: 3 frames
E0/8298: F0 77                Duration: 119 frames
E0/829A: 94                   Stop music
E0/829B: 91 04                Play music: #$04
E0/829D: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/829F: 75                   Object faces up-left
E0/82A0: F0 1D                Duration: 29 frames
E0/82A2: 1D F1 01                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/82A5: 71                   Object faces down-right
E0/82A6: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/82A8: 08 56 85             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
E0/82AB: 9C 3E                Play sound effect #$3E
E0/82AD: 60 8F A3 DE          Run Dialogue $038F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOSHI:  (Come back when you're
 SERIOUS! Now, I think those
 Cookies there belong to ME!)<I><END>


E0/82B1: 8F                   <UNKNOWN COMMAND $8F>
E0/82B2: 00 00                Set Object: MARIO ---> Begin action queue for object (Length: 0x00 bytes)
E0/82B4: 03 7F                Set Object: GENO ---> Begin action queue for object (Length: 0x7F bytes)
   E0/82B6: A0 4F                Set event flag memory address 00:7049 Bit 7
   E0/82B8: 68 22                Shift object right 34 pixels
   E0/82BA: 80 14 3D             Move object to on-screen coords: (656,488)
   E0/82BD: A0 17                Set event flag memory address 00:7042 Bit 7
   E0/82BF: FA                   <UNKNOWN COMMAND $FA>
   E0/82C0: 1D                   <UNKNOWN COMMAND $1D>
   E0/82C1: FA                   <UNKNOWN COMMAND $FA>
   E0/82C2: 00                   Set Bit 7 of current object (enable object visibility)
   E0/82C3: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/82C4: 09                   Reset all object properties to default
   E0/82C5: 92 15 3E 00          Place object at on-screen coords: (672,496) Z=0
   E0/82C9: 1D                   <UNKNOWN COMMAND $1D>
   E0/82CA: F1 85 92             Frame Duration: 37509
   E0/82CD: 14 3D                Isolate top Bits of current object address 0E,x and set Bit(s) $61
   E0/82CF: 00                   Set Bit 7 of current object (enable object visibility)
   E0/82D0: 71                   Object faces down-right
   E0/82D1: 72                   Object faces down
   E0/82D2: 78                   Object faces down
   E0/82D3: 7F F0 3B             Object jumps (with sound effect) #$3BF0 units
   E0/82D6: 9C 3F                Play sound effect #$3F
   E0/82D8: 60 A9                Shift object right 169 pixels
   E0/82DA: A3                   Set memory address Bits using 00:700C
   E0/82DB: DD F0 09 00          If event flag memory address 00:707E Bit 0 clear, jump to address $E0/0009
   E0/82DF: F3 9E 02             <UNKNOWN COMMAND $F3>
   E0/82E2: F0 09                Frame Duration: 9
   E0/82E4: 1D                   <UNKNOWN COMMAND $1D>
   E0/82E5: 88                   Object runs away?
   E0/82E6: 08 4A 95             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   E0/82E9: F0 09                Frame Duration: 9
   E0/82EB: 09                   Reset all object properties to default
   E0/82EC: F0 1D                Frame Duration: 29
   E0/82EE: 17                   <UNKNOWN COMMAND $17>
   E0/82EF: F2 A4 02             <UNKNOWN COMMAND $F2>
   E0/82F2: 1D                   <UNKNOWN COMMAND $1D>
   E0/82F3: F2 77 00             <UNKNOWN COMMAND $F2>
   E0/82F6: 35 FF A6             <UNKNOWN COMMAND $35>
   E0/82F9: CB                   Store joypad register to 00:700C,00:700D
   E0/82FA: FE                   Return Queue

E0/82FB: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/82FD: 0B F0                Set Bits $F0 of current object address 0A,x
   E0/82FF: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/8301: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/8303: 0B F0                Set Bits $F0 of current object address 0A,x
   E0/8305: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/8307: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/8309: 0B F0                Set Bits $F0 of current object address 0A,x
   E0/830B: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/830D: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/830F: 0B F0                Set Bits $F0 of current object address 0A,x
   E0/8311: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/8313: 19 F1 08                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/8316: 0B F0                Set Bits $F0 of current object address 0A,x
   E0/8318: 0B 04                Set Bits $4 of current object address 0A,x
   E0/831A: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
   E0/831C: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/831E: 1E 04                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/8320: 0B F0                Set Bits $F0 of current object address 0A,x
   E0/8322: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/8324: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/8326: 0B F0                Set Bits $F0 of current object address 0A,x
E0/8328: FE                   Return


EVENT [E11] ------------------------------------------------------------>
E0/8329: B0 1F 03 00          Store #$0003 to 00:703E
E0/832D: 00 F2 20 01          Set Object: MARIO ---> Command: Set object to movement: $0120
E0/8331: 1D F2 21 01          Set Object: NPC #9 ---> Command: Set object to movement: $0121
E0/8335: 00 F6                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $F6>
E0/8337: 6B 22 84             Modify physical field of area $8422
E0/833A: 6B 22 88             Modify physical field of area $8822
E0/833D: 6B 22 8C             Modify physical field of area $8C22
E0/8340: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8342: 77                   Object faces up-right
E0/8343: F0 09                Duration: 9 frames
E0/8345: 7F                   <UNKNOWN COMMAND $7F>
E0/8346: 60 B0 A3 DD          Run Dialogue $03B0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



YOSHI:
          I'll try my very best!<I><END>


E0/834A: F0 09                Duration: 9 frames
E0/834C: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/8350: F0 09                Duration: 9 frames
E0/8352: FD 31                Screen doesn't move with MARIO
E0/8354: 1D 01                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/8356: 77                   Object faces up-right
E0/8357: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/8359: 51 03                Shift object down-right 48 pixels
   E0/835B: 57 01                Shift object up-right 16 pixels
   E0/835D: 80 0D 54             Move object to on-screen coords: (416,672)
   E0/8360: 75                   Object faces up-left
E0/8361: 40 D1 A1             Execute event id $A1D1 simultaneously with the following commands
E0/8364: F0 00                Duration: 0 frames
E0/8366: FD 97 03 64 83       If value at 00:2143 != #$03 jump to address $E0/8364
E0/836B: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/836D: 08 43 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/8370: 0C F2 21 03          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0321
E0/8374: 00 F3 7C 02          Set Object: MARIO ---> Command: Set object to movement: $027C
E0/8378: F0 09                Duration: 9 frames
E0/837A: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/837C: 10 41                Set transition flag, x2 speed
   E0/837E: 10 83                Set sequence flag, x4 speed
   E0/8380: 09                   Reset all object properties to default
   E0/8381: 57 05                Shift object up-right 80 pixels
   E0/8383: 74                   Object faces left
E0/8384: F0 00                Duration: 0 frames
E0/8386: BA 0A                Store value at 00:7014 to 00:7000
E0/8388: C0 11 00             Compare value at 00:7000 to #$0011
E0/838B: ED 8E 83             If Bit 0 of 00:70A0,x clear, jump to address $E0/838E
E0/838E: 00 F3 1E 03          Set Object: MARIO ---> Command: Set object to movement: $031E
E0/8392: 0C F2 21 03          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0321
E0/8396: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/8398: 73                   Object faces down-left
   E0/8399: 06                   Set "moon-walk" Bits
   E0/839A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/839B: 57 05                Shift object up-right 80 pixels
   E0/839D: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/839E: 07                   Clear "moon-walk" Bits
   E0/839F: 74                   Object faces left
E0/83A0: F0 00                Duration: 0 frames
E0/83A2: BA 0A                Store value at 00:7014 to 00:7000
E0/83A4: C0 0C 00             Compare value at 00:7000 to #$000C
E0/83A7: ED AD 83             If Bit 0 of 00:70A0,x clear, jump to address $E0/83AD
E0/83AA: D2 A0 83             Jump to address $E0/83A0
E0/83AD: 00 F3 1E 03          Set Object: MARIO ---> Command: Set object to movement: $031E
E0/83B1: 0C F2 21 03          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $0321
E0/83B5: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/83B7: 73                   Object faces down-left
   E0/83B8: 06                   Set "moon-walk" Bits
   E0/83B9: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/83BA: 57 04                Shift object up-right 64 pixels
   E0/83BC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/83BD: 07                   Clear "moon-walk" Bits
   E0/83BE: 74                   Object faces left
E0/83BF: F0 00                Duration: 0 frames
E0/83C1: BA 0A                Store value at 00:7014 to 00:7000
E0/83C3: C0 08 00             Compare value at 00:7000 to #$0008
E0/83C6: ED C9 83             If Bit 0 of 00:70A0,x clear, jump to address $E0/83C9
E0/83C9: 00 F3 22 03          Set Object: MARIO ---> Command: Set object to movement: $0322
E0/83CD: F0 00                Duration: 0 frames
E0/83CF: E4 0A 00 00 D8 83    If value at 00:7014 = #$0000, jump to address $E0/83D8
E0/83D5: D2 CD 83             Jump to address $E0/83CD
E0/83D8: A6 2C                Clear event flag memory address 00:7085 Bit 4
E0/83DA: D8 1F 0F 7F          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/7F0F
E0/83DE: D8 1E 0F 7F          If event flag memory address 00:7043 Bit 6 set, jump to address $E0/7F0F
E0/83E2: D8 1D 0F 7F          If event flag memory address 00:7043 Bit 5 set, jump to address $E0/7F0F
E0/83E6: 00 F1 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/83E9: 10 C0                Set transition and sequence flags, x1 speed
E0/83EB: 1D F6                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $F6>
E0/83ED: 00 F1 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/83F0: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
E0/83F3: 00 F2 A5 02          Set Object: MARIO ---> Command: Set object to movement: $02A5
E0/83F7: 1D F2 A5 02          Set Object: NPC #9 ---> Command: Set object to movement: $02A5
E0/83FB: D2 2F 7F             Jump to address $E0/7F2F

EVENT [E12] ------------------------------------------------------------>
E0/83FE: 60 18 A9 D0          Run Dialogue $0918 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Our wishes have come true,
 so we will be having our
 wedding in Marrymore!<I>
 We'll be gone for a while!
                         Raz & Raini<I><END>


E0/8402: FE                   Return


EVENT [E13] ------------------------------------------------------------>
E0/8403: 60 1A A9 D0          Run Dialogue $091A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Please leave the correct amount
 of money for the items.
                             Manager<I><END>


E0/8407: 4C 00                Open Shop Menu $00
E0/8409: 71                   Lighten screen from black before following commands
E0/840A: FE                   Return


EVENT [E14] ------------------------------------------------------------>
E0/840B: F8 7D 32 16 84       <UNKNOWN COMMAND $F8>
E0/8410: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/8412: 94 FE FA 00          Place object: right=254px down=250px up=0px
E0/8416: FD F0 7D 3A 1F 84    <UNKNOWN COMMAND $F0: pointer to address $E0/841F
E0/841C: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/841E: 01                   Clear Bit 7 of current object (disable object visibility)
E0/841F: FD F0 7D 3C 28 84    <UNKNOWN COMMAND $F0: pointer to address $E0/8428
E0/8425: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8427: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8428: FE                   Return


EVENT [E15] ------------------------------------------------------------>
E0/8429: A0 23                Set event flag memory address 00:7044 Bit 3
E0/842B: B0 0B 07 00          Store #$0007 to 00:7016
E0/842F: B0 0C 32 00          Store #$0032 to 00:7018
E0/8433: D1 42 00             Execute event id $0042
E0/8436: 68 7D 80 00 4F E0    Enter area: $007D
                              MARIO will be at coords: (16,632) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/843C: 34 00                Change directional maneuverability: 
E0/843E: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/8440: C8 00                <UNKNOWN COMMAND $C8>
   E0/8442: B1 0D 00 09          Add #$0900 to 00:701A
   E0/8446: 99                   <UNKNOWN COMMAND $99>
   E0/8447: 7E 00 00             Object jumps #$0000 units
E0/844A: 71                   Lighten screen from black before following commands
E0/844B: F0 00                Duration: 0 frames
E0/844D: 3D 4B 84             <UNKNOWN COMMAND: pointer to address $844B>
E0/8450: D1 04 0E             Execute event id $0E04
E0/8453: DE CF 94 75          If event flag memory address 00:7099 Bit 7 clear, jump to address $E0/7594
E0/8457: FD F0 7D BA 66 84    <UNKNOWN COMMAND $F0: pointer to address $E0/8466
E0/845D: FD F0 7D BC 66 84    <UNKNOWN COMMAND $F0: pointer to address $E0/8466
E0/8463: D2 94 75             Jump to address $E0/7594
E0/8466: A6 CF                Clear event flag memory address 00:7099 Bit 7
E0/8468: 9C 95                Play sound effect #$95
E0/846A: FE                   Return


EVENT [E16] ------------------------------------------------------------>

EVENT [E17] ------------------------------------------------------------>

EVENT [E18] ------------------------------------------------------------>

EVENT [E19] ------------------------------------------------------------>

EVENT [E1A] ------------------------------------------------------------>

EVENT [E1B] ------------------------------------------------------------>

EVENT [E1C] ------------------------------------------------------------>

EVENT [E1D] ------------------------------------------------------------>

EVENT [E1E] ------------------------------------------------------------>

EVENT [E1F] ------------------------------------------------------------>
E0/846B: 68 7A 01 06 7B A0    Enter area: $017A
                              MARIO will be at coords: (208,984) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$00>
E0/8471: FD 49                Store #$01 to 00:3114
E0/8473: A0 5F                Set event flag memory address 00:704B Bit 7
E0/8475: 14 F2 D1 03          Set Object: NPC #0 ---> Command: Set object to movement: $03D1
E0/8479: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/847B: 10 41                Set transition flag, x2 speed
   E0/847D: 7F 84 00             Object jumps (with sound effect) #$0084 units
   E0/8480: 55 02                Shift object up-left 32 pixels
   E0/8482: 65 14                Shift object up-left 20 pixels
   E0/8484: 10 40                Set transition flag, x1 speed
E0/8486: 71                   Lighten screen from black before following commands
E0/8487: F0 00                Duration: 0 frames
E0/8489: 3D 87 84             <UNKNOWN COMMAND: pointer to address $8487>
E0/848C: FE                   Return


EVENT [E20] ------------------------------------------------------------>
E0/848D: D8 27 97 75          If event flag memory address 00:7044 Bit 7 set, jump to address $E0/7597
E0/8491: 71                   Lighten screen from black before following commands
E0/8492: FE                   Return


EVENT [E21] ------------------------------------------------------------>
E0/8493: D9 EF 99 84          If event flag memory address 00:707D Bit 7 set, jump to address $E0/8499
E0/8497: 71                   Lighten screen from black before following commands
E0/8498: FE                   Return

E0/8499: 15 F8                Set Object: NPC #1 ---> Command: Show Object
E0/849B: 15 87                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/849D: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/84A0: 94 FA FA 00          Place object: right=250px down=250px up=0px
E0/84A4: 6A 5A 83             Modify BGL of area $835A
E0/84A7: 71                   Lighten screen from black before following commands
E0/84A8: FE                   Return


EVENT [E22] ------------------------------------------------------------>
E0/84A9: D8 19 94 75          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/7594
E0/84AD: A0 19                Set event flag memory address 00:7043 Bit 1
E0/84AF: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/84B1: FD 9E                <UNKNOWN COMMAND $9E>
   E0/84B3: 5A C3                Shift object up 3120 pixels
E0/84B5: E2 A0 01 C3 84       If value at 00:7000 = #$01A0, jump to address $E0/84C3
E0/84BA: E2 B6 01 C7 84       If value at 00:7000 = #$01B6, jump to address $E0/84C7
E0/84BF: 6A 3D 82             Modify BGL of area $823D
E0/84C2: FE                   Return

E0/84C3: 6A A0 83             Modify BGL of area $83A0
E0/84C6: FE                   Return

E0/84C7: 6A B6 83             Modify BGL of area $83B6
E0/84CA: FE                   Return


EVENT [E23] ------------------------------------------------------------>
E0/84CB: D8 1A 94 75          If event flag memory address 00:7043 Bit 2 set, jump to address $E0/7594
E0/84CF: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/84D1: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/84D3: FD 9E                <UNKNOWN COMMAND $9E>
   E0/84D5: 5A C3                Shift object up 3120 pixels
E0/84D7: E2 A0 01 E5 84       If value at 00:7000 = #$01A0, jump to address $E0/84E5
E0/84DC: E2 B6 01 E9 84       If value at 00:7000 = #$01B6, jump to address $E0/84E9
E0/84E1: 6A 3D 86             Modify BGL of area $863D
E0/84E4: FE                   Return

E0/84E5: 6A A0 87             Modify BGL of area $87A0
E0/84E8: FE                   Return

E0/84E9: 6A B6 87             Modify BGL of area $87B6
E0/84EC: FE                   Return


EVENT [E24] ------------------------------------------------------------>
E0/84ED: D8 1B 94 75          If event flag memory address 00:7043 Bit 3 set, jump to address $E0/7594
E0/84F1: A0 1B                Set event flag memory address 00:7043 Bit 3
E0/84F3: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/84F5: FD 9E                <UNKNOWN COMMAND $9E>
   E0/84F7: 5A C3                Shift object up 3120 pixels
E0/84F9: E2 A0 01 07 85       If value at 00:7000 = #$01A0, jump to address $E0/8507
E0/84FE: E2 B6 01 0B 85       If value at 00:7000 = #$01B6, jump to address $E0/850B
E0/8503: 6A 3D 92             Modify BGL of area $923D
E0/8506: FE                   Return

E0/8507: 6A A0 93             Modify BGL of area $93A0
E0/850A: FE                   Return

E0/850B: 6A B6 93             Modify BGL of area $93B6
E0/850E: FE                   Return


EVENT [E25] ------------------------------------------------------------>
E0/850F: D8 1C 94 75          If event flag memory address 00:7043 Bit 4 set, jump to address $E0/7594
E0/8513: A0 1C                Set event flag memory address 00:7043 Bit 4
E0/8515: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/8517: FD 9E                <UNKNOWN COMMAND $9E>
   E0/8519: 5A C3                Shift object up 3120 pixels
E0/851B: E2 A0 01 29 85       If value at 00:7000 = #$01A0, jump to address $E0/8529
E0/8520: E2 B6 01 2D 85       If value at 00:7000 = #$01B6, jump to address $E0/852D
E0/8525: 6A 3D 8A             Modify BGL of area $8A3D
E0/8528: FE                   Return

E0/8529: 6A A0 8B             Modify BGL of area $8BA0
E0/852C: FE                   Return

E0/852D: 6A B6 8B             Modify BGL of area $8BB6
E0/8530: FE                   Return


EVENT [E26] ------------------------------------------------------------>
E0/8531: D8 1D 94 75          If event flag memory address 00:7043 Bit 5 set, jump to address $E0/7594
E0/8535: A0 1D                Set event flag memory address 00:7043 Bit 5
E0/8537: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/8539: FD 9E                <UNKNOWN COMMAND $9E>
   E0/853B: 5A C3                Shift object up 3120 pixels
E0/853D: E2 A0 01 4B 85       If value at 00:7000 = #$01A0, jump to address $E0/854B
E0/8542: E2 B6 01 4F 85       If value at 00:7000 = #$01B6, jump to address $E0/854F
E0/8547: 6A 3D 8E             Modify BGL of area $8E3D
E0/854A: FE                   Return

E0/854B: 6A A0 8F             Modify BGL of area $8FA0
E0/854E: FE                   Return

E0/854F: 6A B6 8F             Modify BGL of area $8FB6
E0/8552: FE                   Return


EVENT [E27] ------------------------------------------------------------>
E0/8553: 32 1D D6 85          <UNKNOWN COMMAND $32>
E0/8557: D3 F3 86             Jump to address $E0/86F3
E0/855A: A8 07 30             Store #$30 to 00:70A7
E0/855D: AA 28                Increment 00:70C8
E0/855F: AE                   Increment 00:7000
E0/8560: D1 20 00             Execute event id $0020
E0/8563: F3 7D 3A             <UNKNOWN COMMAND $F2>
E0/8566: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8568: FD 30                Screen moves with MARIO
E0/856A: FE                   Return


EVENT [E28] ------------------------------------------------------------>
E0/856B: FD F0 58 29 74 85    <UNKNOWN COMMAND $F0: pointer to address $E0/8574
E0/8571: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8573: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8574: 71                   Lighten screen from black before following commands
E0/8575: D1 04 0E             Execute event id $0E04
E0/8578: DE CF 94 75          If event flag memory address 00:7099 Bit 7 clear, jump to address $E0/7594
E0/857C: FD F0 58 29 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/8582: A6 CF                Clear event flag memory address 00:7099 Bit 7
E0/8584: 9C 95                Play sound effect #$95
E0/8586: FE                   Return


EVENT [E29] ------------------------------------------------------------>
E0/8587: C3                   <UNKNOWN COMMAND $C3>
E0/8588: E2 11 00 DF 85       If value at 00:7000 = #$0011, jump to address $E0/85DF
E0/858D: E2 45 01 42 86       If value at 00:7000 = #$0145, jump to address $E0/8642
E0/8592: E2 72 00 F9 85       If value at 00:7000 = #$0072, jump to address $E0/85F9
E0/8597: E2 F2 01 13 86       If value at 00:7000 = #$01F2, jump to address $E0/8613
E0/859C: E2 F3 01 2A 86       If value at 00:7000 = #$01F3, jump to address $E0/862A
E0/85A1: E2 61 00 5D 86       If value at 00:7000 = #$0061, jump to address $E0/865D
E0/85A6: E2 62 00 78 86       If value at 00:7000 = #$0062, jump to address $E0/8678
E0/85AB: E2 57 00 93 86       If value at 00:7000 = #$0057, jump to address $E0/8693
E0/85B0: E2 21 00 AB 86       If value at 00:7000 = #$0021, jump to address $E0/86AB
E0/85B5: E2 7D 00 C3 86       If value at 00:7000 = #$007D, jump to address $E0/86C3
E0/85BA: E2 09 00 DB 86       If value at 00:7000 = #$0009, jump to address $E0/86DB
E0/85BF: 32 14 D6 85          <UNKNOWN COMMAND $32>
E0/85C3: D3 F3 86             Jump to address $E0/86F3
E0/85C6: A8 07 30             Store #$30 to 00:70A7
E0/85C9: AA 28                Increment 00:70C8
E0/85CB: D1 20 00             Execute event id $0020
E0/85CE: F3 58 29             <UNKNOWN COMMAND $F2>
E0/85D1: FD 32                <UNKNOWN COMMAND $FD 32>
E0/85D3: FD 30                Screen moves with MARIO
E0/85D5: FE                   Return

E0/85D6: 9C 0E                Play sound effect #$0E
E0/85D8: 10 F8                Set Object: <UNKNOWN> ---> Command: Show Object
E0/85DA: 10 F2 0E 00          Set Object: <UNKNOWN> ---> Command: Set object to movement: $000E
E0/85DE: FE                   Return

E0/85DF: 32 18 D6 85          <UNKNOWN COMMAND $32>
E0/85E3: D3 F3 86             Jump to address $E0/86F3
E0/85E6: A8 07 30             Store #$30 to 00:70A7
E0/85E9: AA 28                Increment 00:70C8
E0/85EB: D1 20 00             Execute event id $0020
E0/85EE: F3 11 30             <UNKNOWN COMMAND $F2>
E0/85F1: F3 45 35             <UNKNOWN COMMAND $F2>
E0/85F4: FD 32                <UNKNOWN COMMAND $FD 32>
E0/85F6: FD 30                Screen moves with MARIO
E0/85F8: FE                   Return

E0/85F9: 32 15 D6 85          <UNKNOWN COMMAND $32>
E0/85FD: D3 F3 86             Jump to address $E0/86F3
E0/8600: A8 07 30             Store #$30 to 00:70A7
E0/8603: AA 28                Increment 00:70C8
E0/8605: D1 20 00             Execute event id $0020
E0/8608: F3 72 2A             <UNKNOWN COMMAND $F2>
E0/860B: F3 F2 2B             <UNKNOWN COMMAND $F2>
E0/860E: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8610: FD 30                Screen moves with MARIO
E0/8612: FE                   Return

E0/8613: 32 15 D6 85          <UNKNOWN COMMAND $32>
E0/8617: D3 F3 86             Jump to address $E0/86F3
E0/861A: A8 07 30             Store #$30 to 00:70A7
E0/861D: AA 28                Increment 00:70C8
E0/861F: D1 20 00             Execute event id $0020
E0/8622: F3 F2 2B             <UNKNOWN COMMAND $F2>
E0/8625: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8627: FD 30                Screen moves with MARIO
E0/8629: FE                   Return

E0/862A: 32 14 D6 85          <UNKNOWN COMMAND $32>
E0/862E: D3 F3 86             Jump to address $E0/86F3
E0/8631: A8 07 30             Store #$30 to 00:70A7
E0/8634: AA 28                Increment 00:70C8
E0/8636: AE                   Increment 00:7000
E0/8637: D1 20 00             Execute event id $0020
E0/863A: F3 F3 29             <UNKNOWN COMMAND $F2>
E0/863D: FD 32                <UNKNOWN COMMAND $FD 32>
E0/863F: FD 30                Screen moves with MARIO
E0/8641: FE                   Return

E0/8642: 32 1A D6 85          <UNKNOWN COMMAND $32>
E0/8646: D3 F3 86             Jump to address $E0/86F3
E0/8649: A8 07 30             Store #$30 to 00:70A7
E0/864C: AA 28                Increment 00:70C8
E0/864E: AE                   Increment 00:7000
E0/864F: D1 20 00             Execute event id $0020
E0/8652: F3 11 30             <UNKNOWN COMMAND $F2>
E0/8655: F3 45 35             <UNKNOWN COMMAND $F2>
E0/8658: FD 32                <UNKNOWN COMMAND $FD 32>
E0/865A: FD 30                Screen moves with MARIO
E0/865C: FE                   Return

E0/865D: 32 16 D6 85          <UNKNOWN COMMAND $32>
E0/8661: D3 F3 86             Jump to address $E0/86F3
E0/8664: A8 07 30             Store #$30 to 00:70A7
E0/8667: AA 28                Increment 00:70C8
E0/8669: AE                   Increment 00:7000
E0/866A: D1 20 00             Execute event id $0020
E0/866D: F3 61 2C             <UNKNOWN COMMAND $F2>
E0/8670: F3 62 2A             <UNKNOWN COMMAND $F2>
E0/8673: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8675: FD 30                Screen moves with MARIO
E0/8677: FE                   Return

E0/8678: 32 15 D6 85          <UNKNOWN COMMAND $32>
E0/867C: D3 F3 86             Jump to address $E0/86F3
E0/867F: A8 07 30             Store #$30 to 00:70A7
E0/8682: AA 28                Increment 00:70C8
E0/8684: AE                   Increment 00:7000
E0/8685: D1 20 00             Execute event id $0020
E0/8688: F3 61 2C             <UNKNOWN COMMAND $F2>
E0/868B: F3 62 2A             <UNKNOWN COMMAND $F2>
E0/868E: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8690: FD 30                Screen moves with MARIO
E0/8692: FE                   Return

E0/8693: 32 19 D6 85          <UNKNOWN COMMAND $32>
E0/8697: D3 F3 86             Jump to address $E0/86F3
E0/869A: A8 07 30             Store #$30 to 00:70A7
E0/869D: AA 28                Increment 00:70C8
E0/869F: AE                   Increment 00:7000
E0/86A0: D1 20 00             Execute event id $0020
E0/86A3: F3 57 32             <UNKNOWN COMMAND $F2>
E0/86A6: FD 32                <UNKNOWN COMMAND $FD 32>
E0/86A8: FD 30                Screen moves with MARIO
E0/86AA: FE                   Return

E0/86AB: 32 15 D6 85          <UNKNOWN COMMAND $32>
E0/86AF: D3 F3 86             Jump to address $E0/86F3
E0/86B2: A8 07 30             Store #$30 to 00:70A7
E0/86B5: AA 28                Increment 00:70C8
E0/86B7: AE                   Increment 00:7000
E0/86B8: D1 20 00             Execute event id $0020
E0/86BB: F3 21 2A             <UNKNOWN COMMAND $F2>
E0/86BE: FD 32                <UNKNOWN COMMAND $FD 32>
E0/86C0: FD 30                Screen moves with MARIO
E0/86C2: FE                   Return

E0/86C3: 32 1E D6 85          <UNKNOWN COMMAND $32>
E0/86C7: D3 F3 86             Jump to address $E0/86F3
E0/86CA: A8 07 30             Store #$30 to 00:70A7
E0/86CD: AA 28                Increment 00:70C8
E0/86CF: AE                   Increment 00:7000
E0/86D0: D1 20 00             Execute event id $0020
E0/86D3: F3 7D 3C             <UNKNOWN COMMAND $F2>
E0/86D6: FD 32                <UNKNOWN COMMAND $FD 32>
E0/86D8: FD 30                Screen moves with MARIO
E0/86DA: FE                   Return

E0/86DB: 32 14 D6 85          <UNKNOWN COMMAND $32>
E0/86DF: D3 F3 86             Jump to address $E0/86F3
E0/86E2: A8 07 30             Store #$30 to 00:70A7
E0/86E5: AA 28                Increment 00:70C8
E0/86E7: AE                   Increment 00:7000
E0/86E8: D1 20 00             Execute event id $0020
E0/86EB: F3 09 28             <UNKNOWN COMMAND $F2>
E0/86EE: FD 32                <UNKNOWN COMMAND $FD 32>
E0/86F0: FD 30                Screen moves with MARIO
E0/86F2: FE                   Return

E0/86F3: FD 31                Screen doesn't move with MARIO
E0/86F5: 0C 08                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x08 bytes)
   E0/86F7: 10 41                Set transition flag, x2 speed
   E0/86F9: 5A 02                Shift object up 32 pixels
   E0/86FB: 10 40                Set transition flag, x1 speed
   E0/86FD: 5B 02                Shift object down 32 pixels
E0/86FF: FE                   Return


EVENT [E2A] ------------------------------------------------------------>
E0/8700: D8 18 94 75          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/7594
E0/8704: FD F0 58 29 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/870A: A0 18                Set event flag memory address 00:7043 Bit 0
E0/870C: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/870E: 10 41                Set transition flag, x2 speed
   E0/8710: 46                   <UNKNOWN COMMAND $46>
   E0/8711: 10 40                Set transition flag, x1 speed
   E0/8713: 46                   <UNKNOWN COMMAND $46>
E0/8714: FE                   Return


EVENT [E2B] ------------------------------------------------------------>
E0/8715: A4 10                Clear event flag memory address 00:7042 Bit 0
E0/8717: A8 3F 31             Store #$31 to 00:70DF
E0/871A: 6B B6 81             Modify physical field of area $81B6
E0/871D: 6B B6 83             Modify physical field of area $83B6
E0/8720: 6B 3D 80             Modify physical field of area $803D
E0/8723: 14 F2 23 03          Set Object: NPC #0 ---> Command: Set object to movement: $0323
E0/8727: 15 F2 25 03          Set Object: NPC #1 ---> Command: Set object to movement: $0325
E0/872B: 18 F2 24 03          Set Object: NPC #4 ---> Command: Set object to movement: $0324
E0/872F: 19 F3 26 03          Set Object: NPC #5 ---> Command: Set object to movement: $0326
E0/8733: 18 F2 78 01          Set Object: NPC #4 ---> Command: Set object to movement: $0178
E0/8737: 15 F2 78 01          Set Object: NPC #1 ---> Command: Set object to movement: $0178
E0/873B: F0 09                Duration: 9 frames
E0/873D: 16 F2 78 01          Set Object: NPC #2 ---> Command: Set object to movement: $0178
E0/8741: 17 F2 78 01          Set Object: NPC #3 ---> Command: Set object to movement: $0178
E0/8745: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/8747: 10 44                Set transition flag, x8 speed
   E0/8749: 56 04                Shift object up 64 pixels
   E0/874B: 10 40                Set transition flag, x1 speed
E0/874D: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/874F: F0 04                Frame Duration: 4
   E0/8751: 10 41                Set transition flag, x2 speed
   E0/8753: 7F 8C 00             Object jumps (with sound effect) #$008C units
   E0/8756: 57 03                Shift object up-right 48 pixels
   E0/8758: 67 0C                Shift object up-right 12 pixels
E0/875A: 70                   Simultaneously lighten screen from black with following commands
E0/875B: 7F                   <UNKNOWN COMMAND $7F>
E0/875C: 0C 82                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/875E: 57 0A                Shift object up-right 160 pixels
E0/8760: F0 59                Duration: 89 frames
E0/8762: 60 50 A9 60          Run Dialogue $0950 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


   All right, everyone! Listen up!<I><END>


E0/8766: F0 09                Duration: 9 frames
E0/8768: 0C 03                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes)
   E0/876A: 10 45                Set transition flag, 1/2 speed
   E0/876C: 47                   <UNKNOWN COMMAND $47>
E0/876D: 1B 09                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/876F: 10 45                Set transition flag, 1/2 speed
   E0/8771: 43                   <UNKNOWN COMMAND $43>
   E0/8772: 71                   Object faces down-right
   E0/8773: 06                   Set "moon-walk" Bits
   E0/8774: 55 02                Shift object up-left 32 pixels
   E0/8776: 07                   Clear "moon-walk" Bits
   E0/8777: 73                   Object faces down-left
E0/8778: 1C 0B                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/877A: 10 45                Set transition flag, 1/2 speed
   E0/877C: 43                   <UNKNOWN COMMAND $43>
   E0/877D: 75                   Object faces up-left
   E0/877E: 06                   Set "moon-walk" Bits
   E0/877F: 41                   <UNKNOWN COMMAND $41>
   E0/8780: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/8782: 41                   <UNKNOWN COMMAND $41>
   E0/8783: 07                   Clear "moon-walk" Bits
   E0/8784: 73                   Object faces down-left
E0/8785: 1D 0D                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/8787: F0 59                Frame Duration: 89
   E0/8789: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/878B: 92 14 24 04          Place object at on-screen coords: (640,288) Z=64
   E0/878F: 73                   Object faces down-left
   E0/8790: 10 46                Set transition flag, 1/4 speed
   E0/8792: 53 02                Shift object down-left 32 pixels
E0/8794: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8796: F0 09                Duration: 9 frames
E0/8798: 60 51 A9 62          Run Dialogue $0951 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA:
                SHUDDAP!!!<I><END>


E0/879C: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
E0/879E: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/87A0: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
E0/87A2: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
E0/87A4: F0 00                Duration: 0 frames
E0/87A6: 14 F2 74 02          Set Object: NPC #0 ---> Command: Set object to movement: $0274
E0/87AA: 16 F3 74 02          Set Object: NPC #2 ---> Command: Set object to movement: $0274
E0/87AE: F0 00                Duration: 0 frames
E0/87B0: 14 F2 77 00          Set Object: NPC #0 ---> Command: Set object to movement: $0077
E0/87B4: 16 F2 77 00          Set Object: NPC #2 ---> Command: Set object to movement: $0077
E0/87B8: 15 F2 74 02          Set Object: NPC #1 ---> Command: Set object to movement: $0274
E0/87BC: F0 07                Duration: 7 frames
E0/87BE: 17 F3 74 02          Set Object: NPC #3 ---> Command: Set object to movement: $0274
E0/87C2: 15 F2 77 00          Set Object: NPC #1 ---> Command: Set object to movement: $0077
E0/87C6: 17 F2 77 00          Set Object: NPC #3 ---> Command: Set object to movement: $0077
E0/87CA: F0 09                Duration: 9 frames
E0/87CC: 18 F3 74 02          Set Object: NPC #4 ---> Command: Set object to movement: $0274
E0/87D0: 18 F2 77 00          Set Object: NPC #4 ---> Command: Set object to movement: $0077
E0/87D4: 1E F2 77 00          Set Object: NPC #10 ---> Command: Set object to movement: $0077
E0/87D8: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/87DA: 10 45                Set transition flag, 1/2 speed
   E0/87DC: 45                   <UNKNOWN COMMAND $45>
   E0/87DD: 47                   <UNKNOWN COMMAND $47>
E0/87DE: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/87E0: 10 45                Set transition flag, 1/2 speed
   E0/87E2: 45                   <UNKNOWN COMMAND $45>
   E0/87E3: 77                   Object faces up-right
E0/87E4: FD 32                <UNKNOWN COMMAND $FD 32>
E0/87E6: F0 3B                Duration: 59 frames
E0/87E8: 60 52 A9 62          Run Dialogue $0952 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: King Nimbus' condition
 is growing worse...
 This means we'll be losing...<I>
 ...our magnificent ruler...<I><END>


E0/87EC: F0 09                Duration: 9 frames
E0/87EE: 15 F2 78 01          Set Object: NPC #1 ---> Command: Set object to movement: $0178
E0/87F2: 14 F2 72 02          Set Object: NPC #0 ---> Command: Set object to movement: $0272
E0/87F6: 16 F2 78 01          Set Object: NPC #2 ---> Command: Set object to movement: $0178
E0/87FA: 19 F2 78 01          Set Object: NPC #5 ---> Command: Set object to movement: $0178
E0/87FE: 18 F2 78 01          Set Object: NPC #4 ---> Command: Set object to movement: $0178
E0/8802: F0 77                Duration: 119 frames
E0/8804: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
E0/8806: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/8808: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
E0/880A: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
E0/880C: F0 00                Duration: 0 frames
E0/880E: 18 F2 74 02          Set Object: NPC #4 ---> Command: Set object to movement: $0274
E0/8812: 14 F2 74 02          Set Object: NPC #0 ---> Command: Set object to movement: $0274
E0/8816: 15 F2 74 02          Set Object: NPC #1 ---> Command: Set object to movement: $0274
E0/881A: 16 F2 74 02          Set Object: NPC #2 ---> Command: Set object to movement: $0274
E0/881E: 19 F3 74 02          Set Object: NPC #5 ---> Command: Set object to movement: $0274
E0/8822: 60 53 A9 62          Run Dialogue $0953 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: BUT!<I>

 It just so happens that
 I have found the missing Prince!
 Prince Mallow, that is!<I><END>


E0/8826: F0 09                Duration: 9 frames
E0/8828: 1D 83                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/882A: 43                   <UNKNOWN COMMAND $43>
   E0/882B: 41                   <UNKNOWN COMMAND $41>
   E0/882C: 75                   Object faces up-left
E0/882D: F0 09                Duration: 9 frames
E0/882F: 60 54 A9 62          Run Dialogue $0954 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Prince Mallow...
 Please...Sir...Prince?<I><END>


E0/8833: F0 09                Duration: 9 frames
E0/8835: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8837: 73                   Object faces down-left
E0/8838: F0 59                Duration: 89 frames
E0/883A: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/883C: 75                   Object faces up-left
E0/883D: F0 09                Duration: 9 frames
E0/883F: 60 55 A9 62          Run Dialogue $0955 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


        ...GET OVER HERE!!<I><END>


E0/8843: F0 3B                Duration: 59 frames
E0/8845: 15 F2 78 01          Set Object: NPC #1 ---> Command: Set object to movement: $0178
E0/8849: 14 F2 72 02          Set Object: NPC #0 ---> Command: Set object to movement: $0272
E0/884D: 16 F2 78 01          Set Object: NPC #2 ---> Command: Set object to movement: $0178
E0/8851: 19 F2 78 01          Set Object: NPC #5 ---> Command: Set object to movement: $0178
E0/8855: 18 F2 78 01          Set Object: NPC #4 ---> Command: Set object to movement: $0178
E0/8859: F0 77                Duration: 119 frames
E0/885B: 15 FA                Set Object: NPC #1 ---> Command: Remove movement effects
E0/885D: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/885F: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
E0/8861: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
E0/8863: F0 00                Duration: 0 frames
E0/8865: 15 F2 74 02          Set Object: NPC #1 ---> Command: Set object to movement: $0274
E0/8869: 16 F2 74 02          Set Object: NPC #2 ---> Command: Set object to movement: $0274
E0/886D: 19 F2 74 02          Set Object: NPC #5 ---> Command: Set object to movement: $0274
E0/8871: 14 F2 74 02          Set Object: NPC #0 ---> Command: Set object to movement: $0274
E0/8875: 18 F3 74 02          Set Object: NPC #4 ---> Command: Set object to movement: $0274
E0/8879: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/887B: 73                   Object faces down-left
E0/887C: F0 09                Duration: 9 frames
E0/887E: 60 56 A9 62          Run Dialogue $0956 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Well, well...
 It seems that our little prince has
 a mild case of stage fright.<I>
 Excuse me...Ha ha ha...<I><END>


E0/8882: F0 09                Duration: 9 frames
E0/8884: 1D 8F                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/8886: 10 81                Set sequence flag, x2 speed
   E0/8888: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/888B: F0 3B                Frame Duration: 59
   E0/888D: 09                   Reset all object properties to default
   E0/888E: 10 40                Set transition flag, x1 speed
   E0/8890: 75                   Object faces up-left
   E0/8891: F0 01                Frame Duration: 1
   E0/8893: 57 03                Shift object up-right 48 pixels
E0/8895: F0 1D                Duration: 29 frames
E0/8897: 60 57 A9 62          Run Dialogue $0957 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


      (Come ON! Make it snappy!)<I><END>


E0/889B: F0 1D                Duration: 29 frames
E0/889D: 60 58 A9 62          Run Dialogue $0958 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  (What?! You can't get through?<I>
  Well, just LOOK at you, tubby!)<I><END>


E0/88A1: F0 1D                Duration: 29 frames
E0/88A3: 20 68                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x68 bytes)
   E0/88A5: 08 48 18             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   E0/88A8: 92 14 24 04          Place object at on-screen coords: (640,288) Z=64
   E0/88AC: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/88AE: 10 46                Set transition flag, 1/4 speed
   E0/88B0: 43                   <UNKNOWN COMMAND $43>
   E0/88B1: F0 1D                Frame Duration: 29
   E0/88B3: 10 41                Set transition flag, x2 speed
   E0/88B5: 63 02                Shift object down-left 2 pixels
   E0/88B7: F0 1D                Frame Duration: 29
   E0/88B9: 63 02                Shift object down-left 2 pixels
   E0/88BB: F0 1D                Frame Duration: 29
   E0/88BD: 10 46                Set transition flag, 1/4 speed
   E0/88BF: 63 04                Shift object down-left 4 pixels
   E0/88C1: F0 09                Frame Duration: 9
   E0/88C3: 63 02                Shift object down-left 2 pixels
   E0/88C5: 10 40                Set transition flag, x1 speed
   E0/88C7: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/88CA: 63 02                Shift object down-left 2 pixels
   E0/88CC: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/88CF: 63 02                Shift object down-left 2 pixels
   E0/88D1: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   E0/88D4: 63 02                Shift object down-left 2 pixels
   E0/88D6: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
   E0/88D9: 63 02                Shift object down-left 2 pixels
   E0/88DB: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   E0/88DE: 63 02                Shift object down-left 2 pixels
   E0/88E0: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/88E3: 63 02                Shift object down-left 2 pixels
   E0/88E5: 10 45                Set transition flag, 1/2 speed
   E0/88E7: D4 03                Start code block, repeat 3 times
   E0/88E9: 08 48 14             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: no
   E0/88EC: 63 01                Shift object down-left 1 pixels
   E0/88EE: 08 48 15             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   E0/88F1: 63 01                Shift object down-left 1 pixels
   E0/88F3: D7                   End of code block
   E0/88F4: D4 02                Start code block, repeat 2 times
   E0/88F6: 08 48 16             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   E0/88F9: F0 01                Frame Duration: 1
   E0/88FB: 08 48 17             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   E0/88FE: F0 01                Frame Duration: 1
   E0/8900: 08 48 18             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   E0/8903: F0 01                Frame Duration: 1
   E0/8905: D7                   End of code block
   E0/8906: F0 1D                Frame Duration: 29
   E0/8908: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/890B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/890D: 1D 07                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/890F: F0 B3                Frame Duration: 179
   E0/8911: 43                   <UNKNOWN COMMAND $43>
   E0/8912: 10 45                Set transition flag, 1/2 speed
   E0/8914: 53 02                Shift object down-left 32 pixels
E0/8916: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8918: F0 09                Duration: 9 frames
E0/891A: 60 66 A9 62          Run Dialogue $0966 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Introducing...
 ...Prince Mallow!<I><END>


E0/891E: F0 09                Duration: 9 frames
E0/8920: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/8922: 10 40                Set transition flag, x1 speed
   E0/8924: 47                   <UNKNOWN COMMAND $47>
E0/8925: F0 09                Duration: 9 frames
E0/8927: 60 59 A9 60          Run Dialogue $0959 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


    Welcome back! Prince Mallow!<I><END>


E0/892B: F0 09                Duration: 9 frames
E0/892D: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/892F: 06                   Set "moon-walk" Bits
   E0/8930: 43                   <UNKNOWN COMMAND $43>
   E0/8931: 07                   Clear "moon-walk" Bits
E0/8932: F0 09                Duration: 9 frames
E0/8934: 1A 81                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8936: 47                   <UNKNOWN COMMAND $47>
E0/8937: F0 09                Duration: 9 frames
E0/8939: 60 5A A9 60          Run Dialogue $095A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 My, you've...er...filled out a bit,
 Prince Mallow!<I><END>


E0/893D: F0 09                Duration: 9 frames
E0/893F: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/8941: 06                   Set "moon-walk" Bits
   E0/8942: 43                   <UNKNOWN COMMAND $43>
   E0/8943: 07                   Clear "moon-walk" Bits
E0/8944: F0 09                Duration: 9 frames
E0/8946: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8948: 47                   <UNKNOWN COMMAND $47>
E0/8949: F0 09                Duration: 9 frames
E0/894B: 60 5B A9 60          Run Dialogue $095B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


      You're looking fit, Prince!<I><END>


E0/894F: F0 09                Duration: 9 frames
E0/8951: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/8953: 06                   Set "moon-walk" Bits
   E0/8954: 43                   <UNKNOWN COMMAND $43>
   E0/8955: 07                   Clear "moon-walk" Bits
E0/8956: F0 3B                Duration: 59 frames
E0/8958: 20 83                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/895A: 08 48 19             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: no
E0/895D: F0 3B                Duration: 59 frames
E0/895F: 1D 83                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/8961: 63 08                Shift object down-left 8 pixels
   E0/8963: 75                   Object faces up-left
E0/8964: F0 09                Duration: 9 frames
E0/8966: 60 5C A9 62          Run Dialogue $095C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Yes...?
 What is it, dear?...<I><END>


E0/896A: F0 09                Duration: 9 frames
E0/896C: 1D 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/896E: 73                   Object faces down-left
   E0/896F: 06                   Set "moon-walk" Bits
   E0/8970: 10 46                Set transition flag, 1/4 speed
   E0/8972: 65 04                Shift object up-left 4 pixels
E0/8974: F0 1D                Duration: 29 frames
E0/8976: 20 8C                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/8978: D4 02                Start code block, repeat 2 times
   E0/897A: 09                   Reset all object properties to default
   E0/897B: F0 03                Frame Duration: 3
   E0/897D: 08 48 19             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: no
   E0/8980: F0 03                Frame Duration: 3
   E0/8982: D7                   End of code block
   E0/8983: 09                   Reset all object properties to default
E0/8984: F0 09                Duration: 9 frames
E0/8986: 1D 89                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/8988: 07                   Clear "moon-walk" Bits
   E0/8989: 75                   Object faces up-left
   E0/898A: 06                   Set "moon-walk" Bits
   E0/898B: 10 41                Set transition flag, x2 speed
   E0/898D: 10 83                Set sequence flag, x4 speed
   E0/898F: 61 08                Shift object down-right 8 pixels
E0/8991: F0 09                Duration: 9 frames
E0/8993: 60 5D A9 62          Run Dialogue $095D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


  WHAT?! You're asking ME to...?<I><END>


E0/8997: F0 09                Duration: 9 frames
E0/8999: 1D 85                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/899B: 07                   Clear "moon-walk" Bits
   E0/899C: 73                   Object faces down-left
   E0/899D: F0 01                Frame Duration: 1
   E0/899F: 71                   Object faces down-right
E0/89A0: F0 09                Duration: 9 frames
E0/89A2: 60 5E A9 62          Run Dialogue $095E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Gracious!<I>
 You're serious, aren't you?
 Why, I don't know what to say!<I><END>


E0/89A6: F0 09                Duration: 9 frames
E0/89A8: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/89AA: 77                   Object faces up-right
E0/89AB: F0 09                Duration: 9 frames
E0/89AD: 60 5F A9 62          Run Dialogue $095F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA:
           Dear me............<pause 13 frames>0

E0/89B1: 1D 84                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/89B3: 75                   Object faces up-left
   E0/89B4: F0 01                Frame Duration: 1
   E0/89B6: 73                   Object faces down-left
E0/89B7: F0 09                Duration: 9 frames
E0/89B9: 60 60 A9 62          Run Dialogue $0960 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I've made my decision...<I>
 At the request of the Prince,
 I agree to become his queen.<I><END>


E0/89BD: F0 09                Duration: 9 frames
E0/89BF: 1D 85                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/89C1: 10 85                Set sequence flag, 1/2 speed
   E0/89C3: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/89C6: 60 61 A9 62          Run Dialogue $0961 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

  (Queen... Valentina...Ooh!
  It just makes me SHIVER!!)<I><END>


E0/89CA: F0 3B                Duration: 59 frames
E0/89CC: 1D 81                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/89CE: 09                   Reset all object properties to default
E0/89CF: 60 62 A9 62          Run Dialogue $0962 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Well, that's that!
 Back to your business, everyone!<I><END>


E0/89D3: F0 09                Duration: 9 frames
E0/89D5: 1D 87                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/89D7: 10 45                Set transition flag, 1/2 speed
   E0/89D9: 67 08                Shift object up-right 8 pixels
   E0/89DB: F0 1D                Frame Duration: 29
   E0/89DD: 75                   Object faces up-left
E0/89DE: F0 1D                Duration: 29 frames
E0/89E0: 60 63 A9 62          Run Dialogue $0963 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


        (Hurry it up, will ya?!)<I><END>


E0/89E4: 1D 16                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x16 bytes)
   E0/89E6: 10 40                Set transition flag, x1 speed
   E0/89E8: 4A                   <UNKNOWN COMMAND $4A>
   E0/89E9: 10 41                Set transition flag, x2 speed
   E0/89EB: 6B 06                <UNKNOWN COMMAND: frame duration=6?>
   E0/89ED: 10 43                Set transition flag, x4 speed
   E0/89EF: 6B 0A                <UNKNOWN COMMAND: frame duration=10?>
   E0/89F1: F0 77                Frame Duration: 119
   E0/89F3: 10 81                Set sequence flag, x2 speed
   E0/89F5: 10 45                Set transition flag, 1/2 speed
   E0/89F7: 55 01                Shift object up-left 16 pixels
   E0/89F9: 57 03                Shift object up-right 48 pixels
   E0/89FB: 01                   Clear Bit 7 of current object (disable object visibility)
E0/89FC: 20 48                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x48 bytes)
   E0/89FE: F0 17                Frame Duration: 23
   E0/8A00: 08 48 16             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   E0/8A03: F0 03                Frame Duration: 3
   E0/8A05: 08 48 17             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   E0/8A08: F0 01                Frame Duration: 1
   E0/8A0A: 08 48 18             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   E0/8A0D: F0 03                Frame Duration: 3
   E0/8A0F: D4 01                Start code block, repeat 1 times
   E0/8A11: 08 48 16             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   E0/8A14: F0 01                Frame Duration: 1
   E0/8A16: 08 48 17             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   E0/8A19: F0 01                Frame Duration: 1
   E0/8A1B: 08 48 18             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   E0/8A1E: F0 03                Frame Duration: 3
   E0/8A20: D7                   End of code block
   E0/8A21: 09                   Reset all object properties to default
   E0/8A22: 10 80                Set sequence flag, x1 speed
   E0/8A24: 10 45                Set transition flag, 1/2 speed
   E0/8A26: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/8A29: 47                   <UNKNOWN COMMAND $47>
   E0/8A2A: 08 48 1D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1D
                                 ---> Mirrored: no
   E0/8A2D: 67 02                Shift object up-right 2 pixels
   E0/8A2F: F0 09                Frame Duration: 9
   E0/8A31: 08 48 1E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1E
                                 ---> Mirrored: no
   E0/8A34: 67 02                Shift object up-right 2 pixels
   E0/8A36: F0 09                Frame Duration: 9
   E0/8A38: 08 48 1F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1F
                                 ---> Mirrored: no
   E0/8A3B: 10 46                Set transition flag, 1/4 speed
   E0/8A3D: 67 04                Shift object up-right 4 pixels
   E0/8A3F: 10 45                Set transition flag, 1/2 speed
   E0/8A41: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/8A44: 47                   <UNKNOWN COMMAND $47>
   E0/8A45: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8A46: F0 77                Duration: 119 frames
E0/8A48: 17 F2 2A 03          Set Object: NPC #3 ---> Command: Set object to movement: $032A
E0/8A4C: 16 F2 2D 03          Set Object: NPC #2 ---> Command: Set object to movement: $032D
E0/8A50: F0 09                Duration: 9 frames
E0/8A52: 15 F2 2B 03          Set Object: NPC #1 ---> Command: Set object to movement: $032B
E0/8A56: 1A 08                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/8A58: 21                   <UNKNOWN COMMAND $21>
   E0/8A59: 43                   <UNKNOWN COMMAND $43>
   E0/8A5A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/8A5B: 10 85                Set sequence flag, 1/2 speed
   E0/8A5D: FD 0F 03             Object overlaps BG1 & BG2
E0/8A60: F0 13                Duration: 19 frames
E0/8A62: 19 F2 2C 03          Set Object: NPC #5 ---> Command: Set object to movement: $032C
E0/8A66: 18 F2 2F 03          Set Object: NPC #4 ---> Command: Set object to movement: $032F
E0/8A6A: 14 F2 72 02          Set Object: NPC #0 ---> Command: Set object to movement: $0272
E0/8A6E: F0 27                Duration: 39 frames
E0/8A70: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/8A72: 51 02                Shift object down-right 32 pixels
   E0/8A74: 47                   <UNKNOWN COMMAND $47>
   E0/8A75: 73                   Object faces down-left
E0/8A76: 1C 06                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/8A78: FD 00                Set Bit 7 of object address 0D,x (show object shadow)
   E0/8A7A: 55 02                Shift object up-left 32 pixels
   E0/8A7C: 47                   <UNKNOWN COMMAND $47>
   E0/8A7D: 73                   Object faces down-left
E0/8A7E: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/8A80: 10 40                Set transition flag, x1 speed
   E0/8A82: 64 08                Shift object left 8 pixels
   E0/8A84: 53 08                Shift object down-left 128 pixels
E0/8A86: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/8A88: 75                   Object faces up-left
E0/8A89: 1F 91                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   E0/8A8B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/8A8C: 92 0D 37 04          Place object at on-screen coords: (432,440) Z=64
   E0/8A90: 94 F8 00 00          Place object: right=248px down=0px up=0px
   E0/8A94: 75                   Object faces up-left
   E0/8A95: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8A96: 10 45                Set transition flag, 1/2 speed
   E0/8A98: 10 80                Set sequence flag, x1 speed
   E0/8A9A: 45                   <UNKNOWN COMMAND $45>
   E0/8A9B: 71                   Object faces down-right
E0/8A9C: 60 64 A9 DF          Run Dialogue $0964 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Can you believe it?!<I>
 What a coincidence! There's a
 prince with the same name as ME!<I><END>


E0/8AA0: F0 09                Duration: 9 frames
E0/8AA2: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/8AA4: 08 4A 97             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/8AA7: F0 03                Frame Duration: 3
   E0/8AA9: 08 4A 98             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/8AAC: F0 05                Frame Duration: 5
   E0/8AAE: 08 4A 97             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/8AB1: F0 01                Frame Duration: 1
   E0/8AB3: 09                   Reset all object properties to default
E0/8AB4: F0 09                Duration: 9 frames
E0/8AB6: 60 65 A9 DF          Run Dialogue $0965 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Don't we have anything
 better to do than hang around
 HERE? Come on, let's go and<I>
 find the rest of the Star Pieces!!<I><END>


E0/8ABA: 1F 8D                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   E0/8ABC: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/8ABF: F0 13                Frame Duration: 19
   E0/8AC1: 09                   Reset all object properties to default
   E0/8AC2: F0 1D                Frame Duration: 29
   E0/8AC4: 10 81                Set sequence flag, x2 speed
   E0/8AC6: 61 08                Shift object down-right 8 pixels
   E0/8AC8: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8AC9: F0 09                Duration: 9 frames
E0/8ACB: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/8ACD: 09                   Reset all object properties to default
   E0/8ACE: 07                   Clear "moon-walk" Bits
   E0/8ACF: 72                   Object faces down
E0/8AD0: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/8AD4: A0 F7                Set event flag memory address 00:705E Bit 7
E0/8AD6: A1 80                Set event flag memory address 00:7070 Bit 0
E0/8AD8: FE                   Return


EVENT [E2C] ------------------------------------------------------------>
E0/8AD9: D8 FC E2 8A          If event flag memory address 00:705F Bit 4 set, jump to address $E0/8AE2
E0/8ADD: 60 6C A9 D0          Run Dialogue $096C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Been a while since I saw Prince
 Mallow...He's...changed, but
 yes, I do believe that's him.<I><END>


E0/8AE1: FE                   Return

E0/8AE2: 60 03 AE D0          Run Dialogue $0E03 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 This time, the prince is for real,
 right?<I><END>


E0/8AE6: FE                   Return


EVENT [E2D] ------------------------------------------------------------>
E0/8AE7: D8 FC F0 8A          If event flag memory address 00:705F Bit 4 set, jump to address $E0/8AF0
E0/8AEB: 60 71 A9 D0          Run Dialogue $0971 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You like the guards we have at the
 entrance now? I don't. Never used
 to have 'em...<I><END>


E0/8AEF: FE                   Return

E0/8AF0: 60 C3 AE D0          Run Dialogue $0EC3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We can finally go in the castle.<I>
 The King seems just fine!<I><END>


E0/8AF4: FE                   Return


EVENT [E2E] ------------------------------------------------------------>
E0/8AF5: D8 FC FE 8A          If event flag memory address 00:705F Bit 4 set, jump to address $E0/8AFE
E0/8AF9: 60 6D A9 D0          Run Dialogue $096D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Was Prince Mallow that HEAVY?!<I>
 Well, she says it's him,
 so it must be him!<I><END>


E0/8AFD: FE                   Return

E0/8AFE: 60 04 AE D0          Run Dialogue $0E04 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I KNEW IT!! I knew the Prince
 couldn't be THAT heavy! Three
 cheers for the REAL Prince!<I><END>


E0/8B02: FE                   Return


EVENT [E2F] ------------------------------------------------------------>
E0/8B03: D9 EF 15 8B          If event flag memory address 00:707D Bit 7 set, jump to address $E0/8B15
E0/8B07: D8 FC 10 8B          If event flag memory address 00:705F Bit 4 set, jump to address $E0/8B10
E0/8B0B: 60 6B A9 D0          Run Dialogue $096B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 That's Garro the sculptor's place.
 He used to make all kinds of
 things for King Nimbus!<I>

 But these days, he has nothing but
 time on his hands, what with the
 King being sick and all...<I><END>


E0/8B0F: FE                   Return

E0/8B10: 60 01 AE D0          Run Dialogue $0E01 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Garro's busy making statues of
 King Nimbus.<I>
 He seems very happy!<I><END>


E0/8B14: FE                   Return

E0/8B15: 60 89 AE D0          Run Dialogue $0E89 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Go up those steps, and you'll find
 the royal bus that goes to the
 volcano. It's pretty cool.<I><END>


E0/8B19: FE                   Return


EVENT [E30] ------------------------------------------------------------>
E0/8B1A: D8 FC 23 8B          If event flag memory address 00:705F Bit 4 set, jump to address $E0/8B23
E0/8B1E: 60 70 A9 D0          Run Dialogue $0970 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Why did Prince Mallow make
 Valentina his queen?...I guess<I>
 it's because she found him.<I><END>


E0/8B22: FE                   Return

E0/8B23: 60 C4 AE D0          Run Dialogue $0EC4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The King must be overjoyed,
 having Prince Mallow back.<I><END>


E0/8B27: FE                   Return


EVENT [E31] ------------------------------------------------------------>
E0/8B28: DA 23 3A 8B          If event flag memory address 00:7084 Bit 3 set, jump to address $E0/8B3A
E0/8B2C: D8 FC 35 8B          If event flag memory address 00:705F Bit 4 set, jump to address $E0/8B35
E0/8B30: 60 6F A9 D0          Run Dialogue $096F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I wonder why more people from the
 world down under don't visit us
 these days?<I>
 I hope it's nothing personal...<I><END>


E0/8B34: FE                   Return

E0/8B35: 60 C0 AE D0          Run Dialogue $0EC0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 People have been visiting us from
 the world down under.<I>
 Even Croco came.<I><END>


E0/8B39: FE                   Return

E0/8B3A: D9 EF 43 8B          If event flag memory address 00:707D Bit 7 set, jump to address $E0/8B43
E0/8B3E: 60 C1 AE D0          Run Dialogue $0EC1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Croco passed by, earlier.<I>
 He was saying, MINE, ALL MINE!
 What was that all about?<I><END>


E0/8B42: FE                   Return

E0/8B43: 60 C2 AE D0          Run Dialogue $0EC2 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I just saw a Mushroom person.<I>
 You'll find him at the inn.<I><END>


E0/8B47: FE                   Return


EVENT [E32] ------------------------------------------------------------>
E0/8B48: D8 FC 51 8B          If event flag memory address 00:705F Bit 4 set, jump to address $E0/8B51
E0/8B4C: 60 6E A9 D0          Run Dialogue $096E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Poor King Nimbus appears to be
 a tad under the weather!<I><END>


E0/8B50: FE                   Return

E0/8B51: 60 02 AE D0          Run Dialogue $0E02 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 So the king WAS all right!
 I'm so happy for him.<I><END>


E0/8B55: FE                   Return


EVENT [E33] ------------------------------------------------------------>
E0/8B56: D8 FC 5F 8B          If event flag memory address 00:705F Bit 4 set, jump to address $E0/8B5F
E0/8B5A: 60 72 A9 D0          Run Dialogue $0972 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I wish the King would get well!
 But at least the Prince is back
 just in case something...awful<I>
 happens.<I><END>


E0/8B5E: FE                   Return

E0/8B5F: 60 C5 AE D0          Run Dialogue $0EC5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'm so relieved the King
 wasn't ill...<I>
 And hurrah for our Prince!<I><END>


E0/8B63: FE                   Return


EVENT [E34] ------------------------------------------------------------>
E0/8B64: 42 6E 8B 6E 8B       <UNKNOWN COMMAND $42>
E0/8B69: 60 73 A9 D0          Run Dialogue $0973 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey! Who're YOU?!...<I>
 You can't just barge in here!<I><END>


E0/8B6D: FE                   Return

E0/8B6E: 60 73 A9 D0          Run Dialogue $0973 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey! Who're YOU?!...<I>
 You can't just barge in here!<I><END>


E0/8B72: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/8B74: 08 43 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/8B77: 7E 6C 00             Object jumps #$006C units
   E0/8B7A: 53 02                Shift object down-left 32 pixels
   E0/8B7C: 63 08                Shift object down-left 8 pixels
E0/8B7E: F0 00                Duration: 0 frames
E0/8B80: 3D 7E 8B             <UNKNOWN COMMAND: pointer to address $8B7E>
E0/8B83: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/8B87: FE                   Return


EVENT [E35] ------------------------------------------------------------>

EVENT [E36] ------------------------------------------------------------>
E0/8B88: D8 F4 94 75          If event flag memory address 00:705E Bit 4 set, jump to address $E0/7594
E0/8B8C: D8 18 94 75          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/7594
E0/8B90: A0 18                Set event flag memory address 00:7043 Bit 0
E0/8B92: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/8B94: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/8B96: F0 00                Frame Duration: 0
   E0/8B98: 3D 96 8B             <UNKNOWN COMMAND $3D: pointer to address $E0/8B96>
   E0/8B9B: 80 03 11             Move object to on-screen coords: (112,136)
   E0/8B9E: 70                   Object faces right
E0/8B9F: 1D 9A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   E0/8BA1: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/8BA2: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/8BA4: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/8BA6: 92 03 11 00          Place object at on-screen coords: (112,136) Z=0
   E0/8BAA: 94 08 02 00          Place object: right=8px down=2px up=0px
   E0/8BAE: 77                   Object faces up-right
   E0/8BAF: 06                   Set "moon-walk" Bits
   E0/8BB0: 10 80                Set sequence flag, x1 speed
   E0/8BB2: 10 45                Set transition flag, 1/2 speed
   E0/8BB4: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8BB5: 60 18                Shift object right 24 pixels
   E0/8BB7: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/8BB8: 07                   Clear "moon-walk" Bits
   E0/8BB9: 09                   Reset all object properties to default
   E0/8BBA: 75                   Object faces up-left
E0/8BBB: F0 09                Duration: 9 frames
E0/8BBD: 60 74 A9 DD          Run Dialogue $0974 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW:
          Hey look! It's ME!<I><END>


E0/8BC1: F0 09                Duration: 9 frames
E0/8BC3: 1D 06                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/8BC5: F0 1D                Frame Duration: 29
   E0/8BC7: 77                   Object faces up-right
   E0/8BC8: F0 01                Frame Duration: 1
   E0/8BCA: 71                   Object faces down-right
E0/8BCB: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/8BCD: F0 1D                Frame Duration: 29
   E0/8BCF: 71                   Object faces down-right
E0/8BD0: 60 75 09 D4          Run Dialogue $0975
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: Oh, you mean THAT?
 That's King Nimbus when he was...
 a ...young lad.<pause 13 frames>0<I>

E0/8BD4: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8BD6: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/8BD8: 10 45                Set transition flag, 1/2 speed
   E0/8BDA: 10 80                Set sequence flag, x1 speed
   E0/8BDC: 43                   <UNKNOWN COMMAND $43>
   E0/8BDD: 10 85                Set sequence flag, 1/2 speed
   E0/8BDF: 75                   Object faces up-left
E0/8BE0: 65                   <UNKNOWN COMMAND $65>
E0/8BE1: 14 05                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/8BE3: 10 C1                Set transition and sequence flags, x2 speed
   E0/8BE5: 65 0C                Shift object up-left 12 pixels
   E0/8BE7: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/8BE8: 60 80 89 D4          Run Dialogue $0980 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




             ...!...! Huh?<pause 13 frames>0

E0/8BEC: 60 76 A9 D4          Run Dialogue $0976 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 ...What the...?!<pause 13 frames>0...
 WHO are YOU...?!<I><END>


E0/8BF0: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8BF2: F0 09                Duration: 9 frames
E0/8BF4: 1D 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/8BF6: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   E0/8BF9: F0 09                Frame Duration: 9
   E0/8BFB: 09                   Reset all object properties to default
E0/8BFC: F0 09                Duration: 9 frames
E0/8BFE: 60 81 89 DD          Run Dialogue $0981 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Hello.
 My name is Mallow.<I>

E0/8C02: 1D 0C                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/8C04: 73                   Object faces down-left
   E0/8C05: F0 01                Frame Duration: 1
   E0/8C07: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
   E0/8C0A: F0 1D                Frame Duration: 29
   E0/8C0C: 09                   Reset all object properties to default
   E0/8C0D: F0 01                Frame Duration: 1
   E0/8C0F: 71                   Object faces down-right
E0/8C10: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   E0/8C12: F0 3B                Frame Duration: 59
   E0/8C14: 61 0E                Shift object down-right 14 pixels
   E0/8C16: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/8C19: F0 07                Frame Duration: 7
   E0/8C1B: 09                   Reset all object properties to default
   E0/8C1C: F0 01                Frame Duration: 1
   E0/8C1E: 70                   Object faces right
E0/8C1F: F0 09                Duration: 9 frames
E0/8C21: 60 82 A9 DD          Run Dialogue $0982 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 And this is my friend, Mario.<I><END>


E0/8C25: F0 09                Duration: 9 frames
E0/8C27: 60 77 A9 D4          Run Dialogue $0977 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: Mallow...
 So it IS YOU, my boy!
 It's been so long. My, you've<I>
 become a splendid young prince!<I><END>


E0/8C2B: F0 09                Duration: 9 frames
E0/8C2D: 1D 11                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x11 bytes)
   E0/8C2F: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/8C32: 7E F0 00             Object jumps #$00F0 units
   E0/8C35: FD 9E                <UNKNOWN COMMAND $9E>
   E0/8C37: 13 F0                Layering priority: 
   E0/8C39: 1D                   <UNKNOWN COMMAND $1D>
   E0/8C3A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/8C3C: F0 3B                Frame Duration: 59
   E0/8C3E: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/8C40: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/8C42: F0 09                Frame Duration: 9
   E0/8C44: 77                   Object faces up-right
   E0/8C45: F0 09                Frame Duration: 9
   E0/8C47: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   E0/8C4A: F0 59                Frame Duration: 89
   E0/8C4C: 09                   Reset all object properties to default
E0/8C4D: F0 00                Duration: 0 frames
E0/8C4F: FD 3D 1D 4D 8C       If Bit 6 of 00:6AE6 set, jump to address $E0/8C4D
E0/8C54: 9B                   Stop sound effect
E0/8C55: 1D 86                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/8C57: FD 9E                <UNKNOWN COMMAND $9E>
   E0/8C59: 16                   <UNKNOWN COMMAND $16>
   E0/8C5A: F0 3B                Frame Duration: 59
   E0/8C5C: 09                   Reset all object properties to default
E0/8C5D: 60 78 A9 DD          Run Dialogue $0978 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: WHAT?!
 I'm...I'm really a...prince?!<I><END>


E0/8C61: F0 09                Duration: 9 frames
E0/8C63: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/8C65: 10 41                Set transition flag, x2 speed
   E0/8C67: 10 83                Set sequence flag, x4 speed
   E0/8C69: 41                   <UNKNOWN COMMAND $41>
   E0/8C6A: 77                   Object faces up-right
E0/8C6B: F0 09                Duration: 9 frames
E0/8C6D: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/8C6F: 73                   Object faces down-left
E0/8C70: 1D 83                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/8C72: 08 48 90             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: yes
E0/8C75: 95 02 00             Fade out music to volume 0; Duration: 2 frames
E0/8C78: F0 09                Duration: 9 frames
E0/8C7A: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/8C7E: F0 09                Duration: 9 frames
E0/8C80: FD 31                Screen doesn't move with MARIO
E0/8C82: 91 24                Play music: #$24
E0/8C84: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/8C86: F0 13                Frame Duration: 19
   E0/8C88: 73                   Object faces down-left
   E0/8C89: 09                   Reset all object properties to default
E0/8C8A: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   E0/8C8C: 64 0A                Shift object left 10 pixels
   E0/8C8E: 63 0C                Shift object down-left 12 pixels
   E0/8C90: 7E F0 00             Object jumps #$00F0 units
   E0/8C93: F0 1D                Frame Duration: 29
   E0/8C95: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/8C97: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/8C99: 1F 9E                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x1E bytes) (Wait until complete)
   E0/8C9B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/8C9C: 92 04 14 14          Place object at on-screen coords: (128,160) Z=320
   E0/8CA0: 94 F8 FC 00          Place object: right=248px down=252px up=0px
   E0/8CA4: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8CA5: 75                   Object faces up-left
   E0/8CA6: 08 4A 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/8CA9: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/8CAB: F0 00                Frame Duration: 0
   E0/8CAD: FD 3D 1F AB 8C       <UNKNOWN COMMAND $E0: pointer to address 
   E0/8CB2: 08 49 98             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/8CB5: 10 45                Set transition flag, 1/2 speed
   E0/8CB7: 6A 04                Shift object up 4 pixels
E0/8CB9: 1F F2 70 03          Set Object: NPC #11 ---> Command: Set object to movement: $0370
E0/8CBD: F0 00                Duration: 0 frames
E0/8CBF: 1F 05                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/8CC1: 10 46                Set transition flag, 1/4 speed
   E0/8CC3: 63 0E                Shift object down-left 14 pixels
   E0/8CC5: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8CC6: 00 9F                Set Object: MARIO ---> Begin action queue for object (Length: 0x1F bytes) (Wait until complete)
   E0/8CC8: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/8CC9: F0 2F                Frame Duration: 47
   E0/8CCB: 75                   Object faces up-left
   E0/8CCC: 92 03 13 00          Place object at on-screen coords: (112,152) Z=0
   E0/8CD0: 08 42 88             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/8CD3: 94 F8 04 02          Place object: right=248px down=4px up=2px
   E0/8CD7: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8CD8: F0 07                Frame Duration: 7
   E0/8CDA: 09                   Reset all object properties to default
   E0/8CDB: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/8CDD: 74                   Object faces left
   E0/8CDE: F0 01                Frame Duration: 1
   E0/8CE0: 73                   Object faces down-left
   E0/8CE1: 10 41                Set transition flag, x2 speed
   E0/8CE3: 10 83                Set sequence flag, x4 speed
   E0/8CE5: 63 06                Shift object down-left 6 pixels
E0/8CE7: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   E0/8CE9: 74                   Object faces left
   E0/8CEA: F0 01                Frame Duration: 1
   E0/8CEC: 75                   Object faces up-left
   E0/8CED: F0 01                Frame Duration: 1
   E0/8CEF: 76                   Object faces up
   E0/8CF0: F0 01                Frame Duration: 1
   E0/8CF2: 77                   Object faces up-right
   E0/8CF3: 7E 20 00             Object jumps #$0020 units
   E0/8CF6: F0 03                Frame Duration: 3
   E0/8CF8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/8CFA: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8CFB: 1A 88                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/8CFD: F0 09                Frame Duration: 9
   E0/8CFF: 77                   Object faces up-right
   E0/8D00: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/8D01: 92 03 14 01          Place object at on-screen coords: (96,160) Z=16
E0/8D05: 1A F2 78 00          Set Object: NPC #6 ---> Command: Set object to movement: $0078
E0/8D09: F0 3B                Duration: 59 frames
E0/8D0B: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/8D0D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8D0E: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/8D10: 1A F1 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/8D13: F0 01                Frame Duration: 1
   E0/8D15: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8D16: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8D18: 00 14                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes)
   E0/8D1A: 67 0E                Shift object up-right 14 pixels
   E0/8D1C: 76                   Object faces up
   E0/8D1D: F0 01                Frame Duration: 1
   E0/8D1F: 75                   Object faces up-left
   E0/8D20: F0 01                Frame Duration: 1
   E0/8D22: 74                   Object faces left
   E0/8D23: F0 01                Frame Duration: 1
   E0/8D25: 73                   Object faces down-left
   E0/8D26: F0 01                Frame Duration: 1
   E0/8D28: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/8D2B: F0 03                Frame Duration: 3
   E0/8D2D: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8D2E: 1F FA                Set Object: NPC #11 ---> Command: Remove movement effects
E0/8D30: 1F F1 8D                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/8D33: 21                   <UNKNOWN COMMAND $21>
   E0/8D34: 09                   Reset all object properties to default
   E0/8D35: 94 08 F8 00          Place object: right=8px down=248px up=0px
   E0/8D39: 73                   Object faces down-left
   E0/8D3A: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/8D3D: F0 13                Frame Duration: 19
   E0/8D3F: 00                   Set Bit 7 of current object (enable object visibility)
E0/8D40: 1F 08                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/8D42: F0 1D                Frame Duration: 29
   E0/8D44: 08 4A 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/8D47: F0 1D                Frame Duration: 29
   E0/8D49: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8D4A: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/8D4C: 75                   Object faces up-left
   E0/8D4D: 08 43 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/8D50: F0 3B                Frame Duration: 59
   E0/8D52: 00                   Set Bit 7 of current object (enable object visibility)
E0/8D53: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   E0/8D55: F0 07                Frame Duration: 7
   E0/8D57: 09                   Reset all object properties to default
   E0/8D58: 45                   <UNKNOWN COMMAND $45>
   E0/8D59: 76                   Object faces up
   E0/8D5A: F0 01                Frame Duration: 1
   E0/8D5C: 77                   Object faces up-right
   E0/8D5D: F0 01                Frame Duration: 1
   E0/8D5F: 70                   Object faces right
   E0/8D60: F0 01                Frame Duration: 1
   E0/8D62: 71                   Object faces down-right
   E0/8D63: F0 01                Frame Duration: 1
   E0/8D65: 7E 20 00             Object jumps #$0020 units
   E0/8D68: F0 03                Frame Duration: 3
   E0/8D6A: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8D6B: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
E0/8D6D: 1A F1 97                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/8D70: 21                   <UNKNOWN COMMAND $21>
   E0/8D71: 09                   Reset all object properties to default
   E0/8D72: 92 03 12 01          Place object at on-screen coords: (96,144) Z=16
   E0/8D76: 71                   Object faces down-right
   E0/8D77: 10 46                Set transition flag, 1/4 speed
   E0/8D79: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/8D7A: 10 83                Set sequence flag, x4 speed
   E0/8D7C: F0 1B                Frame Duration: 27
   E0/8D7E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8D7F: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/8D81: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/8D82: 10 81                Set sequence flag, x2 speed
   E0/8D84: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
E0/8D87: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/8D89: F0 3B                Frame Duration: 59
   E0/8D8B: 09                   Reset all object properties to default
   E0/8D8C: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8D8D: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   E0/8D8F: F0 3B                Frame Duration: 59
   E0/8D91: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8D92: 61 0C                Shift object down-right 12 pixels
   E0/8D94: 72                   Object faces down
   E0/8D95: F0 01                Frame Duration: 1
   E0/8D97: 73                   Object faces down-left
   E0/8D98: F0 01                Frame Duration: 1
   E0/8D9A: 74                   Object faces left
   E0/8D9B: F0 01                Frame Duration: 1
   E0/8D9D: 75                   Object faces up-left
   E0/8D9E: F0 01                Frame Duration: 1
   E0/8DA0: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8DA1: 1F 87                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/8DA3: F0 42                Frame Duration: 66
   E0/8DA5: 09                   Reset all object properties to default
   E0/8DA6: 75                   Object faces up-left
   E0/8DA7: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8DA8: F0 1D                Frame Duration: 29
E0/8DAA: 1F 0C                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/8DAC: D4 01                Start code block, repeat 1 times
   E0/8DAE: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/8DB1: F0 07                Frame Duration: 7
   E0/8DB3: 09                   Reset all object properties to default
   E0/8DB4: F0 07                Frame Duration: 7
   E0/8DB6: D7                   End of code block
   E0/8DB7: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8DB8: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   E0/8DBA: F0 1D                Frame Duration: 29
   E0/8DBC: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8DBD: 65 0C                Shift object up-left 12 pixels
   E0/8DBF: 76                   Object faces up
   E0/8DC0: F0 01                Frame Duration: 1
   E0/8DC2: 77                   Object faces up-right
   E0/8DC3: F0 01                Frame Duration: 1
   E0/8DC5: 70                   Object faces right
   E0/8DC6: F0 01                Frame Duration: 1
   E0/8DC8: 71                   Object faces down-right
   E0/8DC9: F0 01                Frame Duration: 1
   E0/8DCB: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8DCC: 1A 94                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   E0/8DCE: F0 26                Frame Duration: 38
   E0/8DD0: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8DD1: F0 1D                Frame Duration: 29
   E0/8DD3: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/8DD6: F0 3B                Frame Duration: 59
   E0/8DD8: 09                   Reset all object properties to default
   E0/8DD9: 73                   Object faces down-left
   E0/8DDA: F0 01                Frame Duration: 1
   E0/8DDC: 75                   Object faces up-left
   E0/8DDD: 10 44                Set transition flag, x8 speed
   E0/8DDF: F0 3B                Frame Duration: 59
   E0/8DE1: 06                   Set "moon-walk" Bits
E0/8DE2: 1A 0A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/8DE4: D4 01                Start code block, repeat 1 times
   E0/8DE6: 65 01                Shift object up-left 1 pixels
   E0/8DE8: 61 01                Shift object down-right 1 pixels
   E0/8DEA: F0 1D                Frame Duration: 29
   E0/8DEC: D7                   End of code block
   E0/8DED: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8DEE: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/8DF0: 75                   Object faces up-left
   E0/8DF1: F0 3B                Frame Duration: 59
   E0/8DF3: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8DF4: 41                   <UNKNOWN COMMAND $41>
   E0/8DF5: 75                   Object faces up-left
   E0/8DF6: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8DF7: 1F AC                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x2C bytes) (Wait until complete)
   E0/8DF9: F0 43                Frame Duration: 67
   E0/8DFB: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8DFC: 10 81                Set sequence flag, x2 speed
   E0/8DFE: 08 41 83             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/8E01: F0 1D                Frame Duration: 29
   E0/8E03: 10 80                Set sequence flag, x1 speed
   E0/8E05: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/8E08: F0 1D                Frame Duration: 29
   E0/8E0A: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   E0/8E0D: F0 1D                Frame Duration: 29
   E0/8E0F: 71                   Object faces down-right
   E0/8E10: 09                   Reset all object properties to default
   E0/8E11: F0 07                Frame Duration: 7
   E0/8E13: 73                   Object faces down-left
   E0/8E14: F0 01                Frame Duration: 1
   E0/8E16: 75                   Object faces up-left
   E0/8E17: F0 07                Frame Duration: 7
   E0/8E19: D4 01                Start code block, repeat 1 times
   E0/8E1B: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/8E1E: F0 07                Frame Duration: 7
   E0/8E20: 09                   Reset all object properties to default
   E0/8E21: F0 09                Frame Duration: 9
   E0/8E23: D7                   End of code block
   E0/8E24: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8E25: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/8E27: 09                   Reset all object properties to default
   E0/8E28: 77                   Object faces up-right
   E0/8E29: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/8E2A: 92 03 13 00          Place object at on-screen coords: (112,152) Z=0
   E0/8E2E: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/8E30: 10 41                Set transition flag, x2 speed
   E0/8E32: 00                   Set Bit 7 of current object (enable object visibility)
E0/8E33: 95 02 00             Fade out music to volume 0; Duration: 2 frames
E0/8E36: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/8E38: 60 18                Shift object right 24 pixels
   E0/8E3A: 61 06                Shift object down-right 6 pixels
   E0/8E3C: 77                   Object faces up-right
E0/8E3D: 1D 83                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/8E3F: F0 0F                Frame Duration: 15
   E0/8E41: 71                   Object faces down-right
E0/8E42: 91 32                Play music: #$32
E0/8E44: F0 09                Duration: 9 frames
E0/8E46: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/8E4A: F0 09                Duration: 9 frames
E0/8E4C: 60 83 89 DD          Run Dialogue $0983 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: Yes indeed! I understand.<I>
 So! You were raised by Frogfucius!<I>

E0/8E50: F0 09                Duration: 9 frames
E0/8E52: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/8E54: 75                   Object faces up-left
E0/8E55: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/8E57: 45                   <UNKNOWN COMMAND $45>
   E0/8E58: 77                   Object faces up-right
E0/8E59: F0 09                Duration: 9 frames
E0/8E5B: 60 84 A9 DD          Run Dialogue $0984 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 There's no question about it!
 You ARE, WITHOUT A DOUBT...
 Prince Mallow.<I><END>


E0/8E5F: F0 09                Duration: 9 frames
E0/8E61: 1D 8E                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/8E63: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   E0/8E66: F0 07                Frame Duration: 7
   E0/8E68: 09                   Reset all object properties to default
   E0/8E69: F0 1D                Frame Duration: 29
   E0/8E6B: 73                   Object faces down-left
   E0/8E6C: F0 1D                Frame Duration: 29
   E0/8E6E: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/8E71: F0 09                Duration: 9 frames
E0/8E73: 60 85 A9 DD          Run Dialogue $0985 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Mario! Look at me!
 I'm a prince!<I><END>


E0/8E77: F0 09                Duration: 9 frames
E0/8E79: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/8E7B: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/8E7E: F0 03                Frame Duration: 3
   E0/8E80: 08 4A 1F             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1F
                                 ---> Mirrored: no
   E0/8E83: F0 31                Frame Duration: 49
E0/8E85: F0 09                Duration: 9 frames
E0/8E87: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   E0/8E89: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/8E8C: F0 01                Frame Duration: 1
   E0/8E8E: 09                   Reset all object properties to default
   E0/8E8F: F0 01                Frame Duration: 1
   E0/8E91: 70                   Object faces right
E0/8E92: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/8E94: 09                   Reset all object properties to default
   E0/8E95: F0 01                Frame Duration: 1
   E0/8E97: 71                   Object faces down-right
E0/8E98: F0 03                Duration: 3 frames
E0/8E9A: 60 79 A9 D4          Run Dialogue $0979 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: I KNEW Valentina
 was up to SOMETHING!
 I just didn't know what...<I>

 That must mean that the King
 really ISN'T gravely ill...!<I><END>


E0/8E9E: F0 09                Duration: 9 frames
E0/8EA0: 1D 85                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/8EA2: 10 80                Set sequence flag, x1 speed
   E0/8EA4: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
E0/8EA7: 60 7A A9 DD          Run Dialogue $097A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: Then let's go inside
 the castle and save my
 mother and father!<I><END>


E0/8EAB: 1D 17                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x17 bytes)
   E0/8EAD: 09                   Reset all object properties to default
   E0/8EAE: 73                   Object faces down-left
   E0/8EAF: 06                   Set "moon-walk" Bits
   E0/8EB0: 10 45                Set transition flag, 1/2 speed
   E0/8EB2: 10 81                Set sequence flag, x2 speed
   E0/8EB4: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/8EB5: 42                   <UNKNOWN COMMAND $42>
   E0/8EB6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/8EB7: 07                   Clear "moon-walk" Bits
   E0/8EB8: 10 81                Set sequence flag, x2 speed
   E0/8EBA: 08 40 0B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   E0/8EBD: 10 41                Set transition flag, x2 speed
   E0/8EBF: F0 3B                Frame Duration: 59
   E0/8EC1: 53 06                Shift object down-left 96 pixels
   E0/8EC3: 01                   Clear Bit 7 of current object (disable object visibility)
E0/8EC4: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/8EC6: F0 27                Frame Duration: 39
   E0/8EC8: 72                   Object faces down
   E0/8EC9: F0 3B                Frame Duration: 59
   E0/8ECB: 73                   Object faces down-left
E0/8ECC: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/8ECE: F0 27                Frame Duration: 39
   E0/8ED0: 73                   Object faces down-left
E0/8ED1: FD 32                <UNKNOWN COMMAND $FD 32>
E0/8ED3: F0 3B                Duration: 59 frames
E0/8ED5: 60 73 A9 62          Run Dialogue $0973 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hey! Who're YOU?!...<I>
 You can't just barge in here!<I><END>


E0/8ED9: F0 1D                Duration: 29 frames
E0/8EDB: 9C 16                Play sound effect #$16
E0/8EDD: F0 1D                Duration: 29 frames
E0/8EDF: 1D 1B                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x1B bytes)
   E0/8EE1: 77                   Object faces up-right
   E0/8EE2: 09                   Reset all object properties to default
   E0/8EE3: 10 45                Set transition flag, 1/2 speed
   E0/8EE5: 10 80                Set sequence flag, x1 speed
   E0/8EE7: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8EE8: 57 06                Shift object up-right 96 pixels
   E0/8EEA: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/8EED: F0 3B                Frame Duration: 59
   E0/8EEF: D4 02                Start code block, repeat 2 times
   E0/8EF1: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/8EF4: F0 07                Frame Duration: 7
   E0/8EF6: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/8EF9: F0 13                Frame Duration: 19
   E0/8EFB: D7                   End of code block
E0/8EFC: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/8EFE: F0 63                Frame Duration: 99
   E0/8F00: 72                   Object faces down
   E0/8F01: F0 3F                Frame Duration: 63
   E0/8F03: 71                   Object faces down-right
   E0/8F04: F0 3F                Frame Duration: 63
   E0/8F06: 70                   Object faces right
E0/8F07: F0 09                Duration: 9 frames
E0/8F09: 14 8C                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/8F0B: F0 1D                Frame Duration: 29
   E0/8F0D: 71                   Object faces down-right
   E0/8F0E: F0 01                Frame Duration: 1
   E0/8F10: 77                   Object faces up-right
   E0/8F11: F0 3B                Frame Duration: 59
   E0/8F13: 71                   Object faces down-right
   E0/8F14: F0 01                Frame Duration: 1
   E0/8F16: 73                   Object faces down-left
E0/8F17: 1D 01                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/8F19: 09                   Reset all object properties to default
E0/8F1A: 60 7B A9 DD          Run Dialogue $097B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: ...Wait!
 I have an excellent idea.<I>
 Come over here...<I><END>


E0/8F1E: F0 09                Duration: 9 frames
E0/8F20: FD 30                Screen moves with MARIO
E0/8F22: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/8F24: 06                   Set "moon-walk" Bits
   E0/8F25: 10 85                Set sequence flag, 1/2 speed
   E0/8F27: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/8F28: 47                   <UNKNOWN COMMAND $47>
   E0/8F29: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/8F2A: 07                   Clear "moon-walk" Bits
   E0/8F2B: 71                   Object faces down-right
E0/8F2C: F0 09                Duration: 9 frames
E0/8F2E: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   E0/8F30: 10 40                Set transition flag, x1 speed
   E0/8F32: 10 81                Set sequence flag, x2 speed
   E0/8F34: 71                   Object faces down-right
   E0/8F35: F0 3B                Frame Duration: 59
   E0/8F37: 72                   Object faces down
E0/8F38: 1D 89                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/8F3A: 75                   Object faces up-left
   E0/8F3B: F0 13                Frame Duration: 19
   E0/8F3D: 65 0C                Shift object up-left 12 pixels
   E0/8F3F: 92 1C 55 00          Place object at on-screen coords: (912,680) Z=0
E0/8F43: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/8F47: A0 FA                Set event flag memory address 00:705F Bit 2
E0/8F49: A0 F4                Set event flag memory address 00:705E Bit 4
E0/8F4B: FE                   Return


EVENT [E37] ------------------------------------------------------------>
E0/8F4C: D8 FC A2 8F          If event flag memory address 00:705F Bit 4 set, jump to address $E0/8FA2
E0/8F50: D8 FB 9D 8F          If event flag memory address 00:705F Bit 3 set, jump to address $E0/8F9D
E0/8F54: D8 FA 61 8F          If event flag memory address 00:705F Bit 2 set, jump to address $E0/8F61
E0/8F58: D8 F4 21 90          If event flag memory address 00:705E Bit 4 set, jump to address $E0/9021
E0/8F5C: 60 8C A9 D0          Run Dialogue $098C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hi. I'm the sculptor, Garro.
 I used to make a lot of statues
 of King Nimbus, but now,<I>

 all I get are orders for
 sculptures of Valentina.<I><END>


E0/8F60: FE                   Return

E0/8F61: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/8F63: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/8F65: 80 05 12             Move object to on-screen coords: (160,144)
   E0/8F68: 77                   Object faces up-right
E0/8F69: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8F6B: 73                   Object faces down-left
E0/8F6C: F0 09                Duration: 9 frames
E0/8F6E: 60 87 89 D4          Run Dialogue $0987 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: Are you ready?<I>
 >>   (Yes)
 >>   (No, not yet. Hang on)<I><END>


E0/8F72: 66 AA 95             If 2nd option chosen from dialogue prompt, jump to address $E0/95AA
E0/8F75: F0 09                Duration: 9 frames
E0/8F77: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/8F7B: F0 09                Duration: 9 frames
E0/8F7D: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/8F7F: 71                   Object faces down-right
E0/8F80: 60 8A A9 D4          Run Dialogue $098A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




      All right, stand over here.<I><END>


E0/8F84: A4 FA                Clear event flag memory address 00:705F Bit 2
E0/8F86: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/8F88: 10 40                Set transition flag, x1 speed
   E0/8F8A: 10 81                Set sequence flag, x2 speed
   E0/8F8C: 40                   <UNKNOWN COMMAND $40>
   E0/8F8D: 77                   Object faces up-right
   E0/8F8E: F0 01                Frame Duration: 1
   E0/8F90: 76                   Object faces up
   E0/8F91: F0 01                Frame Duration: 1
   E0/8F93: 75                   Object faces up-left
E0/8F94: F0 09                Duration: 9 frames
E0/8F96: 60 8B A9 D4          Run Dialogue $098B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


            Hold still, okay?<I><END>


E0/8F9A: D2 36 90             Jump to address $E0/9036
E0/8F9D: 60 58 AE D0          Run Dialogue $0E58 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: Why are you back?!<I>
 Come on! Put a little effort into
 it, okay? Good luck!<I><END>


E0/8FA1: FE                   Return

E0/8FA2: DA 22 0B 90          If event flag memory address 00:7084 Bit 2 set, jump to address $E0/900B
E0/8FA6: A2 22                Set event flag memory address 00:7084 Bit 2
E0/8FA8: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/8FAA: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/8FAC: 80 04 16             Move object to on-screen coords: (128,176)
E0/8FAF: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/8FB1: 75                   Object faces up-left
E0/8FB2: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   E0/8FB4: 47                   <UNKNOWN COMMAND $47>
   E0/8FB5: 72                   Object faces down
E0/8FB6: 1D 93                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   E0/8FB8: F0 07                Frame Duration: 7
   E0/8FBA: 92 04 16 00          Place object at on-screen coords: (128,176) Z=0
   E0/8FBE: 94 08 FC 00          Place object: right=8px down=252px up=0px
   E0/8FC2: 73                   Object faces down-left
   E0/8FC3: 00                   Set Bit 7 of current object (enable object visibility)
   E0/8FC4: 10 45                Set transition flag, 1/2 speed
   E0/8FC6: 10 81                Set sequence flag, x2 speed
   E0/8FC8: 63 08                Shift object down-left 8 pixels
   E0/8FCA: 71                   Object faces down-right
E0/8FCB: 60 C7 AE D0          Run Dialogue $0EC7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: Prince Mallow!<I>
 That was splendid work!
 You are every bit a prince!<I><END>


E0/8FCF: F0 09                Duration: 9 frames
E0/8FD1: 60 C8 AE DD          Run Dialogue $0EC8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

MALLOW: If it weren't for you,
 Garro, we'd never have
 pulled it off!<I>
 We definitely owe you one!<I><END>


E0/8FD5: F0 09                Duration: 9 frames
E0/8FD7: 60 C9 AE D0          Run Dialogue $0EC9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: Thanks, Mallow.<I><END>


E0/8FDB: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/8FDD: 77                   Object faces up-right
   E0/8FDE: F0 01                Frame Duration: 1
   E0/8FE0: 71                   Object faces down-right
E0/8FE1: F0 09                Duration: 9 frames
E0/8FE3: 60 CA AE D0          Run Dialogue $0ECA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO:  (I'm really glad everything
 worked out...)<I><END>


E0/8FE7: F0 09                Duration: 9 frames
E0/8FE9: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/8FEB: 77                   Object faces up-right
   E0/8FEC: F0 01                Frame Duration: 1
   E0/8FEE: 75                   Object faces up-left
E0/8FEF: F0 09                Duration: 9 frames
E0/8FF1: 1D 93                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   E0/8FF3: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/8FF6: F0 03                Frame Duration: 3
   E0/8FF8: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   E0/8FFB: F0 1D                Frame Duration: 29
   E0/8FFD: 09                   Reset all object properties to default
   E0/8FFE: F0 1D                Frame Duration: 29
   E0/9000: 67 0C                Shift object up-right 12 pixels
   E0/9002: 92 1C 55 04          Place object at on-screen coords: (912,680) Z=64
E0/9006: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/900A: FE                   Return

E0/900B: 60 CB AE D0          Run Dialogue $0ECB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: Mallow, you ARE indeed,
 a TRUE PRINCE!!<I><END>


E0/900F: FE                   Return


EVENT [E38] ------------------------------------------------------------>
E0/9010: DC FA 94 75          If event flag memory address 00:705F Bit 2 clear, jump to address $E0/7594
E0/9014: A4 FA                Clear event flag memory address 00:705F Bit 2
E0/9016: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/9018: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/901A: 80 06 12             Move object to on-screen coords: (192,144)
   E0/901D: 75                   Object faces up-left
E0/901E: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/9020: 71                   Object faces down-right
E0/9021: F0 09                Duration: 9 frames
E0/9023: 60 87 89 D4          Run Dialogue $0987 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO: Are you ready?<I>
 >>   (Yes)
 >>   (No, not yet. Hang on)<I><END>


E0/9027: 66 AA 95             If 2nd option chosen from dialogue prompt, jump to address $E0/95AA
E0/902A: F0 09                Duration: 9 frames
E0/902C: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/9030: F0 09                Duration: 9 frames
E0/9032: 60 86 A9 D4          Run Dialogue $0986 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Just stay still for a little
 while, okay? It won't take long.<I><END>


E0/9036: A0 FB                Set event flag memory address 00:705F Bit 3
E0/9038: F0 09                Duration: 9 frames
E0/903A: 14 C6                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x46 bytes) (Wait until complete)
   E0/903C: 10 41                Set transition flag, x2 speed
   E0/903E: 77                   Object faces up-right
   E0/903F: F0 1D                Frame Duration: 29
   E0/9041: 10 81                Set sequence flag, x2 speed
   E0/9043: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/9044: F0 1D                Frame Duration: 29
   E0/9046: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/9047: F0 09                Frame Duration: 9
   E0/9049: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/904A: F0 1D                Frame Duration: 29
   E0/904C: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/904D: 10 83                Set sequence flag, x4 speed
   E0/904F: 71                   Object faces down-right
   E0/9050: F0 3B                Frame Duration: 59
   E0/9052: 06                   Set "moon-walk" Bits
   E0/9053: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/9054: 62 06                Shift object down 6 pixels
   E0/9056: 07                   Clear "moon-walk" Bits
   E0/9057: 77                   Object faces up-right
   E0/9058: 06                   Set "moon-walk" Bits
   E0/9059: 62 06                Shift object down 6 pixels
   E0/905B: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/905C: F0 1D                Frame Duration: 29
   E0/905E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/905F: 60 0E                Shift object right 14 pixels
   E0/9061: 07                   Clear "moon-walk" Bits
   E0/9062: 75                   Object faces up-left
   E0/9063: 06                   Set "moon-walk" Bits
   E0/9064: 60 0E                Shift object right 14 pixels
   E0/9066: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/9067: F0 1D                Frame Duration: 29
   E0/9069: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/906A: 10 43                Set transition flag, x4 speed
   E0/906C: 64 0E                Shift object left 14 pixels
   E0/906E: 07                   Clear "moon-walk" Bits
   E0/906F: 77                   Object faces up-right
   E0/9070: 06                   Set "moon-walk" Bits
   E0/9071: 64 0E                Shift object left 14 pixels
   E0/9073: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/9074: F0 1D                Frame Duration: 29
   E0/9076: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/9077: 66 06                Shift object up 6 pixels
   E0/9079: 07                   Clear "moon-walk" Bits
   E0/907A: 71                   Object faces down-right
   E0/907B: 06                   Set "moon-walk" Bits
   E0/907C: 66 06                Shift object up 6 pixels
   E0/907E: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/907F: F0 1D                Frame Duration: 29
   E0/9081: 01                   Clear Bit 7 of current object (disable object visibility)
E0/9082: 15 8E                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/9084: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/9085: 75                   Object faces up-left
   E0/9086: 92 06 13 00          Place object at on-screen coords: (208,152) Z=0
   E0/908A: 94 FC FE 00          Place object: right=252px down=254px up=0px
   E0/908E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/908F: F0 13                Frame Duration: 19
   E0/9091: 01                   Clear Bit 7 of current object (disable object visibility)
E0/9092: F0 09                Duration: 9 frames
E0/9094: 16 8E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/9096: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/9097: 77                   Object faces up-right
   E0/9098: 92 05 13 00          Place object at on-screen coords: (176,152) Z=0
   E0/909C: 94 04 FE 00          Place object: right=4px down=254px up=0px
   E0/90A0: 00                   Set Bit 7 of current object (enable object visibility)
   E0/90A1: F0 13                Frame Duration: 19
   E0/90A3: 01                   Clear Bit 7 of current object (disable object visibility)
E0/90A4: F0 04                Duration: 4 frames
E0/90A6: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/90A8: 00                   Set Bit 7 of current object (enable object visibility)
   E0/90A9: F0 07                Frame Duration: 7
   E0/90AB: 01                   Clear Bit 7 of current object (disable object visibility)
E0/90AC: F0 04                Duration: 4 frames
E0/90AE: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/90B0: 00                   Set Bit 7 of current object (enable object visibility)
   E0/90B1: F0 07                Frame Duration: 7
   E0/90B3: 01                   Clear Bit 7 of current object (disable object visibility)
E0/90B4: D4 05                Start code block, repeat 5 times
E0/90B6: F0 03                Duration: 3 frames
E0/90B8: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/90BA: 00                   Set Bit 7 of current object (enable object visibility)
   E0/90BB: F0 03                Frame Duration: 3
   E0/90BD: 01                   Clear Bit 7 of current object (disable object visibility)
E0/90BE: F0 03                Duration: 3 frames
E0/90C0: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/90C2: 00                   Set Bit 7 of current object (enable object visibility)
   E0/90C3: F0 03                Frame Duration: 3
   E0/90C5: 01                   Clear Bit 7 of current object (disable object visibility)
E0/90C6: F0 03                Duration: 3 frames
E0/90C8: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/90CA: 00                   Set Bit 7 of current object (enable object visibility)
   E0/90CB: F0 03                Frame Duration: 3
   E0/90CD: 01                   Clear Bit 7 of current object (disable object visibility)
E0/90CE: FD 32                <UNKNOWN COMMAND $FD 32>
E0/90D0: D7                   End of code block
E0/90D1: 89                   <UNKNOWN COMMAND $89>
E0/90D2: EA 08 6F             If Bit 1 of 00:70A0,x set, jump to address $E0/6F08
E0/90D5: D4 09                Start code block, repeat 9 times
E0/90D7: F0 01                Duration: 1 frames
E0/90D9: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/90DB: 00                   Set Bit 7 of current object (enable object visibility)
   E0/90DC: F0 01                Frame Duration: 1
   E0/90DE: 01                   Clear Bit 7 of current object (disable object visibility)
E0/90DF: F0 01                Duration: 1 frames
E0/90E1: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/90E3: 00                   Set Bit 7 of current object (enable object visibility)
   E0/90E4: F0 01                Frame Duration: 1
   E0/90E6: 01                   Clear Bit 7 of current object (disable object visibility)
E0/90E7: F0 01                Duration: 1 frames
E0/90E9: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/90EB: 00                   Set Bit 7 of current object (enable object visibility)
   E0/90EC: F0 01                Frame Duration: 1
   E0/90EE: 01                   Clear Bit 7 of current object (disable object visibility)
E0/90EF: FD 32                <UNKNOWN COMMAND $FD 32>
E0/90F1: D7                   End of code block
E0/90F2: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/90F4: 00                   Set Bit 7 of current object (enable object visibility)
   E0/90F5: F0 3B                Frame Duration: 59
   E0/90F7: 10 45                Set transition flag, 1/2 speed
   E0/90F9: 10 81                Set sequence flag, x2 speed
   E0/90FB: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/90FC: 71                   Object faces down-right
E0/90FD: F0 09                Duration: 9 frames
E0/90FF: 60 7C A9 D4          Run Dialogue $097C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

GARRO:
                 THERE!<I><END>


E0/9103: F0 09                Duration: 9 frames
E0/9105: 00 0D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes)
   E0/9107: 74                   Object faces left
   E0/9108: F0 01                Frame Duration: 1
   E0/910A: 73                   Object faces down-left
   E0/910B: F0 09                Frame Duration: 9
   E0/910D: 63 02                Shift object down-left 2 pixels
   E0/910F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/9111: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
E0/9114: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/9116: F0 09                Frame Duration: 9
   E0/9118: 10 41                Set transition flag, x2 speed
   E0/911A: 4A                   <UNKNOWN COMMAND $4A>
   E0/911B: 4B                   <UNKNOWN COMMAND $4B>
E0/911C: 60 7D A9 D4          Run Dialogue $097D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


           Hey, don't move!<I><END>


E0/9120: F0 09                Duration: 9 frames
E0/9122: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/9124: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/9126: 67 02                Shift object up-right 2 pixels
   E0/9128: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/912B: F0 01                Frame Duration: 1
   E0/912D: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
E0/9130: F0 09                Duration: 9 frames
E0/9132: 60 7E A9 D4          Run Dialogue $097E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

You're going to be a statue for
a while, okay?<I><END>


E0/9136: F0 09                Duration: 9 frames
E0/9138: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/913A: 7F 40 00             Object jumps (with sound effect) #$0040 units
   E0/913D: F0 00                Frame Duration: 0
   E0/913F: 3D 3D 91             <UNKNOWN COMMAND $3D: pointer to address $E0/913D>
   E0/9142: 7F 40 00             Object jumps (with sound effect) #$0040 units
   E0/9145: F0 00                Frame Duration: 0
   E0/9147: 3D 45 91             <UNKNOWN COMMAND $3D: pointer to address $E0/9145>
E0/914A: F0 09                Duration: 9 frames
E0/914C: 60 7F A9 D4          Run Dialogue $097F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


          Let's get going now.<I><END>


E0/9150: F0 09                Duration: 9 frames
E0/9152: 00 0E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes)
   E0/9154: F0 1D                Frame Duration: 29
   E0/9156: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/9159: F0 01                Frame Duration: 1
   E0/915B: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/915E: 10 45                Set transition flag, 1/2 speed
   E0/9160: 53 02                Shift object down-left 32 pixels
E0/9162: 14 8F                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/9164: 71                   Object faces down-right
   E0/9165: 06                   Set "moon-walk" Bits
   E0/9166: 10 81                Set sequence flag, x2 speed
   E0/9168: 10 45                Set transition flag, 1/2 speed
   E0/916A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/916B: 42                   <UNKNOWN COMMAND $42>
   E0/916C: 07                   Clear "moon-walk" Bits
   E0/916D: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/916E: 53 02                Shift object down-left 32 pixels
   E0/9170: 41                   <UNKNOWN COMMAND $41>
   E0/9171: F0 3B                Frame Duration: 59
E0/9173: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/9175: 55 02                Shift object up-left 32 pixels
   E0/9177: 53 05                Shift object down-left 80 pixels
E0/9179: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   E0/917B: F0 47                Frame Duration: 71
   E0/917D: 43                   <UNKNOWN COMMAND $43>
   E0/917E: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/9181: 45                   <UNKNOWN COMMAND $45>
   E0/9182: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/9185: 53 03                Shift object down-left 48 pixels
E0/9187: 19 0B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/9189: F0 03                Frame Duration: 3
   E0/918B: 10 45                Set transition flag, 1/2 speed
   E0/918D: 55 03                Shift object up-left 48 pixels
   E0/918F: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/9192: 53 04                Shift object down-left 64 pixels
E0/9194: F0 7D                Duration: 125 frames
E0/9196: 76 5A                Simultaneously darken screen from black with following commands; Duration: 90 frames
E0/9198: 7F                   <UNKNOWN COMMAND $7F>
E0/9199: F2 55 33             <UNKNOWN COMMAND $F2>
E0/919C: A0 60                Set event flag memory address 00:704C Bit 0
E0/919E: 68 A0 81 0D 24 22    Enter area: $01A0
                              MARIO will be at coords: (416,288) Z=32
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/91A4: 6B A0 81             Modify physical field of area $81A0
E0/91A7: 8A 08 6F             Set 0 palettes from $37ADE0
E0/91AA: 22 06                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/91AC: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
   E0/91AF: F0 01                Frame Duration: 1
   E0/91B1: 09                   Reset all object properties to default
E0/91B2: 00 10                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes)
   E0/91B4: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/91B6: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/91B9: 10 40                Set transition flag, x1 speed
   E0/91BB: 51 06                Shift object down-right 96 pixels
   E0/91BD: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
   E0/91C0: 40                   <UNKNOWN COMMAND $40>
   E0/91C1: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
E0/91C4: 24 14                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x14 bytes)
   E0/91C6: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/91C8: 92 0D 25 04          Place object at on-screen coords: (432,296) Z=64
   E0/91CC: 10 40                Set transition flag, x1 speed
   E0/91CE: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/91CF: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/91D2: 51 05                Shift object down-right 80 pixels
   E0/91D4: 50 01                Shift object right 16 pixels
   E0/91D6: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/91D9: 47                   <UNKNOWN COMMAND $47>
E0/91DA: 20 11                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x11 bytes)
   E0/91DC: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/91DE: 92 0E 26 04          Place object at on-screen coords: (448,304) Z=64
   E0/91E2: 10 81                Set sequence flag, x2 speed
   E0/91E4: 51 04                Shift object down-right 64 pixels
   E0/91E6: 06                   Set "moon-walk" Bits
   E0/91E7: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/91E8: 40                   <UNKNOWN COMMAND $40>
   E0/91E9: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/91EA: 07                   Clear "moon-walk" Bits
   E0/91EB: 57 02                Shift object up-right 32 pixels
E0/91ED: 72 5A                Simultaneously lighten screen from black with following commands; Duration: 90 frames
E0/91EF: 7F                   <UNKNOWN COMMAND $7F>
E0/91F0: FD 32                <UNKNOWN COMMAND $FD 32>
E0/91F2: 60 8D A9 62          Run Dialogue $098D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 GARRO: I'm delivering Valentina's
  latest order to her.<I><END>


E0/91F6: F0 09                Duration: 9 frames
E0/91F8: 60 8E A9 62          Run Dialogue $098E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


              You may enter.<I><END>


E0/91FC: 22 07                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/91FE: 71                   Object faces down-right
   E0/91FF: 06                   Set "moon-walk" Bits
   E0/9200: 10 45                Set transition flag, 1/2 speed
   E0/9202: 45                   <UNKNOWN COMMAND $45>
   E0/9203: 07                   Clear "moon-walk" Bits
   E0/9204: 73                   Object faces down-left
E0/9205: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9207: F0 13                Frame Duration: 19
   E0/9209: 75                   Object faces up-left
E0/920A: 20 03                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/920C: F0 1F                Frame Duration: 31
   E0/920E: 47                   <UNKNOWN COMMAND $47>
E0/920F: 24 03                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9211: F0 1F                Frame Duration: 31
   E0/9213: 47                   <UNKNOWN COMMAND $47>
E0/9214: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9216: F0 1F                Frame Duration: 31
   E0/9218: 47                   <UNKNOWN COMMAND $47>
E0/9219: FD 32                <UNKNOWN COMMAND $FD 32>
E0/921B: 60 10 A8 62          Run Dialogue $0810 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         Halt! Who goes there?<I><END>


E0/921F: 20 03                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9221: F0 09                Frame Duration: 9
   E0/9223: 73                   Object faces down-left
E0/9224: 22 83                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/9226: 53 02                Shift object down-left 32 pixels
   E0/9228: 71                   Object faces down-right
E0/9229: F0 09                Duration: 9 frames
E0/922B: 60 8F A9 62          Run Dialogue $098F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hey, this doesn't look like
 Valentina at all!<I><END>


E0/922F: F0 09                Duration: 9 frames
E0/9231: 22 0E                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/9233: 06                   Set "moon-walk" Bits
   E0/9234: 10 41                Set transition flag, x2 speed
   E0/9236: 65 08                Shift object up-left 8 pixels
   E0/9238: 07                   Clear "moon-walk" Bits
   E0/9239: 10 80                Set sequence flag, x1 speed
   E0/923B: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/923E: F0 47                Frame Duration: 71
   E0/9240: 09                   Reset all object properties to default
E0/9241: 20 0A                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/9243: F0 3B                Frame Duration: 59
   E0/9245: 10 41                Set transition flag, x2 speed
   E0/9247: 73                   Object faces down-left
   E0/9248: 06                   Set "moon-walk" Bits
   E0/9249: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/924A: 44                   <UNKNOWN COMMAND $44>
   E0/924B: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/924C: 07                   Clear "moon-walk" Bits
E0/924D: FD 32                <UNKNOWN COMMAND $FD 32>
E0/924F: 60 90 A9 62          Run Dialogue $0990 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GARRO: Oh?! That's because<I>

 this is a statue of Valentina's
 nephew, Mari..Mariotta!
 Okay?!<I><END>


E0/9253: 22 90                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/9255: 77                   Object faces up-right
   E0/9256: F0 3B                Frame Duration: 59
   E0/9258: 10 46                Set transition flag, 1/4 speed
   E0/925A: 61 04                Shift object down-right 4 pixels
   E0/925C: F0 1D                Frame Duration: 29
   E0/925E: 77                   Object faces up-right
   E0/925F: F0 13                Frame Duration: 19
   E0/9261: 71                   Object faces down-right
   E0/9262: F0 09                Frame Duration: 9
   E0/9264: 77                   Object faces up-right
E0/9265: F0 09                Duration: 9 frames
E0/9267: 60 91 A9 62          Run Dialogue $0991 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         Uh...okay. Proceed.<I><END>


E0/926B: 22 04                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/926D: F0 1D                Frame Duration: 29
   E0/926F: 67 04                Shift object up-right 4 pixels
E0/9271: 20 09                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/9273: 77                   Object faces up-right
   E0/9274: 06                   Set "moon-walk" Bits
   E0/9275: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/9276: 40                   <UNKNOWN COMMAND $40>
   E0/9277: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/9278: 10 45                Set transition flag, 1/2 speed
   E0/927A: 57 03                Shift object up-right 48 pixels
E0/927C: 24 06                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/927E: F0 0F                Frame Duration: 15
   E0/9280: 10 45                Set transition flag, 1/2 speed
   E0/9282: 57 03                Shift object up-right 48 pixels
E0/9284: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/9286: F0 0F                Frame Duration: 15
   E0/9288: 10 45                Set transition flag, 1/2 speed
   E0/928A: 57 03                Shift object up-right 48 pixels
E0/928C: F0 1F                Duration: 31 frames
E0/928E: 76 3C                Simultaneously darken screen from black with following commands; Duration: 60 frames
E0/9290: 7F                   <UNKNOWN COMMAND $7F>
E0/9291: 95 02 00             Fade out music to volume 0; Duration: 2 frames
E0/9294: F0 03                Duration: 3 frames
E0/9296: 68 6D 00 03 1F E2    Enter area: $006D
                              MARIO will be at coords: (112,248) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/929C: 91 3D                Play music: #$3D
E0/929E: 8A 08 6F             Set 0 palettes from $37ADE0
E0/92A1: FD 31                Screen doesn't move with MARIO
E0/92A3: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/92A5: 10 40                Set transition flag, x1 speed
   E0/92A7: 57 07                Shift object up-right 112 pixels
E0/92A9: 1B 0F                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/92AB: 10 81                Set sequence flag, x2 speed
   E0/92AD: 57 07                Shift object up-right 112 pixels
   E0/92AF: 75                   Object faces up-left
   E0/92B0: F0 01                Frame Duration: 1
   E0/92B2: 73                   Object faces down-left
   E0/92B3: 06                   Set "moon-walk" Bits
   E0/92B4: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/92B5: 42                   <UNKNOWN COMMAND $42>
   E0/92B6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/92B7: 07                   Clear "moon-walk" Bits
   E0/92B8: 43                   <UNKNOWN COMMAND $43>
   E0/92B9: 75                   Object faces up-left
E0/92BA: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/92BC: 57 07                Shift object up-right 112 pixels
E0/92BE: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   E0/92C0: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/92C3: 57 07                Shift object up-right 112 pixels
   E0/92C5: F0 27                Frame Duration: 39
   E0/92C7: 09                   Reset all object properties to default
   E0/92C8: 70                   Object faces right
   E0/92C9: F0 01                Frame Duration: 1
   E0/92CB: 71                   Object faces down-right
E0/92CC: 72 3C                Simultaneously lighten screen from black with following commands; Duration: 60 frames
E0/92CE: FD 32                <UNKNOWN COMMAND $FD 32>
E0/92D0: 7F                   <UNKNOWN COMMAND $7F>
E0/92D1: 60 92 A9 62          Run Dialogue $0992 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GARRO: Phew, that was close...
 Didn't think we could get through
 THAT ONE. There IS no such<I>
 person named Mariotta. Ha!<I><END>


E0/92D5: F0 09                Duration: 9 frames
E0/92D7: 1B 0D                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/92D9: F0 1D                Frame Duration: 29
   E0/92DB: 10 41                Set transition flag, x2 speed
   E0/92DD: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/92DE: 4A                   <UNKNOWN COMMAND $4A>
   E0/92DF: 4B                   <UNKNOWN COMMAND $4B>
   E0/92E0: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/92E1: 09                   Reset all object properties to default
   E0/92E2: 07                   Clear "moon-walk" Bits
   E0/92E3: 10 41                Set transition flag, x2 speed
   E0/92E5: 47                   <UNKNOWN COMMAND $47>
E0/92E6: 00 10                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes)
   E0/92E8: F0 1D                Frame Duration: 29
   E0/92EA: 08 43 80             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/92ED: 10 43                Set transition flag, x4 speed
   E0/92EF: F0 1D                Frame Duration: 29
   E0/92F1: 65 04                Shift object up-left 4 pixels
   E0/92F3: 61 04                Shift object down-right 4 pixels
   E0/92F5: F0 1D                Frame Duration: 29
   E0/92F7: 09                   Reset all object properties to default
E0/92F8: 60 A1 A9 60          Run Dialogue $09A1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


             O, ho, ho, ho!!<I><END>


E0/92FC: FD 32                <UNKNOWN COMMAND $FD 32>
E0/92FE: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/9300: 10 40                Set transition flag, x1 speed
   E0/9302: 57 04                Shift object up-right 64 pixels
E0/9304: 6A 6D 80             Modify BGL of area $806D
E0/9307: 9C 10                Play sound effect #$10
E0/9309: 1C 85                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/930B: 73                   Object faces down-left
   E0/930C: 92 0B 10 04          Place object at on-screen coords: (352,128) Z=64
E0/9310: F0 1D                Duration: 29 frames
E0/9312: 1C 06                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/9314: 10 81                Set sequence flag, x2 speed
   E0/9316: 10 45                Set transition flag, 1/2 speed
   E0/9318: 53 05                Shift object down-left 80 pixels
E0/931A: 0C 06                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   E0/931C: F0 1F                Frame Duration: 31
   E0/931E: 10 45                Set transition flag, 1/2 speed
   E0/9320: 53 03                Shift object down-left 48 pixels
E0/9322: F0 1D                Duration: 29 frames
E0/9324: 60 93 A9 62          Run Dialogue $0993 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Oh! Now THIS is
 lovely! My beauty simply shines
 forth like the sun! Only YOU can<I>
 make something THIS stunning!<I><END>


E0/9328: FD 32                <UNKNOWN COMMAND $FD 32>
E0/932A: 60 94 A9 62          Run Dialogue $0994 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GARRO: Thank you, your majesty.<I>
 I'll be on my way now...<I><END>


E0/932E: 1B 09                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/9330: 10 83                Set sequence flag, x4 speed
   E0/9332: 71                   Object faces down-right
   E0/9333: F0 01                Frame Duration: 1
   E0/9335: 53 02                Shift object down-left 32 pixels
   E0/9337: 10 81                Set sequence flag, x2 speed
E0/9339: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/933B: F0 0F                Frame Duration: 15
   E0/933D: 06                   Set "moon-walk" Bits
   E0/933E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/933F: 42                   <UNKNOWN COMMAND $42>
   E0/9340: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/9341: 07                   Clear "moon-walk" Bits
E0/9342: F0 0F                Duration: 15 frames
E0/9344: 60 95 A9 62          Run Dialogue $0995 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA:
                  Halt!<I><END>


E0/9348: FD 32                <UNKNOWN COMMAND $FD 32>
E0/934A: 1B 84                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/934C: 71                   Object faces down-right
   E0/934D: F0 01                Frame Duration: 1
   E0/934F: 77                   Object faces up-right
E0/9350: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/9352: 53 02                Shift object down-left 32 pixels
   E0/9354: 75                   Object faces up-left
E0/9355: 60 96 A9 62          Run Dialogue $0996 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 What, may I ask is THIS ugly thing?<I><END>


E0/9359: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/935B: 73                   Object faces down-left
E0/935C: 1B 9B                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   E0/935E: 10 43                Set transition flag, x4 speed
   E0/9360: 06                   Set "moon-walk" Bits
   E0/9361: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/9362: F0 1D                Frame Duration: 29
   E0/9364: D4 01                Start code block, repeat 1 times
   E0/9366: 63 04                Shift object down-left 4 pixels
   E0/9368: 67 04                Shift object up-right 4 pixels
   E0/936A: F0 03                Frame Duration: 3
   E0/936C: D7                   End of code block
   E0/936D: 07                   Clear "moon-walk" Bits
   E0/936E: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/936F: 71                   Object faces down-right
   E0/9370: F0 01                Frame Duration: 1
   E0/9372: 73                   Object faces down-left
   E0/9373: F0 59                Frame Duration: 89
   E0/9375: 71                   Object faces down-right
   E0/9376: F0 01                Frame Duration: 1
   E0/9378: 77                   Object faces up-right
E0/9379: F0 09                Duration: 9 frames
E0/937B: 60 98 A9 62          Run Dialogue $0998 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 That's my latest masterpiece.
 I...I created it just for
 YOU...<I> It's called...<I>

 
        A Plumber's Lament<I><END>


E0/937F: F0 09                Duration: 9 frames
E0/9381: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/9383: 10 41                Set transition flag, x2 speed
   E0/9385: 45                   <UNKNOWN COMMAND $45>
   E0/9386: 77                   Object faces up-right
E0/9387: 1C 83                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/9389: F0 07                Frame Duration: 7
   E0/938B: 75                   Object faces up-left
E0/938C: 60 99 A9 62          Run Dialogue $0999 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Observe...the thick mustache...
 covering the sad, innocent smile<I>
 of a simple fool...<I><END>


E0/9390: 1B 07                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/9392: F0 3B                Frame Duration: 59
   E0/9394: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/9395: F0 1D                Frame Duration: 29
   E0/9397: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/9398: 71                   Object faces down-right
E0/9399: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/939B: F0 4F                Frame Duration: 79
   E0/939D: 70                   Object faces right
   E0/939E: F0 01                Frame Duration: 1
   E0/93A0: 77                   Object faces up-right
E0/93A1: 60 9A A9 62          Run Dialogue $099A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 And the sideburns...
 conveying his blue collar roots.<I><END>


E0/93A5: 1B 09                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/93A7: 77                   Object faces up-right
   E0/93A8: F0 3B                Frame Duration: 59
   E0/93AA: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/93AB: F0 1D                Frame Duration: 29
   E0/93AD: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/93AE: 41                   <UNKNOWN COMMAND $41>
   E0/93AF: 77                   Object faces up-right
E0/93B0: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/93B2: F0 4F                Frame Duration: 79
   E0/93B4: 70                   Object faces right
   E0/93B5: F0 01                Frame Duration: 1
   E0/93B7: 71                   Object faces down-right
E0/93B8: 60 9B A9 62          Run Dialogue $099B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 And the legs...well defined...<I>
 Strong. The legs of the masses!<I>
 Is it to your liking?<I><END>


E0/93BC: F0 09                Duration: 9 frames
E0/93BE: 1C 8C                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/93C0: 10 46                Set transition flag, 1/4 speed
   E0/93C2: 65 04                Shift object up-left 4 pixels
   E0/93C4: F0 3B                Frame Duration: 59
   E0/93C6: 06                   Set "moon-walk" Bits
   E0/93C7: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/93C8: 61 04                Shift object down-right 4 pixels
   E0/93CA: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/93CB: 07                   Clear "moon-walk" Bits
E0/93CC: F0 09                Duration: 9 frames
E0/93CE: 60 9C A9 62          Run Dialogue $099C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Hmmm...<I>
 I consider myself something of an
 art buff! And I've got to say...
 This is spectacular!!<I><END>


E0/93D2: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/93D4: 73                   Object faces down-left
E0/93D5: F0 09                Duration: 9 frames
E0/93D7: 60 9D A9 62          Run Dialogue $099D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Garro...only YOU could have<I>
 created sculptures with such
 gentle beauty and...raw power!<I><END>


E0/93DB: F0 09                Duration: 9 frames
E0/93DD: 1C 87                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/93DF: 10 85                Set sequence flag, 1/2 speed
   E0/93E1: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/93E4: F0 3B                Frame Duration: 59
E0/93E6: 60 94 A9 62          Run Dialogue $0994 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GARRO: Thank you, your majesty.<I>
 I'll be on my way now...<I><END>


E0/93EA: F0 09                Duration: 9 frames
E0/93EC: 1B A0                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x20 bytes) (Wait until complete)
   E0/93EE: 10 81                Set sequence flag, x2 speed
   E0/93F0: 06                   Set "moon-walk" Bits
   E0/93F1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/93F2: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/93F3: 45                   <UNKNOWN COMMAND $45>
   E0/93F4: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/93F5: F0 3B                Frame Duration: 59
   E0/93F7: 10 41                Set transition flag, x2 speed
   E0/93F9: 10 83                Set sequence flag, x4 speed
   E0/93FB: D4 01                Start code block, repeat 1 times
   E0/93FD: 67 03                Shift object up-right 3 pixels
   E0/93FF: 63 03                Shift object down-left 3 pixels
   E0/9401: F0 09                Frame Duration: 9
   E0/9403: D7                   End of code block
   E0/9404: 07                   Clear "moon-walk" Bits
   E0/9405: 71                   Object faces down-right
   E0/9406: F0 01                Frame Duration: 1
   E0/9408: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/940A: 0B 04                Set Bits $4 of current object address 0A,x
   E0/940C: 53 09                Shift object down-left 144 pixels
E0/940E: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
E0/9410: F2 6D 36             <UNKNOWN COMMAND $F2>
E0/9413: 1C 84                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/9415: 09                   Reset all object properties to default
   E0/9416: 75                   Object faces up-left
   E0/9417: F0 3B                Frame Duration: 59
E0/9419: 60 A2 A9 62          Run Dialogue $09A2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 VALENTINA: ...<I>
  ...SPECTACULAR!!<I><END>


E0/941D: F0 09                Duration: 9 frames
E0/941F: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/9421: 77                   Object faces up-right
E0/9422: F0 09                Duration: 9 frames
E0/9424: 60 9E A9 62          Run Dialogue $099E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 DODO!...DODO!!...<I>
 Don't just sit there like a roast!
 Hurry and carry these in!<I><END>


E0/9428: F0 59                Duration: 89 frames
E0/942A: 60 9F A9 62          Run Dialogue $099F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


           .........DODO!!<I><END>


E0/942E: F0 09                Duration: 9 frames
E0/9430: 1F 95                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   E0/9432: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/9433: 92 0B 10 04          Place object at on-screen coords: (352,128) Z=64
   E0/9437: 94 08 04 00          Place object: right=8px down=4px up=0px
   E0/943B: 73                   Object faces down-left
   E0/943C: 10 45                Set transition flag, 1/2 speed
   E0/943E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/943F: 10 81                Set sequence flag, x2 speed
   E0/9441: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/9444: 53 04                Shift object down-left 64 pixels
   E0/9446: 09                   Reset all object properties to default
E0/9447: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/9449: 10 40                Set transition flag, x1 speed
   E0/944B: 10 81                Set sequence flag, x2 speed
   E0/944D: 57 04                Shift object up-right 64 pixels
   E0/944F: 75                   Object faces up-left
E0/9450: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/9452: 10 45                Set transition flag, 1/2 speed
   E0/9454: 57 02                Shift object up-right 32 pixels
E0/9456: 1F 8A                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/9458: F0 1D                Frame Duration: 29
   E0/945A: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/945D: 65 08                Shift object up-left 8 pixels
   E0/945F: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
E0/9462: F0 09                Duration: 9 frames
E0/9464: 60 A0 A9 62          Run Dialogue $09A0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


               Step on it!<I><END>


E0/9468: F0 09                Duration: 9 frames
E0/946A: 1C 13                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x13 bytes)
   E0/946C: 10 40                Set transition flag, x1 speed
   E0/946E: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/946F: 4A                   <UNKNOWN COMMAND $4A>
   E0/9470: 10 41                Set transition flag, x2 speed
   E0/9472: 6B 06                <UNKNOWN COMMAND: frame duration=6?>
   E0/9474: 10 43                Set transition flag, x4 speed
   E0/9476: 6B 0A                <UNKNOWN COMMAND: frame duration=10?>
   E0/9478: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/9479: F0 77                Frame Duration: 119
   E0/947B: 10 45                Set transition flag, 1/2 speed
   E0/947D: 57 05                Shift object up-right 80 pixels
E0/947F: 1F 2D                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x2D bytes)
   E0/9481: F0 17                Frame Duration: 23
   E0/9483: 08 48 96             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/9486: F0 03                Frame Duration: 3
   E0/9488: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/948B: F0 01                Frame Duration: 1
   E0/948D: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/9490: F0 03                Frame Duration: 3
   E0/9492: D4 01                Start code block, repeat 1 times
   E0/9494: 08 48 96             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/9497: F0 01                Frame Duration: 1
   E0/9499: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/949C: F0 01                Frame Duration: 1
   E0/949E: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/94A1: F0 03                Frame Duration: 3
   E0/94A3: D7                   End of code block
   E0/94A4: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/94A7: F0 77                Frame Duration: 119
   E0/94A9: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/94AC: F0 4F                Frame Duration: 79
E0/94AE: FD 32                <UNKNOWN COMMAND $FD 32>
E0/94B0: 1F A8                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x28 bytes) (Wait until complete)
   E0/94B2: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/94B5: F0 3B                Frame Duration: 59
   E0/94B7: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/94BA: 61 08                Shift object down-right 8 pixels
   E0/94BC: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/94BF: F0 3B                Frame Duration: 59
   E0/94C1: D4 02                Start code block, repeat 2 times
   E0/94C3: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   E0/94C6: F0 03                Frame Duration: 3
   E0/94C8: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/94CB: F0 03                Frame Duration: 3
   E0/94CD: D7                   End of code block
   E0/94CE: 10 80                Set sequence flag, x1 speed
   E0/94D0: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/94D3: F0 53                Frame Duration: 83
   E0/94D5: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/94D8: F0 1D                Frame Duration: 29
E0/94DA: 1F 49                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x49 bytes)
   E0/94DC: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/94DF: F0 15                Frame Duration: 21
   E0/94E1: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/94E4: F0 59                Frame Duration: 89
   E0/94E6: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/94E9: F0 01                Frame Duration: 1
   E0/94EB: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   E0/94EE: F0 01                Frame Duration: 1
   E0/94F0: 08 48 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   E0/94F3: F0 02                Frame Duration: 2
   E0/94F5: 08 48 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
   E0/94F8: F0 03                Frame Duration: 3
   E0/94FA: 08 48 8D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
   E0/94FD: F0 01                Frame Duration: 1
   E0/94FF: 08 48 9A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: yes
   E0/9502: F0 01                Frame Duration: 1
   E0/9504: 08 48 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/9507: F0 01                Frame Duration: 1
   E0/9509: 08 48 8A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: yes
   E0/950C: F0 01                Frame Duration: 1
   E0/950E: 08 48 8B             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: yes
   E0/9511: F0 01                Frame Duration: 1
   E0/9513: 08 48 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
   E0/9516: F0 01                Frame Duration: 1
   E0/9518: 08 48 8D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
   E0/951B: F0 01                Frame Duration: 1
   E0/951D: 08 48 9A             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: yes
   E0/9520: F0 01                Frame Duration: 1
   E0/9522: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
E0/9525: 19 B3                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x33 bytes) (Wait until complete)
   E0/9527: F0 10                Frame Duration: 16
   E0/9529: 10 43                Set transition flag, x4 speed
   E0/952B: 06                   Set "moon-walk" Bits
   E0/952C: 61 02                Shift object down-right 2 pixels
   E0/952E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/9530: 91 D4 03 65          Objects bounces at 101px high arches: right=2704px down=24px)
   E0/9534: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/9535: 61 04                Shift object down-right 4 pixels
   E0/9537: D7                   End of code block
   E0/9538: 65 02                Shift object up-left 2 pixels
   E0/953A: F0 63                Frame Duration: 99
   E0/953C: 61 02                Shift object down-right 2 pixels
   E0/953E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/9540: 91 D4 03 65          Objects bounces at 101px high arches: right=2704px down=24px)
   E0/9544: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/9545: 61 04                Shift object down-right 4 pixels
   E0/9547: D7                   End of code block
   E0/9548: 65 02                Shift object up-left 2 pixels
   E0/954A: F0 03                Frame Duration: 3
   E0/954C: 61 02                Shift object down-right 2 pixels
   E0/954E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/9550: 91 D4 03 65          Objects bounces at 101px high arches: right=2704px down=24px)
   E0/9554: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/9555: 61 04                Shift object down-right 4 pixels
   E0/9557: D7                   End of code block
   E0/9558: 65 02                Shift object up-left 2 pixels
E0/955A: FD 32                <UNKNOWN COMMAND $FD 32>
E0/955C: 1F A3                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x23 bytes) (Wait until complete)
   E0/955E: F0 3B                Frame Duration: 59
   E0/9560: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/9563: F0 53                Frame Duration: 83
   E0/9565: 10 81                Set sequence flag, x2 speed
   E0/9567: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/956A: 65 08                Shift object up-left 8 pixels
   E0/956C: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/956F: F0 09                Frame Duration: 9
   E0/9571: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/9574: F0 3B                Frame Duration: 59
   E0/9576: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/9579: 43                   <UNKNOWN COMMAND $43>
   E0/957A: 63 04                Shift object down-left 4 pixels
   E0/957C: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/957F: F0 01                Frame Duration: 1
E0/9581: 1F 05                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/9583: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/9586: 57 05                Shift object up-right 80 pixels
E0/9588: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/958A: 10 45                Set transition flag, 1/2 speed
   E0/958C: 57 05                Shift object up-right 80 pixels
E0/958E: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/9590: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/9593: 10 45                Set transition flag, 1/2 speed
   E0/9595: 57 05                Shift object up-right 80 pixels
E0/9597: F0 3B                Duration: 59 frames
E0/9599: 76 3C                Simultaneously darken screen from black with following commands; Duration: 60 frames
E0/959B: 7F                   <UNKNOWN COMMAND $7F>
E0/959C: F2 6D 34             <UNKNOWN COMMAND $F2>
E0/959F: A4 60                Clear event flag memory address 00:704C Bit 0
E0/95A1: 68 6E 00 05 45 E1    Enter area: $006E
                              MARIO will be at coords: (176,552) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/95A7: D0 40 08             Execute event id $0840 subsequently
E0/95AA: F0 09                Duration: 9 frames
E0/95AC: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/95B0: F0 09                Duration: 9 frames
E0/95B2: 60 88 A9 D4          Run Dialogue $0988 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




          Okay, just say when.<I><END>


E0/95B6: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/95BA: FE                   Return


EVENT [E39] ------------------------------------------------------------>
E0/95BB: DC F4 94 75          If event flag memory address 00:705E Bit 4 clear, jump to address $E0/7594
E0/95BF: D8 FB 94 75          If event flag memory address 00:705F Bit 3 set, jump to address $E0/7594
E0/95C3: D8 FA 94 75          If event flag memory address 00:705F Bit 2 set, jump to address $E0/7594
E0/95C7: A0 FA                Set event flag memory address 00:705F Bit 2
E0/95C9: FE                   Return


EVENT [E3A] ------------------------------------------------------------>
E0/95CA: D8 FB D1 95          If event flag memory address 00:705F Bit 3 set, jump to address $E0/95D1
E0/95CE: 6B A0 81             Modify physical field of area $81A0
E0/95D1: DC FD D9 95          If event flag memory address 00:705F Bit 5 clear, jump to address $E0/95D9
E0/95D5: A4 60                Clear event flag memory address 00:704C Bit 0
E0/95D7: A4 61                Clear event flag memory address 00:704C Bit 1
E0/95D9: 19 F5 24 03          Set Object: NPC #5 ---> Command: UNKNOWN COMMAND $F5: movement $0324
E0/95DD: 1A F5 27 03          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F5: movement $0327
E0/95E1: 15 F5 26 03          Set Object: NPC #1 ---> Command: UNKNOWN COMMAND $F5: movement $0326
E0/95E5: 17 F5 23 03          Set Object: NPC #3 ---> Command: UNKNOWN COMMAND $F5: movement $0323
E0/95E9: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/95EB: FD 0F 02             Object overlaps BG1
E0/95EE: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/95F0: FD 0F 03             Object overlaps BG1 & BG2
E0/95F3: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/95F5: FD 0F 03             Object overlaps BG1 & BG2
E0/95F8: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/95FA: FD 0F 03             Object overlaps BG1 & BG2
E0/95FD: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/95FF: FD 0F 03             Object overlaps BG1 & BG2
E0/9602: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9604: FD 0F 03             Object overlaps BG1 & BG2
E0/9607: 1F 03                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9609: FD 0F 03             Object overlaps BG1 & BG2
E0/960C: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/960E: FD 0F 03             Object overlaps BG1 & BG2
E0/9611: 21 03                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9613: FD 0F 03             Object overlaps BG1 & BG2
E0/9616: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9618: FD 0F 03             Object overlaps BG1 & BG2
E0/961B: 1D 83                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/961D: FD 0F 03             Object overlaps BG1 & BG2
E0/9620: D8 60 94 75          If event flag memory address 00:704C Bit 0 set, jump to address $E0/7594
E0/9624: D8 10 2A 96          If event flag memory address 00:7042 Bit 0 set, jump to address $E0/962A
E0/9628: 71                   Lighten screen from black before following commands
E0/9629: FE                   Return

E0/962A: 70                   Simultaneously lighten screen from black with following commands
E0/962B: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/962D: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/962F: 10 41                Set transition flag, x2 speed
   E0/9631: 7F 84 00             Object jumps (with sound effect) #$0084 units
   E0/9634: 47                   <UNKNOWN COMMAND $47>
   E0/9635: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/9637: 57 02                Shift object up-right 32 pixels
E0/9639: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/963D: 7F                   <UNKNOWN COMMAND $7F>
E0/963E: A4 10                Clear event flag memory address 00:7042 Bit 0
E0/9640: FE                   Return


EVENT [E3B] ------------------------------------------------------------>
E0/9641: 60 67 A9 D0          Run Dialogue $0967 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Say, you have that, I'm looking
 for something look in your eyes.<I>
 What can I do for you?<I><END>


E0/9645: 4C 15                Open Shop Menu $15
E0/9647: 71                   Lighten screen from black before following commands
E0/9648: FE                   Return


EVENT [E3C] ------------------------------------------------------------>
E0/9649: A8 0E 14             Store #$14 to 00:70AE
E0/964C: B0 12 1E 00          Store #$001E to 00:7024
E0/9650: D8 14 4D 99          If event flag memory address 00:7042 Bit 4 set, jump to address $E0/994D
E0/9654: D8 15 4D 99          If event flag memory address 00:7042 Bit 5 set, jump to address $E0/994D
E0/9658: D8 16 4D 99          If event flag memory address 00:7042 Bit 6 set, jump to address $E0/994D
E0/965C: D8 17 4D 99          If event flag memory address 00:7042 Bit 7 set, jump to address $E0/994D
E0/9660: D8 13 4D 99          If event flag memory address 00:7042 Bit 3 set, jump to address $E0/994D
E0/9664: 60 91 8E D0          Run Dialogue $0E91 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Welcome! Come on in!
 So you want to take a rest?
 I'm sure that's why you're here.<I>

 It'll be <$01> coins a night.<I>
 >>   (OK, I'll take a break)
 >>   (I'll pass)<I><END>


E0/9668: 66 25 99             If 2nd option chosen from dialogue prompt, jump to address $E0/9925
E0/966B: F0 09                Duration: 9 frames
E0/966D: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/9671: D1 12 01             Execute event id $0112
E0/9674: D8 4B 30 99          If event flag memory address 00:7049 Bit 3 set, jump to address $E0/9930
E0/9678: BA 12                Store value at 00:7024 to 00:7000
E0/967A: FD 53                Subtract # at 00:7000 from total coins
E0/967C: A2 87                Set event flag memory address 00:7090 Bit 7
E0/967E: 60 92 8E D0          Run Dialogue $0E92 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Let me guess...you want to use
 this Dream Cushion to rest,
 right? That'll be 30 more coins.<I>
 >>   (I'll try anything once)
 >>   (Looks pretty weird)<I><END>


E0/9682: 66 40 99             If 2nd option chosen from dialogue prompt, jump to address $E0/9940
E0/9685: F0 09                Duration: 9 frames
E0/9687: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/968B: D1 12 01             Execute event id $0112
E0/968E: D8 4B 37 99          If event flag memory address 00:7049 Bit 3 set, jump to address $E0/9937
E0/9692: BA 12                Store value at 00:7024 to 00:7000
E0/9694: FD 53                Subtract # at 00:7000 from total coins
E0/9696: 60 BF AE D0          Run Dialogue $0EBF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Good dreams are fun
 entertainment!<I><END>


E0/969A: 95 02 00             Fade out music to volume 0; Duration: 2 frames
E0/969D: 8F                   <UNKNOWN COMMAND $8F>
E0/969E: 00 12                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes)
   E0/96A0: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/96A1: F0 09                Frame Duration: 9
   E0/96A3: 9C 36                Play sound effect #$36
   E0/96A5: F0 31                Frame Duration: 49
   E0/96A7: 00                   Set Bit 7 of current object (enable object visibility)
   E0/96A8: 83 08 4A             Place object: right=256px down=592px
   E0/96AB: 1E                   <UNKNOWN COMMAND $1E>
   E0/96AC: F0 3B                Frame Duration: 59
   E0/96AE: 8F                   <UNKNOWN COMMAND $8F>
   E0/96AF: 00                   Set Bit 7 of current object (enable object visibility)
   E0/96B0: 00                   Set Bit 7 of current object (enable object visibility)
   E0/96B1: 01                   Clear Bit 7 of current object (disable object visibility)
E0/96B2: 7F                   <UNKNOWN COMMAND $7F>
E0/96B3: B6 33 00              Store a random number from 0 to #$0033 to 00:7000
E0/96B6: C0 2D 00             Compare value at 00:7000 to #$002D
E0/96B9: EC F8 96             If Bit 0 of 00:70A0,x set, jump to address $E0/96F8
E0/96BC: C0 29 00             Compare value at 00:7000 to #$0029
E0/96BF: EC E8 98             If Bit 0 of 00:70A0,x set, jump to address $E0/98E8
E0/96C2: C0 22 00             Compare value at 00:7000 to #$0022
E0/96C5: EC 55 98             If Bit 0 of 00:70A0,x set, jump to address $E0/9855
E0/96C8: C0 11 00             Compare value at 00:7000 to #$0011
E0/96CB: EC 7E 97             If Bit 0 of 00:70A0,x set, jump to address $E0/977E
E0/96CE: A0 14                Set event flag memory address 00:7042 Bit 4
E0/96D0: 68 F8 01 1A 54 41    Enter area: $01F8
                              MARIO will be at coords: (832,672) Z=16
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/96D6: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/96D8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/96DA: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/96DC: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/96DF: 94 00 06 00          Place object: right=0px down=6px up=0px
E0/96E3: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/96E5: FD 0F 03             Object overlaps BG1 & BG2
E0/96E8: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/96EA: FD 0F 03             Object overlaps BG1 & BG2
E0/96ED: 72 78                Simultaneously lighten screen from black with following commands; Duration: 120 frames
E0/96EF: 7F                   <UNKNOWN COMMAND $7F>
E0/96F0: F0 EF                Duration: 239 frames
E0/96F2: 76 5A                Simultaneously darken screen from black with following commands; Duration: 90 frames
E0/96F4: 7F                   <UNKNOWN COMMAND $7F>
E0/96F5: D0 E0 02             Execute event id $02E0 subsequently
E0/96F8: DA C6 E8 98          If event flag memory address 00:7098 Bit 6 set, jump to address $E0/98E8
E0/96FC: A0 15                Set event flag memory address 00:7042 Bit 5
E0/96FE: 68 F6 01 17 14 40    Enter area: $01F6
                              MARIO will be at coords: (736,160) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/9704: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   E0/9706: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/9708: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/970B: 94 08 F8 00          Place object: right=8px down=248px up=0px
E0/970F: 0D 86                Set Object: BG1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/9711: 10 44                Set transition flag, x8 speed
   E0/9713: 50 07                Shift object right 112 pixels
   E0/9715: 60 08                Shift object right 8 pixels
E0/9717: 18 F8                Set Object: NPC #4 ---> Command: Show Object
E0/9719: 18 F2 63 00          Set Object: NPC #4 ---> Command: Set object to movement: $0063
E0/971D: 72 78                Simultaneously lighten screen from black with following commands; Duration: 120 frames
E0/971F: 7F                   <UNKNOWN COMMAND $7F>
E0/9720: F0 77                Duration: 119 frames
E0/9722: 60 D8 AE 42          Run Dialogue $0ED8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOAD: Ya! Ya!<I><END>


E0/9726: A0 19                Set event flag memory address 00:7043 Bit 1
E0/9728: F0 1D                Duration: 29 frames
E0/972A: 60 D9 AE 42          Run Dialogue $0ED9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Mario...<I>
 I've kept this a secret until now,
 but...I'm really a...a...<I><END>


E0/972E: 18 1C                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x1C bytes)
   E0/9730: D4 03                Start code block, repeat 3 times
   E0/9732: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/9733: F0 03                Frame Duration: 3
   E0/9735: 00                   Set Bit 7 of current object (enable object visibility)
   E0/9736: F0 03                Frame Duration: 3
   E0/9738: D7                   End of code block
   E0/9739: D4 03                Start code block, repeat 3 times
   E0/973B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/973C: F0 01                Frame Duration: 1
   E0/973E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/973F: F0 01                Frame Duration: 1
   E0/9741: D7                   End of code block
   E0/9742: D4 03                Start code block, repeat 3 times
   E0/9744: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/9745: F0 00                Frame Duration: 0
   E0/9747: 00                   Set Bit 7 of current object (enable object visibility)
   E0/9748: F0 00                Frame Duration: 0
   E0/974A: D7                   End of code block
   E0/974B: 01                   Clear Bit 7 of current object (disable object visibility)
E0/974C: 19 22                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x22 bytes)
   E0/974E: F0 1F                Frame Duration: 31
   E0/9750: D4 03                Start code block, repeat 3 times
   E0/9752: 00                   Set Bit 7 of current object (enable object visibility)
   E0/9753: F0 00                Frame Duration: 0
   E0/9755: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/9756: F0 00                Frame Duration: 0
   E0/9758: D7                   End of code block
   E0/9759: D7                   End of code block
   E0/975A: D4 03                Start code block, repeat 3 times
   E0/975C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/975D: F0 01                Frame Duration: 1
   E0/975F: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/9760: F0 01                Frame Duration: 1
   E0/9762: D7                   End of code block
   E0/9763: FD 9E                <UNKNOWN COMMAND $9E>
   E0/9765: 2C D4 03             <UNKNOWN COMMAND $2C>
   E0/9768: 00                   Set Bit 7 of current object (enable object visibility)
   E0/9769: F0 03                Frame Duration: 3
   E0/976B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/976C: F0 03                Frame Duration: 3
   E0/976E: D7                   End of code block
   E0/976F: 00                   Set Bit 7 of current object (enable object visibility)
E0/9770: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9772: 60 DA AE 42          Run Dialogue $0EDA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


              a MONSTER!!!<I><END>


E0/9776: 76 5A                Simultaneously darken screen from black with following commands; Duration: 90 frames
E0/9778: 7F                   <UNKNOWN COMMAND $7F>
E0/9779: A0 60                Set event flag memory address 00:704C Bit 0
E0/977B: D0 E0 02             Execute event id $02E0 subsequently
E0/977E: B4 41                Store value at 00:70E1 to 00:7000
E0/9780: C0 04 00             Compare value at 00:7000 to #$0004
E0/9783: EC E8 98             If Bit 0 of 00:70A0,x set, jump to address $E0/98E8
E0/9786: A0 16                Set event flag memory address 00:7042 Bit 6
E0/9788: 68 F6 01 17 14 40    Enter area: $01F6
                              MARIO will be at coords: (736,160) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/978E: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   E0/9790: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/9792: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/9795: 94 08 F8 00          Place object: right=8px down=248px up=0px
E0/9799: 0D 86                Set Object: BG1 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/979B: 10 44                Set transition flag, x8 speed
   E0/979D: 50 07                Shift object right 112 pixels
   E0/979F: 60 08                Shift object right 8 pixels
E0/97A1: B6 04 00              Store a random number from 0 to #$0004 to 00:7000
E0/97A4: E2 03 00 D4 97       If value at 00:7000 = #$0003, jump to address $E0/97D4
E0/97A9: E2 02 00 FA 97       If value at 00:7000 = #$0002, jump to address $E0/97FA
E0/97AE: E2 01 00 2A 98       If value at 00:7000 = #$0001, jump to address $E0/982A
E0/97B3: DA C2 7E 97          If event flag memory address 00:7098 Bit 2 set, jump to address $E0/977E
E0/97B7: A2 C2                Set event flag memory address 00:7098 Bit 2
E0/97B9: AA 41                Increment 00:70E1
E0/97BB: 14 F8                Set Object: NPC #0 ---> Command: Show Object
E0/97BD: 72 78                Simultaneously lighten screen from black with following commands; Duration: 120 frames
E0/97BF: 7F                   <UNKNOWN COMMAND $7F>
E0/97C0: F0 3B                Duration: 59 frames
E0/97C2: 14 F3 7C 02          Set Object: NPC #0 ---> Command: Set object to movement: $027C
E0/97C6: F0 09                Duration: 9 frames
E0/97C8: 60 DB AE 42          Run Dialogue $0EDB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GAZ:
    Geno, come on, you can do it!<I><END>


E0/97CC: F0 09                Duration: 9 frames
E0/97CE: 76 5A                Simultaneously darken screen from black with following commands; Duration: 90 frames
E0/97D0: 7F                   <UNKNOWN COMMAND $7F>
E0/97D1: D0 E0 02             Execute event id $02E0 subsequently
E0/97D4: DA C3 7E 97          If event flag memory address 00:7098 Bit 3 set, jump to address $E0/977E
E0/97D8: A2 C3                Set event flag memory address 00:7098 Bit 3
E0/97DA: AA 41                Increment 00:70E1
E0/97DC: 17 F8                Set Object: NPC #3 ---> Command: Show Object
E0/97DE: 72 78                Simultaneously lighten screen from black with following commands; Duration: 120 frames
E0/97E0: 7F                   <UNKNOWN COMMAND $7F>
E0/97E1: F0 3B                Duration: 59 frames
E0/97E3: 17 89                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/97E5: 08 4A 94             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: yes
   E0/97E8: FD 9E                <UNKNOWN COMMAND $9E>
   E0/97EA: 3F F0 09 09          <UNKNOWN COMMAND $3F: pointer to address $E0/0909>
E0/97EE: 60 DC AE 42          Run Dialogue $0EDC (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

YOSHI:
           (Mario! Good luck!)<I><END>


E0/97F2: F0 09                Duration: 9 frames
E0/97F4: 76 5A                Simultaneously darken screen from black with following commands; Duration: 90 frames
E0/97F6: 7F                   <UNKNOWN COMMAND $7F>
E0/97F7: D0 E0 02             Execute event id $02E0 subsequently
E0/97FA: DA C4 7E 97          If event flag memory address 00:7098 Bit 4 set, jump to address $E0/977E
E0/97FE: A2 C4                Set event flag memory address 00:7098 Bit 4
E0/9800: AA 41                Increment 00:70E1
E0/9802: 15 F8                Set Object: NPC #1 ---> Command: Show Object
E0/9804: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/9806: 08 48 87             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
E0/9809: 72 78                Simultaneously lighten screen from black with following commands; Duration: 120 frames
E0/980B: 7F                   <UNKNOWN COMMAND $7F>
E0/980C: F0 3B                Duration: 59 frames
E0/980E: 15 8E                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/9810: 09                   Reset all object properties to default
   E0/9811: F0 3B                Frame Duration: 59
   E0/9813: D4 01                Start code block, repeat 1 times
   E0/9815: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/9818: F0 07                Frame Duration: 7
   E0/981A: 09                   Reset all object properties to default
   E0/981B: F0 07                Frame Duration: 7
   E0/981D: D7                   End of code block
E0/981E: 60 DD AE 42          Run Dialogue $0EDD (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

CHANCELLOR:
    We're counting on you, Mario!<I><END>


E0/9822: F0 09                Duration: 9 frames
E0/9824: 76 5A                Simultaneously darken screen from black with following commands; Duration: 90 frames
E0/9826: 7F                   <UNKNOWN COMMAND $7F>
E0/9827: D0 E0 02             Execute event id $02E0 subsequently
E0/982A: DA C5 7E 97          If event flag memory address 00:7098 Bit 5 set, jump to address $E0/977E
E0/982E: A2 C5                Set event flag memory address 00:7098 Bit 5
E0/9830: AA 41                Increment 00:70E1
E0/9832: 16 F8                Set Object: NPC #2 ---> Command: Show Object
E0/9834: 16 F2 63 00          Set Object: NPC #2 ---> Command: Set object to movement: $0063
E0/9838: 72 78                Simultaneously lighten screen from black with following commands; Duration: 120 frames
E0/983A: 7F                   <UNKNOWN COMMAND $7F>
E0/983B: F0 3B                Duration: 59 frames
E0/983D: 60 DE AE 42          Run Dialogue $0EDE (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Boing, boing, boing!
 I'm trying really hard, so Mario,
 you have to try hard, too!<I><END>


E0/9841: A0 19                Set event flag memory address 00:7043 Bit 1
E0/9843: F0 1D                Duration: 29 frames
E0/9845: 16 F2 17 00          Set Object: NPC #2 ---> Command: Set object to movement: $0017
E0/9849: 60 DF AE 42          Run Dialogue $0EDF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       I'm with you all the way!<I><END>


E0/984D: F0 09                Duration: 9 frames
E0/984F: 76 5A                Simultaneously darken screen from black with following commands; Duration: 90 frames
E0/9851: 7F                   <UNKNOWN COMMAND $7F>
E0/9852: D0 E0 02             Execute event id $02E0 subsequently
E0/9855: A0 17                Set event flag memory address 00:7042 Bit 7
E0/9857: 68 F6 01 16 13 40    Enter area: $01F6
                              MARIO will be at coords: (720,152) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/985D: FD 31                Screen doesn't move with MARIO
E0/985F: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/9861: 10 44                Set transition flag, x8 speed
   E0/9863: 60 10                Shift object right 16 pixels
E0/9865: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   E0/9867: 92 1E 13 02          Place object at on-screen coords: (976,152) Z=32
   E0/986B: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/986E: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/9870: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9872: 72 78                Simultaneously lighten screen from black with following commands; Duration: 120 frames
E0/9874: 7F                   <UNKNOWN COMMAND $7F>
E0/9875: 0D 19                Set Object: BG1 ---> Begin action queue for object (Length: 0x19 bytes)
   E0/9877: 10 45                Set transition flag, 1/2 speed
   E0/9879: 20 04                <UNKNOWN COMMAND $20>
   E0/987B: 28 00 00 00 00 00 C0 00 03 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/988B: 50 07                Shift object right 112 pixels
   E0/988D: 60 10                Shift object right 16 pixels
   E0/988F: 21                   <UNKNOWN COMMAND $21>
E0/9890: 00 A0                Set Object: MARIO ---> Begin action queue for object (Length: 0x20 bytes) (Wait until complete)
   E0/9892: 10 45                Set transition flag, 1/2 speed
   E0/9894: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/9896: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/9898: FD 0F 03             Object overlaps BG1 & BG2
   E0/989B: 20 04                <UNKNOWN COMMAND $20>
   E0/989D: 28 00 00 00 00 00 40 00 03 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/98AD: 54 07                Shift object left 112 pixels
   E0/98AF: 64 10                Shift object left 16 pixels
   E0/98B1: 21                   <UNKNOWN COMMAND $21>
E0/98B2: F0 77                Duration: 119 frames
E0/98B4: 0D 15                Set Object: BG1 ---> Begin action queue for object (Length: 0x15 bytes)
   E0/98B6: 20 04                <UNKNOWN COMMAND $20>
   E0/98B8: 28 00 00 00 00 00 C0 00 03 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/98C8: 50 06                Shift object right 96 pixels
   E0/98CA: 21                   <UNKNOWN COMMAND $21>
E0/98CB: 00 95                Set Object: MARIO ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   E0/98CD: 20 04                <UNKNOWN COMMAND $20>
   E0/98CF: 28 00 00 00 00 00 40 00 03 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/98DF: 54 06                Shift object left 96 pixels
   E0/98E1: 21                   <UNKNOWN COMMAND $21>
E0/98E2: 76 5A                Simultaneously darken screen from black with following commands; Duration: 90 frames
E0/98E4: 7F                   <UNKNOWN COMMAND $7F>
E0/98E5: D0 E0 02             Execute event id $02E0 subsequently
E0/98E8: A0 13                Set event flag memory address 00:7042 Bit 3
E0/98EA: 68 F7 01 19 34 41    Enter area: $01F7
                              MARIO will be at coords: (800,416) Z=16
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/98F0: 00 13                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes)
   E0/98F2: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/98F4: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/98F6: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/98F8: 92 19 34 02          Place object at on-screen coords: (800,416) Z=32
   E0/98FC: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/98FF: 94 04 F8 00          Place object: right=4px down=248px up=0px
   E0/9903: 13 00                Layering priority: MARIO overlaps object
E0/9905: 16 13                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x13 bytes)
   E0/9907: 94 F8 04 00          Place object: right=248px down=4px up=0px
   E0/990B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/990C: 13 02                Layering priority: Object overlaps MARIO
   E0/990E: F0 EF                Frame Duration: 239
   E0/9910: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   E0/9913: F0 31                Frame Duration: 49
   E0/9915: 10 80                Set sequence flag, x1 speed
   E0/9917: 08 40 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
E0/991A: 72 78                Simultaneously lighten screen from black with following commands; Duration: 120 frames
E0/991C: 7F                   <UNKNOWN COMMAND $7F>
E0/991D: F0 EF                Duration: 239 frames
E0/991F: 76 5A                Simultaneously darken screen from black with following commands; Duration: 90 frames
E0/9921: 7F                   <UNKNOWN COMMAND $7F>
E0/9922: D0 E0 02             Execute event id $02E0 subsequently
E0/9925: F0 09                Duration: 9 frames
E0/9927: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/992B: 60 BC AE D0          Run Dialogue $0EBC (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




        Please come back again!<I><END>


E0/992F: FE                   Return

E0/9930: A4 4B                Clear event flag memory address 00:7049 Bit 3
E0/9932: 60 93 AE D0          Run Dialogue $0E93 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Seems like you don't have
 enough money. Come back again.<I><END>


E0/9936: FE                   Return

E0/9937: A4 4B                Clear event flag memory address 00:7049 Bit 3
E0/9939: 60 BE AE D0          Run Dialogue $0EBE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Hey, wait a sec.
 You don't have enough money, so
 I can't let you use the cushion.<I><END>


E0/993D: D0 18 01             Execute event id $0118 subsequently
E0/9940: F0 09                Duration: 9 frames
E0/9942: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/9946: D0 18 01             Execute event id $0118 subsequently
E0/9949: D1 4C 0E             Execute event id $0E4C
E0/994C: FE                   Return

E0/994D: 60 B7 8E D0          Run Dialogue $0EB7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Morning!
 Did you have pleasant dreams?<I>

E0/9951: D8 14 64 99          If event flag memory address 00:7042 Bit 4 set, jump to address $E0/9964
E0/9955: D8 16 6B 99          If event flag memory address 00:7042 Bit 6 set, jump to address $E0/996B
E0/9959: D8 17 72 99          If event flag memory address 00:7042 Bit 7 set, jump to address $E0/9972
E0/995D: 60 B9 AE D0          Run Dialogue $0EB9 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 It looked like you had nightmares.
 Is everything okay?<I><END>


E0/9961: D2 76 99             Jump to address $E0/9976
E0/9964: 60 B8 AE D0          Run Dialogue $0EB8 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 That's odd...
 It smells like pepper in here!
 Probably just my imagination!<I><END>


E0/9968: D2 76 99             Jump to address $E0/9976
E0/996B: 60 BA AE D0          Run Dialogue $0EBA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 When you hear laughter,
 you know it's a good dream!<I><END>


E0/996F: D2 76 99             Jump to address $E0/9976
E0/9972: 60 BB AE D0          Run Dialogue $0EBB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 You slept quietly, so I'm sure
 you had pleasant dreams!<I><END>


E0/9976: A4 14                Clear event flag memory address 00:7042 Bit 4
E0/9978: A4 15                Clear event flag memory address 00:7042 Bit 5
E0/997A: A4 16                Clear event flag memory address 00:7042 Bit 6
E0/997C: A4 17                Clear event flag memory address 00:7042 Bit 7
E0/997E: A4 13                Clear event flag memory address 00:7042 Bit 3
E0/9980: FE                   Return


EVENT [E3D] ------------------------------------------------------------>
E0/9981: A0 48                Set event flag memory address 00:7049 Bit 0
E0/9983: 68 71 01 18 12 42    Enter area: $0171
                              MARIO will be at coords: (768,144) Z=32
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/9989: D0 1A 01             Execute event id $011A subsequently
E0/998C: FE                   Return


EVENT [E3E] ------------------------------------------------------------>
E0/998D: 60 69 A9 D0          Run Dialogue $0969 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I used to work for King Nimbus,
 but all of a sudden one day,<I>

 Valentina told me I was fired!
 I just don't get it...
 He NEEDS help. He's sick...!<I><END>


E0/9991: FE                   Return


EVENT [E3F] ------------------------------------------------------------>
E0/9992: 60 6A A9 D0          Run Dialogue $096A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I used to work in the castle.
 You should see the way she hits
 poor Dodo!<I>

 What a horrible life he must live!<I><END>


E0/9996: FE                   Return


EVENT [E40] ------------------------------------------------------------>
E0/9997: 60 A3 A9 D0          Run Dialogue $09A3 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Prince Mallow, as I remember him,
 used to be so small, so timid...<I>
 Now, just LOOK at him!<I><END>


E0/999B: FE                   Return


EVENT [E41] ------------------------------------------------------------>
E0/999C: 60 06 AE D0          Run Dialogue $0E06 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 King Nimbus loves statues and
 birds. He has scads of 'em
 in the castle.<I><END>


E0/99A0: FE                   Return


EVENT [E42] ------------------------------------------------------------>
E0/99A1: 60 07 AE D0          Run Dialogue $0E07 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I hope to serve the King
 again, soon!<I><END>


E0/99A5: FE                   Return


EVENT [E43] ------------------------------------------------------------>
E0/99A6: 18 8C                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/99A8: 10 43                Set transition flag, x4 speed
   E0/99AA: FD 9E                <UNKNOWN COMMAND $9E>
   E0/99AC: 1E                   <UNKNOWN COMMAND $1E>
   E0/99AD: D4 02                Start code block, repeat 2 times
   E0/99AF: 6A 08                Shift object up 8 pixels
   E0/99B1: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/99B3: D7                   End of code block
E0/99B4: 60 8E 8E D0          Run Dialogue $0E8E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

CROCO: Say, hey! We meet AGAIN!<I>
 Dis here land is RICH! It's got
 tons of loot, and I want it all!<I>

E0/99B8: 60 F1 AE D0          Run Dialogue $0EF1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 But hey, I'm not sweatin'!
 This device'll tell me where
 the treasures are hidden!<I>

 The rest of 'em are mine!
 All MINE!! Adios, fools!<I><END>


E0/99BC: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/99BE: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/99C1: 18 90                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/99C3: 71                   Object faces down-right
   E0/99C4: 10 81                Set sequence flag, x2 speed
   E0/99C6: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/99C8: 10 45                Set transition flag, 1/2 speed
   E0/99CA: 4A                   <UNKNOWN COMMAND $4A>
   E0/99CB: 10 C3                Set transition and sequence flags, x4 speed
   E0/99CD: FD 9E                <UNKNOWN COMMAND $9E>
   E0/99CF: 0B 4B                Set Bits $4B of current object address 0A,x
   E0/99D1: 51 06                Shift object down-right 96 pixels
E0/99D3: 19 0B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/99D5: 92 11 36 01          Place object at on-screen coords: (544,432) Z=16
   E0/99D9: 7E 6C 00             Object jumps #$006C units
   E0/99DC: 55 02                Shift object up-left 32 pixels
   E0/99DE: 65 06                Shift object up-left 6 pixels
E0/99E0: 0C 10                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x10 bytes)
   E0/99E2: FD 9E                <UNKNOWN COMMAND $9E>
   E0/99E4: 16                   <UNKNOWN COMMAND $16>
   E0/99E5: 10 43                Set transition flag, x4 speed
   E0/99E7: 61 02                Shift object down-right 2 pixels
   E0/99E9: D4 03                Start code block, repeat 3 times
   E0/99EB: 65 04                Shift object up-left 4 pixels
   E0/99ED: 61 04                Shift object down-right 4 pixels
   E0/99EF: D7                   End of code block
   E0/99F0: 65 02                Shift object up-left 2 pixels
E0/99F2: 18 8E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/99F4: 10 80                Set sequence flag, x1 speed
   E0/99F6: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/99F9: F0 1F                Frame Duration: 31
   E0/99FB: 09                   Reset all object properties to default
   E0/99FC: 10 83                Set sequence flag, x4 speed
   E0/99FE: 43                   <UNKNOWN COMMAND $43>
   E0/99FF: 51 02                Shift object down-right 32 pixels
   E0/9A01: 01                   Clear Bit 7 of current object (disable object visibility)
E0/9A02: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
E0/9A04: F2 59 31             <UNKNOWN COMMAND $F2>
E0/9A07: A2 23                Set event flag memory address 00:7084 Bit 3
E0/9A09: FE                   Return


EVENT [E44] ------------------------------------------------------------>
E0/9A0A: A8 0E 10             Store #$10 to 00:70AE
E0/9A0D: 60 8A 8E D0          Run Dialogue $0E8A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Do you know about the royal bus?<I>
 >>   (Yes)
 >>   (No)<I><END>


E0/9A11: 66 1F 9A             If 2nd option chosen from dialogue prompt, jump to address $E0/9A1F
E0/9A14: F0 09                Duration: 9 frames
E0/9A16: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/9A1A: 60 8C AE D0          Run Dialogue $0E8C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 When the King recovers, I'll let
 you see it. You see, I'm the
 bus maintenance man.<I><END>


E0/9A1E: FE                   Return

E0/9A1F: F0 09                Duration: 9 frames
E0/9A21: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/9A25: 60 8B AE D0          Run Dialogue $0E8B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 It's a regal vehicle, used only
 by the King. It's parked now, due
 to the fact he's ill...<I><END>


E0/9A29: FE                   Return


EVENT [E45] ------------------------------------------------------------>
E0/9A2A: D8 FC 33 9A          If event flag memory address 00:705F Bit 4 set, jump to address $E0/9A33
E0/9A2E: 60 05 AE D0          Run Dialogue $0E05 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We used to be able to walk through
 the castle freely, but I guess we
 shouldn't disturb the King now.<I><END>


E0/9A32: FE                   Return

E0/9A33: 60 C6 AE D0          Run Dialogue $0EC6 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Now that we can go into the
 castle again, I think I'll go check
 out some statues.<I><END>


E0/9A37: FE                   Return


EVENT [E46] ------------------------------------------------------------>
E0/9A38: A8 0E 10             Store #$10 to 00:70AE
E0/9A3B: 60 08 8E D0          Run Dialogue $0E08 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Have you seen the volcano?<I>
  >>   (Sure have)
  >>   (Not yet)<I><END>


E0/9A3F: 66 4D 9A             If 2nd option chosen from dialogue prompt, jump to address $E0/9A4D
E0/9A42: F0 09                Duration: 9 frames
E0/9A44: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/9A48: 60 09 AE D0          Run Dialogue $0E09 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 

 They say you can get there
 by way of the hot springs.<I><END>


E0/9A4C: FE                   Return

E0/9A4D: F0 09                Duration: 9 frames
E0/9A4F: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/9A53: 60 0A AE D0          Run Dialogue $0E0A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  

 The volcano's to the east.
 Sure wish I could take a dip
 in the springs...<I><END>


E0/9A57: FE                   Return


EVENT [E47] ------------------------------------------------------------>
E0/9A58: D8 FC 61 9A          If event flag memory address 00:705F Bit 4 set, jump to address $E0/9A61
E0/9A5C: 60 AA A9 D0          Run Dialogue $09AA (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'm watching that volcano over
 there. What? Star...Pieces?<I>
 Hmm...<I> Never heard of 'em.<I><END>


E0/9A60: FE                   Return

E0/9A61: D9 EF 6D 9A          If event flag memory address 00:707D Bit 7 set, jump to address $E0/9A6D
E0/9A65: E8 6D 9A             If random number between 0 and 255 > 128, jump to address $E0/9A6D
E0/9A68: 60 00 AE D0          Run Dialogue $0E00 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Star Piece? Now that you mention
 it, I DID see a star fall into that
 volcano over there.<I><END>


E0/9A6C: FE                   Return

E0/9A6D: 60 CE AE D0          Run Dialogue $0ECE (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh yeah!<I>
 I saw Valentina going towards the
 building to the south...<I>
 I wonder why?<I><END>


E0/9A71: FE                   Return


EVENT [E48] ------------------------------------------------------------>
E0/9A72: 60 AB A9 D0          Run Dialogue $09AB (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 I'm sorry sir.
 You seem to be a day late and
 a few coins short! BYE!<I><END>


E0/9A76: FE                   Return


EVENT [E49] ------------------------------------------------------------>

EVENT [E4A] ------------------------------------------------------------>
E0/9A77: 20 05                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/9A79: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/9A7C: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/9A7E: 00 0F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes)
   E0/9A80: 92 0F 2D 04          Place object at on-screen coords: (496,360) Z=64
   E0/9A84: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   E0/9A87: F0 00                Frame Duration: 0
   E0/9A89: 09                   Reset all object properties to default
   E0/9A8A: F0 00                Frame Duration: 0
   E0/9A8C: 08 4A 18             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
E0/9A8F: 1E 0B                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/9A91: 08 49 15             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   E0/9A94: F0 00                Frame Duration: 0
   E0/9A96: 08 49 12             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   E0/9A99: F0 00                Frame Duration: 0
   E0/9A9B: 09                   Reset all object properties to default
E0/9A9C: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   E0/9A9E: 10 44                Set transition flag, x8 speed
   E0/9AA0: 56 02                Shift object up 32 pixels
   E0/9AA2: 45                   <UNKNOWN COMMAND $45>
E0/9AA3: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9AA5: 70                   Simultaneously lighten screen from black with following commands
E0/9AA6: 14 20                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x20 bytes)
   E0/9AA8: 07                   Clear "moon-walk" Bits
   E0/9AA9: 20 04                <UNKNOWN COMMAND $20>
   E0/9AAB: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/9ABB: 10 C5                Set transition and sequence flags, 1/2 speed
   E0/9ABD: 53 02                Shift object down-left 32 pixels
   E0/9ABF: 51 05                Shift object down-right 80 pixels
   E0/9AC1: 21                   <UNKNOWN COMMAND $21>
   E0/9AC2: 0B 04                Set Bits $4 of current object address 0A,x
   E0/9AC4: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/9AC6: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/9AC7: 73                   Object faces down-left
E0/9AC8: 16 1E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1E bytes)
   E0/9ACA: 20 04                <UNKNOWN COMMAND $20>
   E0/9ACC: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/9ADC: 10 C5                Set transition and sequence flags, 1/2 speed
   E0/9ADE: 57 01                Shift object up-right 16 pixels
   E0/9AE0: 55 08                Shift object up-left 128 pixels
   E0/9AE2: 21                   <UNKNOWN COMMAND $21>
   E0/9AE3: 0B 04                Set Bits $4 of current object address 0A,x
   E0/9AE5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/9AE7: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/9AE8: 18 21                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x21 bytes)
   E0/9AEA: 20 04                <UNKNOWN COMMAND $20>
   E0/9AEC: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/9AFC: 10 C5                Set transition and sequence flags, 1/2 speed
   E0/9AFE: 51 04                Shift object down-right 64 pixels
   E0/9B00: 53 03                Shift object down-left 48 pixels
   E0/9B02: 63 08                Shift object down-left 8 pixels
   E0/9B04: 21                   <UNKNOWN COMMAND $21>
   E0/9B05: 0B 04                Set Bits $4 of current object address 0A,x
   E0/9B07: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/9B09: 75                   Object faces up-left
   E0/9B0A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/9B0B: 1B 1C                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x1C bytes)
   E0/9B0D: 20 04                <UNKNOWN COMMAND $20>
   E0/9B0F: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/9B1F: 10 C5                Set transition and sequence flags, 1/2 speed
   E0/9B21: 51 03                Shift object down-right 48 pixels
   E0/9B23: 21                   <UNKNOWN COMMAND $21>
   E0/9B24: 0B 04                Set Bits $4 of current object address 0A,x
   E0/9B26: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/9B28: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/9B29: 1C 1D                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x1D bytes)
   E0/9B2B: 20 04                <UNKNOWN COMMAND $20>
   E0/9B2D: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/9B3D: 10 C5                Set transition and sequence flags, 1/2 speed
   E0/9B3F: 53 07                Shift object down-left 112 pixels
   E0/9B41: 21                   <UNKNOWN COMMAND $21>
   E0/9B42: 0B 04                Set Bits $4 of current object address 0A,x
   E0/9B44: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/9B46: 75                   Object faces up-left
   E0/9B47: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/9B48: F0 9F                Duration: 159 frames
E0/9B4A: 1E 0B                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/9B4C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/9B4D: 92 0F 2D 04          Place object at on-screen coords: (496,360) Z=64
   E0/9B51: 08 49 17             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   E0/9B54: F0 03                Frame Duration: 3
   E0/9B56: 00                   Set Bit 7 of current object (enable object visibility)
E0/9B57: FD 31                Screen doesn't move with MARIO
E0/9B59: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/9B5B: 09                   Reset all object properties to default
   E0/9B5C: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/9B5E: 45                   <UNKNOWN COMMAND $45>
   E0/9B5F: 76                   Object faces up
   E0/9B60: F0 01                Frame Duration: 1
   E0/9B62: 77                   Object faces up-right
   E0/9B63: F0 01                Frame Duration: 1
   E0/9B65: 70                   Object faces right
   E0/9B66: F0 01                Frame Duration: 1
   E0/9B68: 71                   Object faces down-right
E0/9B69: 60 E0 A9 60          Run Dialogue $09E0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Great...<I>
 They're gone...<I><END>


E0/9B6D: F0 09                Duration: 9 frames
E0/9B6F: 16 F2 2B 03          Set Object: NPC #2 ---> Command: Set object to movement: $032B
E0/9B73: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/9B77: F0 09                Duration: 9 frames
E0/9B79: 1E 9C                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x1C bytes) (Wait until complete)
   E0/9B7B: 77                   Object faces up-right
   E0/9B7C: 09                   Reset all object properties to default
   E0/9B7D: F0 1D                Frame Duration: 29
   E0/9B7F: 10 83                Set sequence flag, x4 speed
   E0/9B81: FD 9E                <UNKNOWN COMMAND $9E>
   E0/9B83: 38                   <UNKNOWN COMMAND $38>
   E0/9B84: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/9B87: F0 23                Frame Duration: 35
   E0/9B89: 9B                   Stop sound effect
   E0/9B8A: 09                   Reset all object properties to default
   E0/9B8B: F0 09                Frame Duration: 9
   E0/9B8D: 75                   Object faces up-left
   E0/9B8E: F0 09                Frame Duration: 9
   E0/9B90: 10 80                Set sequence flag, x1 speed
   E0/9B92: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/9B95: 0B 80                Set Bits $80 of current object address 0A,x
E0/9B97: F0 1D                Duration: 29 frames
E0/9B99: 60 E1 A9 60          Run Dialogue $09E1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hurry! Let's go after her!
 I KNOW she has the key!!<I><END>


E0/9B9D: 20 9C                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x1C bytes) (Wait until complete)
   E0/9B9F: C8 9E                <UNKNOWN COMMAND $C8>
   E0/9BA1: B1 0D 50 00          Add #$0050 to 00:701A
   E0/9BA5: 9A                   <UNKNOWN COMMAND $9A>
   E0/9BA6: 94 04 FC 00          Place object: right=4px down=252px up=0px
   E0/9BAA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/9BAC: 0B 04                Set Bits $4 of current object address 0A,x
   E0/9BAE: 0B 20                Set Bits $20 of current object address 0A,x
   E0/9BB0: FD 9E                <UNKNOWN COMMAND $9E>
   E0/9BB2: 13 F0                Layering priority: 
   E0/9BB4: 00                   Set Bit 7 of current object (enable object visibility)
   E0/9BB5: FD 3D 20 B3 9B       <UNKNOWN COMMAND $E0: pointer to address 
   E0/9BBA: 9B                   Stop sound effect
E0/9BBB: 1E 13                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x13 bytes)
   E0/9BBD: FD 9E                <UNKNOWN COMMAND $9E>
   E0/9BBF: 42                   <UNKNOWN COMMAND $42>
   E0/9BC0: 08 49 95             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   E0/9BC3: F0 01                Frame Duration: 1
   E0/9BC5: 08 49 98             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/9BC8: FD 9E                <UNKNOWN COMMAND $9E>
   E0/9BCA: 16                   <UNKNOWN COMMAND $16>
   E0/9BCB: F0 31                Frame Duration: 49
   E0/9BCD: 08 49 8F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
E0/9BD0: 20 05                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/9BD2: 7E 40 00             Object jumps #$0040 units
   E0/9BD5: 57 02                Shift object up-right 32 pixels
E0/9BD7: 60 E2 A9 60          Run Dialogue $09E2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                  Ack!<I><END>


E0/9BDB: F0 00                Duration: 0 frames
E0/9BDD: FD 3D 20 DB 9B       If Bit 6 of 00:6C06 set, jump to address $E0/9BDB
E0/9BE2: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9BE4: 08 48 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
E0/9BE7: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9BE9: 60 E3 A9 60          Run Dialogue $09E3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Owwww...<I><END>


E0/9BED: F0 09                Duration: 9 frames
E0/9BEF: FD 30                Screen moves with MARIO
E0/9BF1: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   E0/9BF3: 09                   Reset all object properties to default
   E0/9BF4: F0 27                Frame Duration: 39
   E0/9BF6: 08 48 88             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/9BF9: F0 27                Frame Duration: 39
   E0/9BFB: 09                   Reset all object properties to default
E0/9BFC: 1E 22                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x22 bytes)
   E0/9BFE: 09                   Reset all object properties to default
   E0/9BFF: F0 3B                Frame Duration: 59
   E0/9C01: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   E0/9C04: F0 1D                Frame Duration: 29
   E0/9C06: 09                   Reset all object properties to default
   E0/9C07: F0 09                Frame Duration: 9
   E0/9C09: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   E0/9C0C: F0 09                Frame Duration: 9
   E0/9C0E: 09                   Reset all object properties to default
   E0/9C0F: F0 09                Frame Duration: 9
   E0/9C11: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   E0/9C14: F0 07                Frame Duration: 7
   E0/9C16: 77                   Object faces up-right
   E0/9C17: 09                   Reset all object properties to default
   E0/9C18: 10 81                Set sequence flag, x2 speed
   E0/9C1A: 08 41 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/9C1D: F0 14                Frame Duration: 20
   E0/9C1F: 09                   Reset all object properties to default
E0/9C20: F0 3B                Duration: 59 frames
E0/9C22: 60 E4 A9 60          Run Dialogue $09E4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


        Huh?!... Mario! Look!<I><END>


E0/9C26: F0 09                Duration: 9 frames
E0/9C28: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9C2A: 1E 14                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x14 bytes)
   E0/9C2C: 10 45                Set transition flag, 1/2 speed
   E0/9C2E: 10 81                Set sequence flag, x2 speed
   E0/9C30: 67 0C                Shift object up-right 12 pixels
   E0/9C32: 06                   Set "moon-walk" Bits
   E0/9C33: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/9C34: 46                   <UNKNOWN COMMAND $46>
   E0/9C35: 07                   Clear "moon-walk" Bits
   E0/9C36: 71                   Object faces down-right
   E0/9C37: 06                   Set "moon-walk" Bits
   E0/9C38: 60 20                Shift object right 32 pixels
   E0/9C3A: 07                   Clear "moon-walk" Bits
   E0/9C3B: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/9C3C: 73                   Object faces down-left
   E0/9C3D: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
E0/9C40: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/9C42: F0 0F                Frame Duration: 15
   E0/9C44: 41                   <UNKNOWN COMMAND $41>
   E0/9C45: 77                   Object faces up-right
E0/9C46: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9C48: 20 02                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/9C4A: 13 02                Layering priority: Object overlaps MARIO
E0/9C4C: F0 09                Duration: 9 frames
E0/9C4E: 1E 81                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/9C50: 09                   Reset all object properties to default
E0/9C51: F0 09                Duration: 9 frames
E0/9C53: 1E 0D                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/9C55: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/9C57: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/9C5A: F0 0F                Frame Duration: 15
   E0/9C5C: 09                   Reset all object properties to default
   E0/9C5D: F0 03                Frame Duration: 3
   E0/9C5F: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
E0/9C62: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/9C64: F0 13                Frame Duration: 19
   E0/9C66: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/9C69: 20 0F                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0F bytes)
   E0/9C6B: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/9C6D: 0C 20                XOR Bits $20 of current object address 0A,x
   E0/9C6F: 10 43                Set transition flag, x4 speed
   E0/9C71: F0 0F                Frame Duration: 15
   E0/9C73: 4A                   <UNKNOWN COMMAND $4A>
   E0/9C74: 6A 04                Shift object up 4 pixels
   E0/9C76: 10 44                Set transition flag, x8 speed
   E0/9C78: 67 08                Shift object up-right 8 pixels
E0/9C7A: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9C7C: F0 3B                Duration: 59 frames
E0/9C7E: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/9C80: 09                   Reset all object properties to default
E0/9C81: 20 05                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/9C83: 10 45                Set transition flag, 1/2 speed
   E0/9C85: 6B 08                <UNKNOWN COMMAND: frame duration=8?>
   E0/9C87: 01                   Clear Bit 7 of current object (disable object visibility)
E0/9C88: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9C8A: F0 0F                Frame Duration: 15
   E0/9C8C: 09                   Reset all object properties to default
E0/9C8D: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9C8F: F0 09                Duration: 9 frames
E0/9C91: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/9C95: F0 09                Duration: 9 frames
E0/9C97: 1E 0A                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/9C99: 10 41                Set transition flag, x2 speed
   E0/9C9B: 10 81                Set sequence flag, x2 speed
   E0/9C9D: FD 0F 02             Object overlaps BG1
   E0/9CA0: 57 06                Shift object up-right 96 pixels
   E0/9CA2: 01                   Clear Bit 7 of current object (disable object visibility)
E0/9CA3: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9CA5: F0 77                Duration: 119 frames
E0/9CA7: 8A 0E 69             Set 0 palettes from $37AD20
E0/9CAA: 1F 05                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/9CAC: 08 48 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/9CAF: F0 00                Frame Duration: 0
E0/9CB1: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/9CB3: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   E0/9CB6: F0 03                Frame Duration: 3
   E0/9CB8: 09                   Reset all object properties to default
   E0/9CB9: F0 03                Frame Duration: 3
   E0/9CBB: 08 4A 16             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   E0/9CBE: F0 03                Frame Duration: 3
   E0/9CC0: 08 4B 85             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
E0/9CC3: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
E0/9CC5: F0 27                Duration: 39 frames
E0/9CC7: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/9CC9: F0 02                Frame Duration: 2
   E0/9CCB: 08 4D 09             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/9CCE: F0 02                Frame Duration: 2
   E0/9CD0: 08 4D 0A             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
E0/9CD3: 1F 1D                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x1D bytes)
   E0/9CD5: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/9CD6: 87 00                Transfer object to coords of MARIO
   E0/9CD8: 94 FC 02 20          Place object: right=252px down=2px up=32px
   E0/9CDC: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/9CDF: 13 00                Layering priority: MARIO overlaps object
   E0/9CE1: 00                   Set Bit 7 of current object (enable object visibility)
   E0/9CE2: 10 40                Set transition flag, x1 speed
   E0/9CE4: 67 02                Shift object up-right 2 pixels
   E0/9CE6: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/9CE9: 10 41                Set transition flag, x2 speed
   E0/9CEB: 67 04                Shift object up-right 4 pixels
   E0/9CED: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/9CF0: F0 09                Frame Duration: 9
E0/9CF2: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9CF4: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
E0/9CF6: 1F 89                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/9CF8: 94 0A FB 08          Place object: right=10px down=251px up=8px
   E0/9CFC: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/9CFF: 13 02                Layering priority: Object overlaps MARIO
E0/9D01: 1F F8                Set Object: NPC #11 ---> Command: Show Object
E0/9D03: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9D05: 95 03 01             Fade out music to volume 1; Duration: 3 frames
E0/9D08: F0 B3                Duration: 179 frames
E0/9D0A: 9C 06                Play sound effect #$06
E0/9D0C: 89                   <UNKNOWN COMMAND $89>
E0/9D0D: EA 01 71             If Bit 1 of 00:70A0,x set, jump to address $E0/7101
E0/9D10: 89                   <UNKNOWN COMMAND $89>
E0/9D11: EA 02 7A             If Bit 1 of 00:70A0,x set, jump to address $E0/7A02
E0/9D14: 89                   <UNKNOWN COMMAND $89>
E0/9D15: EA 03 7B             If Bit 1 of 00:70A0,x set, jump to address $E0/7B03
E0/9D18: 89                   <UNKNOWN COMMAND $89>
E0/9D19: EA 04 7C             If Bit 1 of 00:70A0,x set, jump to address $E0/7C04
E0/9D1C: 89                   <UNKNOWN COMMAND $89>
E0/9D1D: EA 05 7D             If Bit 1 of 00:70A0,x set, jump to address $E0/7D05
E0/9D20: 89                   <UNKNOWN COMMAND $89>
E0/9D21: EA 06 7E             If Bit 1 of 00:70A0,x set, jump to address $E0/7E06
E0/9D24: 89                   <UNKNOWN COMMAND $89>
E0/9D25: EA 07 7F             If Bit 1 of 00:70A0,x set, jump to address $E0/7F07
E0/9D28: F0 1D                Duration: 29 frames
E0/9D2A: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
E0/9D2C: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/9D2E: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
E0/9D30: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
E0/9D32: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
E0/9D34: 14 F2 78 01          Set Object: NPC #0 ---> Command: Set object to movement: $0178
E0/9D38: 16 F2 78 01          Set Object: NPC #2 ---> Command: Set object to movement: $0178
E0/9D3C: 18 F2 78 01          Set Object: NPC #4 ---> Command: Set object to movement: $0178
E0/9D40: 1B F2 78 01          Set Object: NPC #7 ---> Command: Set object to movement: $0178
E0/9D44: 1C F2 78 01          Set Object: NPC #8 ---> Command: Set object to movement: $0178
E0/9D48: F1 0D 01             Duration: 269 frames
E0/9D4B: 89                   <UNKNOWN COMMAND $89>
E0/9D4C: EA 01 72             If Bit 1 of 00:70A0,x set, jump to address $E0/7201
E0/9D4F: 89                   <UNKNOWN COMMAND $89>
E0/9D50: EA 02 82             If Bit 1 of 00:70A0,x set, jump to address $E0/8202
E0/9D53: 89                   <UNKNOWN COMMAND $89>
E0/9D54: EA 03 83             If Bit 1 of 00:70A0,x set, jump to address $E0/8303
E0/9D57: 89                   <UNKNOWN COMMAND $89>
E0/9D58: EA 04 84             If Bit 1 of 00:70A0,x set, jump to address $E0/8404
E0/9D5B: 89                   <UNKNOWN COMMAND $89>
E0/9D5C: EA 05 85             If Bit 1 of 00:70A0,x set, jump to address $E0/8505
E0/9D5F: 89                   <UNKNOWN COMMAND $89>
E0/9D60: EA 06 86             If Bit 1 of 00:70A0,x set, jump to address $E0/8606
E0/9D63: 89                   <UNKNOWN COMMAND $89>
E0/9D64: EA 07 87             If Bit 1 of 00:70A0,x set, jump to address $E0/8707
E0/9D67: 9E 03 00             <UNKNOWN>
E0/9D6A: 95 03 7F             Fade out music to volume 127; Duration: 3 frames
E0/9D6D: F0 77                Duration: 119 frames
E0/9D6F: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
E0/9D71: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/9D73: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
E0/9D75: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
E0/9D77: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
E0/9D79: 14 F2 72 02          Set Object: NPC #0 ---> Command: Set object to movement: $0272
E0/9D7D: 18 F2 73 02          Set Object: NPC #4 ---> Command: Set object to movement: $0273
E0/9D81: 1B F2 71 02          Set Object: NPC #7 ---> Command: Set object to movement: $0271
E0/9D85: 1C F3 73 02          Set Object: NPC #8 ---> Command: Set object to movement: $0273
E0/9D89: 16 F2 2B 03          Set Object: NPC #2 ---> Command: Set object to movement: $032B
E0/9D8D: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
E0/9D8F: 1F 89                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/9D91: 94 F6 05 F8          Place object: right=246px down=5px up=248px
   E0/9D95: 08 48 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/9D98: 13 00                Layering priority: MARIO overlaps object
E0/9D9A: 1F F8                Set Object: NPC #11 ---> Command: Show Object
E0/9D9C: F0 09                Duration: 9 frames
E0/9D9E: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   E0/9DA0: F0 02                Frame Duration: 2
   E0/9DA2: 08 4D 09             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/9DA5: F0 02                Frame Duration: 2
   E0/9DA7: 09                   Reset all object properties to default
E0/9DA8: 1F 0E                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/9DAA: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/9DAD: 10 41                Set transition flag, x2 speed
   E0/9DAF: 63 04                Shift object down-left 4 pixels
   E0/9DB1: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/9DB4: 10 40                Set transition flag, x1 speed
   E0/9DB6: 63 02                Shift object down-left 2 pixels
E0/9DB8: FD 32                <UNKNOWN COMMAND $FD 32>
E0/9DBA: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
E0/9DBC: F0 77                Duration: 119 frames
E0/9DBE: FD 31                Screen doesn't move with MARIO
E0/9DC0: 1E 95                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   E0/9DC2: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/9DC4: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/9DC6: 92 14 24 04          Place object at on-screen coords: (640,288) Z=64
   E0/9DCA: 00                   Set Bit 7 of current object (enable object visibility)
   E0/9DCB: 10 45                Set transition flag, 1/2 speed
   E0/9DCD: 53 03                Shift object down-left 48 pixels
   E0/9DCF: F0 1D                Frame Duration: 29
   E0/9DD1: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/9DD4: F0 09                Frame Duration: 9
   E0/9DD6: 09                   Reset all object properties to default
E0/9DD7: F0 3B                Duration: 59 frames
E0/9DD9: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/9DDB: 7F 6C 00             Object jumps (with sound effect) #$006C units
   E0/9DDE: F0 00                Frame Duration: 0
   E0/9DE0: 3D DE 9D             <UNKNOWN COMMAND $3D: pointer to address $E0/9DDE>
E0/9DE3: 1E 08                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/9DE5: F0 15                Frame Duration: 21
   E0/9DE7: 10 40                Set transition flag, x1 speed
   E0/9DE9: 10 81                Set sequence flag, x2 speed
   E0/9DEB: 57 04                Shift object up-right 64 pixels
E0/9DED: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/9DEF: 10 45                Set transition flag, 1/2 speed
   E0/9DF1: 57 02                Shift object up-right 32 pixels
E0/9DF3: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/9DF5: 10 41                Set transition flag, x2 speed
   E0/9DF7: 10 81                Set sequence flag, x2 speed
   E0/9DF9: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/9DFB: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/9DFD: 57 0A                Shift object up-right 160 pixels
E0/9DFF: F0 1D                Duration: 29 frames
E0/9E01: 76 3C                Simultaneously darken screen from black with following commands; Duration: 60 frames
E0/9E03: 7F                   <UNKNOWN COMMAND $7F>
E0/9E04: D0 9A 0E             Execute event id $0E9A subsequently

EVENT [E4B] ------------------------------------------------------------>

EVENT [E4C] ------------------------------------------------------------>
E0/9E07: A0 F7                Set event flag memory address 00:705E Bit 7
E0/9E09: A0 FC                Set event flag memory address 00:705F Bit 4
E0/9E0B: 6B B6 81             Modify physical field of area $81B6
E0/9E0E: F0 00                Duration: 0 frames
E0/9E10: 6B B6 83             Modify physical field of area $83B6
E0/9E13: 6B F1 81             Modify physical field of area $81F1
E0/9E16: F2 09 2A             <UNKNOWN COMMAND $F2>
E0/9E19: F2 71 28             <UNKNOWN COMMAND $F2>
E0/9E1C: F2 71 AE             <UNKNOWN COMMAND $F2>
E0/9E1F: F2 74 2A             <UNKNOWN COMMAND $F2>
E0/9E22: F2 74 2C             <UNKNOWN COMMAND $F2>
E0/9E25: F2 74 2E             <UNKNOWN COMMAND $F2>
E0/9E28: F2 74 B0             <UNKNOWN COMMAND $F2>
E0/9E2B: F2 74 B2             <UNKNOWN COMMAND $F2>
E0/9E2E: F2 75 2C             <UNKNOWN COMMAND $F2>
E0/9E31: F2 75 2E             <UNKNOWN COMMAND $F2>
E0/9E34: F2 75 30             <UNKNOWN COMMAND $F2>
E0/9E37: F2 75 32             <UNKNOWN COMMAND $F2>
E0/9E3A: F2 75 A8             <UNKNOWN COMMAND $F2>
E0/9E3D: F2 75 AA             <UNKNOWN COMMAND $F2>
E0/9E40: F2 77 28             <UNKNOWN COMMAND $F2>
E0/9E43: F2 77 2A             <UNKNOWN COMMAND $F2>
E0/9E46: F2 77 2C             <UNKNOWN COMMAND $F2>
E0/9E49: F2 77 2E             <UNKNOWN COMMAND $F2>
E0/9E4C: F2 77 B0             <UNKNOWN COMMAND $F2>
E0/9E4F: F2 77 B4             <UNKNOWN COMMAND $F2>
E0/9E52: F2 77 B6             <UNKNOWN COMMAND $F2>
E0/9E55: F2 98 29             <UNKNOWN COMMAND $F2>
E0/9E58: F2 98 2B             <UNKNOWN COMMAND $F2>
E0/9E5B: F2 98 2D             <UNKNOWN COMMAND $F2>
E0/9E5E: F2 98 2F             <UNKNOWN COMMAND $F2>
E0/9E61: F2 98 B1             <UNKNOWN COMMAND $F2>
E0/9E64: F2 98 B5             <UNKNOWN COMMAND $F2>
E0/9E67: F2 98 B7             <UNKNOWN COMMAND $F2>
E0/9E6A: F2 9A 2D             <UNKNOWN COMMAND $F2>
E0/9E6D: F2 9A 2F             <UNKNOWN COMMAND $F2>
E0/9E70: F2 9A 33             <UNKNOWN COMMAND $F2>
E0/9E73: F2 9A B1             <UNKNOWN COMMAND $F2>
E0/9E76: F2 9E 29             <UNKNOWN COMMAND $F2>
E0/9E79: F2 9E 2B             <UNKNOWN COMMAND $F2>
E0/9E7C: F2 9E 2D             <UNKNOWN COMMAND $F2>
E0/9E7F: F2 9E 2F             <UNKNOWN COMMAND $F2>
E0/9E82: F2 9E 31             <UNKNOWN COMMAND $F2>
E0/9E85: F2 9B 29             <UNKNOWN COMMAND $F2>
E0/9E88: F2 9B 2B             <UNKNOWN COMMAND $F2>
E0/9E8B: F2 9B 2D             <UNKNOWN COMMAND $F2>
E0/9E8E: F2 9B 2F             <UNKNOWN COMMAND $F2>
E0/9E91: F2 9C 31             <UNKNOWN COMMAND $F2>
E0/9E94: F2 9C 39             <UNKNOWN COMMAND $F2>
E0/9E97: F2 9C 3B             <UNKNOWN COMMAND $F2>
E0/9E9A: F2 79 28             <UNKNOWN COMMAND $F2>
E0/9E9D: F2 79 AA             <UNKNOWN COMMAND $F2>
E0/9EA0: F2 79 2C             <UNKNOWN COMMAND $F2>
E0/9EA3: F2 79 2E             <UNKNOWN COMMAND $F2>
E0/9EA6: F2 79 30             <UNKNOWN COMMAND $F2>
E0/9EA9: F2 79 32             <UNKNOWN COMMAND $F2>
E0/9EAC: A6 83                Clear event flag memory address 00:7090 Bit 3
E0/9EAE: F2 B5 29             <UNKNOWN COMMAND $F2>
E0/9EB1: F2 B5 2B             <UNKNOWN COMMAND $F2>
E0/9EB4: F2 B5 2D             <UNKNOWN COMMAND $F2>
E0/9EB7: F2 59 29             <UNKNOWN COMMAND $F2>
E0/9EBA: F2 59 2B             <UNKNOWN COMMAND $F2>
E0/9EBD: F2 59 2D             <UNKNOWN COMMAND $F2>
E0/9EC0: F2 59 2F             <UNKNOWN COMMAND $F2>
E0/9EC3: F2 59 B1             <UNKNOWN COMMAND $F2>
E0/9EC6: F2 55 B7             <UNKNOWN COMMAND $F2>
E0/9EC9: F2 6D BA             <UNKNOWN COMMAND $F2>
E0/9ECC: F2 6D BC             <UNKNOWN COMMAND $F2>
E0/9ECF: F2 70 AB             <UNKNOWN COMMAND $F2>
E0/9ED2: F2 99 2D             <UNKNOWN COMMAND $F2>
E0/9ED5: F2 99 2F             <UNKNOWN COMMAND $F2>
E0/9ED8: F2 99 31             <UNKNOWN COMMAND $F2>
E0/9EDB: F2 99 33             <UNKNOWN COMMAND $F2>
E0/9EDE: F2 7A 2B             <UNKNOWN COMMAND $F2>
E0/9EE1: F2 7A 2D             <UNKNOWN COMMAND $F2>
E0/9EE4: F2 7A 2F             <UNKNOWN COMMAND $F2>
E0/9EE7: F2 7B 2B             <UNKNOWN COMMAND $F2>
E0/9EEA: F2 7B 35             <UNKNOWN COMMAND $F2>
E0/9EED: F2 7B 37             <UNKNOWN COMMAND $F2>
E0/9EF0: F2 7B AD             <UNKNOWN COMMAND $F2>
E0/9EF3: F2 7C 29             <UNKNOWN COMMAND $F2>
E0/9EF6: F2 7C AB             <UNKNOWN COMMAND $F2>
E0/9EF9: F2 7D 2B             <UNKNOWN COMMAND $F2>
E0/9EFC: F2 7D 2D             <UNKNOWN COMMAND $F2>
E0/9EFF: F2 7D 2F             <UNKNOWN COMMAND $F2>
E0/9F02: F2 7D 37             <UNKNOWN COMMAND $F2>
E0/9F05: FD F0 6F AC 0E 9F    <UNKNOWN COMMAND $F0: pointer to address $E0/9F0E
E0/9F0B: F3 F4 29             <UNKNOWN COMMAND $F2>
E0/9F0E: FD F0 72 A8 17 9F    <UNKNOWN COMMAND $F0: pointer to address $E0/9F17
E0/9F14: F3 F2 29             <UNKNOWN COMMAND $F2>
E0/9F17: FD F0 72 AA 20 9F    <UNKNOWN COMMAND $F0: pointer to address $E0/9F20
E0/9F1D: F3 F2 2B             <UNKNOWN COMMAND $F2>
E0/9F20: FE                   Return


EVENT [E4D] ------------------------------------------------------------>
E0/9F21: 60 05 AF 02          Run Dialogue $0F05 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

 It's too small for you.<I><END>


E0/9F25: FE                   Return


EVENT [E4E] ------------------------------------------------------------>
E0/9F26: D8 FC 31 9F          If event flag memory address 00:705F Bit 4 set, jump to address $E0/9F31
E0/9F2A: 68 6F 80 01 79 E0    Enter area: $006F
                              MARIO will be at coords: (48,968) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/9F30: FE                   Return

E0/9F31: 68 F4 81 01 79 E0    Enter area: $01F4
                              MARIO will be at coords: (48,968) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/9F37: FE                   Return


EVENT [E4F] ------------------------------------------------------------>
E0/9F38: D8 FC 43 9F          If event flag memory address 00:705F Bit 4 set, jump to address $E0/9F43
E0/9F3C: 68 76 80 17 67 60    Enter area: $0076
                              MARIO will be at coords: (752,824) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/9F42: FE                   Return

E0/9F43: 68 F3 81 17 67 60    Enter area: $01F3
                              MARIO will be at coords: (752,824) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/9F49: FE                   Return


EVENT [E50] ------------------------------------------------------------>
E0/9F4A: D8 FC 55 9F          If event flag memory address 00:705F Bit 4 set, jump to address $E0/9F55
E0/9F4E: 68 76 80 1D 73 60    Enter area: $0076
                              MARIO will be at coords: (944,920) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/9F54: FE                   Return

E0/9F55: 68 F3 81 1D 73 60    Enter area: $01F3
                              MARIO will be at coords: (944,920) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/9F5B: FE                   Return


EVENT [E51] ------------------------------------------------------------>
E0/9F5C: D8 FC 67 9F          If event flag memory address 00:705F Bit 4 set, jump to address $E0/9F67
E0/9F60: 68 72 80 0D 71 E0    Enter area: $0072
                              MARIO will be at coords: (432,904) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/9F66: FE                   Return

E0/9F67: 68 F2 81 0D 71 E0    Enter area: $01F2
                              MARIO will be at coords: (432,904) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/9F6D: FE                   Return


EVENT [E52] ------------------------------------------------------------>
E0/9F6E: D8 FC 79 9F          If event flag memory address 00:705F Bit 4 set, jump to address $E0/9F79
E0/9F72: 68 72 80 0E 67 63    Enter area: $0072
                              MARIO will be at coords: (464,824) Z=48
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/9F78: FE                   Return

E0/9F79: 68 F2 81 0E 67 63    Enter area: $01F2
                              MARIO will be at coords: (464,824) Z=48
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/9F7F: FE                   Return


EVENT [E53] ------------------------------------------------------------>

EVENT [E54] ------------------------------------------------------------>

EVENT [E55] ------------------------------------------------------------>
E0/9F80: D8 FC 8B 9F          If event flag memory address 00:705F Bit 4 set, jump to address $E0/9F8B
E0/9F84: 68 76 80 1A 7B E0    Enter area: $0076
                              MARIO will be at coords: (848,984) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/9F8A: FE                   Return

E0/9F8B: 68 F3 81 1A 7B E0    Enter area: $01F3
                              MARIO will be at coords: (848,984) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/9F91: FE                   Return


EVENT [E56] ------------------------------------------------------------>
E0/9F92: A8 3F 31             Store #$31 to 00:70DF
E0/9F95: D8 FC 9B 9F          If event flag memory address 00:705F Bit 4 set, jump to address $E0/9F9B
E0/9F99: 71                   Lighten screen from black before following commands
E0/9F9A: FE                   Return

E0/9F9B: 14 F2 06 01          Set Object: NPC #0 ---> Command: Set object to movement: $0106
E0/9F9F: 15 F2 06 01          Set Object: NPC #1 ---> Command: Set object to movement: $0106
E0/9FA3: 16 F2 06 01          Set Object: NPC #2 ---> Command: Set object to movement: $0106
E0/9FA7: 17 F2 07 01          Set Object: NPC #3 ---> Command: Set object to movement: $0107
E0/9FAB: 18 F2 07 01          Set Object: NPC #4 ---> Command: Set object to movement: $0107
E0/9FAF: 19 F2 07 01          Set Object: NPC #5 ---> Command: Set object to movement: $0107
E0/9FB3: 71                   Lighten screen from black before following commands
E0/9FB4: FE                   Return


EVENT [E57] ------------------------------------------------------------>
E0/9FB5: D8 FC C0 9F          If event flag memory address 00:705F Bit 4 set, jump to address $E0/9FC0
E0/9FB9: 68 78 80 08 2F 22    Enter area: $0078
                              MARIO will be at coords: (272,376) Z=32
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/9FBF: FE                   Return

E0/9FC0: 68 B8 81 08 2F 22    Enter area: $01B8
                              MARIO will be at coords: (272,376) Z=32
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/9FC6: FE                   Return


EVENT [E58] ------------------------------------------------------------>
E0/9FC7: 68 73 01 1B 1D E6    Enter area: $0173
                              MARIO will be at coords: (880,232) Z=96
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/9FCD: D0 A1 0E             Execute event id $0EA1 subsequently

EVENT [E59] ------------------------------------------------------------>
E0/9FD0: A4 60                Clear event flag memory address 00:704C Bit 0
E0/9FD2: A4 61                Clear event flag memory address 00:704C Bit 1
E0/9FD4: 19 F5 24 03          Set Object: NPC #5 ---> Command: UNKNOWN COMMAND $F5: movement $0324
E0/9FD8: 1A F5 23 03          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F5: movement $0323
E0/9FDC: 15 F5 27 03          Set Object: NPC #1 ---> Command: UNKNOWN COMMAND $F5: movement $0327
E0/9FE0: 17 F5 23 03          Set Object: NPC #3 ---> Command: UNKNOWN COMMAND $F5: movement $0323
E0/9FE4: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9FE6: FD 0F 02             Object overlaps BG1
E0/9FE9: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9FEB: FD 0F 03             Object overlaps BG1 & BG2
E0/9FEE: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9FF0: FD 0F 03             Object overlaps BG1 & BG2
E0/9FF3: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9FF5: FD 0F 03             Object overlaps BG1 & BG2
E0/9FF8: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9FFA: FD 0F 03             Object overlaps BG1 & BG2
E0/9FFD: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/9FFF: FD 0F 03             Object overlaps BG1 & BG2
E0/A002: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/A004: FD 0F 03             Object overlaps BG1 & BG2
E0/A007: 1D 85                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/A009: FD 0F 03             Object overlaps BG1 & BG2
   E0/A00C: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/A00E: D8 10 14 A0          If event flag memory address 00:7042 Bit 0 set, jump to address $E0/A014
E0/A012: 71                   Lighten screen from black before following commands
E0/A013: FE                   Return

E0/A014: 70                   Simultaneously lighten screen from black with following commands
E0/A015: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/A017: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/A019: 10 41                Set transition flag, x2 speed
   E0/A01B: 7E 84 00             Object jumps #$0084 units
   E0/A01E: 47                   <UNKNOWN COMMAND $47>
   E0/A01F: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/A021: 57 02                Shift object up-right 32 pixels
E0/A023: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/A027: 7F                   <UNKNOWN COMMAND $7F>
E0/A028: A4 10                Clear event flag memory address 00:7042 Bit 0
E0/A02A: FE                   Return


EVENT [E5A] ------------------------------------------------------------>
E0/A02B: A8 07 20             Store #$20 to 00:70A7
E0/A02E: D1 20 00             Execute event id $0020
E0/A031: F3 72 28             <UNKNOWN COMMAND $F2>
E0/A034: F3 F2 29             <UNKNOWN COMMAND $F2>
E0/A037: FE                   Return


EVENT [E5B] ------------------------------------------------------------>
E0/A038: 60 23 A0 D0          Run Dialogue $0023 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Before Valentina came, fireworks
 lit up the sky every night.<I>

 Some guy in Moleville would make
 the fireworks.<I>
 I wonder if we'll ever get to
 see them again...<I><END>


E0/A03C: FE                   Return


EVENT [E5C] ------------------------------------------------------------>
E0/A03D: 60 B4 AE D0          Run Dialogue $0EB4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The King's happier than ever
 after being reunited with Mallow.<I><END>


E0/A041: FE                   Return


EVENT [E5D] ------------------------------------------------------------>
E0/A042: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/A044: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/A046: 94 00 00 04          Place object: right=0px down=0px up=4px
E0/A04A: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/A04C: 08 49 95             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   E0/A04F: F0 00                Frame Duration: 0
   E0/A051: 09                   Reset all object properties to default
E0/A052: 71                   Lighten screen from black before following commands
E0/A053: FE                   Return


EVENT [E5E] ------------------------------------------------------------>
E0/A054: DA C1 AF A2          If event flag memory address 00:7098 Bit 1 set, jump to address $E0/A2AF
E0/A058: DA C9 61 A0          If event flag memory address 00:7099 Bit 1 set, jump to address $E0/A061
E0/A05C: 60 8D AE 60          Run Dialogue $0E8D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


    The bus is undergoing repairs.<I><END>


E0/A060: FE                   Return

E0/A061: F0 00                Duration: 0 frames
E0/A063: 3D 61 A0             <UNKNOWN COMMAND: pointer to address $A061>
E0/A066: 60 E1 8E 60          Run Dialogue $0EE1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 The bus has finally been repaired.<I>
 We can start operating again.<I><END>


E0/A06A: F0 1D                Duration: 29 frames
E0/A06C: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/A06E: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/A070: 80 04 25             Move object to on-screen coords: (144,296)
E0/A073: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/A075: 74                   Object faces left
E0/A076: 16 12                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/A078: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/A079: 92 04 25 02          Place object at on-screen coords: (144,296) Z=32
   E0/A07D: 73                   Object faces down-left
   E0/A07E: 94 FC 02 00          Place object: right=252px down=2px up=0px
   E0/A082: 00                   Set Bit 7 of current object (enable object visibility)
   E0/A083: 10 45                Set transition flag, 1/2 speed
   E0/A085: 10 81                Set sequence flag, x2 speed
   E0/A087: 63 0C                Shift object down-left 12 pixels
   E0/A089: 75                   Object faces up-left
E0/A08A: FD 32                <UNKNOWN COMMAND $FD 32>
E0/A08C: 15 89                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/A08E: 71                   Object faces down-right
   E0/A08F: F0 3B                Frame Duration: 59
   E0/A091: 10 43                Set transition flag, x4 speed
   E0/A093: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/A094: 4A                   <UNKNOWN COMMAND $4A>
   E0/A095: 4B                   <UNKNOWN COMMAND $4B>
   E0/A096: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/A097: 60 E2 AE 60          Run Dialogue $0EE2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 ...... Prince Mallow!<I><END>


E0/A09B: F0 09                Duration: 9 frames
E0/A09D: 60 E3 AE 62          Run Dialogue $0EE3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: We want to go to
 Bowser's Keep...Could you
 give us a lift, please?<I><END>


E0/A0A1: F0 09                Duration: 9 frames
E0/A0A3: 60 E4 AE 60          Run Dialogue $0EE4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I've heard the story from
 King Nimbus.<I>
 You'll be there in no time!<I><END>


E0/A0A7: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/A0A9: 10 45                Set transition flag, 1/2 speed
   E0/A0AB: FD 9E                <UNKNOWN COMMAND $9E>
   E0/A0AD: 3B D8 18 C0 A0 15    <UNKNOWN COMMAND $3B>
E0/A0B3: 88                   <UNKNOWN COMMAND $88>
E0/A0B4: F0 77                Duration: 119 frames
E0/A0B6: 77 F0                Darken screen from black before following commands; Duration: 240 frames
E0/A0B8: 1D 71                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes)
   E0/A0BA: 10 81                Set sequence flag, x2 speed
   E0/A0BC: 60 E0                Shift object right 224 pixels
   E0/A0BE: AE                   Increment 00:700C
   E0/A0BF: 60 14                Shift object right 20 pixels
   E0/A0C1: 0B 53                Set Bits $53 of current object address 0A,x
   E0/A0C3: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/A0C4: 53 04                Shift object down-left 64 pixels
   E0/A0C6: 53 04                Shift object down-left 64 pixels
   E0/A0C8: 53 04                Shift object down-left 64 pixels
   E0/A0CA: 9E 02 00             <UNKNOWN COMMAND $9E>
   E0/A0CD: 0E 17                <UNKNOWN COMMAND $0E>
   E0/A0CF: 10 45                Set transition flag, 1/2 speed
   E0/A0D1: 20 04                <UNKNOWN COMMAND $20>
   E0/A0D3: 28 00 00 00 00 00 40 00 03 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/A0E3: 57 11                Shift object up-right 272 pixels
   E0/A0E5: 21                   <UNKNOWN COMMAND $21>
   E0/A0E6: 16                   <UNKNOWN COMMAND $16>
   E0/A0E7: 09                   Reset all object properties to default
   E0/A0E8: 10 85                Set sequence flag, 1/2 speed
   E0/A0EA: F0 3B                Frame Duration: 59
   E0/A0EC: 77                   Object faces up-right
   E0/A0ED: F1 0D 01             Frame Duration: 269
   E0/A0F0: 75                   Object faces up-left
   E0/A0F1: 00                   Set Bit 7 of current object (enable object visibility)
   E0/A0F2: 07                   Clear "moon-walk" Bits
   E0/A0F3: F0 3B                Frame Duration: 59
   E0/A0F5: 77                   Object faces up-right
   E0/A0F6: F1 0D 01             Frame Duration: 269
   E0/A0F9: 75                   Object faces up-left
   E0/A0FA: 15 09                Clear Bits $7 of current object address 0C,x and set Bit(s) $9
   E0/A0FC: 10 85                Set sequence flag, 1/2 speed
   E0/A0FE: F0 3B                Frame Duration: 59
   E0/A100: 77                   Object faces up-right
   E0/A101: F1 0D 01             Frame Duration: 269
   E0/A104: 75                   Object faces up-left
   E0/A105: 0C 07                XOR Bits $7 of current object address 0A,x
   E0/A107: F1 17 01             Frame Duration: 279
   E0/A10A: 10 45                Set transition flag, 1/2 speed
   E0/A10C: 54 02                Shift object left 32 pixels
   E0/A10E: FD 32 F0 1D 15 20 10 40 <UNKNOWN COMMAND $32>
   E0/A116: 20 04                <UNKNOWN COMMAND $20>
   E0/A118: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/A128: 53 03                Shift object down-left 48 pixels
   E0/A12A: 21                   <UNKNOWN COMMAND $21>
E0/A12B: D8 18 33 A1          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/A133
E0/A12F: 75                   Darken screen from normal before following commands
E0/A130: D2 34 A1             Jump to address $E0/A134
E0/A133: 77 00                Darken screen from black before following commands; Duration: 0 frames
E0/A135: 06 F0 0F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/A138: 74                   Object faces left
   E0/A139: F0 01                Frame Duration: 1
   E0/A13B: 73                   Object faces down-left
   E0/A13C: DC 18 47 A1          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/A147
   E0/A140: FD 32 F0 1D D2 A3 A1 16 <UNKNOWN COMMAND $32>
E0/A148: 89                   <UNKNOWN COMMAND $89>
E0/A149: F0 0F                Duration: 15 frames
E0/A14B: 08 48                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x48 bytes)
   E0/A14D: 13 F0                Layering priority: 
   E0/A14F: 0F                   <UNKNOWN COMMAND $0F>
   E0/A150: 09                   Reset all object properties to default
   E0/A151: 73                   Object faces down-left
   E0/A152: F0 09                Frame Duration: 9
   E0/A154: 60 E5                Shift object right 229 pixels
   E0/A156: AE                   Increment 00:700C
   E0/A157: 60 F0                Shift object right 240 pixels
   E0/A159: 09                   Reset all object properties to default
   E0/A15A: 14 82                Isolate top Bits of current object address 0E,x and set Bit(s) $130
   E0/A15C: 10 83                Set sequence flag, x4 speed
   E0/A15E: 60 E6                Shift object right 230 pixels
   E0/A160: AE                   Increment 00:700C
   E0/A161: 60 14                Shift object right 20 pixels
   E0/A163: 82 10 80             Place object at on-screen coords: (512,0)
   E0/A166: F0 09                Frame Duration: 9
   E0/A168: 60 E7                Shift object right 231 pixels
   E0/A16A: AE                   Increment 00:700C
   E0/A16B: 62 F0                Shift object down 240 pixels
   E0/A16D: 09                   Reset all object properties to default
   E0/A16E: 14 82                Isolate top Bits of current object address 0E,x and set Bit(s) $130
   E0/A170: 10 83                Set sequence flag, x4 speed
   E0/A172: F0 09                Frame Duration: 9
   E0/A174: 60 E8                Shift object right 232 pixels
   E0/A176: AE                   Increment 00:700C
   E0/A177: 60 14                Shift object right 20 pixels
   E0/A179: 82 10 80             Place object at on-screen coords: (512,0)
   E0/A17C: F0 09                Frame Duration: 9
   E0/A17E: 15 81                Clear Bits $7 of current object address 0C,x and set Bit(s) $129
   E0/A180: 77                   Object faces up-right
   E0/A181: F0 1D                Frame Duration: 29
   E0/A183: 16                   <UNKNOWN COMMAND $16>
   E0/A184: 86                   Max sequence speed?
   E0/A185: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/A188: F0 09                Frame Duration: 9
   E0/A18A: 09                   Reset all object properties to default
   E0/A18B: F0 1D                Frame Duration: 29
   E0/A18D: 16                   <UNKNOWN COMMAND $16>
   E0/A18E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/A18F: 75                   Object faces up-left
   E0/A190: F0 01                Frame Duration: 1
   E0/A192: 77                   Object faces up-right
   E0/A193: FD 32 F0 3B 16 0A 75 10 <UNKNOWN COMMAND $32>
E0/A19B: 81                   <UNKNOWN COMMAND $81>
E0/A19C: 06 04                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes)
   E0/A19E: 10 40                Set transition flag, x1 speed
   E0/A1A0: 44                   <UNKNOWN COMMAND $44>
   E0/A1A1: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/A1A2: 07 00                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x00 bytes)
E0/A1A4: 90                   <UNKNOWN COMMAND $90>
E0/A1A5: 10 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/A1A7: D8 18 B0 A1          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/A1B0
E0/A1AB: 53 02                Add 2 frog coins
E0/A1AD: D2 B1 A1             Jump to address $E0/A1B1
E0/A1B0: 43                   <UNKNOWN COMMAND $43>
E0/A1B1: 74                   Simultaneously darken screen from normal with following commands
E0/A1B2: F0 01                Duration: 1 frames
E0/A1B4: 75                   Darken screen from normal before following commands
E0/A1B5: D8 18 FE A1          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/A1FE
E0/A1B9: F0 09                Duration: 9 frames
E0/A1BB: 16 B7                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x37 bytes) (Wait until complete)
   E0/A1BD: 08 49 96             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/A1C0: F0 07                Frame Duration: 7
   E0/A1C2: 08 49 97             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/A1C5: F0 0F                Frame Duration: 15
   E0/A1C7: 08 49 96             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/A1CA: F0 07                Frame Duration: 7
   E0/A1CC: 08 49 85             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   E0/A1CF: F0 07                Frame Duration: 7
   E0/A1D1: 08 49 95             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: yes
   E0/A1D4: F0 0F                Frame Duration: 15
   E0/A1D6: 08 49 85             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   E0/A1D9: F0 01                Frame Duration: 1
   E0/A1DB: 08 49 96             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/A1DE: F0 01                Frame Duration: 1
   E0/A1E0: 08 4A 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/A1E3: 10 41                Set transition flag, x2 speed
   E0/A1E5: 7E 5E 00             Object jumps #$005E units
   E0/A1E8: 55 02                Shift object up-left 32 pixels
   E0/A1EA: 65 04                Shift object up-left 4 pixels
   E0/A1EC: 10 40                Set transition flag, x1 speed
   E0/A1EE: 65 04                Shift object up-left 4 pixels
   E0/A1F0: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/A1F2: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
E0/A1F4: 18 F2 D0 03          Set Object: NPC #4 ---> Command: Set object to movement: $03D0
E0/A1F8: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/A1FA: 09                   Reset all object properties to default
   E0/A1FB: F0 1D                Frame Duration: 29
   E0/A1FD: 73                   Object faces down-left
E0/A1FE: 00 98                Set Object: MARIO ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   E0/A200: 46                   <UNKNOWN COMMAND $46>
   E0/A201: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/A203: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/A205: 7F 5E 00             Object jumps (with sound effect) #$005E units
   E0/A208: 10 41                Set transition flag, x2 speed
   E0/A20A: 65 04                Shift object up-left 4 pixels
   E0/A20C: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/A20E: 55 02                Shift object up-left 32 pixels
   E0/A210: 10 40                Set transition flag, x1 speed
   E0/A212: 65 04                Shift object up-left 4 pixels
   E0/A214: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/A216: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
E0/A218: 17 F2 D0 03          Set Object: NPC #3 ---> Command: Set object to movement: $03D0
E0/A21C: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/A21E: 73                   Object faces down-left
E0/A21F: F0 3B                Duration: 59 frames
E0/A221: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/A223: 47                   <UNKNOWN COMMAND $47>
   E0/A224: 75                   Object faces up-left
   E0/A225: F0 3B                Frame Duration: 59
   E0/A227: 73                   Object faces down-left
E0/A228: 60 E9 AE 62          Run Dialogue $0EE9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


               All aboard!<I><END>


E0/A22C: F0 09                Duration: 9 frames
E0/A22E: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/A230: 10 83                Set sequence flag, x4 speed
E0/A232: F0 09                Duration: 9 frames
E0/A234: 60 EA AE 60          Run Dialogue $0EEA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


               We're off!<I><END>


E0/A238: F0 3B                Duration: 59 frames
E0/A23A: D8 18 43 A2          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/A243
E0/A23E: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/A240: 08 41 09             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
E0/A243: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/A245: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
E0/A248: F0 3B                Duration: 59 frames
E0/A24A: FD 31                Screen doesn't move with MARIO
E0/A24C: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/A24E: 75                   Object faces up-left
   E0/A24F: F0 77                Frame Duration: 119
   E0/A251: 73                   Object faces down-left
E0/A252: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/A254: 10 85                Set sequence flag, 1/2 speed
   E0/A256: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
E0/A258: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/A25A: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
E0/A25C: 00 19                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes)
   E0/A25E: 10 45                Set transition flag, 1/2 speed
   E0/A260: 20 04                <UNKNOWN COMMAND $20>
   E0/A262: F0 01                Frame Duration: 1
   E0/A264: 28 00 00 00 00 00 40 00 03 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/A274: 53 0A                Shift object down-left 160 pixels
   E0/A276: 21                   <UNKNOWN COMMAND $21>
E0/A277: 0E 1A                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x1A bytes)
   E0/A279: 10 45                Set transition flag, 1/2 speed
   E0/A27B: 20 04                <UNKNOWN COMMAND $20>
   E0/A27D: 28 00 00 00 00 00 C0 00 03 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/A28D: FD 9E                <UNKNOWN COMMAND $9E>
   E0/A28F: 3B 57 0A 21 F0 C7    <UNKNOWN COMMAND $3B>
E0/A295: A1 82                Set event flag memory address 00:7070 Bit 2
E0/A297: A1 87                Set event flag memory address 00:7070 Bit 7
E0/A299: 76 3C                Simultaneously darken screen from black with following commands; Duration: 60 frames
E0/A29B: 7F                   <UNKNOWN COMMAND $7F>
E0/A29C: 4E 10 02             Run Event: World Map Event: MARIO takes the Nimbus bus to BOWSER's Keep
E0/A29F: 9E 02 00             <UNKNOWN>
E0/A2A2: DA C1 AB A2          If event flag memory address 00:7098 Bit 1 set, jump to address $E0/A2AB
E0/A2A6: A2 C1                Set event flag memory address 00:7098 Bit 1
E0/A2A8: D0 E5 08             Execute event id $08E5 subsequently
E0/A2AB: 4B 04 C0             Lead to World Map Point $C004
E0/A2AE: FE                   Return

E0/A2AF: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/A2B1: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/A2B3: 80 04 26             Move object to on-screen coords: (128,304)
   E0/A2B6: 75                   Object faces up-left
   E0/A2B7: 0B F0                Set Bits $F0 of current object address 0A,x
E0/A2B9: 10 81                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/A2BB: 71                   Object faces down-right
E0/A2BC: A8 0E 10             Store #$10 to 00:70AE
E0/A2BF: 60 20 8F D0          Run Dialogue $0F20 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Will you ride the royal bus to
 Bowser's Keep?<I>
  >>   (You bet!)
  >>   (Maybe another time)<I><END>


E0/A2C3: 66 D5 A2             If 2nd option chosen from dialogue prompt, jump to address $E0/A2D5
E0/A2C6: F0 09                Duration: 9 frames
E0/A2C8: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/A2CC: 60 21 AF D0          Run Dialogue $0F21 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




        We'll be arriving shortly.<I><END>


E0/A2D0: A0 18                Set event flag memory address 00:7043 Bit 0
E0/A2D2: D2 A7 A0             Jump to address $E0/A0A7
E0/A2D5: F0 09                Duration: 9 frames
E0/A2D7: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/A2DB: 60 22 AF D0          Run Dialogue $0F22 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




        Feel free to ride again.<I><END>


E0/A2DF: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/A2E1: FE                   Return


EVENT [E5F] ------------------------------------------------------------>
E0/A2E2: F8 99 29 EC A2       <UNKNOWN COMMAND $F8>
E0/A2E7: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/A2E9: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/A2EC: F8 99 35 F4 A2       <UNKNOWN COMMAND $F8>
E0/A2F1: 6B 99 81             Modify physical field of area $8199
E0/A2F4: F8 99 2B 95 75       <UNKNOWN COMMAND $F8>
E0/A2F9: 15 11                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x11 bytes)
   E0/A2FB: DA E5 05 A3          If event flag memory address 00:709C Bit 5 set, jump to address $E0/A305
   E0/A2FF: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/A302: D2 0C A3             Jump to address $E0/A30C
   E0/A305: 92 14 31 0A          Place object at on-screen coords: (656,392) Z=160
   E0/A309: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/A30C: FD 32                <UNKNOWN COMMAND $FD 32>
E0/A30E: DE E5 16 A3          If event flag memory address 00:709C Bit 5 clear, jump to address $E0/A316
E0/A312: 15 F2 D2 03          Set Object: NPC #1 ---> Command: Set object to movement: $03D2
E0/A316: DC FD 25 A3          If event flag memory address 00:705F Bit 5 clear, jump to address $E0/A325
E0/A31A: F8 99 29 25 A3       <UNKNOWN COMMAND $F8>
E0/A31F: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/A321: 92 11 38 00          Place object at on-screen coords: (544,448) Z=0
E0/A325: 71                   Lighten screen from black before following commands
E0/A326: DA E5 94 75          If event flag memory address 00:709C Bit 5 set, jump to address $E0/7594
E0/A32A: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/A32C: 10 45                Set transition flag, 1/2 speed
   E0/A32E: 57 08                Shift object up-right 128 pixels
E0/A330: F0 77                Duration: 119 frames
E0/A332: 60 11 AE 62          Run Dialogue $0E11 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SHY AWAY: La dee dah...
 Here ya go, big eggie! I'll give
 ya plenty of nutrients so you'll<I>
 grow up to be big and strong!<I><END>


E0/A336: F0 3B                Duration: 59 frames
E0/A338: 15 85                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/A33A: 10 81                Set sequence flag, x2 speed
   E0/A33C: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/A33F: F0 1D                Duration: 29 frames
E0/A341: 60 12 AE 62          Run Dialogue $0E12 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh, oh, oh...
 Mario's already here...
 He's a fast one, he is...<I><END>


E0/A345: 15 A7                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x27 bytes) (Wait until complete)
   E0/A347: 10 45                Set transition flag, 1/2 speed
   E0/A349: 10 80                Set sequence flag, x1 speed
   E0/A34B: 09                   Reset all object properties to default
   E0/A34C: 77                   Object faces up-right
   E0/A34D: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/A34E: 20 03                <UNKNOWN COMMAND $20>
   E0/A350: 24 80 00 C0 FF       <UNKNOWN COMMAND $24>
   E0/A355: 5B 02                Shift object down 32 pixels
   E0/A357: 21                   <UNKNOWN COMMAND $21>
   E0/A358: 10 43                Set transition flag, x4 speed
   E0/A35A: 06                   Set "moon-walk" Bits
   E0/A35B: D4 01                Start code block, repeat 1 times
   E0/A35D: 63 04                Shift object down-left 4 pixels
   E0/A35F: FD 9E                <UNKNOWN COMMAND $9E>
   E0/A361: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/A362: 67 04                Shift object up-right 4 pixels
   E0/A364: F0 1D                Frame Duration: 29
   E0/A366: D7                   End of code block
   E0/A367: F0 3B                Frame Duration: 59
   E0/A369: 07                   Clear "moon-walk" Bits
   E0/A36A: 73                   Object faces down-left
   E0/A36B: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/A36E: 60 13 AE 62          Run Dialogue $0E13 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh, oh, oh...
 It won't open...
 it's locked!<I><END>


E0/A372: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/A374: 10 46                Set transition flag, 1/4 speed
   E0/A376: 5A 04                Shift object up 64 pixels
E0/A378: 0C 02                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes)
   E0/A37A: 53 02                Shift object down-left 32 pixels
E0/A37C: F0 3B                Duration: 59 frames
E0/A37E: 60 14 AE 40          Run Dialogue $0E14 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: Ha ha ha ha.<I><END>


E0/A382: FD 32                <UNKNOWN COMMAND $FD 32>
E0/A384: 15 F2 D2 03          Set Object: NPC #1 ---> Command: Set object to movement: $03D2
E0/A388: A2 E5                Set event flag memory address 00:709C Bit 5
E0/A38A: A0 4A                Set event flag memory address 00:7049 Bit 2
E0/A38C: D1 14 01             Execute event id $0114
E0/A38F: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/A391: 72                   Object faces down
E0/A392: FE                   Return


EVENT [E60] ------------------------------------------------------------>
E0/A393: D8 FD CC A3          If event flag memory address 00:705F Bit 5 set, jump to address $E0/A3CC
E0/A397: 60 30 80 40          Run Dialogue $0030 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

???: I'm so...lonely.
 Will you play with me?<I>
 >>   (Sure)
 >>   (Not now)<I><END>


E0/A39B: 66 C7 A3             If 2nd option chosen from dialogue prompt, jump to address $E0/A3C7
E0/A39E: 60 2F A0 40          Run Dialogue $002F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




                  Thanks!<I><END>


E0/A3A2: 4A AF 00 17          Engage in battle with formation pack #$00AF in background #$17
E0/A3A6: A0 52                Set event flag memory address 00:704A Bit 2
E0/A3A8: D1 F3 03             Execute event id $03F3
E0/A3AB: A0 FD                Set event flag memory address 00:705F Bit 5
E0/A3AD: FD 5B                Restore all HP
E0/A3AF: FD 5C                Restore all FP
E0/A3B1: 71                   Lighten screen from black before following commands
E0/A3B2: F0 3B                Duration: 59 frames
E0/A3B4: 14 90                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/A3B6: FD 0F 02             Object overlaps BG1
   E0/A3B9: 92 12 35 04          Place object at on-screen coords: (592,424) Z=64
   E0/A3BD: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/A3BF: 7E 6C 00             Object jumps #$006C units
   E0/A3C2: 53 02                Shift object down-left 32 pixels
   E0/A3C4: 63 08                Shift object down-left 8 pixels
E0/A3C6: FE                   Return

E0/A3C7: 60 32 A0 40          Run Dialogue $0032 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Oh...<I> If you had played
 with me, I was going to give you
 the key to this room.<I><END>


E0/A3CB: FE                   Return

E0/A3CC: 60 31 A0 40          Run Dialogue $0031 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


    BIRDO: Don't forget about me!<I><END>


E0/A3D0: FE                   Return


EVENT [E61] ------------------------------------------------------------>
E0/A3D1: 4A 5C 00 02          Engage in battle with formation pack #$005C in background #$02
E0/A3D5: A0 52                Set event flag memory address 00:704A Bit 2
E0/A3D7: D1 F3 03             Execute event id $03F3
E0/A3DA: A4 52                Clear event flag memory address 00:704A Bit 2
E0/A3DC: 71                   Lighten screen from black before following commands
E0/A3DD: C3                   <UNKNOWN COMMAND $C3>
E0/A3DE: E2 7B 01 E8 A3       If value at 00:7000 = #$017B, jump to address $E0/A3E8
E0/A3E3: E2 7C 01 F5 A3       If value at 00:7000 = #$017C, jump to address $E0/A3F5
E0/A3E8: D3 02 A4             Jump to address $E0/A402
E0/A3EB: 9C 0E                Play sound effect #$0E
E0/A3ED: F2 7B 2B             <UNKNOWN COMMAND $F2>
E0/A3F0: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
E0/A3F2: 16 F8                Set Object: NPC #2 ---> Command: Show Object
E0/A3F4: FE                   Return

E0/A3F5: D3 02 A4             Jump to address $E0/A402
E0/A3F8: 9C 0E                Play sound effect #$0E
E0/A3FA: F2 7C 29             <UNKNOWN COMMAND $F2>
E0/A3FD: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
E0/A3FF: 15 F8                Set Object: NPC #1 ---> Command: Show Object
E0/A401: FE                   Return

E0/A402: 10 A4                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x24 bytes) (Wait until complete)
   E0/A404: D4 02                Start code block, repeat 2 times
   E0/A406: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/A407: F0 01                Frame Duration: 1
   E0/A409: 00                   Set Bit 7 of current object (enable object visibility)
   E0/A40A: F0 07                Frame Duration: 7
   E0/A40C: D7                   End of code block
   E0/A40D: D4 07                Start code block, repeat 7 times
   E0/A40F: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/A410: F0 03                Frame Duration: 3
   E0/A412: 00                   Set Bit 7 of current object (enable object visibility)
   E0/A413: F0 03                Frame Duration: 3
   E0/A415: D7                   End of code block
   E0/A416: D4 07                Start code block, repeat 7 times
   E0/A418: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/A419: F0 01                Frame Duration: 1
   E0/A41B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/A41C: F0 01                Frame Duration: 1
   E0/A41E: D7                   End of code block
   E0/A41F: D4 07                Start code block, repeat 7 times
   E0/A421: 00                   Set Bit 7 of current object (enable object visibility)
   E0/A422: F0 00                Frame Duration: 0
   E0/A424: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/A425: F0 00                Frame Duration: 0
   E0/A427: D7                   End of code block
E0/A428: FE                   Return


EVENT [E62] ------------------------------------------------------------>
E0/A429: 0C 0A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes)
   E0/A42B: 10 41                Set transition flag, x2 speed
   E0/A42D: 5A 02                Shift object up 32 pixels
   E0/A42F: F0 1D                Frame Duration: 29
   E0/A431: 10 40                Set transition flag, x1 speed
   E0/A433: 5B 02                Shift object down 32 pixels
E0/A435: A8 07 20             Store #$20 to 00:70A7
E0/A438: D1 20 00             Execute event id $0020
E0/A43B: FE                   Return


EVENT [E63] ------------------------------------------------------------>
E0/A43C: 60 00 AF D0          Run Dialogue $0F00 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


       How to climb the vines<I>

 The vines are positioned from
 the bottom left to the top right.<I>

 When you jump, you will be able to
 disengage yourself from the vine.<I>
 Nimbus Dept. of Transportation<I><END>


E0/A440: FE                   Return


EVENT [E64] ------------------------------------------------------------>
E0/A441: A8 07 86             Store #$86 to 00:70A7
E0/A444: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
E0/A446: AC F0 0E             Store #$0EF0 to 00:7000
E0/A449: D1 F4 0E             Execute event id $0EF4
E0/A44C: F2 99 29             <UNKNOWN COMMAND $F2>
E0/A44F: FE                   Return


EVENT [E65] ------------------------------------------------------------>
E0/A450: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
E0/A452: A8 07 5D             Store #$5D to 00:70A7
E0/A455: 9C 55                Play sound effect #$55
E0/A457: A0 5E                Set event flag memory address 00:704B Bit 6
E0/A459: 00 F2 FE 01          Set Object: MARIO ---> Command: Set object to movement: $01FE
E0/A45D: 60 F2 AE 42          Run Dialogue $0EF2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Found a Signal Ring!<I>
 If you equip it, it'll ring at
 the location of a hidden treasure.<I><END>


E0/A461: 00 F6                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $F6>
E0/A463: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/A465: 72                   Object faces down
E0/A466: 50 5D                Put item in inventory: #$5D (@Signal Ring )
E0/A468: FE                   Return


EVENT [E66] ------------------------------------------------------------>
E0/A469: D8 26 94 75          If event flag memory address 00:7044 Bit 6 set, jump to address $E0/7594
E0/A46D: A0 26                Set event flag memory address 00:7044 Bit 6
E0/A46F: 00 82                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/A471: 73                   Object faces down-left
   E0/A472: 01                   Clear Bit 7 of current object (disable object visibility)
E0/A473: F0 1D                Duration: 29 frames
E0/A475: 9C 10                Play sound effect #$10
E0/A477: 6A 0C 02             Modify BGL of area $020C
E0/A47A: F0 3B                Duration: 59 frames
E0/A47C: 9C 9B                Play sound effect #$9B
E0/A47E: F0 77                Duration: 119 frames
E0/A480: FD 9C 06             Play sound effect #$06
E0/A483: F1 DF 01             Duration: 479 frames
E0/A486: D4 02                Start code block, repeat 2 times
E0/A488: 9C 12                Play sound effect #$12
E0/A48A: F0 07                Duration: 7 frames
E0/A48C: 9B                   Stop sound effect
E0/A48D: F0 13                Duration: 19 frames
E0/A48F: D7                   End of code block
E0/A490: F0 77                Duration: 119 frames
E0/A492: 8A 08 8E             Set 0 palettes from $37B1C0
E0/A495: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   E0/A497: 92 0A 0D 00          Place object at on-screen coords: (336,104) Z=0
   E0/A49B: 94 FC 04 00          Place object: right=252px down=4px up=0px
   E0/A49F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/A4A0: F0 1D                Frame Duration: 29
   E0/A4A2: 0C 04                XOR Bits $4 of current object address 0A,x
E0/A4A4: 9C 10                Play sound effect #$10
E0/A4A6: 6A 0C 82             Modify BGL of area $820C
E0/A4A9: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/A4AB: 53 02                Shift object down-left 32 pixels
   E0/A4AD: F0 3B                Frame Duration: 59
   E0/A4AF: 74                   Object faces left
   E0/A4B0: F0 01                Frame Duration: 1
   E0/A4B2: 75                   Object faces up-left
   E0/A4B3: F0 01                Frame Duration: 1
   E0/A4B5: 76                   Object faces up
   E0/A4B6: F0 01                Frame Duration: 1
   E0/A4B8: 77                   Object faces up-right
E0/A4B9: F0 1D                Duration: 29 frames
E0/A4BB: 9C 10                Play sound effect #$10
E0/A4BD: 6A 0C 02             Modify BGL of area $020C
E0/A4C0: F0 1D                Duration: 29 frames
E0/A4C2: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/A4C4: 70                   Object faces right
   E0/A4C5: F0 01                Frame Duration: 1
   E0/A4C7: 71                   Object faces down-right
   E0/A4C8: F0 01                Frame Duration: 1
   E0/A4CA: 72                   Object faces down
E0/A4CB: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/A4CF: A4 27                Clear event flag memory address 00:7044 Bit 7
E0/A4D1: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/A4D3: FE                   Return


EVENT [E67] ------------------------------------------------------------>
E0/A4D4: D8 27 94 75          If event flag memory address 00:7044 Bit 7 set, jump to address $E0/7594
E0/A4D8: A0 27                Set event flag memory address 00:7044 Bit 7
E0/A4DA: 9C 10                Play sound effect #$10
E0/A4DC: 6A 0C 82             Modify BGL of area $820C
E0/A4DF: FE                   Return


EVENT [E68] ------------------------------------------------------------>
E0/A4E0: C7 80                <UNKNOWN COMMAND $C7>
E0/A4E2: C2 0A 02 00          Compare value at 00:7014 to #$0002
E0/A4E6: EC 94 75             If Bit 0 of 00:70A0,x set, jump to address $E0/7594
E0/A4E9: 9C 8F                Play sound effect #$8F
E0/A4EB: F0 13                Duration: 19 frames
E0/A4ED: 9C 8F                Play sound effect #$8F
E0/A4EF: F0 13                Duration: 19 frames
E0/A4F1: 9C 8F                Play sound effect #$8F
E0/A4F3: D8 25 94 75          If event flag memory address 00:7044 Bit 5 set, jump to address $E0/7594
E0/A4F7: DA F8 94 75          If event flag memory address 00:709F Bit 0 set, jump to address $E0/7594
E0/A4FB: DA F9 94 75          If event flag memory address 00:709F Bit 1 set, jump to address $E0/7594
E0/A4FF: A2 F8                Set event flag memory address 00:709F Bit 0
E0/A501: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/A503: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/A505: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/A507: 80 06 16             Move object to on-screen coords: (192,176)
   E0/A50A: F0 3B                Frame Duration: 59
   E0/A50C: 75                   Object faces up-left
E0/A50D: F0 3B                Duration: 59 frames
E0/A50F: 14 94                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   E0/A511: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/A513: 77                   Object faces up-right
   E0/A514: 92 03 17 00          Place object at on-screen coords: (112,184) Z=0
   E0/A518: 00                   Set Bit 7 of current object (enable object visibility)
   E0/A519: 10 41                Set transition flag, x2 speed
   E0/A51B: 10 83                Set sequence flag, x4 speed
   E0/A51D: 57 03                Shift object up-right 48 pixels
   E0/A51F: 51 01                Shift object down-right 16 pixels
   E0/A521: 10 85                Set sequence flag, 1/2 speed
   E0/A523: 0B F0                Set Bits $F0 of current object address 0A,x
E0/A525: F0 09                Duration: 9 frames
E0/A527: 60 06 8F 62          Run Dialogue $0F06 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 At your service, Sir!
 How may I help you?<I>
 >>   (I'm thirsty)
 >>   (Just kidding)<I><END>


E0/A52B: 66 71 A5             If 2nd option chosen from dialogue prompt, jump to address $E0/A571
E0/A52E: 60 07 8F 62          Run Dialogue $0F07 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Here is the menu.<I>
 >>   (Pick Me Up........10 Coins)
 >>   (Kerokero Cola....150 Coins)
 >>   (No thanks)<I><END>


E0/A532: 67 85 A5 71 A5       If 2nd option chosen from dialogue prompt, jump to address $E0/A585
                              If 3rd option chosen from dialogue prompt, jump to address $E0/A571
E0/A537: B0 12 0A 00          Store #$000A to 00:7024
E0/A53B: D1 12 01             Execute event id $0112
E0/A53E: D8 4B B8 A5          If event flag memory address 00:7049 Bit 3 set, jump to address $E0/A5B8
E0/A542: 60 09 AF 62          Run Dialogue $0F09 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 One moment, please.<I><END>


E0/A546: 14 91                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   E0/A548: 10 83                Set sequence flag, x4 speed
   E0/A54A: 55 01                Shift object up-left 16 pixels
   E0/A54C: 53 03                Shift object down-left 48 pixels
   E0/A54E: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/A54F: F0 59                Frame Duration: 89
   E0/A551: 77                   Object faces up-right
   E0/A552: 00                   Set Bit 7 of current object (enable object visibility)
   E0/A553: 57 03                Shift object up-right 48 pixels
   E0/A555: 51 01                Shift object down-right 16 pixels
   E0/A557: 10 85                Set sequence flag, 1/2 speed
E0/A559: F0 1D                Duration: 29 frames
E0/A55B: 60 0A AF 62          Run Dialogue $0F0A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Here you are, Sir!<I><END>


E0/A55F: A8 07 66             Store #$66 to 00:70A7
E0/A562: AC 0A 00             Store #$000A to 00:7000
E0/A565: BB 1D                Store value at 00:7000 to 00:703A
E0/A567: AC 0C 0F             Store #$0F0C to 00:7000
E0/A56A: D1 F3 0E             Execute event id $0EF3
E0/A56D: BA 1D                Store value at 00:703A to 00:7000
E0/A56F: FD 53                Subtract # at 00:7000 from total coins
E0/A571: 64                   <UNKNOWN COMMAND $64>
E0/A572: F0 09                Duration: 9 frames
E0/A574: 60 0B AF 62          Run Dialogue $0F0B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Please do not hesitate to ring.<I><END>


E0/A578: 14 82                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/A57A: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
E0/A57C: 14 F2 D2 03          Set Object: NPC #0 ---> Command: Set object to movement: $03D2
E0/A580: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/A584: FE                   Return

E0/A585: B0 12 96 00          Store #$0096 to 00:7024
E0/A589: D1 12 01             Execute event id $0112
E0/A58C: D8 4B B8 A5          If event flag memory address 00:7049 Bit 3 set, jump to address $E0/A5B8
E0/A590: 60 09 AF 62          Run Dialogue $0F09 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 One moment, please.<I><END>


E0/A594: 14 91                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   E0/A596: 10 83                Set sequence flag, x4 speed
   E0/A598: 55 01                Shift object up-left 16 pixels
   E0/A59A: 53 03                Shift object down-left 48 pixels
   E0/A59C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/A59D: F0 59                Frame Duration: 89
   E0/A59F: 77                   Object faces up-right
   E0/A5A0: 00                   Set Bit 7 of current object (enable object visibility)
   E0/A5A1: 57 03                Shift object up-right 48 pixels
   E0/A5A3: 51 01                Shift object down-right 16 pixels
   E0/A5A5: 10 85                Set sequence flag, 1/2 speed
E0/A5A7: F0 1D                Duration: 29 frames
E0/A5A9: 60 0A AF 62          Run Dialogue $0F0A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Here you are, Sir!<I><END>


E0/A5AD: A8 07 6C             Store #$6C to 00:70A7
E0/A5B0: AC 96 00             Store #$0096 to 00:7000
E0/A5B3: BB 1D                Store value at 00:7000 to 00:703A
E0/A5B5: D2 67 A5             Jump to address $E0/A567
E0/A5B8: 60 0D AF 62          Run Dialogue $0F0D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Sir, you seem to be a few coins
 short. Please ring again.<I>

E0/A5BC: D2 71 A5             Jump to address $E0/A571

EVENT [E69] ------------------------------------------------------------>
E0/A5BF: 9C 9C                Play sound effect #$9C
E0/A5C1: FE                   Return


EVENT [E6A] ------------------------------------------------------------>
E0/A5C2: D8 FC CD A5          If event flag memory address 00:705F Bit 4 set, jump to address $E0/A5CD
E0/A5C6: 68 A0 81 13 26 62    Enter area: $01A0
                              MARIO will be at coords: (608,304) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/A5CC: FE                   Return

E0/A5CD: 68 B6 81 13 26 62    Enter area: $01B6
                              MARIO will be at coords: (608,304) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/A5D3: FE                   Return


EVENT [E6B] ------------------------------------------------------------>
E0/A5D4: D8 FC DF A5          If event flag memory address 00:705F Bit 4 set, jump to address $E0/A5DF
E0/A5D8: 68 A0 81 0C 1C 62    Enter area: $01A0
                              MARIO will be at coords: (384,224) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/A5DE: FE                   Return

E0/A5DF: 68 B6 81 0C 1C 62    Enter area: $01B6
                              MARIO will be at coords: (384,224) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/A5E5: FE                   Return


EVENT [E6C] ------------------------------------------------------------>
E0/A5E6: D8 FC F1 A5          If event flag memory address 00:705F Bit 4 set, jump to address $E0/A5F1
E0/A5EA: 68 A0 81 0F 42 62    Enter area: $01A0
                              MARIO will be at coords: (480,528) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/A5F0: FE                   Return

E0/A5F1: 68 B6 81 0F 42 62    Enter area: $01B6
                              MARIO will be at coords: (480,528) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/A5F7: FE                   Return


EVENT [E6D] ------------------------------------------------------------>
E0/A5F8: A4 14                Clear event flag memory address 00:7042 Bit 4
E0/A5FA: A4 15                Clear event flag memory address 00:7042 Bit 5
E0/A5FC: A4 16                Clear event flag memory address 00:7042 Bit 6
E0/A5FE: A4 17                Clear event flag memory address 00:7042 Bit 7
E0/A600: A4 13                Clear event flag memory address 00:7042 Bit 3
E0/A602: D8 FC 0D A6          If event flag memory address 00:705F Bit 4 set, jump to address $E0/A60D
E0/A606: 68 A0 81 04 30 62    Enter area: $01A0
                              MARIO will be at coords: (128,384) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/A60C: FE                   Return

E0/A60D: 68 B6 81 04 30 62    Enter area: $01B6
                              MARIO will be at coords: (128,384) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/A613: FE                   Return


EVENT [E6E] ------------------------------------------------------------>
E0/A614: D8 FC 1F A6          If event flag memory address 00:705F Bit 4 set, jump to address $E0/A61F
E0/A618: 68 A0 81 0C 30 22    Enter area: $01A0
                              MARIO will be at coords: (384,384) Z=32
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/A61E: FE                   Return

E0/A61F: 68 B6 81 0C 30 22    Enter area: $01B6
                              MARIO will be at coords: (384,384) Z=32
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/A625: FE                   Return


EVENT [E6F] ------------------------------------------------------------>
E0/A626: D8 FC 31 A6          If event flag memory address 00:705F Bit 4 set, jump to address $E0/A631
E0/A62A: 68 A0 81 1A 32 22    Enter area: $01A0
                              MARIO will be at coords: (832,400) Z=32
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/A630: FE                   Return

E0/A631: 68 B6 81 1A 32 22    Enter area: $01B6
                              MARIO will be at coords: (832,400) Z=32
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/A637: FE                   Return


EVENT [E70] ------------------------------------------------------------>
E0/A638: F8 74 2E 95 75       <UNKNOWN COMMAND $F8>
E0/A63D: F0 00                Duration: 0 frames
E0/A63F: 17 84                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/A641: 94 08 06 00          Place object: right=8px down=6px up=0px
E0/A645: 71                   Lighten screen from black before following commands
E0/A646: 40 71 2E             Execute event id $2E71 simultaneously with the following commands
E0/A649: FE                   Return


EVENT [E71] ------------------------------------------------------------>
E0/A64A: F0 77                Duration: 119 frames
E0/A64C: 17 85                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/A64E: 10 81                Set sequence flag, x2 speed
   E0/A650: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/A653: A0 18                Set event flag memory address 00:7043 Bit 0
E0/A655: 00 F2 29 03          Set Object: MARIO ---> Command: Set object to movement: $0329
E0/A659: F0 EF                Duration: 239 frames
E0/A65B: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/A65D: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/A65F: 10 85                Set sequence flag, 1/2 speed
   E0/A661: 09                   Reset all object properties to default
E0/A662: 00 F2 2E 03          Set Object: MARIO ---> Command: Set object to movement: $032E
E0/A666: D0 71 0E             Execute event id $0E71 subsequently

EVENT [E72] ------------------------------------------------------------>
E0/A669: 4A 60 00 16          Engage in battle with formation pack #$0060 in background #$16
E0/A66D: D1 F0 03             Execute event id $03F0
E0/A670: D8 01 7C A6          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/A67C
E0/A674: FD 43                <UNKNOWN COMMAND $FD 43>
E0/A676: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/A678: 00 F2 2E 03          Set Object: MARIO ---> Command: Set object to movement: $032E
E0/A67C: FE                   Return


EVENT [E73] ------------------------------------------------------------>
E0/A67D: DC 18 94 75          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/7594
E0/A681: D8 19 94 75          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/7594
E0/A685: A0 19                Set event flag memory address 00:7043 Bit 1
E0/A687: 00 F2 2E 03          Set Object: MARIO ---> Command: Set object to movement: $032E
E0/A68B: FE                   Return


EVENT [E74] ------------------------------------------------------------>
E0/A68C: DC 19 94 75          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/7594
E0/A690: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/A692: FE                   Return


EVENT [E75] ------------------------------------------------------------>
E0/A693: F8 77 2E 9A A6       <UNKNOWN COMMAND $F8>
E0/A698: 71                   Lighten screen from black before following commands
E0/A699: FE                   Return

E0/A69A: F8 77 2C 95 75       <UNKNOWN COMMAND $F8>
E0/A69F: 16 F2 73 03          Set Object: NPC #2 ---> Command: Set object to movement: $0373
E0/A6A3: 71                   Lighten screen from black before following commands
E0/A6A4: FE                   Return


EVENT [E76] ------------------------------------------------------------>
E0/A6A5: F8 98 2F AC A6       <UNKNOWN COMMAND $F8>
E0/A6AA: 71                   Lighten screen from black before following commands
E0/A6AB: FE                   Return

E0/A6AC: F8 98 2D 95 75       <UNKNOWN COMMAND $F8>
E0/A6B1: D2 9F A6             Jump to address $E0/A69F

EVENT [E77] ------------------------------------------------------------>
E0/A6B4: C3                   <UNKNOWN COMMAND $C3>
E0/A6B5: E2 F2 01 C4 A6       If value at 00:7000 = #$01F2, jump to address $E0/A6C4
E0/A6BA: F8 72 30 C4 A6       <UNKNOWN COMMAND $F8>
E0/A6BF: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/A6C1: FD 0F 03             Object overlaps BG1 & BG2
E0/A6C4: FD F0 72 2A D3 A6    <UNKNOWN COMMAND $F0: pointer to address $E0/A6D3
E0/A6CA: FD F0 F2 2B D3 A6    <UNKNOWN COMMAND $F0: pointer to address $E0/A6D3
E0/A6D0: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/A6D2: 01                   Clear Bit 7 of current object (disable object visibility)
E0/A6D3: 71                   Lighten screen from black before following commands
E0/A6D4: D1 04 0E             Execute event id $0E04
E0/A6D7: DE CF 94 75          If event flag memory address 00:7099 Bit 7 clear, jump to address $E0/7594
E0/A6DB: FD F0 F2 2B 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/A6E1: FD F0 72 2A 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/A6E7: A6 CF                Clear event flag memory address 00:7099 Bit 7
E0/A6E9: 9C 95                Play sound effect #$95
E0/A6EB: FE                   Return


EVENT [E78] ------------------------------------------------------------>
E0/A6EC: 6A 76 80             Modify BGL of area $8076
E0/A6EF: F8 76 3A FD A6       <UNKNOWN COMMAND $F8>
E0/A6F4: 1D 87                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/A6F6: 94 F4 FA 00          Place object: right=244px down=250px up=0px
   E0/A6FA: FD 0F 03             Object overlaps BG1 & BG2
E0/A6FD: F8 76 AA 0D A7       <UNKNOWN COMMAND $F8>
E0/A702: F8 76 2E 0D A7       <UNKNOWN COMMAND $F8>
E0/A707: 17 F6                Set Object: NPC #3 ---> Command: <UNKNOWN COMMAND $F6>
E0/A709: 17 F2 F5 00          Set Object: NPC #3 ---> Command: Set object to movement: $00F5
E0/A70D: F8 76 AC 1D A7       <UNKNOWN COMMAND $F8>
E0/A712: F8 76 30 1D A7       <UNKNOWN COMMAND $F8>
E0/A717: 18 F6                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $F6>
E0/A719: 18 F2 F5 00          Set Object: NPC #4 ---> Command: Set object to movement: $00F5
E0/A71D: 71                   Lighten screen from black before following commands
E0/A71E: FE                   Return


EVENT [E79] ------------------------------------------------------------>
E0/A71F: 4A 63 00 16          Engage in battle with formation pack #$0063 in background #$16
E0/A723: D8 01 30 A7          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/A730
E0/A727: D8 00 4E A7          If event flag memory address 00:7040 Bit 0 set, jump to address $E0/A74E
E0/A72B: F5                   <UNKNOWN COMMAND: check current area?>
E0/A72C: 10 F9                Set Object: <UNKNOWN> ---> Command: Remove Object
E0/A72E: 71                   Lighten screen from black before following commands
E0/A72F: FE                   Return

E0/A730: 10 F4 02 00          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/A734: C3                   <UNKNOWN COMMAND $C3>
E0/A735: E2 9A 01 44 A7       If value at 00:7000 = #$019A, jump to address $E0/A744
E0/A73A: 19 F4 02 00          Set Object: NPC #5 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/A73E: 1A F4 02 00          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/A742: 71                   Lighten screen from black before following commands
E0/A743: FE                   Return

E0/A744: 1A F4 02 00          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/A748: 1B F4 02 00          Set Object: NPC #7 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/A74C: 71                   Lighten screen from black before following commands
E0/A74D: FE                   Return

E0/A74E: D0 1F 01             Execute event id $011F subsequently

EVENT [E7A] ------------------------------------------------------------>
E0/A751: DC 18 94 75          If event flag memory address 00:7043 Bit 0 clear, jump to address $E0/7594
E0/A755: C3                   <UNKNOWN COMMAND $C3>
E0/A756: E2 72 00 7D A7       If value at 00:7000 = #$0072, jump to address $E0/A77D
E0/A75B: F8 9A 33 94 75       <UNKNOWN COMMAND $F8>
E0/A760: 4A 63 00 16          Engage in battle with formation pack #$0063 in background #$16
E0/A764: D8 00 4E A7          If event flag memory address 00:7040 Bit 0 set, jump to address $E0/A74E
E0/A768: D8 01 9F A7          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/A79F
E0/A76C: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
E0/A76E: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
E0/A770: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
E0/A772: F2 9A 33             <UNKNOWN COMMAND $F2>
E0/A775: F2 9A 35             <UNKNOWN COMMAND $F2>
E0/A778: F2 9A 37             <UNKNOWN COMMAND $F2>
E0/A77B: 71                   Lighten screen from black before following commands
E0/A77C: FE                   Return

E0/A77D: F8 72 30 94 75       <UNKNOWN COMMAND $F8>
E0/A782: 4A 63 00 16          Engage in battle with formation pack #$0063 in background #$16
E0/A786: D8 00 4E A7          If event flag memory address 00:7040 Bit 0 set, jump to address $E0/A74E
E0/A78A: D8 01 9F A7          If event flag memory address 00:7040 Bit 1 set, jump to address $E0/A79F
E0/A78E: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
E0/A790: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
E0/A792: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
E0/A794: F2 72 30             <UNKNOWN COMMAND $F2>
E0/A797: F2 72 32             <UNKNOWN COMMAND $F2>
E0/A79A: F2 72 34             <UNKNOWN COMMAND $F2>
E0/A79D: 71                   Lighten screen from black before following commands
E0/A79E: FE                   Return

E0/A79F: 10 F4 79 03          Set Object: <UNKNOWN> ---> Command: UNKNOWN COMMAND $F4: movement $0379
E0/A7A3: C3                   <UNKNOWN COMMAND $C3>
E0/A7A4: E2 9A 01 AF A7       If value at 00:7000 = #$019A, jump to address $E0/A7AF
E0/A7A9: 18 F4 02 00          Set Object: NPC #4 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/A7AD: 71                   Lighten screen from black before following commands
E0/A7AE: FE                   Return

E0/A7AF: 19 F4 02 00          Set Object: NPC #5 ---> Command: UNKNOWN COMMAND $F4: movement $0002
E0/A7B3: 71                   Lighten screen from black before following commands
E0/A7B4: FE                   Return


EVENT [E7B] ------------------------------------------------------------>
E0/A7B5: DC 60 BB A7          If event flag memory address 00:704C Bit 0 clear, jump to address $E0/A7BB
E0/A7B9: A0 61                Set event flag memory address 00:704C Bit 1
E0/A7BB: FD F0 9A 29 C4 A7    <UNKNOWN COMMAND $F0: pointer to address $E0/A7C4
E0/A7C1: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/A7C3: 01                   Clear Bit 7 of current object (disable object visibility)
E0/A7C4: FD F0 9A 2B D0 A7    <UNKNOWN COMMAND $F0: pointer to address $E0/A7D0
E0/A7CA: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/A7CC: 01                   Clear Bit 7 of current object (disable object visibility)
E0/A7CD: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/A7CF: 01                   Clear Bit 7 of current object (disable object visibility)
E0/A7D0: 6B 9A 83             Modify physical field of area $839A
E0/A7D3: 71                   Lighten screen from black before following commands
E0/A7D4: D1 04 0E             Execute event id $0E04
E0/A7D7: DE CF 94 75          If event flag memory address 00:7099 Bit 7 clear, jump to address $E0/7594
E0/A7DB: FD F0 9A A9 EA A7    <UNKNOWN COMMAND $F0: pointer to address $E0/A7EA
E0/A7E1: FD F0 9A AB EA A7    <UNKNOWN COMMAND $F0: pointer to address $E0/A7EA
E0/A7E7: D2 94 75             Jump to address $E0/7594
E0/A7EA: A6 CF                Clear event flag memory address 00:7099 Bit 7
E0/A7EC: 9C 95                Play sound effect #$95
E0/A7EE: FE                   Return


EVENT [E7C] ------------------------------------------------------------>
E0/A7EF: 30                   <UNKNOWN COMMAND $30>
E0/A7F0: D8 FE FA A7          If event flag memory address 00:705F Bit 6 set, jump to address $E0/A7FA
E0/A7F4: 60 10 AE 02          Run Dialogue $0E10 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

  Hey, wait a minute!  It's locked.<I><END>


E0/A7F8: 31                   <UNKNOWN COMMAND $31>
E0/A7F9: FE                   Return

E0/A7FA: 9C 05                Play sound effect #$05
E0/A7FC: F0 07                Duration: 7 frames
E0/A7FE: 9C 05                Play sound effect #$05
E0/A800: F0 07                Duration: 7 frames
E0/A802: 6B 76 80             Modify physical field of area $8076
E0/A805: 6B F3 81             Modify physical field of area $81F3
E0/A808: 1E F9                Set Object: NPC #10 ---> Command: Remove Object
E0/A80A: 1F F9                Set Object: NPC #11 ---> Command: Remove Object
E0/A80C: F2 76 3C             <UNKNOWN COMMAND $F2>
E0/A80F: F2 76 3E             <UNKNOWN COMMAND $F2>
E0/A812: 51 84                Remove item in inventory: #$84 (Castle Key 1)
E0/A814: 31                   <UNKNOWN COMMAND $31>
E0/A815: FE                   Return


EVENT [E7D] ------------------------------------------------------------>
E0/A816: 32 14 D6 85          <UNKNOWN COMMAND $32>
E0/A81A: F3 9A 29             <UNKNOWN COMMAND $F2>
E0/A81D: D2 27 A8             Jump to address $E0/A827

EVENT [E7E] ------------------------------------------------------------>
E0/A820: 32 15 D6 85          <UNKNOWN COMMAND $32>
E0/A824: F3 9A 2B             <UNKNOWN COMMAND $F2>
E0/A827: A8 07 30             Store #$30 to 00:70A7
E0/A82A: AA 28                Increment 00:70C8
E0/A82C: D1 20 00             Execute event id $0020
E0/A82F: FE                   Return


EVENT [E7F] ------------------------------------------------------------>
E0/A830: 18 F2 01 01          Set Object: NPC #4 ---> Command: Set object to movement: $0101
E0/A834: 19 F2 7A 03          Set Object: NPC #5 ---> Command: Set object to movement: $037A
E0/A838: F8 6F 32 94 75       <UNKNOWN COMMAND $F8>
E0/A83D: F0 00                Duration: 0 frames
E0/A83F: C4 99                <UNKNOWN COMMAND $C4>
E0/A841: C0 02 00             Compare value at 00:7000 to #$0002
E0/A844: ED 4A A8             If Bit 0 of 00:70A0,x clear, jump to address $E0/A84A
E0/A847: D2 38 A8             Jump to address $E0/A838
E0/A84A: F8 6F 32 94 75       <UNKNOWN COMMAND $F8>
E0/A84F: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
E0/A851: A0 19                Set event flag memory address 00:7043 Bit 1
E0/A853: 19 F3 00 01          Set Object: NPC #5 ---> Command: Set object to movement: $0100
E0/A857: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/A859: F0 00                Duration: 0 frames
E0/A85B: D8 1B 62 A8          If event flag memory address 00:7043 Bit 3 set, jump to address $E0/A862
E0/A85F: D2 59 A8             Jump to address $E0/A859
E0/A862: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/A864: A4 1B                Clear event flag memory address 00:7043 Bit 3
E0/A866: D0 7F 0E             Execute event id $0E7F subsequently

EVENT [E80] ------------------------------------------------------------>
E0/A869: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/A86B: 13 00                Layering priority: MARIO overlaps object
E0/A86D: F8 6F 32 7C A8       <UNKNOWN COMMAND $F8>
E0/A872: F8 6F 30 87 A8       <UNKNOWN COMMAND $F8>
E0/A877: 40 7F 2E             Execute event id $2E7F simultaneously with the following commands
E0/A87A: 71                   Lighten screen from black before following commands
E0/A87B: FE                   Return

E0/A87C: F8 6F 30 95 75       <UNKNOWN COMMAND $F8>
E0/A881: 18 F2 01 01          Set Object: NPC #4 ---> Command: Set object to movement: $0101
E0/A885: 71                   Lighten screen from black before following commands
E0/A886: FE                   Return

E0/A887: 19 F2 71 03          Set Object: NPC #5 ---> Command: Set object to movement: $0371
E0/A88B: 71                   Lighten screen from black before following commands
E0/A88C: FE                   Return


EVENT [E81] ------------------------------------------------------------>
E0/A88D: 16 F2 01 01          Set Object: NPC #2 ---> Command: Set object to movement: $0101
E0/A891: 18 F2 7A 03          Set Object: NPC #4 ---> Command: Set object to movement: $037A
E0/A895: F8 75 30 94 75       <UNKNOWN COMMAND $F8>
E0/A89A: F0 00                Duration: 0 frames
E0/A89C: C4 18                <UNKNOWN COMMAND $C4>
E0/A89E: C0 00 2F             Compare value at 00:7000 to #$2F00
E0/A8A1: ED A7 A8             If Bit 0 of 00:70A0,x clear, jump to address $E0/A8A7
E0/A8A4: D2 95 A8             Jump to address $E0/A895
E0/A8A7: F8 75 30 94 75       <UNKNOWN COMMAND $F8>
E0/A8AC: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
E0/A8AE: A0 19                Set event flag memory address 00:7043 Bit 1
E0/A8B0: 18 F3 00 01          Set Object: NPC #4 ---> Command: Set object to movement: $0100
E0/A8B4: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/A8B6: F0 00                Duration: 0 frames
E0/A8B8: D8 1B BF A8          If event flag memory address 00:7043 Bit 3 set, jump to address $E0/A8BF
E0/A8BC: D2 B6 A8             Jump to address $E0/A8B6
E0/A8BF: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/A8C1: A4 1B                Clear event flag memory address 00:7043 Bit 3
E0/A8C3: D0 81 0E             Execute event id $0E81 subsequently

EVENT [E82] ------------------------------------------------------------>
E0/A8C6: F8 75 30 D8 A8       <UNKNOWN COMMAND $F8>
E0/A8CB: F8 75 2C EB A8       <UNKNOWN COMMAND $F8>
E0/A8D0: 40 81 2E             Execute event id $2E81 simultaneously with the following commands
E0/A8D3: 40 84 6E             Execute event id $6E84 simultaneously with the following commands
E0/A8D6: 71                   Lighten screen from black before following commands
E0/A8D7: FE                   Return

E0/A8D8: F8 75 2C 95 75       <UNKNOWN COMMAND $F8>
E0/A8DD: F8 75 2E E5 A8       <UNKNOWN COMMAND $F8>
E0/A8E2: 40 84 6E             Execute event id $6E84 simultaneously with the following commands
E0/A8E5: 16 F2 01 01          Set Object: NPC #2 ---> Command: Set object to movement: $0101
E0/A8E9: 71                   Lighten screen from black before following commands
E0/A8EA: FE                   Return

E0/A8EB: F8 75 2E F3 A8       <UNKNOWN COMMAND $F8>
E0/A8F0: 40 84 6E             Execute event id $6E84 simultaneously with the following commands
E0/A8F3: F8 75 30 FC A8       <UNKNOWN COMMAND $F8>
E0/A8F8: 18 F2 71 03          Set Object: NPC #4 ---> Command: Set object to movement: $0371
E0/A8FC: 71                   Lighten screen from black before following commands
E0/A8FD: FE                   Return


EVENT [E83] ------------------------------------------------------------>
E0/A8FE: DC 1C 94 75          If event flag memory address 00:7043 Bit 4 clear, jump to address $E0/7594
E0/A902: D8 1D 94 75          If event flag memory address 00:7043 Bit 5 set, jump to address $E0/7594
E0/A906: 00 F2 29 03          Set Object: MARIO ---> Command: Set object to movement: $0329
E0/A90A: A0 1D                Set event flag memory address 00:7043 Bit 5
E0/A90C: FE                   Return


EVENT [E84] ------------------------------------------------------------>
E0/A90D: F0 00                Duration: 0 frames
E0/A90F: D8 1E 16 A9          If event flag memory address 00:7043 Bit 6 set, jump to address $E0/A916
E0/A913: D0 84 0E             Execute event id $0E84 subsequently
E0/A916: A0 1C                Set event flag memory address 00:7043 Bit 4
E0/A918: F0 00                Duration: 0 frames
E0/A91A: DC 1E 21 A9          If event flag memory address 00:7043 Bit 6 clear, jump to address $E0/A921
E0/A91E: D2 18 A9             Jump to address $E0/A918
E0/A921: 00 F2 2E 03          Set Object: MARIO ---> Command: Set object to movement: $032E
E0/A925: A4 1C                Clear event flag memory address 00:7043 Bit 4
E0/A927: A4 1D                Clear event flag memory address 00:7043 Bit 5
E0/A929: D0 84 0E             Execute event id $0E84 subsequently

EVENT [E85] ------------------------------------------------------------>
E0/A92C: F8 72 2E 94 75       <UNKNOWN COMMAND $F8>
E0/A931: DC 1E 94 75          If event flag memory address 00:7043 Bit 6 clear, jump to address $E0/7594
E0/A935: 30                   <UNKNOWN COMMAND $30>
E0/A936: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/A938: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/A93A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/A93C: 08 4A 87             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   E0/A93F: 10 43                Set transition flag, x4 speed
   E0/A941: 80 0F 70             Move object to on-screen coords: (480,896)
   E0/A944: 08 43 02             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/A947: FD 9E                <UNKNOWN COMMAND $9E>
   E0/A949: 16                   <UNKNOWN COMMAND $16>
E0/A94A: 0C 8D                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   E0/A94C: 10 44                Set transition flag, x8 speed
   E0/A94E: 61 02                Shift object down-right 2 pixels
   E0/A950: D4 03                Start code block, repeat 3 times
   E0/A952: 65 04                Shift object up-left 4 pixels
   E0/A954: 61 04                Shift object down-right 4 pixels
   E0/A956: D7                   End of code block
   E0/A957: 65 02                Shift object up-left 2 pixels
E0/A959: F0 1D                Duration: 29 frames
E0/A95B: 00 AB                Set Object: MARIO ---> Begin action queue for object (Length: 0x2B bytes) (Wait until complete)
   E0/A95D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/A95F: F0 00                Frame Duration: 0
   E0/A961: 3D 5F A9             <UNKNOWN COMMAND $3D: pointer to address $E0/A95F>
   E0/A964: 75                   Object faces up-left
   E0/A965: 09                   Reset all object properties to default
   E0/A966: F0 09                Frame Duration: 9
   E0/A968: 08 4A 97             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/A96B: F0 01                Frame Duration: 1
   E0/A96D: 08 4A 98             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/A970: F0 03                Frame Duration: 3
   E0/A972: 08 4A 97             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/A975: F0 01                Frame Duration: 1
   E0/A977: 09                   Reset all object properties to default
   E0/A978: F0 01                Frame Duration: 1
   E0/A97A: 08 4A 96             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/A97D: F0 01                Frame Duration: 1
   E0/A97F: 08 42 88             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/A982: F0 3B                Frame Duration: 59
   E0/A984: 09                   Reset all object properties to default
   E0/A985: 75                   Object faces up-left
   E0/A986: 0B F0                Set Bits $F0 of current object address 0A,x
E0/A988: F0 09                Duration: 9 frames
E0/A98A: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/A98E: F0 09                Duration: 9 frames
E0/A990: 31                   <UNKNOWN COMMAND $31>
E0/A991: A4 1E                Clear event flag memory address 00:7043 Bit 6
E0/A993: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/A997: FE                   Return

E0/A998: A4 1E                Clear event flag memory address 00:7043 Bit 6
E0/A99A: FE                   Return


EVENT [E86] ------------------------------------------------------------>
E0/A99B: 4A 60 00 16          Engage in battle with formation pack #$0060 in background #$16
E0/A99F: D1 F0 03             Execute event id $03F0
E0/A9A2: A4 1E                Clear event flag memory address 00:7043 Bit 6
E0/A9A4: 00 F2 2E 03          Set Object: MARIO ---> Command: Set object to movement: $032E
E0/A9A8: FE                   Return


EVENT [E87] ------------------------------------------------------------>
E0/A9A9: C3                   <UNKNOWN COMMAND $C3>
E0/A9AA: E2 9D 01 B4 A9       If value at 00:7000 = #$019D, jump to address $E0/A9B4
E0/A9AF: 60 4D AE D0          Run Dialogue $0E4D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 A dip in the hot springs would
 perk up the King in a jiffy!<I><END>


E0/A9B3: FE                   Return

E0/A9B4: 60 B0 AE D0          Run Dialogue $0EB0 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 We're all able to serve the
 King again.<I>

 But we left our houses wide open.
 Hope everything's all right.<I><END>


E0/A9B8: FE                   Return


EVENT [E88] ------------------------------------------------------------>
E0/A9B9: D8 FF CD A9          If event flag memory address 00:705F Bit 7 set, jump to address $E0/A9CD
E0/A9BD: A0 FF                Set event flag memory address 00:705F Bit 7
E0/A9BF: 60 4E AE D0          Run Dialogue $0E4E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


            Go on, take this...<I><END>


E0/A9C3: A8 07 74             Store #$74 to 00:70A7
E0/A9C6: AC 0C 02             Store #$020C to 00:7000
E0/A9C9: D1 F4 0E             Execute event id $0EF4
E0/A9CC: FE                   Return

E0/A9CD: 60 53 AE D0          Run Dialogue $0E53 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Valentina told me to wait in this
 room... I'm hoping she'll give me
 a job soon...<I><END>


E0/A9D1: FE                   Return


EVENT [E89] ------------------------------------------------------------>
E0/A9D2: C3                   <UNKNOWN COMMAND $C3>
E0/A9D3: E2 F3 01 DD A9       If value at 00:7000 = #$01F3, jump to address $E0/A9DD
E0/A9D8: 60 4F AE D0          Run Dialogue $0E4F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey! Did YOU know?!<I>
 Valentina's got a huge egg
 in the middle room.<I>

 It spits out eggs from time
 to time, and sometimes when you
 shield yourself, the eggs'll<I>
 ricochet off of you.<I><END>


E0/A9DC: FE                   Return

E0/A9DD: 60 B5 AE D0          Run Dialogue $0EB5 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 What happened to Valentina?<I>
 She must have landed near the sky
 after she flew the coop...<I><END>


E0/A9E1: FE                   Return


EVENT [E8A] ------------------------------------------------------------>
E0/A9E2: A8 0E 10             Store #$10 to 00:70AE
E0/A9E5: 60 50 8E D0          Run Dialogue $0E50 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Did you know that there are hot
 springs around here?<I>
 >>   (Yep)
 >>   (Nope)<I><END>


E0/A9E9: 66 F7 A9             If 2nd option chosen from dialogue prompt, jump to address $E0/A9F7
E0/A9EC: F0 09                Duration: 9 frames
E0/A9EE: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/A9F2: 60 51 AE D0          Run Dialogue $0E51 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Aww, you're no fun.
 I wanted to be the first
 to tell you that!<I><END>


E0/A9F6: FE                   Return

E0/A9F7: F0 09                Duration: 9 frames
E0/A9F9: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/A9FD: 60 52 AE D0          Run Dialogue $0E52 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 We get special hot water from
 Barrel Volcano. It helps cure all
 kinds of ailments, but only the<I>
 King gets to bathe in it.<I><END>


E0/AA01: FE                   Return


EVENT [E8B] ------------------------------------------------------------>
E0/AA02: C3                   <UNKNOWN COMMAND $C3>
E0/AA03: E2 6B 00 14 AB       If value at 00:7000 = #$006B, jump to address $E0/AB14
E0/AA08: D8 60 3A AA          If event flag memory address 00:704C Bit 0 set, jump to address $E0/AA3A
E0/AA0C: D8 FE 0F AB          If event flag memory address 00:705F Bit 6 set, jump to address $E0/AB0F
E0/AA10: A8 0E 10             Store #$10 to 00:70AE
E0/AA13: 60 41 8E D0          Run Dialogue $0E41 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I used to be a guard here, until
 Valentina snatched away all my
 keys...and gave me the boot.<I>

 Guess I won't be needing this
 master key anymore...
 Would you like it?<I>
 >>   (Sure!)
 >>   (No thanks)<I><END>


E0/AA17: 66 00 AB             If 2nd option chosen from dialogue prompt, jump to address $E0/AB00
E0/AA1A: F0 09                Duration: 9 frames
E0/AA1C: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/AA20: 60 42 AE D0          Run Dialogue $0E42 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 All right, here you go!<I>
 Just don't tell me what you're
 gonna do with it, okay?<I><END>


E0/AA24: F0 09                Duration: 9 frames
E0/AA26: A8 07 84             Store #$84 to 00:70A7
E0/AA29: AC 4C 0E             Store #$0E4C to 00:7000
E0/AA2C: D1 F4 0E             Execute event id $0EF4
E0/AA2F: A0 FE                Set event flag memory address 00:705F Bit 6
E0/AA31: A4 60                Clear event flag memory address 00:704C Bit 0
E0/AA33: A4 61                Clear event flag memory address 00:704C Bit 1
E0/AA35: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/AA39: FE                   Return

E0/AA3A: 60 44 AE D0          Run Dialogue $0E44 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


     So...you don't want it, huh?<I><END>


E0/AA3E: D8 61 4C AA          If event flag memory address 00:704C Bit 1 set, jump to address $E0/AA4C
E0/AA42: AA 0F                Increment 00:70AF
E0/AA44: B4 0F                Store value at 00:70AF to 00:7000
E0/AA46: C0 02 00             Compare value at 00:7000 to #$0002
E0/AA49: ED 94 75             If Bit 0 of 00:70A0,x clear, jump to address $E0/7594
E0/AA4C: 60 45 AE 62          Run Dialogue $0E45 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


         Wait! Don't say that!<I><END>


E0/AA50: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/AA52: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/AA54: 80 1B 50             Move object to on-screen coords: (864,640)
   E0/AA57: 74                   Object faces left
E0/AA58: 1C 92                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/AA5A: 73                   Object faces down-left
   E0/AA5B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AA5C: 92 1B 50 00          Place object at on-screen coords: (864,640) Z=0
   E0/AA60: 10 44                Set transition flag, x8 speed
   E0/AA62: 65 04                Shift object up-left 4 pixels
   E0/AA64: 10 45                Set transition flag, 1/2 speed
   E0/AA66: 10 81                Set sequence flag, x2 speed
   E0/AA68: 00                   Set Bit 7 of current object (enable object visibility)
   E0/AA69: 65 0C                Shift object up-left 12 pixels
   E0/AA6B: 73                   Object faces down-left
E0/AA6C: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/AA6E: 77                   Object faces up-right
E0/AA6F: F0 09                Duration: 9 frames
E0/AA71: 1C F2 19 00          Set Object: NPC #8 ---> Command: Set object to movement: $0019
E0/AA75: F0 09                Duration: 9 frames
E0/AA77: 60 46 AE 62          Run Dialogue $0E46 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: To be honest, we really
 REALLY need it!<I><END>


E0/AA7B: F0 09                Duration: 9 frames
E0/AA7D: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
E0/AA7F: 1C 81                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/AA81: 09                   Reset all object properties to default
E0/AA82: 60 47 AE 62          Run Dialogue $0E47 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                Oh, yeah?<I><END>


E0/AA86: F0 09                Duration: 9 frames
E0/AA88: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/AA8A: 71                   Object faces down-right
   E0/AA8B: F0 1D                Frame Duration: 29
   E0/AA8D: 77                   Object faces up-right
E0/AA8E: 60 48 AE 62          Run Dialogue $0E48 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


    But HE said you didn't need it.<I><END>


E0/AA92: F0 09                Duration: 9 frames
E0/AA94: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/AA96: 08 4A 06             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/AA99: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/AA9B: 75                   Object faces up-left
E0/AA9C: F0 09                Duration: 9 frames
E0/AA9E: 60 49 AE 62          Run Dialogue $0E49 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Oh, I'm sorry. You'll
 have to excuse him, he...he's a
 little shaken up right now.<I><END>


E0/AAA2: F0 09                Duration: 9 frames
E0/AAA4: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/AAA6: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
E0/AAA9: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/AAAB: 71                   Object faces down-right
E0/AAAC: 00 9A                Set Object: MARIO ---> Begin action queue for object (Length: 0x1A bytes) (Wait until complete)
   E0/AAAE: 76                   Object faces up
   E0/AAAF: F0 01                Frame Duration: 1
   E0/AAB1: 77                   Object faces up-right
   E0/AAB2: F0 01                Frame Duration: 1
   E0/AAB4: 70                   Object faces right
   E0/AAB5: F0 01                Frame Duration: 1
   E0/AAB7: 71                   Object faces down-right
   E0/AAB8: 08 42 89             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/AABB: F0 27                Frame Duration: 39
   E0/AABD: 09                   Reset all object properties to default
   E0/AABE: 70                   Object faces right
   E0/AABF: F0 01                Frame Duration: 1
   E0/AAC1: 77                   Object faces up-right
   E0/AAC2: F0 01                Frame Duration: 1
   E0/AAC4: 76                   Object faces up
   E0/AAC5: F0 01                Frame Duration: 1
   E0/AAC7: 75                   Object faces up-left
E0/AAC8: F0 09                Duration: 9 frames
E0/AACA: 1C 01                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/AACC: 77                   Object faces up-right
E0/AACD: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/AACF: 09                   Reset all object properties to default
E0/AAD0: F0 09                Duration: 9 frames
E0/AAD2: 60 4A 8E 62          Run Dialogue $0E4A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


      ...Oh...Okay...I guess...<I>

E0/AAD6: 60 42 AE 62          Run Dialogue $0E42 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 All right, here you go!<I>
 Just don't tell me what you're
 gonna do with it, okay?<I><END>


E0/AADA: F0 09                Duration: 9 frames
E0/AADC: 1C 07                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/AADE: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/AAE1: F0 1D                Frame Duration: 29
   E0/AAE3: 73                   Object faces down-left
   E0/AAE4: 09                   Reset all object properties to default
E0/AAE5: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/AAE7: 77                   Object faces up-right
E0/AAE8: F0 09                Duration: 9 frames
E0/AAEA: 60 4B AE 62          Run Dialogue $0E4B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Thank you!<I>
 We owe you one!<I><END>


E0/AAEE: F0 09                Duration: 9 frames
E0/AAF0: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/AAF2: 75                   Object faces up-left
E0/AAF3: 1C 86                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/AAF5: 61 0C                Shift object down-right 12 pixels
   E0/AAF7: 92 1A 10 00          Place object at on-screen coords: (832,128) Z=0
E0/AAFB: F0 09                Duration: 9 frames
E0/AAFD: D2 26 AA             Jump to address $E0/AA26
E0/AB00: F0 09                Duration: 9 frames
E0/AB02: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/AB06: F0 09                Duration: 9 frames
E0/AB08: 60 43 AE D0          Run Dialogue $0E43 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Oh really?, You sure?
 What a shame...this precious key
 opens the middle room, you know.<I><END>


E0/AB0C: A0 60                Set event flag memory address 00:704C Bit 0
E0/AB0E: FE                   Return

E0/AB0F: 60 40 AE D0          Run Dialogue $0E40 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You need a key to open the
 back door of the middle room...<I>
 But of course, Valentina's got it.<I><END>


E0/AB13: FE                   Return

E0/AB14: 60 B1 AE D0          Run Dialogue $0EB1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Came to see the King's statue
 collection. I tell you, it's
 remarkable!<I><END>


E0/AB18: FE                   Return


EVENT [E8C] ------------------------------------------------------------>
E0/AB19: A8 3F 31             Store #$31 to 00:70DF
E0/AB1C: D8 FC 34 AB          If event flag memory address 00:705F Bit 4 set, jump to address $E0/AB34
E0/AB20: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/AB22: 08 4A 1C             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1C
                                 ---> Mirrored: no
   E0/AB25: F0 00                Frame Duration: 0
   E0/AB27: 09                   Reset all object properties to default
E0/AB28: 14 04                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/AB2A: 94 00 00 02          Place object: right=0px down=0px up=2px
E0/AB2E: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/AB30: 94 00 00 02          Place object: right=0px down=0px up=2px
E0/AB34: D8 27 3A AB          If event flag memory address 00:7044 Bit 7 set, jump to address $E0/AB3A
E0/AB38: 71                   Lighten screen from black before following commands
E0/AB39: FE                   Return

E0/AB3A: D1 51 00             Execute event id $0051
E0/AB3D: FE                   Return


EVENT [E8D] ------------------------------------------------------------>
E0/AB3E: 18 87                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/AB40: 94 04 02 FC          Place object: right=4px down=2px up=252px
   E0/AB44: FD 0F 03             Object overlaps BG1 & BG2
E0/AB47: A0 5F                Set event flag memory address 00:704B Bit 7
E0/AB49: 18 F2 D1 03          Set Object: NPC #4 ---> Command: Set object to movement: $03D1
E0/AB4D: 71                   Lighten screen from black before following commands
E0/AB4E: FE                   Return


EVENT [E8E] ------------------------------------------------------------>
E0/AB4F: D8 FC 5F AB          If event flag memory address 00:705F Bit 4 set, jump to address $E0/AB5F
E0/AB53: F8 7A 30 5D AB       <UNKNOWN COMMAND $F8>
E0/AB58: 18 83                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/AB5A: FD 0F 03             Object overlaps BG1 & BG2
E0/AB5D: 71                   Lighten screen from black before following commands
E0/AB5E: FE                   Return

E0/AB5F: 18 F9                Set Object: NPC #4 ---> Command: Remove Object
E0/AB61: 14 F2 06 01          Set Object: NPC #0 ---> Command: Set object to movement: $0106
E0/AB65: 15 F2 07 01          Set Object: NPC #1 ---> Command: Set object to movement: $0107
E0/AB69: 16 F8                Set Object: NPC #2 ---> Command: Show Object
E0/AB6B: 17 F8                Set Object: NPC #3 ---> Command: Show Object
E0/AB6D: 71                   Lighten screen from black before following commands
E0/AB6E: FE                   Return


EVENT [E8F] ------------------------------------------------------------>
E0/AB6F: 60 16 AE 60          Run Dialogue $0E16 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     King Nimbus is resting in bed.<I>
 Absolutely NO RUNNING in the halls.
            Queen Valentina<I><END>


E0/AB73: DA 80 94 75          If event flag memory address 00:7090 Bit 0 set, jump to address $E0/7594
E0/AB77: F0 09                Duration: 9 frames
E0/AB79: 60 8C A8 62          Run Dialogue $088C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Mario!<I><END>


E0/AB7D: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   E0/AB7F: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/AB81: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/AB83: 80 18 13             Move object to on-screen coords: (784,152)
   E0/AB86: 77                   Object faces up-right
E0/AB87: 0C 85                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/AB89: 10 45                Set transition flag, 1/2 speed
   E0/AB8B: 80 15 02             Move object to on-screen coords: (672,16)
E0/AB8E: 19 91                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   E0/AB90: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AB91: 92 18 13 00          Place object at on-screen coords: (784,152) Z=0
   E0/AB95: 10 44                Set transition flag, x8 speed
   E0/AB97: 67 04                Shift object up-right 4 pixels
   E0/AB99: 10 45                Set transition flag, 1/2 speed
   E0/AB9B: 10 81                Set sequence flag, x2 speed
   E0/AB9D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/AB9E: 67 0C                Shift object up-right 12 pixels
   E0/ABA0: 73                   Object faces down-left
E0/ABA1: F0 09                Duration: 9 frames
E0/ABA3: 60 17 AE 62          Run Dialogue $0E17 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: This can only mean that
 my mom and dad are here!<I><END>


E0/ABA7: F0 09                Duration: 9 frames
E0/ABA9: 19 95                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   E0/ABAB: 67 08                Shift object up-right 8 pixels
   E0/ABAD: 75                   Object faces up-left
   E0/ABAE: 10 81                Set sequence flag, x2 speed
   E0/ABB0: 08 45 82             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/ABB3: F0 0D                Frame Duration: 13
   E0/ABB5: 08 4D 85             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   E0/ABB8: D4 01                Start code block, repeat 1 times
   E0/ABBA: FD 9E                <UNKNOWN COMMAND $9E>
   E0/ABBC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/ABBD: F0 09                Frame Duration: 9
   E0/ABBF: D7                   End of code block
E0/ABC0: F0 09                Duration: 9 frames
E0/ABC2: 60 37 AE 62          Run Dialogue $0E37 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            Hey, wait a sec...<I><END>


E0/ABC6: F0 09                Duration: 9 frames
E0/ABC8: 19 89                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/ABCA: F0 1D                Frame Duration: 29
   E0/ABCC: 07                   Clear "moon-walk" Bits
   E0/ABCD: 09                   Reset all object properties to default
   E0/ABCE: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/ABCF: 10 45                Set transition flag, 1/2 speed
   E0/ABD1: 63 08                Shift object down-left 8 pixels
E0/ABD3: 19 83                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/ABD5: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
E0/ABD8: F0 1D                Duration: 29 frames
E0/ABDA: DE 80 E5 AB          If event flag memory address 00:7090 Bit 0 clear, jump to address $E0/ABE5
E0/ABDE: 60 18 AE 62          Run Dialogue $0E18 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Oh, but it's locked!<I><END>


E0/ABE2: D2 E9 AB             Jump to address $E0/ABE9
E0/ABE5: 60 38 AE 62          Run Dialogue $0E38 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


     It won't open...it's locked.<I><END>


E0/ABE9: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/ABEB: 08 43 84             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
E0/ABEE: F0 3B                Duration: 59 frames
E0/ABF0: 9C 1A                Play sound effect #$1A
E0/ABF2: 60 19 AE 60          Run Dialogue $0E19 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 
             Leave it to me!<I><END>


E0/ABF6: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/ABF8: 09                   Reset all object properties to default
E0/ABF9: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/ABFB: 09                   Reset all object properties to default
E0/ABFC: F0 1D                Duration: 29 frames
E0/ABFE: 1A 8E                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/AC00: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AC01: 92 18 13 00          Place object at on-screen coords: (784,152) Z=0
   E0/AC05: 10 44                Set transition flag, x8 speed
   E0/AC07: 61 06                Shift object down-right 6 pixels
   E0/AC09: 10 45                Set transition flag, 1/2 speed
   E0/AC0B: 10 81                Set sequence flag, x2 speed
   E0/AC0D: 00                   Set Bit 7 of current object (enable object visibility)
E0/AC0E: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/AC10: 70                   Object faces right
   E0/AC11: F0 01                Frame Duration: 1
   E0/AC13: 71                   Object faces down-right
E0/AC14: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/AC16: F0 07                Frame Duration: 7
   E0/AC18: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
E0/AC1B: 1A 8A                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/AC1D: 61 0E                Shift object down-right 14 pixels
   E0/AC1F: 75                   Object faces up-left
   E0/AC20: F0 09                Frame Duration: 9
   E0/AC22: 10 80                Set sequence flag, x1 speed
   E0/AC24: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/AC27: F0 09                Duration: 9 frames
E0/AC29: 60 1A AE 60          Run Dialogue $0E1A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Looks like it's up to me
 to get us out of yet another jam.<I>
 Feast your eyes on this show of
 brains...and brawn!<I><END>


E0/AC2D: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/AC2F: F0 1D                Frame Duration: 29
   E0/AC31: 70                   Object faces right
E0/AC32: 19 08                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/AC34: F0 13                Frame Duration: 19
   E0/AC36: 71                   Object faces down-right
   E0/AC37: F0 13                Frame Duration: 19
   E0/AC39: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
E0/AC3C: 1A 99                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   E0/AC3E: 09                   Reset all object properties to default
   E0/AC3F: 10 81                Set sequence flag, x2 speed
   E0/AC41: 47                   <UNKNOWN COMMAND $47>
   E0/AC42: 67 08                Shift object up-right 8 pixels
   E0/AC44: 75                   Object faces up-left
   E0/AC45: F0 1D                Frame Duration: 29
   E0/AC47: 08 48 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/AC4A: F0 01                Frame Duration: 1
   E0/AC4C: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/AC4F: F0 09                Frame Duration: 9
   E0/AC51: 08 48 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/AC54: F0 01                Frame Duration: 1
   E0/AC56: 09                   Reset all object properties to default
E0/AC57: F0 09                Duration: 9 frames
E0/AC59: 60 1B AE 60          Run Dialogue $0E1B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


              STAND BACK! <I><END>


E0/AC5D: F0 09                Duration: 9 frames
E0/AC5F: 19 12                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/AC61: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/AC64: F0 1D                Frame Duration: 29
   E0/AC66: 09                   Reset all object properties to default
   E0/AC67: 71                   Object faces down-right
   E0/AC68: 06                   Set "moon-walk" Bits
   E0/AC69: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/AC6A: 42                   <UNKNOWN COMMAND $42>
   E0/AC6B: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/AC6C: 07                   Clear "moon-walk" Bits
   E0/AC6D: 77                   Object faces up-right
   E0/AC6E: F0 1D                Frame Duration: 29
   E0/AC70: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
E0/AC73: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/AC75: 77                   Object faces up-right
   E0/AC76: F0 3B                Frame Duration: 59
   E0/AC78: 71                   Object faces down-right
E0/AC79: F0 1D                Duration: 29 frames
E0/AC7B: 1A B5                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x35 bytes) (Wait until complete)
   E0/AC7D: 09                   Reset all object properties to default
   E0/AC7E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/AC7F: 10 81                Set sequence flag, x2 speed
   E0/AC81: 06                   Set "moon-walk" Bits
   E0/AC82: 41                   <UNKNOWN COMMAND $41>
   E0/AC83: 07                   Clear "moon-walk" Bits
   E0/AC84: D4 01                Start code block, repeat 1 times
   E0/AC86: 08 4D 80             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/AC89: F0 03                Frame Duration: 3
   E0/AC8B: 08 4D 81             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/AC8E: F0 01                Frame Duration: 1
   E0/AC90: 08 4D 82             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/AC93: F0 01                Frame Duration: 1
   E0/AC95: 08 4D 83             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/AC98: F0 01                Frame Duration: 1
   E0/AC9A: 08 4D 84             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   E0/AC9D: FD 9E                <UNKNOWN COMMAND $9E>
   E0/AC9F: 39                   <UNKNOWN COMMAND $39>
   E0/ACA0: F0 01                Frame Duration: 1
   E0/ACA2: 08 4D 83             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/ACA5: F0 03                Frame Duration: 3
   E0/ACA7: 08 4D 84             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   E0/ACAA: F0 03                Frame Duration: 3
   E0/ACAC: 08 4D 82             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/ACAF: F0 03                Frame Duration: 3
   E0/ACB1: D7                   End of code block
E0/ACB2: 1A 18                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x18 bytes)
   E0/ACB4: 09                   Reset all object properties to default
   E0/ACB5: 10 83                Set sequence flag, x4 speed
   E0/ACB7: F0 1D                Frame Duration: 29
   E0/ACB9: 10 41                Set transition flag, x2 speed
   E0/ACBB: 65 08                Shift object up-left 8 pixels
   E0/ACBD: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/ACBE: 08 41 88             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/ACC1: FD 9E                <UNKNOWN COMMAND $9E>
   E0/ACC3: 16                   <UNKNOWN COMMAND $16>
   E0/ACC4: 10 40                Set transition flag, x1 speed
   E0/ACC6: 65 08                Shift object up-left 8 pixels
   E0/ACC8: 10 46                Set transition flag, 1/4 speed
   E0/ACCA: 65 04                Shift object up-left 4 pixels
E0/ACCC: 19 0D                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/ACCE: F0 1E                Frame Duration: 30
   E0/ACD0: 09                   Reset all object properties to default
   E0/ACD1: 10 41                Set transition flag, x2 speed
   E0/ACD3: 67 0C                Shift object up-right 12 pixels
   E0/ACD5: 08 49 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/ACD8: F0 1D                Frame Duration: 29
   E0/ACDA: 09                   Reset all object properties to default
E0/ACDB: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/ACDD: F0 3B                Frame Duration: 59
   E0/ACDF: 70                   Object faces right
E0/ACE0: F0 3B                Duration: 59 frames
E0/ACE2: 60 1C AE 62          Run Dialogue $0E1C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW:
         WAIT! Wait a minute!<I><END>


E0/ACE6: FD 32                <UNKNOWN COMMAND $FD 32>
E0/ACE8: 19 88                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/ACEA: 10 45                Set transition flag, 1/2 speed
   E0/ACEC: 63 0C                Shift object down-left 12 pixels
   E0/ACEE: 75                   Object faces up-left
   E0/ACEF: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
E0/ACF2: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/ACF4: 71                   Object faces down-right
E0/ACF5: 1A 86                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/ACF7: 09                   Reset all object properties to default
   E0/ACF8: 10 80                Set sequence flag, x1 speed
   E0/ACFA: 08 40 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
E0/ACFD: F0 09                Duration: 9 frames
E0/ACFF: 60 1D AE 62          Run Dialogue $0E1D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 If my dad's really bedridden,
 we shouldn't make so much noise.<I>
 ...We need another plan...<I><END>


E0/AD03: F0 09                Duration: 9 frames
E0/AD05: 19 8A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/AD07: 09                   Reset all object properties to default
   E0/AD08: 07                   Clear "moon-walk" Bits
   E0/AD09: F0 1D                Frame Duration: 29
   E0/AD0B: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/AD0E: F0 09                Frame Duration: 9
   E0/AD10: 09                   Reset all object properties to default
E0/AD11: F0 09                Duration: 9 frames
E0/AD13: 60 1E AE 62          Run Dialogue $0E1E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I guess we should find Valentina
 and force the truth out of her!<I><END>


E0/AD17: F0 09                Duration: 9 frames
E0/AD19: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/AD1D: F0 09                Duration: 9 frames
E0/AD1F: 19 0A                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/AD21: 10 45                Set transition flag, 1/2 speed
   E0/AD23: 10 81                Set sequence flag, x2 speed
   E0/AD25: 65 04                Shift object up-left 4 pixels
   E0/AD27: 92 19 33 00          Place object at on-screen coords: (816,408) Z=0
E0/AD2B: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/AD2D: 10 45                Set transition flag, 1/2 speed
   E0/AD2F: 41                   <UNKNOWN COMMAND $41>
   E0/AD30: 77                   Object faces up-right
E0/AD31: FD 32                <UNKNOWN COMMAND $FD 32>
E0/AD33: F0 09                Duration: 9 frames
E0/AD35: 60 1F AE 62          Run Dialogue $0E1F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER:
     But, what about the door?...<I><END>


E0/AD39: F0 09                Duration: 9 frames
E0/AD3B: 1A B3                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x33 bytes) (Wait until complete)
   E0/AD3D: 75                   Object faces up-left
   E0/AD3E: F0 01                Frame Duration: 1
   E0/AD40: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/AD43: F0 1D                Frame Duration: 29
   E0/AD45: 09                   Reset all object properties to default
   E0/AD46: F0 1D                Frame Duration: 29
   E0/AD48: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/AD4B: F0 1D                Frame Duration: 29
   E0/AD4D: 09                   Reset all object properties to default
   E0/AD4E: 73                   Object faces down-left
   E0/AD4F: F0 07                Frame Duration: 7
   E0/AD51: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/AD54: F0 1D                Frame Duration: 29
   E0/AD56: 09                   Reset all object properties to default
   E0/AD57: F0 01                Frame Duration: 1
   E0/AD59: 75                   Object faces up-left
   E0/AD5A: F0 01                Frame Duration: 1
   E0/AD5C: 77                   Object faces up-right
   E0/AD5D: F0 01                Frame Duration: 1
   E0/AD5F: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/AD62: F0 1D                Frame Duration: 29
   E0/AD64: 09                   Reset all object properties to default
   E0/AD65: F0 01                Frame Duration: 1
   E0/AD67: 75                   Object faces up-left
   E0/AD68: F0 01                Frame Duration: 1
   E0/AD6A: 73                   Object faces down-left
   E0/AD6B: 10 80                Set sequence flag, x1 speed
   E0/AD6D: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
E0/AD70: F0 09                Duration: 9 frames
E0/AD72: 60 32 AE 62          Run Dialogue $0E32 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Listen YOU! Never EVER
 talk to the leader of the Koopa
 Troop like that! Ooh, I hate...<I>
 THAT! I'll ignore it this time...
 but DON'T let it happen again!<I><END>


E0/AD76: F0 09                Duration: 9 frames
E0/AD78: 1A 8B                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/AD7A: 09                   Reset all object properties to default
   E0/AD7B: 10 81                Set sequence flag, x2 speed
   E0/AD7D: 10 40                Set transition flag, x1 speed
   E0/AD7F: 63 0E                Shift object down-left 14 pixels
   E0/AD81: 92 19 33 00          Place object at on-screen coords: (816,408) Z=0
E0/AD85: DA 82 E5 AD          If event flag memory address 00:7090 Bit 2 set, jump to address $E0/ADE5
E0/AD89: F0 59                Duration: 89 frames
E0/AD8B: 60 20 AE 62          Run Dialogue $0E20 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SHY AWAY:
            Queen Valentina...<I><END>


E0/AD8F: F0 09                Duration: 9 frames
E0/AD91: A0 4A                Set event flag memory address 00:7049 Bit 2
E0/AD93: A0 53                Set event flag memory address 00:704A Bit 3
E0/AD95: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/AD99: F0 1D                Duration: 29 frames
E0/AD9B: 9C 10                Play sound effect #$10
E0/AD9D: 1B 0B                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/AD9F: 77                   Object faces up-right
   E0/ADA0: 92 16 1D 04          Place object at on-screen coords: (720,232) Z=64
   E0/ADA4: 10 C5                Set transition and sequence flags, 1/2 speed
   E0/ADA6: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/ADA7: 57 07                Shift object up-right 112 pixels
   E0/ADA9: 75                   Object faces up-left
E0/ADAA: 00 10                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes)
   E0/ADAC: 70                   Object faces right
   E0/ADAD: F0 01                Frame Duration: 1
   E0/ADAF: 71                   Object faces down-right
   E0/ADB0: F0 01                Frame Duration: 1
   E0/ADB2: 72                   Object faces down
   E0/ADB3: F0 01                Frame Duration: 1
   E0/ADB5: 73                   Object faces down-left
   E0/ADB6: F0 63                Frame Duration: 99
   E0/ADB8: 72                   Object faces down
   E0/ADB9: F0 4F                Frame Duration: 79
   E0/ADBB: 71                   Object faces down-right
E0/ADBC: FD 32                <UNKNOWN COMMAND $FD 32>
E0/ADBE: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/ADC0: F0 3B                Frame Duration: 59
   E0/ADC2: 08 42 89             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/ADC5: F0 27                Frame Duration: 39
   E0/ADC7: 09                   Reset all object properties to default
E0/ADC8: F0 59                Duration: 89 frames
E0/ADCA: 60 20 2E 62          Run Dialogue $0E20
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SHY AWAY:
            Queen Valentina...<I><END>


E0/ADCE: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/ADD0: F0 1D                Frame Duration: 29
   E0/ADD2: 57 08                Shift object up-right 128 pixels
E0/ADD4: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/ADD6: F0 4F                Frame Duration: 79
   E0/ADD8: 70                   Object faces right
   E0/ADD9: F0 4F                Frame Duration: 79
   E0/ADDB: 77                   Object faces up-right
E0/ADDC: F0 09                Duration: 9 frames
E0/ADDE: 64                   <UNKNOWN COMMAND $64>
E0/ADDF: 9C 10                Play sound effect #$10
E0/ADE1: F0 1D                Duration: 29 frames
E0/ADE3: 9C 10                Play sound effect #$10
E0/ADE5: F0 1D                Duration: 29 frames
E0/ADE7: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/ADE9: 72                   Object faces down
E0/ADEA: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/ADEE: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
E0/ADF0: F2 9C 37             <UNKNOWN COMMAND $F2>
E0/ADF3: F2 99 2B             <UNKNOWN COMMAND $F2>
E0/ADF6: A2 80                Set event flag memory address 00:7090 Bit 0
E0/ADF8: FE                   Return


EVENT [E90] ------------------------------------------------------------>
E0/ADF9: 60 0F AE 02          Run Dialogue $0E0F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text


          This is locked too...<I><END>


E0/ADFD: DA 80 94 75          If event flag memory address 00:7090 Bit 0 set, jump to address $E0/7594
E0/AE01: A2 80                Set event flag memory address 00:7090 Bit 0
E0/AE03: F0 09                Duration: 9 frames
E0/AE05: 60 8C A8 62          Run Dialogue $088C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Mario!<I><END>


E0/AE09: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/AE0B: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/AE0D: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/AE0F: 80 19 12             Move object to on-screen coords: (800,144)
   E0/AE12: 77                   Object faces up-right
E0/AE13: 19 92                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/AE15: 77                   Object faces up-right
   E0/AE16: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AE17: 92 19 12 00          Place object at on-screen coords: (800,144) Z=0
   E0/AE1B: 94 04 FE 00          Place object: right=4px down=254px up=0px
   E0/AE1F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/AE20: 10 45                Set transition flag, 1/2 speed
   E0/AE22: 10 81                Set sequence flag, x2 speed
   E0/AE24: 67 0C                Shift object up-right 12 pixels
   E0/AE26: 73                   Object faces down-left
E0/AE27: F0 09                Duration: 9 frames
E0/AE29: 60 15 AE 62          Run Dialogue $0E15 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Look! There's a note.
 Let's read it.<I><END>


E0/AE2D: F0 09                Duration: 9 frames
E0/AE2F: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/AE31: 76                   Object faces up
   E0/AE32: F0 01                Frame Duration: 1
   E0/AE34: 75                   Object faces up-left
   E0/AE35: F0 01                Frame Duration: 1
   E0/AE37: 74                   Object faces left
   E0/AE38: F0 3B                Frame Duration: 59
   E0/AE3A: 75                   Object faces up-left
   E0/AE3B: F0 01                Frame Duration: 1
   E0/AE3D: 76                   Object faces up
   E0/AE3E: F0 01                Frame Duration: 1
   E0/AE40: 77                   Object faces up-right
E0/AE41: F0 09                Duration: 9 frames
E0/AE43: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/AE47: F0 09                Duration: 9 frames
E0/AE49: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   E0/AE4B: 10 45                Set transition flag, 1/2 speed
   E0/AE4D: 80 15 02             Move object to on-screen coords: (672,16)
E0/AE50: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/AE52: 10 45                Set transition flag, 1/2 speed
   E0/AE54: 43                   <UNKNOWN COMMAND $43>
   E0/AE55: 75                   Object faces up-left
E0/AE56: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/AE58: 43                   <UNKNOWN COMMAND $43>
   E0/AE59: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
E0/AE5C: F0 09                Duration: 9 frames
E0/AE5E: 60 16 AE 60          Run Dialogue $0E16 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

     King Nimbus is resting in bed.<I>
 Absolutely NO RUNNING in the halls.
            Queen Valentina<I><END>


E0/AE62: F0 09                Duration: 9 frames
E0/AE64: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/AE66: 09                   Reset all object properties to default
   E0/AE67: 08 42 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
E0/AE6A: 19 F3 7C 02          Set Object: NPC #5 ---> Command: Set object to movement: $027C
E0/AE6E: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/AE70: 76                   Object faces up
   E0/AE71: F0 01                Frame Duration: 1
   E0/AE73: 77                   Object faces up-right
E0/AE74: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/AE76: 09                   Reset all object properties to default
E0/AE77: 60 17 AE 62          Run Dialogue $0E17 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: This can only mean that
 my mom and dad are here!<I><END>


E0/AE7B: D2 D3 AB             Jump to address $E0/ABD3

EVENT [E91] ------------------------------------------------------------>
E0/AE7E: D9 B0 8D B4          If event flag memory address 00:7076 Bit 0 set, jump to address $E0/B48D
E0/AE82: D8 FC F6 B2          If event flag memory address 00:705F Bit 4 set, jump to address $E0/B2F6
E0/AE86: DA 82 95 75          If event flag memory address 00:7090 Bit 2 set, jump to address $E0/7595
E0/AE8A: FD 31                Screen doesn't move with MARIO
E0/AE8C: 1C 02                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/AE8E: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/AE90: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/AE92: 08 4E 85             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   E0/AE95: F0 00                Frame Duration: 0
   E0/AE97: 09                   Reset all object properties to default
E0/AE98: 1D 04                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/AE9A: 94 08 04 00          Place object: right=8px down=4px up=0px
E0/AE9E: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/AEA0: 10 44                Set transition flag, x8 speed
   E0/AEA2: 47                   <UNKNOWN COMMAND $47>
   E0/AEA3: 46                   <UNKNOWN COMMAND $46>
E0/AEA4: 72 3C                Simultaneously lighten screen from black with following commands; Duration: 60 frames
E0/AEA6: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/AEA8: 10 40                Set transition flag, x1 speed
   E0/AEAA: 57 0A                Shift object up-right 160 pixels
E0/AEAC: 1C 0C                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/AEAE: 77                   Object faces up-right
   E0/AEAF: 92 04 39 06          Place object at on-screen coords: (144,456) Z=96
   E0/AEB3: 10 46                Set transition flag, 1/4 speed
   E0/AEB5: 57 03                Shift object up-right 48 pixels
   E0/AEB7: 10 85                Set sequence flag, 1/2 speed
   E0/AEB9: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/AEBA: 1B 14                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x14 bytes)
   E0/AEBC: F0 3B                Frame Duration: 59
   E0/AEBE: 4A                   <UNKNOWN COMMAND $4A>
   E0/AEBF: 10 41                Set transition flag, x2 speed
   E0/AEC1: 6B 06                <UNKNOWN COMMAND: frame duration=6?>
   E0/AEC3: 10 43                Set transition flag, x4 speed
   E0/AEC5: 6B 0A                <UNKNOWN COMMAND: frame duration=10?>
   E0/AEC7: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/AEC8: F0 3B                Frame Duration: 59
   E0/AECA: 10 45                Set transition flag, 1/2 speed
   E0/AECC: 10 81                Set sequence flag, x2 speed
   E0/AECE: 41                   <UNKNOWN COMMAND $41>
   E0/AECF: 73                   Object faces down-left
E0/AED0: 1D 26                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x26 bytes)
   E0/AED2: F0 4F                Frame Duration: 79
   E0/AED4: 08 48 96             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/AED7: F0 03                Frame Duration: 3
   E0/AED9: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/AEDC: F0 01                Frame Duration: 1
   E0/AEDE: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/AEE1: F0 03                Frame Duration: 3
   E0/AEE3: D4 01                Start code block, repeat 1 times
   E0/AEE5: 08 48 96             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/AEE8: F0 01                Frame Duration: 1
   E0/AEEA: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/AEED: F0 01                Frame Duration: 1
   E0/AEEF: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/AEF2: F0 03                Frame Duration: 3
   E0/AEF4: D7                   End of code block
   E0/AEF5: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
E0/AEF8: 7F                   <UNKNOWN COMMAND $7F>
E0/AEF9: F0 3B                Duration: 59 frames
E0/AEFB: 60 20 8E 62          Run Dialogue $0E20 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SHY AWAY:
            Queen Valentina...<I><END>


E0/AEFF: FD 32                <UNKNOWN COMMAND $FD 32>
E0/AF01: 60 21 AE 62          Run Dialogue $0E21 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 That Mario creature who
 beat up Smilax is here...<I><END>


E0/AF05: F0 09                Duration: 9 frames
E0/AF07: 60 22 AE 60          Run Dialogue $0E22 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Mario...?!<I>
 What...does a Mario
 look like?<I><END>


E0/AF0B: F0 09                Duration: 9 frames
E0/AF0D: 60 23 AE 62          Run Dialogue $0E23 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SHY AWAY: Well...it has a bushy
 mustache, long sideburns, and,
 uh, a pair of...<I>
 mean looking legs...!<I><END>


E0/AF11: F0 09                Duration: 9 frames
E0/AF13: 1B 84                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/AF15: 75                   Object faces up-left
   E0/AF16: F0 01                Frame Duration: 1
   E0/AF18: 77                   Object faces up-right
E0/AF19: F0 1D                Duration: 29 frames
E0/AF1B: 60 24 AE 60          Run Dialogue $0E24 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Hmmm...
 I have the feeling I've seen this
 Mario before...<I><END>


E0/AF1F: F0 1D                Duration: 29 frames
E0/AF21: 8A 08 6F             Set 0 palettes from $37ADE0
E0/AF24: 00 D5                Set Object: MARIO ---> Begin action queue for object (Length: 0x55 bytes) (Wait until complete)
   E0/AF26: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AF27: 92 08 34 04          Place object at on-screen coords: (256,416) Z=64
   E0/AF2B: 94 08 FC 00          Place object: right=8px down=252px up=0px
   E0/AF2F: 73                   Object faces down-left
   E0/AF30: 00                   Set Bit 7 of current object (enable object visibility)
   E0/AF31: F0 00                Frame Duration: 0
   E0/AF33: D4 07                Start code block, repeat 7 times
   E0/AF35: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AF36: F0 00                Frame Duration: 0
   E0/AF38: 00                   Set Bit 7 of current object (enable object visibility)
   E0/AF39: F0 00                Frame Duration: 0
   E0/AF3B: D7                   End of code block
   E0/AF3C: D4 07                Start code block, repeat 7 times
   E0/AF3E: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AF3F: F0 01                Frame Duration: 1
   E0/AF41: 00                   Set Bit 7 of current object (enable object visibility)
   E0/AF42: F0 01                Frame Duration: 1
   E0/AF44: D7                   End of code block
   E0/AF45: D4 01                Start code block, repeat 1 times
   E0/AF47: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AF48: F0 03                Frame Duration: 3
   E0/AF4A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/AF4B: F0 03                Frame Duration: 3
   E0/AF4D: D7                   End of code block
   E0/AF4E: F0 59                Frame Duration: 89
   E0/AF50: 08 4A 1E             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1E
                                 ---> Mirrored: no
   E0/AF53: F0 1D                Frame Duration: 29
   E0/AF55: 09                   Reset all object properties to default
   E0/AF56: F0 1D                Frame Duration: 29
   E0/AF58: D4 01                Start code block, repeat 1 times
   E0/AF5A: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AF5B: F0 03                Frame Duration: 3
   E0/AF5D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/AF5E: F0 03                Frame Duration: 3
   E0/AF60: D7                   End of code block
   E0/AF61: D4 07                Start code block, repeat 7 times
   E0/AF63: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AF64: F0 01                Frame Duration: 1
   E0/AF66: 00                   Set Bit 7 of current object (enable object visibility)
   E0/AF67: F0 01                Frame Duration: 1
   E0/AF69: D7                   End of code block
   E0/AF6A: D4 07                Start code block, repeat 7 times
   E0/AF6C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AF6D: F0 00                Frame Duration: 0
   E0/AF6F: 00                   Set Bit 7 of current object (enable object visibility)
   E0/AF70: F0 00                Frame Duration: 0
   E0/AF72: D7                   End of code block
   E0/AF73: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/AF74: 09                   Reset all object properties to default
   E0/AF75: 77                   Object faces up-right
   E0/AF76: 92 01 3F 00          Place object at on-screen coords: (48,504) Z=0
   E0/AF7A: 00                   Set Bit 7 of current object (enable object visibility)
E0/AF7B: 8A 08 54             Set 0 palettes from $37AA80
E0/AF7E: F0 1D                Duration: 29 frames
E0/AF80: 1B 98                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   E0/AF82: 06                   Set "moon-walk" Bits
   E0/AF83: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/AF84: 10 43                Set transition flag, x4 speed
   E0/AF86: 63 06                Shift object down-left 6 pixels
   E0/AF88: 10 81                Set sequence flag, x2 speed
   E0/AF8A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/AF8B: F0 3B                Frame Duration: 59
   E0/AF8D: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/AF8E: 67 06                Shift object up-right 6 pixels
   E0/AF90: F0 09                Frame Duration: 9
   E0/AF92: F0 13                Frame Duration: 19
   E0/AF94: 07                   Clear "moon-walk" Bits
   E0/AF95: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/AF96: 75                   Object faces up-left
   E0/AF97: F0 01                Frame Duration: 1
   E0/AF99: 73                   Object faces down-left
E0/AF9A: F0 09                Duration: 9 frames
E0/AF9C: 60 25 AE 60          Run Dialogue $0E25 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: ...Wait! Yes!
 It was that statue that Garro
 just delivered...!<I><END>


E0/AFA0: F0 1D                Duration: 29 frames
E0/AFA2: 1C 16                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x16 bytes)
   E0/AFA4: 10 81                Set sequence flag, x2 speed
   E0/AFA6: 10 40                Set transition flag, x1 speed
   E0/AFA8: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/AFAB: 41                   <UNKNOWN COMMAND $41>
   E0/AFAC: D4 01                Start code block, repeat 1 times
   E0/AFAE: 09                   Reset all object properties to default
   E0/AFAF: 55 02                Shift object up-left 32 pixels
   E0/AFB1: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/AFB4: 51 02                Shift object down-right 32 pixels
   E0/AFB6: D7                   End of code block
   E0/AFB7: 09                   Reset all object properties to default
   E0/AFB8: 45                   <UNKNOWN COMMAND $45>
   E0/AFB9: 77                   Object faces up-right
E0/AFBA: F0 09                Duration: 9 frames
E0/AFBC: 60 26 AE 62          Run Dialogue $0E26 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SHY AWAY: What, what, what
 are we gonna do? What are we
 GONNA DO, VALENTINA?<I><END>


E0/AFC0: FD 32                <UNKNOWN COMMAND $FD 32>
E0/AFC2: 1C 82                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/AFC4: 10 85                Set sequence flag, 1/2 speed
E0/AFC6: F0 09                Duration: 9 frames
E0/AFC8: 60 27 AE 60          Run Dialogue $0E27 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Well, we certainly
 aren't going to listen to your
 pointless chatter.<I>

 Frankly speaking, I'm not going
 to worry. Without this key, the
 King can't go ANYWHERE!<I><END>


E0/AFCC: 1B 85                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/AFCE: 10 80                Set sequence flag, x1 speed
   E0/AFD0: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/AFD3: F0 1D                Duration: 29 frames
E0/AFD5: 1D C8                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x48 bytes) (Wait until complete)
   E0/AFD7: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   E0/AFDA: F0 1D                Frame Duration: 29
   E0/AFDC: 09                   Reset all object properties to default
   E0/AFDD: F0 3B                Frame Duration: 59
   E0/AFDF: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   E0/AFE2: F0 1D                Frame Duration: 29
   E0/AFE4: 09                   Reset all object properties to default
   E0/AFE5: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   E0/AFE8: F0 09                Frame Duration: 9
   E0/AFEA: 09                   Reset all object properties to default
   E0/AFEB: F0 13                Frame Duration: 19
   E0/AFED: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   E0/AFF0: F0 09                Frame Duration: 9
   E0/AFF2: 09                   Reset all object properties to default
   E0/AFF3: F0 07                Frame Duration: 7
   E0/AFF5: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
   E0/AFF8: F0 07                Frame Duration: 7
   E0/AFFA: 09                   Reset all object properties to default
   E0/AFFB: F0 03                Frame Duration: 3
   E0/AFFD: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/B000: F0 03                Frame Duration: 3
   E0/B002: 08 48 07             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: no
   E0/B005: F0 31                Frame Duration: 49
   E0/B007: 08 48 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/B00A: F0 03                Frame Duration: 3
   E0/B00C: 08 48 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/B00F: F0 01                Frame Duration: 1
   E0/B011: 09                   Reset all object properties to default
   E0/B012: 10 45                Set transition flag, 1/2 speed
   E0/B014: 10 81                Set sequence flag, x2 speed
   E0/B016: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B017: 41                   <UNKNOWN COMMAND $41>
   E0/B018: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/B019: 08 48 8D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
   E0/B01C: F0 07                Frame Duration: 7
   E0/B01E: 09                   Reset all object properties to default
E0/B01F: F0 1D                Duration: 29 frames
E0/B021: 1B 18                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x18 bytes)
   E0/B023: 09                   Reset all object properties to default
   E0/B024: F0 03                Frame Duration: 3
   E0/B026: 75                   Object faces up-left
   E0/B027: F0 3B                Frame Duration: 59
   E0/B029: 4A                   <UNKNOWN COMMAND $4A>
   E0/B02A: 10 41                Set transition flag, x2 speed
   E0/B02C: 6B 06                <UNKNOWN COMMAND: frame duration=6?>
   E0/B02E: 10 43                Set transition flag, x4 speed
   E0/B030: 6B 0A                <UNKNOWN COMMAND: frame duration=10?>
   E0/B032: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/B033: F0 3B                Frame Duration: 59
   E0/B035: 73                   Object faces down-left
   E0/B036: F0 01                Frame Duration: 1
   E0/B038: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/B03B: 1D 26                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x26 bytes)
   E0/B03D: F0 53                Frame Duration: 83
   E0/B03F: 08 48 96             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/B042: F0 03                Frame Duration: 3
   E0/B044: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/B047: F0 01                Frame Duration: 1
   E0/B049: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/B04C: F0 03                Frame Duration: 3
   E0/B04E: D4 01                Start code block, repeat 1 times
   E0/B050: 08 48 96             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/B053: F0 01                Frame Duration: 1
   E0/B055: 08 48 97             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/B058: F0 01                Frame Duration: 1
   E0/B05A: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/B05D: F0 03                Frame Duration: 3
   E0/B05F: D7                   End of code block
   E0/B060: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
E0/B063: F0 1D                Duration: 29 frames
E0/B065: 60 28 AE 62          Run Dialogue $0E28 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA:
                  Hush...<I><END>


E0/B069: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B06B: F0 77                Duration: 119 frames
E0/B06D: 1D 0E                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/B06F: 08 48 8D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
   E0/B072: F0 07                Frame Duration: 7
   E0/B074: 09                   Reset all object properties to default
   E0/B075: F0 13                Frame Duration: 19
   E0/B077: 08 48 8D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
   E0/B07A: F0 07                Frame Duration: 7
   E0/B07C: 09                   Reset all object properties to default
E0/B07D: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B07F: 1B 84                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/B081: 09                   Reset all object properties to default
   E0/B082: F0 03                Frame Duration: 3
   E0/B084: 75                   Object faces up-left
E0/B085: 60 29 AE 62          Run Dialogue $0E29 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA:
      I SAID SHUT UP, ALREADY!<I><END>


E0/B089: 1D 85                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/B08B: F0 1D                Frame Duration: 29
   E0/B08D: 08 48 99             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: yes
E0/B090: F0 3B                Duration: 59 frames
E0/B092: 1B 01                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B094: 73                   Object faces down-left
E0/B095: 1C 05                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B097: F0 1D                Frame Duration: 29
   E0/B099: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/B09C: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/B09E: 10 40                Set transition flag, x1 speed
   E0/B0A0: 53 0B                Shift object down-left 176 pixels
E0/B0A2: F0 1D                Duration: 29 frames
E0/B0A4: 60 2A AE 62          Run Dialogue $0E2A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: What the...?!
 That...that isn't a STATUE!!
 That's...Mario!!!<I><END>


E0/B0A8: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B0AA: F0 09                Duration: 9 frames
E0/B0AC: 00 02                Set Object: MARIO ---> Begin action queue for object (Length: 0x02 bytes)
   E0/B0AE: 41                   <UNKNOWN COMMAND $41>
   E0/B0AF: 77                   Object faces up-right
E0/B0B0: 1A 97                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   E0/B0B2: F0 0B                Frame Duration: 11
   E0/B0B4: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/B0B5: 92 01 3F 00          Place object at on-screen coords: (48,504) Z=0
   E0/B0B9: 94 08 04 00          Place object: right=8px down=4px up=0px
   E0/B0BD: 10 81                Set sequence flag, x2 speed
   E0/B0BF: 75                   Object faces up-left
   E0/B0C0: 00                   Set Bit 7 of current object (enable object visibility)
   E0/B0C1: 65 0C                Shift object up-left 12 pixels
   E0/B0C3: 77                   Object faces up-right
   E0/B0C4: 10 80                Set sequence flag, x1 speed
   E0/B0C6: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
E0/B0C9: F0 09                Duration: 9 frames
E0/B0CB: 60 2B AE 60          Run Dialogue $0E2B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: VALENTINA!!<I>
 Hand over the KEY!!, NOW!<I><END>


E0/B0CF: F0 09                Duration: 9 frames
E0/B0D1: 1A 23                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x23 bytes)
   E0/B0D3: 08 40 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
   E0/B0D6: 57 03                Shift object up-right 48 pixels
   E0/B0D8: 0B 04                Set Bits $4 of current object address 0A,x
   E0/B0DA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/B0DC: 57 02                Shift object up-right 32 pixels
   E0/B0DE: 67 08                Shift object up-right 8 pixels
   E0/B0E0: 08 41 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/B0E3: FD 9E                <UNKNOWN COMMAND $9E>
   E0/B0E5: 16                   <UNKNOWN COMMAND $16>
   E0/B0E6: 10 45                Set transition flag, 1/2 speed
   E0/B0E8: 67 04                Shift object up-right 4 pixels
   E0/B0EA: 10 46                Set transition flag, 1/4 speed
   E0/B0EC: 67 04                Shift object up-right 4 pixels
   E0/B0EE: F0 3B                Frame Duration: 59
   E0/B0F0: 08 49 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/B0F3: F0 3B                Frame Duration: 59
   E0/B0F5: 09                   Reset all object properties to default
E0/B0F6: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/B0F8: F0 57                Frame Duration: 87
   E0/B0FA: 57 06                Shift object up-right 96 pixels
   E0/B0FC: 75                   Object faces up-left
   E0/B0FD: 08 46 80             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/B100: F0 3B                Frame Duration: 59
   E0/B102: 09                   Reset all object properties to default
E0/B103: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/B105: 10 45                Set transition flag, 1/2 speed
   E0/B107: 57 08                Shift object up-right 128 pixels
E0/B109: F0 57                Duration: 87 frames
E0/B10B: 60 E2 A9 62          Run Dialogue $09E2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                  Ack!<I><END>


E0/B10F: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B111: 1C 06                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/B113: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/B116: 10 45                Set transition flag, 1/2 speed
   E0/B118: 45                   <UNKNOWN COMMAND $45>
E0/B119: 1B 85                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/B11B: 10 45                Set transition flag, 1/2 speed
   E0/B11D: 10 81                Set sequence flag, x2 speed
   E0/B11F: 43                   <UNKNOWN COMMAND $43>
E0/B120: F0 09                Duration: 9 frames
E0/B122: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B124: 77                   Object faces up-right
E0/B125: 60 2C AE 60          Run Dialogue $0E2C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: How utterly rude!
 And who in blazes are YOU
 anyway?!<I><END>


E0/B129: F0 09                Duration: 9 frames
E0/B12B: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B12D: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
E0/B130: F0 09                Duration: 9 frames
E0/B132: 60 2D AE 62          Run Dialogue $0E2D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Me?
 I'm the REAL prince, that's who!<I><END>


E0/B136: F0 09                Duration: 9 frames
E0/B138: 1A 01                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B13A: 09                   Reset all object properties to default
E0/B13B: F0 1D                Duration: 29 frames
E0/B13D: 1B 8A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/B13F: 10 43                Set transition flag, x4 speed
   E0/B141: 06                   Set "moon-walk" Bits
   E0/B142: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/B143: 67 06                Shift object up-right 6 pixels
   E0/B145: 63 06                Shift object down-left 6 pixels
   E0/B147: 07                   Clear "moon-walk" Bits
   E0/B148: 02                   Set Bit 4,6 of current object (enable all sequence playback)
E0/B149: F0 09                Duration: 9 frames
E0/B14B: 60 2E AE 60          Run Dialogue $0E2E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Brat!<I>
 And how DARE you listen in on a
 private conversation...!<I><END>


E0/B14F: F0 09                Duration: 9 frames
E0/B151: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/B153: 76                   Object faces up
   E0/B154: F0 01                Frame Duration: 1
   E0/B156: 75                   Object faces up-left
   E0/B157: F0 01                Frame Duration: 1
   E0/B159: 74                   Object faces left
   E0/B15A: F0 01                Frame Duration: 1
   E0/B15C: 73                   Object faces down-left
E0/B15D: 1A 88                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/B15F: F0 03                Frame Duration: 3
   E0/B161: 71                   Object faces down-right
   E0/B162: F0 01                Frame Duration: 1
   E0/B164: 08 4A 06             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/B167: F0 09                Duration: 9 frames
E0/B169: 60 2F AE 60          Run Dialogue $0E2F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Private? PRIVATE?!
 Everyone in a 10 mile radius
 could hear you!<I><END>


E0/B16D: F0 09                Duration: 9 frames
E0/B16F: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/B173: F0 09                Duration: 9 frames
E0/B175: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/B177: 09                   Reset all object properties to default
   E0/B178: F0 01                Frame Duration: 1
   E0/B17A: 77                   Object faces up-right
E0/B17B: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/B17D: 74                   Object faces left
   E0/B17E: F0 01                Frame Duration: 1
   E0/B180: 75                   Object faces up-left
   E0/B181: F0 01                Frame Duration: 1
   E0/B183: 76                   Object faces up
   E0/B184: F0 01                Frame Duration: 1
   E0/B186: 77                   Object faces up-right
E0/B187: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B189: F0 09                Duration: 9 frames
E0/B18B: 60 30 0E 62          Run Dialogue $0E30
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

VALENTINA: Harrumph!
 If you're going to be THIS rude,
 I'm simply going to leave.<I><END>


E0/B18F: 1B 8F                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/B191: 06                   Set "moon-walk" Bits
   E0/B192: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B193: 10 46                Set transition flag, 1/4 speed
   E0/B195: 67 08                Shift object up-right 8 pixels
   E0/B197: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/B198: F0 1D                Frame Duration: 29
   E0/B19A: 10 45                Set transition flag, 1/2 speed
   E0/B19C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B19D: 67 08                Shift object up-right 8 pixels
   E0/B19F: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/B1A0: 1D 85                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/B1A2: F0 3B                Frame Duration: 59
   E0/B1A4: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
E0/B1A7: 65                   <UNKNOWN COMMAND $65>
E0/B1A8: 1B 09                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/B1AA: 07                   Clear "moon-walk" Bits
   E0/B1AB: 10 41                Set transition flag, x2 speed
   E0/B1AD: 10 83                Set sequence flag, x4 speed
   E0/B1AF: 57 04                Shift object up-right 64 pixels
   E0/B1B1: 55 02                Shift object up-left 32 pixels
E0/B1B3: 0C 02                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes)
   E0/B1B5: 57 03                Shift object up-right 48 pixels
E0/B1B7: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B1B9: F0 1D                Frame Duration: 29
   E0/B1BB: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/B1BE: 1C 05                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B1C0: F0 1D                Frame Duration: 29
   E0/B1C2: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
E0/B1C5: 60 31 AE 62          Run Dialogue $0E31 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




          So long... (chumps)!<I><END>


E0/B1C9: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B1CB: 9C 10                Play sound effect #$10
E0/B1CD: 6A 78 80             Modify BGL of area $8078
E0/B1D0: 6B 78 80             Modify physical field of area $8078
E0/B1D3: 1B 81                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B1D5: 45                   <UNKNOWN COMMAND $45>
E0/B1D6: 1B F9                Set Object: NPC #7 ---> Command: Remove Object
E0/B1D8: F2 78 36             <UNKNOWN COMMAND $F2>
E0/B1DB: F0 1D                Duration: 29 frames
E0/B1DD: 60 33 AE 62          Run Dialogue $0E33 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SHY AWAY: Eh?
 Hey! Valentina ran away...<I><END>


E0/B1E1: F0 09                Duration: 9 frames
E0/B1E3: 60 34 2E 62          Run Dialogue $0E34
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




      I shall fly the coop, too...<I><END>


E0/B1E7: 1C 14                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x14 bytes)
   E0/B1E9: 10 C0                Set transition and sequence flags, x1 speed
   E0/B1EB: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/B1EE: 57 01                Shift object up-right 16 pixels
   E0/B1F0: 13 03                Layering priority: ...
   E0/B1F2: 57 05                Shift object up-right 80 pixels
   E0/B1F4: 13 01                Layering priority: Normal
   E0/B1F6: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/B1F9: 45                   <UNKNOWN COMMAND $45>
   E0/B1FA: 65 08                Shift object up-left 8 pixels
   E0/B1FC: 01                   Clear Bit 7 of current object (disable object visibility)
E0/B1FD: 1D 0A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/B1FF: F0 1D                Frame Duration: 29
   E0/B201: 08 48 1E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1E
                                 ---> Mirrored: no
   E0/B204: F0 1F                Frame Duration: 31
   E0/B206: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/B209: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B20B: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
E0/B20D: F2 78 38             <UNKNOWN COMMAND $F2>
E0/B210: F0 1D                Duration: 29 frames
E0/B212: 64                   <UNKNOWN COMMAND $64>
E0/B213: 1D AA                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x2A bytes) (Wait until complete)
   E0/B215: 08 48 80             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/B218: F0 01                Frame Duration: 1
   E0/B21A: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/B21D: F0 3B                Frame Duration: 59
   E0/B21F: 10 81                Set sequence flag, x2 speed
   E0/B221: 10 45                Set transition flag, 1/2 speed
   E0/B223: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/B226: 47                   <UNKNOWN COMMAND $47>
   E0/B227: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/B22A: F0 1D                Frame Duration: 29
   E0/B22C: 10 40                Set transition flag, x1 speed
   E0/B22E: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/B231: 47                   <UNKNOWN COMMAND $47>
   E0/B232: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/B235: 10 C1                Set transition and sequence flags, x2 speed
   E0/B237: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/B23A: 57 03                Shift object up-right 48 pixels
   E0/B23C: D2 42 B2             Jump to address $E0/B242
E0/B23F: D2 93 B2             Jump to address $E0/B293
E0/B242: 10 40                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x40 bytes)
   E0/B244: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/B247: 63 02                Shift object down-left 2 pixels
   E0/B249: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/B24C: 63 02                Shift object down-left 2 pixels
   E0/B24E: 08 48 10             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   E0/B251: 63 02                Shift object down-left 2 pixels
   E0/B253: 08 48 11             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
   E0/B256: 63 02                Shift object down-left 2 pixels
   E0/B258: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
   E0/B25B: 63 02                Shift object down-left 2 pixels
   E0/B25D: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/B260: 63 02                Shift object down-left 2 pixels
   E0/B262: 10 45                Set transition flag, 1/2 speed
   E0/B264: D4 03                Start code block, repeat 3 times
   E0/B266: 08 48 14             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $14
                                 ---> Mirrored: no
   E0/B269: 63 01                Shift object down-left 1 pixels
   E0/B26B: 08 48 15             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $15
                                 ---> Mirrored: no
   E0/B26E: 63 01                Shift object down-left 1 pixels
   E0/B270: D7                   End of code block
   E0/B271: D4 02                Start code block, repeat 2 times
   E0/B273: 08 48 16             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   E0/B276: F0 01                Frame Duration: 1
   E0/B278: 08 48 17             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   E0/B27B: F0 01                Frame Duration: 1
   E0/B27D: 08 48 18             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   E0/B280: F0 01                Frame Duration: 1
   E0/B282: D7                   End of code block
   E0/B283: F0 3B                Frame Duration: 59
E0/B285: 08 48                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x48 bytes)
   E0/B287: 00                   Set Bit 7 of current object (enable object visibility)
   E0/B288: F0 1D                Frame Duration: 29
   E0/B28A: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/B28D: 10 41                Set transition flag, x2 speed
   E0/B28F: 55 02                Shift object up-left 32 pixels
   E0/B291: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/B292: FE                   Return Queue

E0/B293: 1D F9                Set Object: NPC #9 ---> Command: Remove Object
E0/B295: F2 78 3A             <UNKNOWN COMMAND $F2>
E0/B298: F0 09                Duration: 9 frames
E0/B29A: 0C 02                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x02 bytes)
   E0/B29C: 53 04                Shift object down-left 64 pixels
E0/B29E: F0 1D                Duration: 29 frames
E0/B2A0: 1A 01                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B2A2: 71                   Object faces down-right
E0/B2A3: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B2A5: 75                   Object faces up-left
E0/B2A6: F0 3B                Duration: 59 frames
E0/B2A8: 60 35 AE 62          Run Dialogue $0E35 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Uh...I...I think
 we kind of missed the boat here...<I><END>


E0/B2AC: F0 09                Duration: 9 frames
E0/B2AE: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B2B0: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B2B2: 08 40 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
E0/B2B5: 60 36 AE 62          Run Dialogue $0E36 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 So......we'd better get
 moving too!!<I>
 C'mon, let's get 'em!!<I><END>


E0/B2B9: F0 09                Duration: 9 frames
E0/B2BB: 00 14                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes)
   E0/B2BD: 65 04                Shift object up-left 4 pixels
   E0/B2BF: 08 4E 87             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   E0/B2C2: F0 03                Frame Duration: 3
   E0/B2C4: 08 4E 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/B2C7: F0 01                Frame Duration: 1
   E0/B2C9: 08 4E 85             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   E0/B2CC: F0 0F                Frame Duration: 15
   E0/B2CE: 08 4E 84             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
E0/B2D1: 1A 12                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/B2D3: F0 09                Frame Duration: 9
   E0/B2D5: 10 40                Set transition flag, x1 speed
   E0/B2D7: 61 02                Shift object down-right 2 pixels
   E0/B2D9: 10 45                Set transition flag, 1/2 speed
   E0/B2DB: 61 02                Shift object down-right 2 pixels
   E0/B2DD: 10 46                Set transition flag, 1/4 speed
   E0/B2DF: 61 02                Shift object down-right 2 pixels
   E0/B2E1: 92 1A 50 00          Place object at on-screen coords: (832,640) Z=0
E0/B2E5: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B2E7: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/B2E9: 09                   Reset all object properties to default
   E0/B2EA: F0 1D                Frame Duration: 29
   E0/B2EC: 72                   Object faces down
E0/B2ED: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/B2F1: FD 30                Screen moves with MARIO
E0/B2F3: A2 82                Set event flag memory address 00:7090 Bit 2
E0/B2F5: FE                   Return

E0/B2F6: 71                   Lighten screen from black before following commands
E0/B2F7: FE                   Return


EVENT [E92] ------------------------------------------------------------>
E0/B2F8: F2 A0 43             <UNKNOWN COMMAND $F2>
E0/B2FB: F2 A0 45             <UNKNOWN COMMAND $F2>
E0/B2FE: D8 FC 2B B3          If event flag memory address 00:705F Bit 4 set, jump to address $E0/B32B
E0/B302: DA 81 95 75          If event flag memory address 00:7090 Bit 1 set, jump to address $E0/7595
E0/B306: DA 95 0D B3          If event flag memory address 00:7092 Bit 5 set, jump to address $E0/B30D
E0/B30A: D2 95 75             Jump to address $E0/7595
E0/B30D: 8A 08 6F             Set 0 palettes from $37ADE0
E0/B310: 18 FA                Set Object: NPC #4 ---> Command: Remove movement effects
E0/B312: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
E0/B314: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
E0/B316: F2 73 2A             <UNKNOWN COMMAND $F2>
E0/B319: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B31B: 92 19 15 03          Place object at on-screen coords: (816,168) Z=48
   E0/B31F: 01                   Clear Bit 7 of current object (disable object visibility)
E0/B320: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B322: 92 1A 16 03          Place object at on-screen coords: (832,176) Z=48
   E0/B326: 01                   Clear Bit 7 of current object (disable object visibility)
E0/B327: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B329: 71                   Lighten screen from black before following commands
E0/B32A: FE                   Return

E0/B32B: 14 F2 06 01          Set Object: NPC #0 ---> Command: Set object to movement: $0106
E0/B32F: 15 F2 07 01          Set Object: NPC #1 ---> Command: Set object to movement: $0107
E0/B333: 71                   Lighten screen from black before following commands
E0/B334: FE                   Return


EVENT [E93] ------------------------------------------------------------>
E0/B335: D8 FC 94 75          If event flag memory address 00:705F Bit 4 set, jump to address $E0/7594
E0/B339: DA 81 94 75          If event flag memory address 00:7090 Bit 1 set, jump to address $E0/7594
E0/B33D: DA 96 94 75          If event flag memory address 00:7092 Bit 6 set, jump to address $E0/7594
E0/B341: 60 3B AE 62          Run Dialogue $0E3B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       I'm absolutely exhausted!<I><END>


E0/B345: F0 09                Duration: 9 frames
E0/B347: 00 96                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes) (Wait until complete)
   E0/B349: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/B34B: 08 4A 87             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   E0/B34E: 7E 6C 00             Object jumps #$006C units
   E0/B351: F0 00                Frame Duration: 0
   E0/B353: 3D 51 B3             <UNKNOWN COMMAND $3D: pointer to address $E0/B351>
   E0/B356: F0 1D                Frame Duration: 29
   E0/B358: 09                   Reset all object properties to default
   E0/B359: 80 1E 14             Move object to on-screen coords: (960,160)
   E0/B35C: 75                   Object faces up-left
   E0/B35D: F0 09                Frame Duration: 9
E0/B35F: A0 53                Set event flag memory address 00:704A Bit 3
E0/B361: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/B365: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/B367: 0B 04                Set Bits $4 of current object address 0A,x
   E0/B369: 10 C1                Set transition and sequence flags, x2 speed
   E0/B36B: 55 02                Shift object up-left 32 pixels
   E0/B36D: 7F 60 00             Object jumps (with sound effect) #$0060 units
   E0/B370: 10 45                Set transition flag, 1/2 speed
   E0/B372: 43                   <UNKNOWN COMMAND $43>
   E0/B373: F0 00                Frame Duration: 0
   E0/B375: 3D 73 B3             <UNKNOWN COMMAND $3D: pointer to address $E0/B373>
   E0/B378: 75                   Object faces up-left
E0/B379: F0 1D                Duration: 29 frames
E0/B37B: 18 0B                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/B37D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/B37E: 10 45                Set transition flag, 1/2 speed
   E0/B380: 10 80                Set sequence flag, x1 speed
   E0/B382: 57 04                Shift object up-right 64 pixels
   E0/B384: 71                   Object faces down-right
   E0/B385: 10 85                Set sequence flag, 1/2 speed
   E0/B387: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/B388: 19 0B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/B38A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/B38B: 10 45                Set transition flag, 1/2 speed
   E0/B38D: 10 80                Set sequence flag, x1 speed
   E0/B38F: 57 04                Shift object up-right 64 pixels
   E0/B391: 75                   Object faces up-left
   E0/B392: 10 85                Set sequence flag, 1/2 speed
   E0/B394: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/B395: F0 09                Duration: 9 frames
E0/B397: 60 3C AE 62          Run Dialogue $0E3C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I hate being a guard!<I>
 Valentina only gives us the most
 boring jobs to do!!<I><END>


E0/B39B: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B39D: F0 09                Duration: 9 frames
E0/B39F: 60 3D AE 60          Run Dialogue $0E3D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 But I guess this beats Dodo's job.<I><END>


E0/B3A3: F0 09                Duration: 9 frames
E0/B3A5: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B3A7: 71                   Object faces down-right
E0/B3A8: F0 09                Duration: 9 frames
E0/B3AA: 60 3E AE 62          Run Dialogue $0E3E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Dodo has to polish Valentina's
 statues EVERY single day!<I><END>


E0/B3AE: F0 09                Duration: 9 frames
E0/B3B0: 60 3A AE 60          Run Dialogue $0E3A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       Ha! Here's how I'd do it.<I><END>


E0/B3B4: F0 09                Duration: 9 frames
E0/B3B6: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/B3B8: 10 80                Set sequence flag, x1 speed
   E0/B3BA: 08 40 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
E0/B3BD: F0 1D                Duration: 29 frames
E0/B3BF: 18 0E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/B3C1: 10 40                Set transition flag, x1 speed
   E0/B3C3: 10 81                Set sequence flag, x2 speed
   E0/B3C5: 57 01                Shift object up-right 16 pixels
   E0/B3C7: 51 02                Shift object down-right 32 pixels
   E0/B3C9: 73                   Object faces down-left
   E0/B3CA: 10 80                Set sequence flag, x1 speed
   E0/B3CC: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/B3CF: FD 31                Screen doesn't move with MARIO
E0/B3D1: 00 93                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   E0/B3D3: F0 77                Frame Duration: 119
   E0/B3D5: 10 44                Set transition flag, x8 speed
   E0/B3D7: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/B3DA: 67 01                Shift object up-right 1 pixels
   E0/B3DC: D4 13                Start code block, repeat 19 times
   E0/B3DE: 63 02                Shift object down-left 2 pixels
   E0/B3E0: 67 02                Shift object up-right 2 pixels
   E0/B3E2: D7                   End of code block
   E0/B3E3: 63 01                Shift object down-left 1 pixels
   E0/B3E5: 75                   Object faces up-left
E0/B3E6: 19 01                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B3E8: 09                   Reset all object properties to default
E0/B3E9: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B3EB: 09                   Reset all object properties to default
E0/B3EC: 00 93                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   E0/B3EE: FD 9E                <UNKNOWN COMMAND $9E>
   E0/B3F0: 69 08                Shift object right 8 pixels
   E0/B3F2: 4A                   <UNKNOWN COMMAND $4A>
   E0/B3F3: 87 F0                Transfer object to coords of <UNKNOWN>
   E0/B3F5: 09                   Reset all object properties to default
   E0/B3F6: 7E 00 01             Object jumps #$0100 units
   E0/B3F9: F0 3B                Frame Duration: 59
   E0/B3FB: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/B3FD: 92 1C 13 20          Place object at on-screen coords: (912,152) Z=0
E0/B401: 8A 08 54             Set 0 palettes from $37AA80
E0/B404: 00 91                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes) (Wait until complete)
   E0/B406: FD 9E                <UNKNOWN COMMAND $9E>
   E0/B408: 13 FD                Layering priority: 
   E0/B40A: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/B40B: F0 00                Frame Duration: 0
   E0/B40D: 3D 0B B4             <UNKNOWN COMMAND $3D: pointer to address $E0/B40B>
   E0/B410: 9B                   Stop sound effect
   E0/B411: FD 9E                <UNKNOWN COMMAND $9E>
   E0/B413: 16                   <UNKNOWN COMMAND $16>
   E0/B414: F0 1D                Frame Duration: 29
   E0/B416: 09                   Reset all object properties to default
E0/B417: F0 09                Duration: 9 frames
E0/B419: 18 06                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/B41B: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/B41E: F0 17                Frame Duration: 23
   E0/B420: 09                   Reset all object properties to default
E0/B421: 19 86                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/B423: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/B426: F0 17                Frame Duration: 23
   E0/B428: 09                   Reset all object properties to default
E0/B429: F0 1D                Duration: 29 frames
E0/B42B: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B42D: 75                   Object faces up-left
E0/B42E: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B430: 77                   Object faces up-right
E0/B431: F0 09                Duration: 9 frames
E0/B433: 60 54 AE 62          Run Dialogue $0E54 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Hey, tell me something,
 do statues...move?<I><END>


E0/B437: F0 09                Duration: 9 frames
E0/B439: 60 55 AE 60          Run Dialogue $0E55 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       No. Statues don't move.<I><END>


E0/B43D: F0 09                Duration: 9 frames
E0/B43F: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B441: 73                   Object faces down-left
E0/B442: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B444: 71                   Object faces down-right
E0/B445: 60 56 AE 62          Run Dialogue $0E56 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


        Then...explain...THIS!<I><END>


E0/B449: F0 09                Duration: 9 frames
E0/B44B: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B44D: 06                   Set "moon-walk" Bits
   E0/B44E: 10 45                Set transition flag, 1/2 speed
   E0/B450: 47                   <UNKNOWN COMMAND $47>
   E0/B451: 07                   Clear "moon-walk" Bits
E0/B452: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B454: 06                   Set "moon-walk" Bits
   E0/B455: 10 45                Set transition flag, 1/2 speed
   E0/B457: 45                   <UNKNOWN COMMAND $45>
   E0/B458: 07                   Clear "moon-walk" Bits
E0/B459: 60 57 AE 62          Run Dialogue $0E57 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 It's... one of those hi-tech,...
 er,...life-like.. realistic ones.
 ...Let's get outta here.<I><END>


E0/B45D: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B45F: F0 09                Duration: 9 frames
E0/B461: 18 09                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/B463: 10 41                Set transition flag, x2 speed
   E0/B465: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/B467: 55 07                Shift object up-left 112 pixels
   E0/B469: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/B46A: FD F2                <UNKNOWN COMMAND $F2>
E0/B46C: 19 0B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/B46E: 10 41                Set transition flag, x2 speed
   E0/B470: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/B472: 57 01                Shift object up-right 16 pixels
   E0/B474: 55 06                Shift object up-left 96 pixels
   E0/B476: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/B477: FD F2                <UNKNOWN COMMAND $F2>
E0/B479: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B47B: F0 1D                Duration: 29 frames
E0/B47D: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B47F: 72                   Object faces down
E0/B480: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/B484: A2 81                Set event flag memory address 00:7090 Bit 1
E0/B486: FE                   Return


EVENT [E94] ------------------------------------------------------------>
E0/B487: DE 83 8D B4          If event flag memory address 00:7090 Bit 3 clear, jump to address $E0/B48D
E0/B48B: 1A F8                Set Object: NPC #6 ---> Command: Show Object
E0/B48D: 1B 82                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/B48F: 13 00                Layering priority: MARIO overlaps object
E0/B491: 71                   Lighten screen from black before following commands
E0/B492: DD B0 94 75          If event flag memory address 00:7076 Bit 0 clear, jump to address $E0/7594
E0/B496: D9 E2 94 75          If event flag memory address 00:707C Bit 2 set, jump to address $E0/7594
E0/B49A: A5 E3                Clear event flag memory address 00:707C Bit 3
E0/B49C: 3E 16 00 94 75       <UNKNOWN COMMAND: pointer to address $7594>
E0/B4A1: FE                   Return


EVENT [E95] ------------------------------------------------------------>
E0/B4A2: FD 42                <UNKNOWN COMMAND $FD 42>
E0/B4A4: DA 83 94 75          If event flag memory address 00:7090 Bit 3 set, jump to address $E0/7594
E0/B4A8: D8 19 94 75          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/7594
E0/B4AC: A0 19                Set event flag memory address 00:7043 Bit 1
E0/B4AE: 34 EF                Change directional maneuverability: left right down up 
E0/B4B0: CB                   Store joypad register to 00:7000,00:7001
E0/B4B1: DC 19 94 75          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/7594
E0/B4B5: E7 80 00 C4 B4       If memory address 00:7000 Bit $0080 set, jump to address $E0/B4C4
E0/B4BA: E7 0F 00 94 75       If memory address 00:7000 Bit $000F set, jump to address $E0/7594
E0/B4BF: F0 00                Duration: 0 frames
E0/B4C1: D2 B0 B4             Jump to address $E0/B4B0
E0/B4C4: 32 1A CB B4          <UNKNOWN COMMAND $32>
E0/B4C8: D2 CF B4             Jump to address $E0/B4CF
E0/B4CB: 9C 0E                Play sound effect #$0E
E0/B4CD: A2 83                Set event flag memory address 00:7090 Bit 3
E0/B4CF: 1A F8                Set Object: NPC #6 ---> Command: Show Object
E0/B4D1: FE                   Return


EVENT [E96] ------------------------------------------------------------>
E0/B4D2: 68 B5 81 01 5F E0    Enter area: $01B5
                              MARIO will be at coords: (48,760) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/B4D8: FE                   Return


EVENT [E97] ------------------------------------------------------------>
E0/B4D9: F0 00                Duration: 0 frames
E0/B4DB: D8 18 E2 B4          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/B4E2
E0/B4DF: D0 97 0E             Execute event id $0E97 subsequently
E0/B4E2: 6A B5 81             Modify BGL of area $81B5
E0/B4E5: 6B B5 81             Modify physical field of area $81B5
E0/B4E8: FE                   Return


EVENT [E98] ------------------------------------------------------------>
E0/B4E9: F8 B5 29 FA B4       <UNKNOWN COMMAND $F8>
E0/B4EE: 14 87                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/B4F0: 94 FC FC 00          Place object: right=252px down=252px up=0px
   E0/B4F4: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
E0/B4F7: 40 97 2E             Execute event id $2E97 simultaneously with the following commands
E0/B4FA: 71                   Lighten screen from black before following commands
E0/B4FB: DD B0 94 75          If event flag memory address 00:7076 Bit 0 clear, jump to address $E0/7594
E0/B4FF: D9 E2 94 75          If event flag memory address 00:707C Bit 2 set, jump to address $E0/7594
E0/B503: B0 11 46 00          Store #$0046 to 00:7022
E0/B507: A5 E3                Clear event flag memory address 00:707C Bit 3
E0/B509: 3E 16 00 94 75       <UNKNOWN COMMAND: pointer to address $7594>
E0/B50E: FE                   Return


EVENT [E99] ------------------------------------------------------------>
E0/B50F: D8 FC 95 75          If event flag memory address 00:705F Bit 4 set, jump to address $E0/7595
E0/B513: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   E0/B515: 08 4A 16             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   E0/B518: F0 00                Frame Duration: 0
   E0/B51A: 09                   Reset all object properties to default
   E0/B51B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/B51D: 0C 83                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B51F: 10 44                Set transition flag, x8 speed
   E0/B521: 40                   <UNKNOWN COMMAND $40>
E0/B522: 70                   Simultaneously lighten screen from black with following commands
E0/B523: 00 B7                Set Object: MARIO ---> Begin action queue for object (Length: 0x37 bytes) (Wait until complete)
   E0/B525: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/B527: 10 81                Set sequence flag, x2 speed
   E0/B529: 47                   <UNKNOWN COMMAND $47>
   E0/B52A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B52B: F0 3B                Frame Duration: 59
   E0/B52D: 10 80                Set sequence flag, x1 speed
   E0/B52F: F0 1D                Frame Duration: 29
   E0/B531: 10 85                Set sequence flag, 1/2 speed
   E0/B533: F0 09                Frame Duration: 9
   E0/B535: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/B536: F0 3B                Frame Duration: 59
   E0/B538: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/B53B: F0 03                Frame Duration: 3
   E0/B53D: 08 4A 16             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: no
   E0/B540: F0 1D                Frame Duration: 29
   E0/B542: 08 43 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/B545: 10 41                Set transition flag, x2 speed
   E0/B547: D4 02                Start code block, repeat 2 times
   E0/B549: 63 04                Shift object down-left 4 pixels
   E0/B54B: F0 02                Frame Duration: 2
   E0/B54D: 67 04                Shift object up-right 4 pixels
   E0/B54F: D7                   End of code block
   E0/B550: 09                   Reset all object properties to default
   E0/B551: 73                   Object faces down-left
   E0/B552: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B553: 10 83                Set sequence flag, x4 speed
   E0/B555: F0 3B                Frame Duration: 59
   E0/B557: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/B55A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/B55C: F0 09                Duration: 9 frames
E0/B55E: 75                   Darken screen from normal before following commands
E0/B55F: 68 73 01 1B 1D E6    Enter area: $0173
                              MARIO will be at coords: (880,232) Z=96
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/B565: FD 46 A1 0E          <UNKNOWN COMMAND $46>
E0/B569: FE                   Return


EVENT [E9A] ------------------------------------------------------------>
E0/B56A: 68 B8 01 02 3E E0    Enter area: $01B8
                              MARIO will be at coords: (64,496) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/B570: 14 F2 06 01          Set Object: NPC #0 ---> Command: Set object to movement: $0106
E0/B574: 15 F2 07 01          Set Object: NPC #1 ---> Command: Set object to movement: $0107
E0/B578: 16 F2 06 01          Set Object: NPC #2 ---> Command: Set object to movement: $0106
E0/B57C: 17 F2 07 01          Set Object: NPC #3 ---> Command: Set object to movement: $0107
E0/B580: A0 F5                Set event flag memory address 00:705E Bit 5
E0/B582: 72 3C                Simultaneously lighten screen from black with following commands; Duration: 60 frames
E0/B584: 1B 08                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/B586: 10 40                Set transition flag, x1 speed
   E0/B588: 10 81                Set sequence flag, x2 speed
   E0/B58A: 57 05                Shift object up-right 80 pixels
   E0/B58C: 41                   <UNKNOWN COMMAND $41>
   E0/B58D: 77                   Object faces up-right
E0/B58E: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/B590: 10 81                Set sequence flag, x2 speed
   E0/B592: 57 06                Shift object up-right 96 pixels
E0/B594: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B596: FD 31                Screen doesn't move with MARIO
E0/B598: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/B59A: 10 45                Set transition flag, 1/2 speed
   E0/B59C: 57 02                Shift object up-right 32 pixels
E0/B59E: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B5A0: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/B5A1: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B5A3: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/B5A4: F0 1D                Duration: 29 frames
E0/B5A6: 60 63 8E 62          Run Dialogue $0E63 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Mom...<pause 13 frames>0 Dad...<I>
 I'd like you to meet Mario...<I><END>


E0/B5AA: F0 09                Duration: 9 frames
E0/B5AC: 1B 81                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B5AE: 75                   Object faces up-left
E0/B5AF: F0 09                Duration: 9 frames
E0/B5B1: 60 64 AE 62          Run Dialogue $0E64 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper




...and my other travel companions!<I><END>


E0/B5B5: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/B5B7: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/B5B9: 65 0E                Shift object up-left 14 pixels
   E0/B5BB: D4 05                Start code block, repeat 5 times
   E0/B5BD: 7B 01                <UNKNOWN COMMAND $7B>
   E0/B5BF: F0 01                Frame Duration: 1
   E0/B5C1: D7                   End of code block
E0/B5C2: 1E 12                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/B5C4: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/B5C5: 92 05 38 02          Place object at on-screen coords: (160,448) Z=32
   E0/B5C9: 94 FC FE 00          Place object: right=252px down=254px up=0px
   E0/B5CD: 06                   Set "moon-walk" Bits
   E0/B5CE: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B5CF: 10 81                Set sequence flag, x2 speed
   E0/B5D1: 00                   Set Bit 7 of current object (enable object visibility)
   E0/B5D2: 42                   <UNKNOWN COMMAND $42>
   E0/B5D3: 07                   Clear "moon-walk" Bits
   E0/B5D4: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/B5D5: 77                   Object faces up-right
E0/B5D6: 1D 12                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/B5D8: F0 01                Frame Duration: 1
   E0/B5DA: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/B5DB: 92 05 38 02          Place object at on-screen coords: (160,448) Z=32
   E0/B5DF: 94 F8 FC 00          Place object: right=248px down=252px up=0px
   E0/B5E3: 00                   Set Bit 7 of current object (enable object visibility)
   E0/B5E4: 10 81                Set sequence flag, x2 speed
   E0/B5E6: 43                   <UNKNOWN COMMAND $43>
   E0/B5E7: 63 08                Shift object down-left 8 pixels
   E0/B5E9: 77                   Object faces up-right
E0/B5EA: 1A 10                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/B5EC: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/B5ED: 92 04 37 02          Place object at on-screen coords: (144,440) Z=32
   E0/B5F1: 94 04 02 00          Place object: right=4px down=2px up=0px
   E0/B5F5: F0 09                Frame Duration: 9
   E0/B5F7: 00                   Set Bit 7 of current object (enable object visibility)
   E0/B5F8: 10 81                Set sequence flag, x2 speed
   E0/B5FA: 41                   <UNKNOWN COMMAND $41>
   E0/B5FB: 77                   Object faces up-right
E0/B5FC: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B5FE: 1B 01                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B600: 77                   Object faces up-right
E0/B601: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B603: 77                   Object faces up-right
E0/B604: F0 1D                Duration: 29 frames
E0/B606: 18 83                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B608: 10 81                Set sequence flag, x2 speed
   E0/B60A: 43                   <UNKNOWN COMMAND $43>
E0/B60B: F0 09                Duration: 9 frames
E0/B60D: 60 65 AE 62          Run Dialogue $0E65 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: I say! How can
 we ever thank you enough!<I>
 I'm Mallow's father...King Nimbus.<I><END>


E0/B611: F0 09                Duration: 9 frames
E0/B613: 19 83                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B615: 10 45                Set transition flag, 1/2 speed
   E0/B617: 43                   <UNKNOWN COMMAND $43>
E0/B618: F0 09                Duration: 9 frames
E0/B61A: 60 5F AE 62          Run Dialogue $0E5F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: Hello, everyone.<I>
 Thank you so much for looking
 after my dear child.<I><END>


E0/B61E: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B620: 06                   Set "moon-walk" Bits
   E0/B621: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B622: 47                   <UNKNOWN COMMAND $47>
   E0/B623: 07                   Clear "moon-walk" Bits
   E0/B624: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/B625: F0 09                Duration: 9 frames
E0/B627: 1B 82                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/B629: 67 08                Shift object up-right 8 pixels
E0/B62B: F0 09                Duration: 9 frames
E0/B62D: 60 66 AE 62          Run Dialogue $0E66 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW:
   Allow me to introduce everyone!<I><END>


E0/B631: F0 09                Duration: 9 frames
E0/B633: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/B635: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/B638: F0 1D                Frame Duration: 29
   E0/B63A: 09                   Reset all object properties to default
E0/B63B: F0 09                Duration: 9 frames
E0/B63D: 60 67 AE 60          Run Dialogue $0E67 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 This...is Princess Toadstool from
 Mushroom Kingdom...<I><END>


E0/B641: F0 09                Duration: 9 frames
E0/B643: 1A 8E                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/B645: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/B647: 10 45                Set transition flag, 1/2 speed
   E0/B649: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   E0/B64B: F0 07                Frame Duration: 7
   E0/B64D: 6A 04                Shift object up 4 pixels
   E0/B64F: 0B 04                Set Bits $4 of current object address 0A,x
   E0/B651: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/B653: F0 09                Duration: 9 frames
E0/B655: 18 8D                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   E0/B657: 10 40                Set transition flag, x1 speed
   E0/B659: 06                   Set "moon-walk" Bits
   E0/B65A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B65B: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/B65D: 0B 04                Set Bits $4 of current object address 0A,x
   E0/B65F: 64 14                Shift object left 20 pixels
   E0/B661: 07                   Clear "moon-walk" Bits
   E0/B662: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/B663: 73                   Object faces down-left
E0/B664: F0 09                Duration: 9 frames
E0/B666: 60 68 AE 62          Run Dialogue $0E68 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: Ah! I've heard
 so much about you! May I...
 have your autograph?<I><END>


E0/B66A: F0 09                Duration: 9 frames
E0/B66C: 19 83                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B66E: 10 45                Set transition flag, 1/2 speed
   E0/B670: 43                   <UNKNOWN COMMAND $43>
E0/B671: F0 09                Duration: 9 frames
E0/B673: 60 69 AE 62          Run Dialogue $0E69 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS:
   Don't embarrass junior, dear!!<I><END>


E0/B677: F0 09                Duration: 9 frames
E0/B679: 19 05                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B67B: 06                   Set "moon-walk" Bits
   E0/B67C: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B67D: 47                   <UNKNOWN COMMAND $47>
   E0/B67E: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/B67F: 07                   Clear "moon-walk" Bits
E0/B680: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B682: 75                   Object faces up-left
E0/B683: F0 09                Duration: 9 frames
E0/B685: 60 7F 8E 62          Run Dialogue $0E7F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: Oh! Nevermind...<I><END>


E0/B689: F0 09                Duration: 9 frames
E0/B68B: 18 83                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B68D: 65 08                Shift object up-left 8 pixels
   E0/B68F: 73                   Object faces down-left
E0/B690: 60 80 AE 62          Run Dialogue $0E80 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 And, who is this gentleman here?<I><END>


E0/B694: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B696: 1B 81                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B698: 75                   Object faces up-left
E0/B699: F0 09                Duration: 9 frames
E0/B69B: 60 81 AE 60          Run Dialogue $0E81 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: THIS.......
 is Mario!!!<I>
 He helped me from the start!<I><END>


E0/B69F: F0 09                Duration: 9 frames
E0/B6A1: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B6A3: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
E0/B6A6: 60 82 8E 62          Run Dialogue $0E82 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: I sincerely thank you
 from the bottom of my heart.<I><END>


E0/B6AA: F0 09                Duration: 9 frames
E0/B6AC: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/B6B0: F0 09                Duration: 9 frames
E0/B6B2: 18 F3 7C 02          Set Object: NPC #4 ---> Command: Set object to movement: $027C
E0/B6B6: F0 09                Duration: 9 frames
E0/B6B8: 60 83 AE 62          Run Dialogue $0E83 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 ......You don't mean...
 THE Mario?! Jumping Mario?!
 Autograph, please!<I><END>


E0/B6BC: F0 09                Duration: 9 frames
E0/B6BE: 19 88                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/B6C0: 10 81                Set sequence flag, x2 speed
   E0/B6C2: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B6C3: F0 1D                Frame Duration: 29
   E0/B6C5: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/B6C6: 10 80                Set sequence flag, x1 speed
E0/B6C8: F0 09                Duration: 9 frames
E0/B6CA: 60 84 AE 62          Run Dialogue $0E84 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS:
     That's quite enough, dear...<I><END>


E0/B6CE: 18 8A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/B6D0: 75                   Object faces up-left
   E0/B6D1: F0 01                Frame Duration: 1
   E0/B6D3: 77                   Object faces up-right
   E0/B6D4: F0 1D                Frame Duration: 29
   E0/B6D6: 75                   Object faces up-left
   E0/B6D7: F0 01                Frame Duration: 1
   E0/B6D9: 73                   Object faces down-left
E0/B6DA: F0 09                Duration: 9 frames
E0/B6DC: 60 85 AE 62          Run Dialogue $0E85 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: Okay, okay! Then...
 how about showing me just a little
 jump? A tiny hop will do!<I><END>


E0/B6E0: F0 09                Duration: 9 frames
E0/B6E2: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/B6E4: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
E0/B6E7: 1A 01                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B6E9: 75                   Object faces up-left
E0/B6EA: 1E 03                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/B6EC: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
E0/B6EF: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B6F1: F0 09                Duration: 9 frames
E0/B6F3: D4 01                Start code block, repeat 1 times
E0/B6F5: F0 00                Duration: 0 frames
E0/B6F7: D1 13 01             Execute event id $0113
E0/B6FA: E2 00 00 00 B7       If value at 00:7000 = #$0000, jump to address $E0/B700
E0/B6FF: D7                   End of code block
E0/B700: 00 99                Set Object: MARIO ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   E0/B702: 08 46 00             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/B705: F0 09                Frame Duration: 9
   E0/B707: 09                   Reset all object properties to default
   E0/B708: 7F A0 00             Object jumps (with sound effect) #$00A0 units
   E0/B70B: F0 0B                Frame Duration: 11
   E0/B70D: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/B70F: 10 81                Set sequence flag, x2 speed
   E0/B711: 08 43 87             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   E0/B714: F0 17                Frame Duration: 23
   E0/B716: 08 43 82             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/B719: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/B71B: F0 00                Duration: 0 frames
E0/B71D: 3D 1B B7             <UNKNOWN COMMAND: pointer to address $B71B>
E0/B720: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/B722: FD 9E                <UNKNOWN COMMAND $9E>
   E0/B724: 3A F0 3B 09 77 F0    <UNKNOWN COMMAND $3A>
   E0/B72A: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/B72B: 70                   Object faces right
   E0/B72C: F0 01                Frame Duration: 1
   E0/B72E: 71                   Object faces down-right
   E0/B72F: F0 1D                Frame Duration: 29
   E0/B731: 08 42 89             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
E0/B734: F0 09                Duration: 9 frames
E0/B736: 1B 06                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/B738: 09                   Reset all object properties to default
   E0/B739: F0 1D                Frame Duration: 29
   E0/B73B: 08 42 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/B73E: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B740: F0 1D                Frame Duration: 29
   E0/B742: 08 42 05             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/B745: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B747: F0 1D                Frame Duration: 29
   E0/B749: 08 42 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/B74C: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B74E: F0 1D                Frame Duration: 29
   E0/B750: 08 42 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/B753: F0 59                Duration: 89 frames
E0/B755: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/B757: 09                   Reset all object properties to default
   E0/B758: F0 09                Frame Duration: 9
   E0/B75A: 70                   Object faces right
   E0/B75B: F0 01                Frame Duration: 1
   E0/B75D: 77                   Object faces up-right
E0/B75E: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/B760: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
E0/B763: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/B765: 09                   Reset all object properties to default
   E0/B766: F0 09                Frame Duration: 9
   E0/B768: 77                   Object faces up-right
E0/B769: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B76B: 09                   Reset all object properties to default
E0/B76C: 1D 01                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B76E: 09                   Reset all object properties to default
E0/B76F: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B771: 18 F3 7C 02          Set Object: NPC #4 ---> Command: Set object to movement: $027C
E0/B775: F0 09                Duration: 9 frames
E0/B777: 18 8F                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/B779: D4 01                Start code block, repeat 1 times
   E0/B77B: 71                   Object faces down-right
   E0/B77C: F0 03                Frame Duration: 3
   E0/B77E: 73                   Object faces down-left
   E0/B77F: F0 01                Frame Duration: 1
   E0/B781: 75                   Object faces up-left
   E0/B782: F0 03                Frame Duration: 3
   E0/B784: 73                   Object faces down-left
   E0/B785: F0 01                Frame Duration: 1
   E0/B787: D7                   End of code block
E0/B788: F0 09                Duration: 9 frames
E0/B78A: 60 6A AE 62          Run Dialogue $0E6A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: Oh!...FANTASTIC!<I>
  (Show me again later...) Eh hem.
 And WHO do we have over here?<I><END>


E0/B78E: F0 09                Duration: 9 frames
E0/B790: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B792: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
E0/B795: F0 09                Duration: 9 frames
E0/B797: 60 6B AE 60          Run Dialogue $0E6B (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: This is Bowser, leader
 of the Koopa Troop.<I><END>


E0/B79B: F0 09                Duration: 9 frames
E0/B79D: 1D 8B                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/B79F: F0 09                Frame Duration: 9
   E0/B7A1: FD 9E                <UNKNOWN COMMAND $9E>
   E0/B7A3: 1A                   <UNKNOWN COMMAND $1A>
   E0/B7A4: 08 42 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/B7A7: F0 0B                Frame Duration: 11
   E0/B7A9: 09                   Reset all object properties to default
E0/B7AA: F0 1D                Duration: 29 frames
E0/B7AC: 18 F3 7C 02          Set Object: NPC #4 ---> Command: Set object to movement: $027C
E0/B7B0: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B7B2: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
E0/B7B5: F0 09                Duration: 9 frames
E0/B7B7: 60 6C AE 62          Run Dialogue $0E6C (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: Oh! Another famous
 person! This is just too much!<I>
 I MUST have YOUR autograph!<I><END>


E0/B7BB: F0 09                Duration: 9 frames
E0/B7BD: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/B7BF: 10 41                Set transition flag, x2 speed
   E0/B7C1: 63 08                Shift object down-left 8 pixels
E0/B7C3: 60 6D AE 62          Run Dialogue $0E6D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: Dear...behave
 yourself, please!<I><END>


E0/B7C7: 18 84                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/B7C9: 75                   Object faces up-left
   E0/B7CA: F0 01                Frame Duration: 1
   E0/B7CC: 77                   Object faces up-right
E0/B7CD: F0 09                Duration: 9 frames
E0/B7CF: 60 6E AE 62          Run Dialogue $0E6E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: No? Not even a
 little scribble? Okay, okay...<I><END>


E0/B7D3: 18 8B                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/B7D5: 75                   Object faces up-left
   E0/B7D6: F0 01                Frame Duration: 1
   E0/B7D8: 73                   Object faces down-left
   E0/B7D9: F0 1D                Frame Duration: 29
   E0/B7DB: 06                   Set "moon-walk" Bits
   E0/B7DC: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B7DD: 41                   <UNKNOWN COMMAND $41>
   E0/B7DE: 07                   Clear "moon-walk" Bits
   E0/B7DF: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/B7E0: F0 09                Duration: 9 frames
E0/B7E2: 60 6F AE 62          Run Dialogue $0E6F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: Yes, yes. I'm quite
 forgetting my manners...Well...<I>
 ...Who do we have over here?<I><END>


E0/B7E6: F0 09                Duration: 9 frames
E0/B7E8: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/B7EA: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
E0/B7ED: 60 70 AE 60          Run Dialogue $0E70 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: This is Geno, who I told
 you about before.<I><END>


E0/B7F1: F0 09                Duration: 9 frames
E0/B7F3: 1E 86                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/B7F5: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/B7F8: F0 09                Frame Duration: 9
   E0/B7FA: 09                   Reset all object properties to default
E0/B7FB: F0 09                Duration: 9 frames
E0/B7FD: 60 71 AE 62          Run Dialogue $0E71 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: Oh! Yes! That story
 about the Star Street! How awful!<I><END>


E0/B801: F0 09                Duration: 9 frames
E0/B803: 60 72 AE 60          Run Dialogue $0E72 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO:
          That's...Star Road...<I><END>


E0/B807: F0 09                Duration: 9 frames
E0/B809: 19 83                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/B80B: 10 45                Set transition flag, 1/2 speed
   E0/B80D: 43                   <UNKNOWN COMMAND $43>
E0/B80E: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/B810: 08 48 12             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: no
E0/B813: F0 09                Duration: 9 frames
E0/B815: 60 73 AE 62          Run Dialogue $0E73 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: By the way, a little
 before Valentina took over, a
 large star fell into the volcano!<I><END>


E0/B819: F0 09                Duration: 9 frames
E0/B81B: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B81D: 10 81                Set sequence flag, x2 speed
   E0/B81F: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/B822: 1B 05                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B824: 10 81                Set sequence flag, x2 speed
   E0/B826: 08 41 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/B829: 1A 05                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B82B: 10 81                Set sequence flag, x2 speed
   E0/B82D: 08 41 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/B830: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B832: 10 81                Set sequence flag, x2 speed
   E0/B834: 08 41 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/B837: 1D 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/B839: 10 81                Set sequence flag, x2 speed
   E0/B83B: 08 41 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
E0/B83E: F0 15                Duration: 21 frames
E0/B840: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B842: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B844: 09                   Reset all object properties to default
E0/B845: 1B 01                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B847: 09                   Reset all object properties to default
E0/B848: 1A 01                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B84A: 09                   Reset all object properties to default
E0/B84B: 1E 01                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B84D: 09                   Reset all object properties to default
E0/B84E: 1D 01                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/B850: 09                   Reset all object properties to default
E0/B851: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B853: F0 09                Duration: 9 frames
E0/B855: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B857: 75                   Object faces up-left
E0/B858: F0 09                Duration: 9 frames
E0/B85A: 60 74 8E 62          Run Dialogue $0E74 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: Hmm, but the dreaded
 Czar Dragon inhabits the
 volcano. It's going to be tough<I>
 getting a star out of there!<I><END>


E0/B85E: F0 09                Duration: 9 frames
E0/B860: 18 85                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/B862: 0B 04                Set Bits $4 of current object address 0A,x
   E0/B864: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/B866: 73                   Object faces down-left
E0/B867: F0 09                Duration: 9 frames
E0/B869: 60 75 8E 62          Run Dialogue $0E75 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 Hmmm...perhaps all of you
 working together COULD handle
 that beast...<I><END>


E0/B86D: 18 08                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/B86F: 77                   Object faces up-right
   E0/B870: F0 1D                Frame Duration: 29
   E0/B872: 10 46                Set transition flag, 1/4 speed
   E0/B874: 10 80                Set sequence flag, x1 speed
   E0/B876: 47                   <UNKNOWN COMMAND $47>
E0/B877: F0 09                Duration: 9 frames
E0/B879: 60 76 AE 62          Run Dialogue $0E76 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 Why, when I was young, I...<I><END>


E0/B87D: 19 08                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/B87F: 10 46                Set transition flag, 1/4 speed
   E0/B881: 0B 04                Set Bits $4 of current object address 0A,x
   E0/B883: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/B885: 63 04                Shift object down-left 4 pixels
E0/B887: 60 77 AE 62          Run Dialogue $0E77 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: Yes, dear...<I>
 Now, once at the volcano, find
 Hinopio. He'll be able to help you.<I><END>


E0/B88B: F0 09                Duration: 9 frames
E0/B88D: 19 84                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/B88F: 63 04                Shift object down-left 4 pixels
   E0/B891: 41                   <UNKNOWN COMMAND $41>
   E0/B892: 73                   Object faces down-left
E0/B893: 1B 81                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B895: 77                   Object faces up-right
E0/B896: F0 09                Duration: 9 frames
E0/B898: 60 78 AE 62          Run Dialogue $0E78 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: You be careful,
 Mallow!<I><END>


E0/B89C: F0 09                Duration: 9 frames
E0/B89E: 1B 88                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/B8A0: 10 80                Set sequence flag, x1 speed
   E0/B8A2: 08 51 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/B8A5: F0 25                Frame Duration: 37
   E0/B8A7: 09                   Reset all object properties to default
E0/B8A8: F0 09                Duration: 9 frames
E0/B8AA: 60 88 AE 60          Run Dialogue $0E88 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Okay, mom!<I>
 But I probably won't come back
 until we find the star!<I><END>


E0/B8AE: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/B8B0: 10 45                Set transition flag, 1/2 speed
   E0/B8B2: 41                   <UNKNOWN COMMAND $41>
E0/B8B3: 1D 08                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/B8B5: F0 03                Frame Duration: 3
   E0/B8B7: 67 0A                Shift object up-right 10 pixels
   E0/B8B9: 92 15 76 00          Place object at on-screen coords: (672,944) Z=0
E0/B8BD: 1A 08                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/B8BF: F0 03                Frame Duration: 3
   E0/B8C1: 67 08                Shift object up-right 8 pixels
   E0/B8C3: 92 15 76 00          Place object at on-screen coords: (672,944) Z=0
E0/B8C7: 1E 08                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/B8C9: F0 03                Frame Duration: 3
   E0/B8CB: 66 0C                Shift object up 12 pixels
   E0/B8CD: 92 15 76 00          Place object at on-screen coords: (672,944) Z=0
E0/B8D1: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/B8D3: 63 04                Shift object down-left 4 pixels
   E0/B8D5: 75                   Object faces up-left
E0/B8D6: 19 08                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/B8D8: 45                   <UNKNOWN COMMAND $45>
   E0/B8D9: 47                   <UNKNOWN COMMAND $47>
   E0/B8DA: 67 04                Shift object up-right 4 pixels
   E0/B8DC: 73                   Object faces down-left
   E0/B8DD: 10 85                Set sequence flag, 1/2 speed
   E0/B8DF: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
E0/B8E0: F0 1D                Duration: 29 frames
E0/B8E2: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B8E4: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/B8E6: 65 0C                Shift object up-left 12 pixels
   E0/B8E8: 92 15 76 00          Place object at on-screen coords: (672,944) Z=0
E0/B8EC: F0 1D                Duration: 29 frames
E0/B8EE: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B8F0: 72                   Object faces down
E0/B8F1: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/B8F5: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/B8F7: 73                   Object faces down-left
   E0/B8F8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/B8F9: 10 85                Set sequence flag, 1/2 speed
E0/B8FB: FD 30                Screen moves with MARIO
E0/B8FD: F2 B8 37             <UNKNOWN COMMAND $F2>
E0/B900: FE                   Return


EVENT [E9B] ------------------------------------------------------------>
E0/B901: 68 7A 80 03 79 63    Enter area: $007A
                              MARIO will be at coords: (112,968) Z=48
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/B907: FE                   Return


EVENT [E9C] ------------------------------------------------------------>
E0/B908: 14 F2 06 01          Set Object: NPC #0 ---> Command: Set object to movement: $0106
E0/B90C: 15 F2 07 01          Set Object: NPC #1 ---> Command: Set object to movement: $0107
E0/B910: 16 F2 06 01          Set Object: NPC #2 ---> Command: Set object to movement: $0106
E0/B914: 17 F2 07 01          Set Object: NPC #3 ---> Command: Set object to movement: $0107
E0/B918: 71                   Lighten screen from black before following commands
E0/B919: FE                   Return


EVENT [E9D] ------------------------------------------------------------>
E0/B91A: D8 FC 25 B9          If event flag memory address 00:705F Bit 4 set, jump to address $E0/B925
E0/B91E: 68 9C 81 1D 0D 60    Enter area: $019C
                              MARIO will be at coords: (944,104) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/B924: FE                   Return

E0/B925: 68 F1 81 1D 0D 60    Enter area: $01F1
                              MARIO will be at coords: (944,104) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/B92B: FE                   Return


EVENT [E9E] ------------------------------------------------------------>
E0/B92C: D8 FC 37 B9          If event flag memory address 00:705F Bit 4 set, jump to address $E0/B937
E0/B930: 68 78 80 01 3F E0    Enter area: $0078
                              MARIO will be at coords: (48,504) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/B936: FE                   Return

E0/B937: 68 B8 81 01 3F E0    Enter area: $01B8
                              MARIO will be at coords: (48,504) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/B93D: FE                   Return


EVENT [E9F] ------------------------------------------------------------>
E0/B93E: 6A 6B 80             Modify BGL of area $806B
E0/B941: F0 00                Duration: 0 frames
E0/B943: 6A 6B 82             Modify BGL of area $826B
E0/B946: F0 00                Duration: 0 frames
E0/B948: 6A 6B 84             Modify BGL of area $846B
E0/B94B: F0 00                Duration: 0 frames
E0/B94D: 6A 6B 86             Modify BGL of area $866B
E0/B950: F0 00                Duration: 0 frames
E0/B952: 6B 6B 80             Modify physical field of area $806B
E0/B955: 8A 0B 6F             Set 0 palettes from $37ADE0
E0/B958: 1A 06                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/B95A: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/B95C: 94 00 02 00          Place object: right=0px down=2px up=0px
E0/B960: 1B 02                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/B962: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/B964: 17 02                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/B966: 0D 0B                <UNKNOWN COMMAND $0D>
E0/B968: 19 06                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/B96A: 94 01 FC 00          Place object: right=1px down=252px up=0px
   E0/B96E: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/B970: 1C 06                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/B972: 94 00 F8 00          Place object: right=0px down=248px up=0px
   E0/B976: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/B978: FD 32                <UNKNOWN COMMAND $FD 32>
E0/B97A: 6B 6B 82             Modify physical field of area $826B
E0/B97D: F0 00                Duration: 0 frames
E0/B97F: 8A 0C 6D             Set 0 palettes from $37ADA0
E0/B982: F0 00                Duration: 0 frames
E0/B984: 8A 0D 6C             Set 0 palettes from $37AD80
E0/B987: 8A 0E A9             Set 0 palettes from $37B520
E0/B98A: 8A 0F AA             Set 0 palettes from $37B540
E0/B98D: 71                   Lighten screen from black before following commands
E0/B98E: FE                   Return


EVENT [EA0] ------------------------------------------------------------>
E0/B98F: 60 59 AE D0          Run Dialogue $0E59 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SHY AWAY: Oh Oh...
 ...Busted...<I>
 What to do, what to do?<I><END>


E0/B993: 10 86                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/B995: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/B998: F0 3B                Frame Duration: 59
   E0/B99A: 09                   Reset all object properties to default
E0/B99B: F0 09                Duration: 9 frames
E0/B99D: 60 5A AE D0          Run Dialogue $0E5A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 I'll give you this Fertilizer
 if you let me go~......OK?<I><END>


E0/B9A1: F0 09                Duration: 9 frames
E0/B9A3: 9C 55                Play sound effect #$55
E0/B9A5: A8 07 9F             Store #$9F to 00:70A7
E0/B9A8: 60 13 A2 22          Run Dialogue $0213 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Received <ITEM><I><END>


E0/B9AC: 50 9F                Put item in inventory: #$9F (Fertilizer  )
E0/B9AE: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/B9B0: F0 1D                Frame Duration: 29
   E0/B9B2: 71                   Object faces down-right
E0/B9B3: 10 84                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/B9B5: 51 08                Shift object down-right 128 pixels
   E0/B9B7: FD F2                <UNKNOWN COMMAND $F2>
E0/B9B9: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/B9BB: 72                   Object faces down
E0/B9BC: FE                   Return


EVENT [EA1] ------------------------------------------------------------>
E0/B9BD: 9C 13                Play sound effect #$13
E0/B9BF: 00 8F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes) (Wait until complete)
   E0/B9C1: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/B9C2: 92 1B 1D 30          Place object at on-screen coords: (880,232) Z=256
   E0/B9C6: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/B9C9: 00                   Set Bit 7 of current object (enable object visibility)
   E0/B9CA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/B9CC: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/B9CE: 0C 04                XOR Bits $4 of current object address 0A,x
E0/B9D0: 70                   Simultaneously lighten screen from black with following commands
E0/B9D1: F0 31                Duration: 49 frames
E0/B9D3: 7F                   <UNKNOWN COMMAND $7F>
E0/B9D4: 75                   Darken screen from normal before following commands
E0/B9D5: 68 74 01 13 5F 2A    Enter area: $0174
                              MARIO will be at coords: (624,760) Z=160
                              MARIO will face: down-right
                              <UNKNOWN=#$00>
E0/B9DB: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/B9DD: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/B9DE: 92 13 5F 3B          Place object at on-screen coords: (624,760) Z=432
   E0/B9E2: 08 43 0A             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/B9E5: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/B9E7: 00                   Set Bit 7 of current object (enable object visibility)
   E0/B9E8: 20 04                <UNKNOWN COMMAND $20>
   E0/B9EA: 25 00 00 08 00       <UNKNOWN COMMAND $25>
E0/B9EF: 70                   Simultaneously lighten screen from black with following commands
E0/B9F0: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/B9F2: F0 00                Frame Duration: 0
   E0/B9F4: 3D F2 B9             <UNKNOWN COMMAND $3D: pointer to address $E0/B9F2>
   E0/B9F7: 21                   <UNKNOWN COMMAND $21>
   E0/B9F8: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/B9FA: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/B9FC: 14 F2 D0 03          Set Object: NPC #0 ---> Command: Set object to movement: $03D0
E0/BA00: F0 07                Duration: 7 frames
E0/BA02: 7F                   <UNKNOWN COMMAND $7F>
E0/BA03: 75                   Darken screen from normal before following commands
E0/BA04: 68 75 01 1B 5B 26    Enter area: $0175
                              MARIO will be at coords: (880,728) Z=96
                              MARIO will face: down-right
                              <UNKNOWN=#$00>
E0/BA0A: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/BA0C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BA0D: 92 1B 5B 30          Place object at on-screen coords: (880,728) Z=256
   E0/BA11: 08 4A 1E             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1E
                                 ---> Mirrored: no
   E0/BA14: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BA15: 20 04                <UNKNOWN COMMAND $20>
   E0/BA17: 25 00 00 0C 00       <UNKNOWN COMMAND $25>
E0/BA1C: 70                   Simultaneously lighten screen from black with following commands
E0/BA1D: 00 8C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/BA1F: F0 00                Frame Duration: 0
   E0/BA21: 3D 1F BA             <UNKNOWN COMMAND $3D: pointer to address $E0/BA1F>
   E0/BA24: 21                   <UNKNOWN COMMAND $21>
   E0/BA25: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/BA27: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/BA29: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/BA2B: 14 F2 D0 03          Set Object: NPC #0 ---> Command: Set object to movement: $03D0
E0/BA2F: F0 0E                Duration: 14 frames
E0/BA31: 7F                   <UNKNOWN COMMAND $7F>
E0/BA32: 75                   Darken screen from normal before following commands
E0/BA33: 68 76 01 1B 73 26    Enter area: $0176
                              MARIO will be at coords: (880,920) Z=96
                              MARIO will face: down-right
                              <UNKNOWN=#$00>
E0/BA39: 00 92                Set Object: MARIO ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/BA3B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BA3C: 92 1B 73 30          Place object at on-screen coords: (880,920) Z=256
   E0/BA40: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/BA43: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BA44: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/BA46: 20 04                <UNKNOWN COMMAND $20>
   E0/BA48: 25 00 00 0E 00       <UNKNOWN COMMAND $25>
E0/BA4D: 70                   Simultaneously lighten screen from black with following commands
E0/BA4E: F0 31                Duration: 49 frames
E0/BA50: 7F                   <UNKNOWN COMMAND $7F>
E0/BA51: 75                   Darken screen from normal before following commands
E0/BA52: A0 52                Set event flag memory address 00:704A Bit 2
E0/BA54: 68 72 81 14 32 20    Enter area: $0172
                              MARIO will be at coords: (640,400) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/BA5A: 00 8B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/BA5C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BA5D: 92 14 32 20          Place object at on-screen coords: (640,400) Z=0
   E0/BA61: 08 4B 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/BA64: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BA65: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/BA67: 70                   Simultaneously lighten screen from black with following commands
E0/BA68: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/BA6A: F0 00                Frame Duration: 0
   E0/BA6C: 3D 6A BA             <UNKNOWN COMMAND $3D: pointer to address $E0/BA6A>
   E0/BA6F: 9B                   Stop sound effect
   E0/BA70: 21                   <UNKNOWN COMMAND $21>
   E0/BA71: 7E 6C 00             Object jumps #$006C units
E0/BA74: 14 F2 D0 03          Set Object: NPC #0 ---> Command: Set object to movement: $03D0
E0/BA78: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/BA7A: 10 41                Set transition flag, x2 speed
   E0/BA7C: 53 02                Shift object down-left 32 pixels
   E0/BA7E: 63 08                Shift object down-left 8 pixels
E0/BA80: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/BA84: FE                   Return


EVENT [EA2] ------------------------------------------------------------>
E0/BA85: D8 48 AF BA          If event flag memory address 00:7049 Bit 0 set, jump to address $E0/BAAF
E0/BA89: D1 41 00             Execute event id $0041
E0/BA8C: 68 71 01 1C 11 60    Enter area: $0171
                              MARIO will be at coords: (912,136) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
E0/BA92: 70                   Simultaneously lighten screen from black with following commands
E0/BA93: 00 8D                Set Object: MARIO ---> Begin action queue for object (Length: 0x0D bytes) (Wait until complete)
   E0/BA95: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/BA97: 10 41                Set transition flag, x2 speed
   E0/BA99: 7E 84 00             Object jumps #$0084 units
   E0/BA9C: 53 02                Shift object down-left 32 pixels
   E0/BA9E: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/BAA0: 63 14                Shift object down-left 20 pixels
E0/BAA2: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/BAA6: A1 41                Set event flag memory address 00:7068 Bit 1
E0/BAA8: A1 80                Set event flag memory address 00:7070 Bit 0
E0/BAAA: A8 3F 31             Store #$31 to 00:70DF
E0/BAAD: 7F                   <UNKNOWN COMMAND $7F>
E0/BAAE: FE                   Return

E0/BAAF: D1 41 00             Execute event id $0041
E0/BAB2: FE                   Return


EVENT [EA3] ------------------------------------------------------------>
E0/BAB3: B4 08                Store value at 00:70A8 to 00:7000
E0/BAB5: E2 16 00 C7 BA       If value at 00:7000 = #$0016, jump to address $E0/BAC7
E0/BABA: DA 85 83 BB          If event flag memory address 00:7090 Bit 5 set, jump to address $E0/BB83
E0/BABE: D8 F5 D8 BA          If event flag memory address 00:705E Bit 5 set, jump to address $E0/BAD8
E0/BAC2: 60 5B AE D0          Run Dialogue $0E5B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 The hot springs are up ahead,
 but only royalty can bathe there.<I>
 And you don't look so royal...!<I><END>


E0/BAC6: FE                   Return

E0/BAC7: DA 85 83 BB          If event flag memory address 00:7090 Bit 5 set, jump to address $E0/BB83
E0/BACB: D8 F5 D8 BA          If event flag memory address 00:705E Bit 5 set, jump to address $E0/BAD8
E0/BACF: DE 82 BA BA          If event flag memory address 00:7090 Bit 2 clear, jump to address $E0/BABA
E0/BAD3: 60 5C AE D0          Run Dialogue $0E5C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Right now, Prince Mallow is
 bathing in the hot springs.
 It must be so relaxing.<I><END>


E0/BAD7: FE                   Return

E0/BAD8: 60 79 AE D0          Run Dialogue $0E79 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Up ahead are the hot springs...<I>
 But only royalty is allowed...<I><END>


E0/BADC: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/BADE: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/BAE0: 80 13 36             Move object to on-screen coords: (608,432)
   E0/BAE3: 65 04                Shift object up-left 4 pixels
   E0/BAE5: 71                   Object faces down-right
E0/BAE6: 17 92                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/BAE8: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BAE9: 92 13 36 00          Place object at on-screen coords: (608,432) Z=0
   E0/BAED: 77                   Object faces up-right
   E0/BAEE: 94 FE FA 00          Place object: right=254px down=250px up=0px
   E0/BAF2: 10 45                Set transition flag, 1/2 speed
   E0/BAF4: 10 81                Set sequence flag, x2 speed
   E0/BAF6: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BAF7: 67 0E                Shift object up-right 14 pixels
   E0/BAF9: 71                   Object faces down-right
E0/BAFA: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/BAFC: 75                   Object faces up-left
E0/BAFD: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/BAFF: 75                   Object faces up-left
E0/BB00: FD 32                <UNKNOWN COMMAND $FD 32>
E0/BB02: F0 09                Duration: 9 frames
E0/BB04: 60 7A AE D0          Run Dialogue $0E7A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Hey! You're the REAL prince!<I>

 Sorry about the misunderstanding
 before...There's NO WAY that fat
 bird could have been a Prince, huh?<I><END>


E0/BB08: F0 09                Duration: 9 frames
E0/BB0A: 17 86                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/BB0C: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   E0/BB0F: F0 09                Frame Duration: 9
   E0/BB11: 09                   Reset all object properties to default
E0/BB12: F0 09                Duration: 9 frames
E0/BB14: 60 7B AE D7          Run Dialogue $0E7B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 MALLOW: No big deal.<I>
  Anyway, do you think you
  could let us through here?<I><END>


E0/BB18: F0 09                Duration: 9 frames
E0/BB1A: 60 7C AE D0          Run Dialogue $0E7C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


               Of course!<I><END>


E0/BB1E: F0 09                Duration: 9 frames
E0/BB20: 15 10                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/BB22: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/BB24: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/BB26: 77                   Object faces up-right
   E0/BB27: 06                   Set "moon-walk" Bits
   E0/BB28: 10 81                Set sequence flag, x2 speed
   E0/BB2A: 10 45                Set transition flag, 1/2 speed
   E0/BB2C: 43                   <UNKNOWN COMMAND $43>
   E0/BB2D: 07                   Clear "moon-walk" Bits
   E0/BB2E: 10 85                Set sequence flag, 1/2 speed
   E0/BB30: 0B F0                Set Bits $F0 of current object address 0A,x
E0/BB32: 16 90                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/BB34: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/BB36: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/BB38: 73                   Object faces down-left
   E0/BB39: 06                   Set "moon-walk" Bits
   E0/BB3A: 10 45                Set transition flag, 1/2 speed
   E0/BB3C: 10 81                Set sequence flag, x2 speed
   E0/BB3E: 47                   <UNKNOWN COMMAND $47>
   E0/BB3F: 07                   Clear "moon-walk" Bits
   E0/BB40: 10 85                Set sequence flag, 1/2 speed
   E0/BB42: 0B F0                Set Bits $F0 of current object address 0A,x
E0/BB44: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/BB46: 72                   Object faces down
E0/BB47: 17 83                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/BB49: 08 48 91             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: yes
E0/BB4C: F0 09                Duration: 9 frames
E0/BB4E: 60 7D AE D6          Run Dialogue $0E7D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Go right ahead.
 Please, enjoy yourselves.<I>
 But be careful not to fall into
 the volcano.<I><END>


E0/BB52: F0 09                Duration: 9 frames
E0/BB54: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/BB56: 72                   Object faces down
   E0/BB57: F0 01                Frame Duration: 1
   E0/BB59: 71                   Object faces down-right
   E0/BB5A: F0 01                Frame Duration: 1
   E0/BB5C: 70                   Object faces right
   E0/BB5D: F0 01                Frame Duration: 1
   E0/BB5F: 77                   Object faces up-right
E0/BB60: 17 95                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x15 bytes) (Wait until complete)
   E0/BB62: 09                   Reset all object properties to default
   E0/BB63: F0 01                Frame Duration: 1
   E0/BB65: 71                   Object faces down-right
   E0/BB66: F0 01                Frame Duration: 1
   E0/BB68: 73                   Object faces down-left
   E0/BB69: F0 1D                Frame Duration: 29
   E0/BB6B: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/BB6E: F0 1D                Frame Duration: 29
   E0/BB70: 09                   Reset all object properties to default
   E0/BB71: 63 0C                Shift object down-left 12 pixels
   E0/BB73: 92 12 52 00          Place object at on-screen coords: (576,656) Z=0
E0/BB77: F0 09                Duration: 9 frames
E0/BB79: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/BB7B: 72                   Object faces down
E0/BB7C: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/BB80: A2 85                Set event flag memory address 00:7090 Bit 5
E0/BB82: FE                   Return

E0/BB83: 60 7E AE D0          Run Dialogue $0E7E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Please, enjoy yourselves.<I>
 But be careful not to fall into
 the volcano.<I><END>


E0/BB87: FE                   Return


EVENT [EA4] ------------------------------------------------------------>
E0/BB88: A8 07 52             Store #$52 to 00:70A7
E0/BB8B: D1 21 00             Execute event id $0021
E0/BB8E: 9C 55                Play sound effect #$55
E0/BB90: F0 00                Duration: 0 frames
E0/BB92: 3D 90 BB             <UNKNOWN COMMAND: pointer to address $BB90>
E0/BB95: A0 5E                Set event flag memory address 00:704B Bit 6
E0/BB97: 00 F2 FE 01          Set Object: MARIO ---> Command: Set object to movement: $01FE
E0/BB9B: 60 0A A2 22          Run Dialogue $020A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Got a <ITEM>!<I><END>


E0/BB9F: FD 50                Store item to item inventory from 00:70A7
E0/BBA1: FE                   Return


EVENT [EA5] ------------------------------------------------------------>
E0/BBA2: D8 48 D7 BB          If event flag memory address 00:7049 Bit 0 set, jump to address $E0/BBD7
E0/BBA6: D1 41 00             Execute event id $0041
E0/BBA9: D8 F7 B6 BB          If event flag memory address 00:705E Bit 7 set, jump to address $E0/BBB6
E0/BBAD: A0 10                Set event flag memory address 00:7042 Bit 0
E0/BBAF: 68 3D 80 0B 3B E0    Enter area: $003D
                              MARIO will be at coords: (368,472) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/BBB5: FE                   Return

E0/BBB6: DA 82 D0 BB          If event flag memory address 00:7090 Bit 2 set, jump to address $E0/BBD0
E0/BBBA: D8 FC C7 BB          If event flag memory address 00:705F Bit 4 set, jump to address $E0/BBC7
E0/BBBE: A0 10                Set event flag memory address 00:7042 Bit 0
E0/BBC0: 68 A0 81 0B 3B E0    Enter area: $01A0
                              MARIO will be at coords: (368,472) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/BBC6: FE                   Return

E0/BBC7: A0 10                Set event flag memory address 00:7042 Bit 0
E0/BBC9: 68 B6 81 0B 3B E0    Enter area: $01B6
                              MARIO will be at coords: (368,472) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/BBCF: FE                   Return

E0/BBD0: 68 AE 81 0B 3B E0    Enter area: $01AE
                              MARIO will be at coords: (368,472) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/BBD6: FE                   Return

E0/BBD7: D1 41 00             Execute event id $0041
E0/BBDA: FE                   Return


EVENT [EA6] ------------------------------------------------------------>
E0/BBDB: A0 52                Set event flag memory address 00:704A Bit 2
E0/BBDD: 68 72 81 11 36 40    Enter area: $0172
                              MARIO will be at coords: (544,432) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/BBE3: D1 1A 01             Execute event id $011A
E0/BBE6: FE                   Return


EVENT [EA7] ------------------------------------------------------------>
E0/BBE7: DE 85 94 75          If event flag memory address 00:7090 Bit 5 clear, jump to address $E0/7594
E0/BBEB: 68 BF 81 0B 71 E5    Enter area: $01BF
                              MARIO will be at coords: (368,904) Z=80
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/BBF1: FE                   Return


EVENT [EA8] ------------------------------------------------------------>
E0/BBF2: 68 72 81 14 38 A0    Enter area: $0172
                              MARIO will be at coords: (640,448) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/BBF8: FE                   Return


EVENT [EA9] ------------------------------------------------------------>
E0/BBF9: DE 85 0D BC          If event flag memory address 00:7090 Bit 5 clear, jump to address $E0/BC0D
E0/BBFD: 15 05                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/BBFF: 92 13 38 00          Place object at on-screen coords: (608,448) Z=0
   E0/BC03: 77                   Object faces up-right
E0/BC04: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/BC06: 92 14 35 00          Place object at on-screen coords: (656,424) Z=0
   E0/BC0A: 73                   Object faces down-left
E0/BC0B: FD 32                <UNKNOWN COMMAND $FD 32>
E0/BC0D: D8 48 94 75          If event flag memory address 00:7049 Bit 0 set, jump to address $E0/7594
E0/BC11: D8 52 17 BC          If event flag memory address 00:704A Bit 2 set, jump to address $E0/BC17
E0/BC15: 71                   Lighten screen from black before following commands
E0/BC16: FE                   Return

E0/BC17: A4 52                Clear event flag memory address 00:704A Bit 2
E0/BC19: FE                   Return


EVENT [EAA] ------------------------------------------------------------>
E0/BC1A: 75                   Darken screen from normal before following commands
E0/BC1B: D0 19 0F             Execute event id $0F19 subsequently
E0/BC1E: FE                   Return


EVENT [EAB] ------------------------------------------------------------>
E0/BC1F: 60 5D AE D0          Run Dialogue $0E5D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


                DANGER!!!
   Beyond the cliffs is the volcano<I><END>


E0/BC23: FE                   Return


EVENT [EAC] ------------------------------------------------------------>
E0/BC24: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/BC26: FD 0F 03             Object overlaps BG1 & BG2
E0/BC29: A0 5F                Set event flag memory address 00:704B Bit 7
E0/BC2B: 14 F2 D1 03          Set Object: NPC #0 ---> Command: Set object to movement: $03D1
E0/BC2F: 71                   Lighten screen from black before following commands
E0/BC30: FE                   Return


EVENT [EAD] ------------------------------------------------------------>
E0/BC31: D9 EF 3A BC          If event flag memory address 00:707D Bit 7 set, jump to address $E0/BC3A
E0/BC35: 60 86 AE D0          Run Dialogue $0E86 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

KING NIMBUS: Son, you're just
 like me when I was your age.
 I'm proud of you.<I><END>


E0/BC39: FE                   Return

E0/BC3A: E9 46 BC             If random number between 0 and 255 > 66, jump to address $E0/BC46
E0/BC3D: 4D                   <UNKNOWN COMMAND $4D>
E0/BC3E: BC 60 1B             Store value at 00:70C0 to 00:7036
E0/BC41: 8F                   <UNKNOWN COMMAND $8F>
E0/BC42: D0 D2 54             Execute event id $54D2 subsequently
E0/BC45: BC 60 1C             Store value at 00:70C0 to 00:7038
E0/BC48: 8F                   <UNKNOWN COMMAND $8F>
E0/BC49: D0 D2 54             Execute event id $54D2 subsequently
E0/BC4C: BC 60 1D             Store value at 00:70C0 to 00:703A
E0/BC4F: 8F                   <UNKNOWN COMMAND $8F>
E0/BC50: D0 D2 54             Execute event id $54D2 subsequently
E0/BC53: BC 60 1E             Store value at 00:70C0 to 00:703C
E0/BC56: AF                   Decrement 00:7000
E0/BC57: D0 FE D9             Execute event id $D9FE subsequently

EVENT [EAE] ------------------------------------------------------------>
E0/BC5A: EF 62 BC             If Bit 7 of 00:70A0,x set, jump to address $E0/BC62
E0/BC5D: 60 87 AE D0          Run Dialogue $0E87 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: If you have
 any problems, come straight<I>
 back, okay?!<I><END>


E0/BC61: FE                   Return

E0/BC62: 60 1F AF D0          Run Dialogue $0F1F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: Please...<I>
 Promise me you'll make everyone's
 dreams come true once again!<I><END>


E0/BC66: FE                   Return


EVENT [EAF] ------------------------------------------------------------>
E0/BC67: B6 08 00              Store a random number from 0 to #$0008 to 00:7000
E0/BC6A: E2 03 00 88 BC       If value at 00:7000 = #$0003, jump to address $E0/BC88
E0/BC6F: E2 04 00 8D BC       If value at 00:7000 = #$0004, jump to address $E0/BC8D
E0/BC74: E2 05 00 92 BC       If value at 00:7000 = #$0005, jump to address $E0/BC92
E0/BC79: E2 06 00 92 BC       If value at 00:7000 = #$0006, jump to address $E0/BC92
E0/BC7E: E2 07 00 88 BC       If value at 00:7000 = #$0007, jump to address $E0/BC88
E0/BC83: 60 0B AE D0          Run Dialogue $0E0B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


  Long time no see, Prince Mallow!<I><END>


E0/BC87: FE                   Return

E0/BC88: 60 0C AE D0          Run Dialogue $0E0C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 You're looking especially fluffy
 today, Prince!<I><END>


E0/BC8C: FE                   Return

E0/BC8D: 60 0D AE D0          Run Dialogue $0E0D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Prince Mallow, you're such a
 crybaby!<I><END>


E0/BC91: FE                   Return

E0/BC92: 60 0E AE D0          Run Dialogue $0E0E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


   My, how you've grown, Prince!<I><END>


E0/BC96: FE                   Return


EVENT [EB0] ------------------------------------------------------------>
E0/BC97: D1 41 00             Execute event id $0041
E0/BC9A: 4B 31 C0             Lead to World Map Point $C031
E0/BC9D: FE                   Return


EVENT [EB1] ------------------------------------------------------------>
E0/BC9E: A8 3F 31             Store #$31 to 00:70DF
E0/BCA1: A1 80                Set event flag memory address 00:7070 Bit 0
E0/BCA3: A1 41                Set event flag memory address 00:7068 Bit 1
E0/BCA5: 71                   Lighten screen from black before following commands
E0/BCA6: FE                   Return


EVENT [EB2] ------------------------------------------------------------>
E0/BCA7: 6A F3 81             Modify BGL of area $81F3
E0/BCAA: FD F0 F3 29 B3 BC    <UNKNOWN COMMAND $F0: pointer to address $E0/BCB3
E0/BCB0: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/BCB2: 01                   Clear Bit 7 of current object (disable object visibility)
E0/BCB3: 1B 84                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/BCB5: 94 00 00 02          Place object: right=0px down=0px up=2px
E0/BCB9: 71                   Lighten screen from black before following commands
E0/BCBA: D1 04 0E             Execute event id $0E04
E0/BCBD: DE CF 94 75          If event flag memory address 00:7099 Bit 7 clear, jump to address $E0/7594
E0/BCC1: FD F0 F3 29 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/BCC7: A6 CF                Clear event flag memory address 00:7099 Bit 7
E0/BCC9: 9C 95                Play sound effect #$95
E0/BCCB: FE                   Return


EVENT [EB3] ------------------------------------------------------------>
E0/BCCC: 34 00                Change directional maneuverability: 
E0/BCCE: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/BCD0: C8 00                <UNKNOWN COMMAND $C8>
   E0/BCD2: B1 0D 00 09          Add #$0900 to 00:701A
   E0/BCD6: 99                   <UNKNOWN COMMAND $99>
   E0/BCD7: 7E 00 00             Object jumps #$0000 units
E0/BCDA: 70                   Simultaneously lighten screen from black with following commands
E0/BCDB: F0 00                Duration: 0 frames
E0/BCDD: 3D DB BC             <UNKNOWN COMMAND: pointer to address $BCDB>
E0/BCE0: 14 F2 D0 03          Set Object: NPC #0 ---> Command: Set object to movement: $03D0
E0/BCE4: F0 03                Duration: 3 frames
E0/BCE6: FE                   Return


EVENT [EB4] ------------------------------------------------------------>
E0/BCE7: 68 74 01 1B 43 44    Enter area: $0174
                              MARIO will be at coords: (880,536) Z=64
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/BCED: D1 B3 0E             Execute event id $0EB3
E0/BCF0: FE                   Return


EVENT [EB5] ------------------------------------------------------------>
E0/BCF1: 68 75 01 1B 5B 44    Enter area: $0175
                              MARIO will be at coords: (880,728) Z=64
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/BCF7: D1 B3 0E             Execute event id $0EB3
E0/BCFA: FE                   Return


EVENT [EB6] ------------------------------------------------------------>
E0/BCFB: 68 76 01 1B 73 44    Enter area: $0176
                              MARIO will be at coords: (880,920) Z=64
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/BD01: 35 00                Disable Overworld Menu
E0/BD03: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/BD05: C8 00                <UNKNOWN COMMAND $C8>
   E0/BD07: B1 0D 00 09          Add #$0900 to 00:701A
   E0/BD0B: 99                   <UNKNOWN COMMAND $99>
   E0/BD0C: 7E 00 00             Object jumps #$0000 units
E0/BD0F: 70                   Simultaneously lighten screen from black with following commands
E0/BD10: F0 17                Duration: 23 frames
E0/BD12: 7F                   <UNKNOWN COMMAND $7F>
E0/BD13: A0 52                Set event flag memory address 00:704A Bit 2
E0/BD15: 68 72 81 14 32 40    Enter area: $0172
                              MARIO will be at coords: (640,400) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/BD1B: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/BD1D: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BD1E: 92 14 32 20          Place object at on-screen coords: (640,400) Z=0
   E0/BD22: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BD23: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/BD25: 70                   Simultaneously lighten screen from black with following commands
E0/BD26: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/BD28: F0 00                Frame Duration: 0
   E0/BD2A: 3D 28 BD             <UNKNOWN COMMAND $3D: pointer to address $E0/BD28>
   E0/BD2D: 21                   <UNKNOWN COMMAND $21>
   E0/BD2E: 7E 50 00             Object jumps #$0050 units
E0/BD31: 14 F2 D0 03          Set Object: NPC #0 ---> Command: Set object to movement: $03D0
E0/BD35: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/BD37: 10 40                Set transition flag, x1 speed
   E0/BD39: 62 08                Shift object down 8 pixels
E0/BD3B: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/BD3F: 35 FF                Enable Overworld Menu
E0/BD41: FE                   Return


EVENT [EB7] ------------------------------------------------------------>
E0/BD42: D8 FC 4D BD          If event flag memory address 00:705F Bit 4 set, jump to address $E0/BD4D
E0/BD46: 68 73 80 1D 0D 60    Enter area: $0073
                              MARIO will be at coords: (944,104) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/BD4C: FE                   Return

E0/BD4D: 68 F5 81 1D 0D 60    Enter area: $01F5
                              MARIO will be at coords: (944,104) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/BD53: FE                   Return


EVENT [EB8] ------------------------------------------------------------>
E0/BD54: D8 FC 5F BD          If event flag memory address 00:705F Bit 4 set, jump to address $E0/BD5F
E0/BD58: 68 73 80 1A 14 E0    Enter area: $0073
                              MARIO will be at coords: (832,160) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/BD5E: FE                   Return

E0/BD5F: 68 F5 81 1A 14 E0    Enter area: $01F5
                              MARIO will be at coords: (832,160) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/BD65: FE                   Return


EVENT [EB9] ------------------------------------------------------------>
E0/BD66: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/BD68: 94 00 00 02          Place object: right=0px down=0px up=2px
E0/BD6C: 71                   Lighten screen from black before following commands
E0/BD6D: FE                   Return


EVENT [EBA] ------------------------------------------------------------>
E0/BD6E: 71                   Lighten screen from black before following commands
E0/BD6F: FE                   Return


EVENT [EBB] ------------------------------------------------------------>
E0/BD70: 60 50 AF D0          Run Dialogue $0F50 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 ......
 I'm resting up for Mother Brain.<I><END>


E0/BD74: FE                   Return


EVENT [EBC] ------------------------------------------------------------>
E0/BD75: D8 19 94 75          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/7594
E0/BD79: A0 19                Set event flag memory address 00:7043 Bit 1
E0/BD7B: FD 5B                Restore all HP
E0/BD7D: FD 5C                Restore all FP
E0/BD7F: D1 03 0C             Execute event id $0C03
E0/BD82: B0 0E F0 00          Store #$00F0 to 00:701C
E0/BD86: 45 BD 3E             <UNKNOWN COMMAND $45>
E0/BD89: FE                   Return


EVENT [EBD] ------------------------------------------------------------>
E0/BD8A: FD 31                Screen doesn't move with MARIO
E0/BD8C: 34 00                Change directional maneuverability: 
E0/BD8E: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/BD90: 80 11 72             Move object to on-screen coords: (544,912)
   E0/BD93: 72                   Object faces down
E0/BD94: 89                   <UNKNOWN COMMAND $89>
E0/BD95: EA 08 8E             If Bit 1 of 00:70A0,x set, jump to address $E0/8E08
E0/BD98: F0 3B                Duration: 59 frames
E0/BD9A: 00 A8                Set Object: MARIO ---> Begin action queue for object (Length: 0x28 bytes) (Wait until complete)
   E0/BD9C: 10 41                Set transition flag, x2 speed
   E0/BD9E: 7E 50 00             Object jumps #$0050 units
   E0/BDA1: 63 08                Shift object down-left 8 pixels
   E0/BDA3: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/BDA6: 53 02                Shift object down-left 32 pixels
   E0/BDA8: 10 40                Set transition flag, x1 speed
   E0/BDAA: F0 00                Frame Duration: 0
   E0/BDAC: 3D AA BD             <UNKNOWN COMMAND $3D: pointer to address $E0/BDAA>
   E0/BDAF: F0 1D                Frame Duration: 29
   E0/BDB1: 09                   Reset all object properties to default
   E0/BDB2: D4 13                Start code block, repeat 19 times
   E0/BDB4: 7B 01                <UNKNOWN COMMAND $7B>
   E0/BDB6: F0 01                Frame Duration: 1
   E0/BDB8: D7                   End of code block
   E0/BDB9: 08 4A 13             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
   E0/BDBC: F0 03                Frame Duration: 3
   E0/BDBE: 08 4A 1F             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1F
                                 ---> Mirrored: no
   E0/BDC1: F0 31                Frame Duration: 49
   E0/BDC3: 09                   Reset all object properties to default
E0/BDC4: 8A 08 54             Set 0 palettes from $37AA80
E0/BDC7: FD 30                Screen moves with MARIO
E0/BDC9: FE                   Return


EVENT [EBE] ------------------------------------------------------------>
E0/BDCA: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/BDCC: 46 00                <UNKNOWN COMMAND $46>
E0/BDCE: FE                   Return


EVENT [EBF] ------------------------------------------------------------>

EVENT [EC0] ------------------------------------------------------------>
E0/BDCF: 6A 63 80             Modify BGL of area $8063
E0/BDD2: 6A 63 82             Modify BGL of area $8263
E0/BDD5: 72 78                Simultaneously lighten screen from black with following commands; Duration: 120 frames
E0/BDD7: F0 77                Duration: 119 frames
E0/BDD9: A0 4A                Set event flag memory address 00:7049 Bit 2
E0/BDDB: D1 14 01             Execute event id $0114
E0/BDDE: 7F                   <UNKNOWN COMMAND $7F>
E0/BDDF: F0 1D                Duration: 29 frames
E0/BDE1: F0 1D                Duration: 29 frames
E0/BDE3: 16 F2 8E 00          Set Object: NPC #2 ---> Command: Set object to movement: $008E
E0/BDE7: F0 33                Duration: 51 frames
E0/BDE9: 91 30                Play music: #$30
E0/BDEB: F0 10                Duration: 16 frames
E0/BDED: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/BDEF: F0 77                Duration: 119 frames
E0/BDF1: 16 87                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/BDF3: 92 0B 1C 00          Place object at on-screen coords: (352,224) Z=0
   E0/BDF7: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
E0/BDFA: 16 FB                Set Object: NPC #2 ---> Command: <UNKNOWN COMMAND $FB>
E0/BDFC: F0 3E                Duration: 62 frames
E0/BDFE: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/BE00: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/BE02: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BE03: 92 07 11 02          Place object at on-screen coords: (240,136) Z=32
E0/BE07: F0 59                Duration: 89 frames
E0/BE09: 16 F2 8F 00          Set Object: NPC #2 ---> Command: Set object to movement: $008F
E0/BE0D: F1 A5 01             Duration: 421 frames
E0/BE10: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/BE12: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/BE14: 21                   <UNKNOWN COMMAND $21>
E0/BE15: F0 09                Duration: 9 frames
E0/BE17: 16 F2 78 00          Set Object: NPC #2 ---> Command: Set object to movement: $0078
E0/BE1B: F0 78                Duration: 120 frames
E0/BE1D: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/BE1F: 16 9B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   E0/BE21: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   E0/BE24: 21                   <UNKNOWN COMMAND $21>
   E0/BE25: 20 07                <UNKNOWN COMMAND $20>
   E0/BE27: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   E0/BE2C: 24 98 00 70 00       <UNKNOWN COMMAND $24>
   E0/BE31: F0 0C                Frame Duration: 12
   E0/BE33: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/BE36: F0 0C                Frame Duration: 12
   E0/BE38: 21                   <UNKNOWN COMMAND $21>
   E0/BE39: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/BE3C: F0 09                Duration: 9 frames
E0/BE3E: 16 F2 78 00          Set Object: NPC #2 ---> Command: Set object to movement: $0078
E0/BE42: F0 3C                Duration: 60 frames
E0/BE44: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/BE46: 16 9B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   E0/BE48: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/BE4B: 21                   <UNKNOWN COMMAND $21>
   E0/BE4C: 20 07                <UNKNOWN COMMAND $20>
   E0/BE4E: 25 20 07 80 FF       <UNKNOWN COMMAND $25>
   E0/BE53: 24 C0 FE A0 00       <UNKNOWN COMMAND $24>
   E0/BE58: F0 0D                Frame Duration: 13
   E0/BE5A: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/BE5D: F0 0D                Frame Duration: 13
   E0/BE5F: 21                   <UNKNOWN COMMAND $21>
   E0/BE60: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/BE63: F0 09                Duration: 9 frames
E0/BE65: 16 F2 78 00          Set Object: NPC #2 ---> Command: Set object to movement: $0078
E0/BE69: F0 3C                Duration: 60 frames
E0/BE6B: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/BE6D: 16 9B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   E0/BE6F: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/BE72: 21                   <UNKNOWN COMMAND $21>
   E0/BE73: 20 07                <UNKNOWN COMMAND $20>
   E0/BE75: 25 C0 06 80 FF       <UNKNOWN COMMAND $25>
   E0/BE7A: 24 68 FF 90 FF       <UNKNOWN COMMAND $24>
   E0/BE7F: F0 0C                Frame Duration: 12
   E0/BE81: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/BE84: F0 0D                Frame Duration: 13
   E0/BE86: 21                   <UNKNOWN COMMAND $21>
   E0/BE87: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/BE8A: F0 09                Duration: 9 frames
E0/BE8C: 16 F2 78 00          Set Object: NPC #2 ---> Command: Set object to movement: $0078
E0/BE90: F0 3C                Duration: 60 frames
E0/BE92: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/BE94: 16 9B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x1B bytes) (Wait until complete)
   E0/BE96: 08 40 84             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
   E0/BE99: 21                   <UNKNOWN COMMAND $21>
   E0/BE9A: 20 07                <UNKNOWN COMMAND $20>
   E0/BE9C: 25 20 07 80 FF       <UNKNOWN COMMAND $25>
   E0/BEA1: 24 40 01 60 FF       <UNKNOWN COMMAND $24>
   E0/BEA6: F0 0D                Frame Duration: 13
   E0/BEA8: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/BEAB: F0 0D                Frame Duration: 13
   E0/BEAD: 21                   <UNKNOWN COMMAND $21>
   E0/BEAE: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/BEB1: F0 09                Duration: 9 frames
E0/BEB3: 16 F2 78 00          Set Object: NPC #2 ---> Command: Set object to movement: $0078
E0/BEB7: F0 77                Duration: 119 frames
E0/BEB9: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/BEBB: 16 A0                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x20 bytes) (Wait until complete)
   E0/BEBD: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/BEC0: 10 44                Set transition flag, x8 speed
   E0/BEC2: 5A 02                Shift object up 32 pixels
   E0/BEC4: 6A 0C                Shift object up 12 pixels
   E0/BEC6: 10 43                Set transition flag, x4 speed
   E0/BEC8: 6A 0A                Shift object up 10 pixels
   E0/BECA: 10 41                Set transition flag, x2 speed
   E0/BECC: 6A 04                Shift object up 4 pixels
   E0/BECE: 10 40                Set transition flag, x1 speed
   E0/BED0: 6A 02                Shift object up 2 pixels
   E0/BED2: 10 45                Set transition flag, 1/2 speed
   E0/BED4: 6A 01                Shift object up 1 pixels
   E0/BED6: 10 46                Set transition flag, 1/4 speed
   E0/BED8: 6A 01                Shift object up 1 pixels
   E0/BEDA: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/BEDD: 16 F2 78 00          Set Object: NPC #2 ---> Command: Set object to movement: $0078
E0/BEE1: F0 6D                Duration: 109 frames
E0/BEE3: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/BEE5: 16 81                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/BEE7: 01                   Clear Bit 7 of current object (disable object visibility)
E0/BEE8: 17 18                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x18 bytes)
   E0/BEEA: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BEEB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/BEEC: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/BEED: F0 77                Frame Duration: 119
   E0/BEEF: 10 81                Set sequence flag, x2 speed
   E0/BEF1: F0 27                Frame Duration: 39
   E0/BEF3: 10 83                Set sequence flag, x4 speed
   E0/BEF5: F0 13                Frame Duration: 19
   E0/BEF7: 10 84                Set sequence flag, x8 speed
   E0/BEF9: F0 B3                Frame Duration: 179
   E0/BEFB: 10 46                Set transition flag, 1/4 speed
   E0/BEFD: 5B 04                Shift object down 64 pixels
   E0/BEFF: 10 45                Set transition flag, 1/2 speed
   E0/BF01: 4B                   <UNKNOWN COMMAND $4B>
E0/BF02: 18 39                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x39 bytes)
   E0/BF04: F1 AB 01             Frame Duration: 427
   E0/BF07: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF08: F0 01                Frame Duration: 1
   E0/BF0A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF0B: F0 1F                Frame Duration: 31
   E0/BF0D: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF0E: F0 01                Frame Duration: 1
   E0/BF10: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF11: F0 17                Frame Duration: 23
   E0/BF13: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF14: F0 01                Frame Duration: 1
   E0/BF16: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF17: F0 0F                Frame Duration: 15
   E0/BF19: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF1A: F0 01                Frame Duration: 1
   E0/BF1C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF1D: F0 0B                Frame Duration: 11
   E0/BF1F: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF20: F0 01                Frame Duration: 1
   E0/BF22: D4 03                Start code block, repeat 3 times
   E0/BF24: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF25: F0 07                Frame Duration: 7
   E0/BF27: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF28: F0 03                Frame Duration: 3
   E0/BF2A: D7                   End of code block
   E0/BF2B: D4 07                Start code block, repeat 7 times
   E0/BF2D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF2E: F0 03                Frame Duration: 3
   E0/BF30: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF31: F0 01                Frame Duration: 1
   E0/BF33: D7                   End of code block
   E0/BF34: D4 17                Start code block, repeat 23 times
   E0/BF36: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF37: F0 01                Frame Duration: 1
   E0/BF39: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF3A: F0 01                Frame Duration: 1
   E0/BF3C: D7                   End of code block
E0/BF3D: 15 39                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x39 bytes)
   E0/BF3F: F1 AB 01             Frame Duration: 427
   E0/BF42: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF43: F0 01                Frame Duration: 1
   E0/BF45: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF46: F0 1F                Frame Duration: 31
   E0/BF48: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF49: F0 01                Frame Duration: 1
   E0/BF4B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF4C: F0 17                Frame Duration: 23
   E0/BF4E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF4F: F0 01                Frame Duration: 1
   E0/BF51: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF52: F0 0F                Frame Duration: 15
   E0/BF54: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF55: F0 01                Frame Duration: 1
   E0/BF57: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF58: F0 0B                Frame Duration: 11
   E0/BF5A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF5B: F0 01                Frame Duration: 1
   E0/BF5D: D4 03                Start code block, repeat 3 times
   E0/BF5F: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF60: F0 07                Frame Duration: 7
   E0/BF62: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF63: F0 03                Frame Duration: 3
   E0/BF65: D7                   End of code block
   E0/BF66: D4 07                Start code block, repeat 7 times
   E0/BF68: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF69: F0 03                Frame Duration: 3
   E0/BF6B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF6C: F0 01                Frame Duration: 1
   E0/BF6E: D7                   End of code block
   E0/BF6F: D4 17                Start code block, repeat 23 times
   E0/BF71: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF72: F0 01                Frame Duration: 1
   E0/BF74: 00                   Set Bit 7 of current object (enable object visibility)
   E0/BF75: F0 01                Frame Duration: 1
   E0/BF77: D7                   End of code block
E0/BF78: F0 B3                Duration: 179 frames
E0/BF7A: FD 8F 00             <UNKNOWN COMMAND $8F>
E0/BF7D: F1 89 01             Duration: 393 frames
E0/BF80: 79                   <UNKNOWN COMMAND $79>
E0/BF81: 78                   <UNKNOWN COMMAND $78>
E0/BF82: 07 F0 3B                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/BF85: 17                   <UNKNOWN COMMAND $17>
   E0/BF86: F9                   <UNKNOWN COMMAND $F9>
   E0/BF87: F2 55 2E             <UNKNOWN COMMAND $F2>
   E0/BF8A: F2 55 30             <UNKNOWN COMMAND $F2>
   E0/BF8D: 7F FD 8F             Object jumps (with sound effect) #$8FFD units
   E0/BF90: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/BF91: F0 31                Frame Duration: 49
   E0/BF93: 78                   Object faces down
   E0/BF94: 28 07 7F FD 32 F0 77 15 AF 09 F0 3B 08 48 0E F0 <UNKNOWN COMMAND $28>
   E0/BFA4: 07                   Clear "moon-walk" Bits
   E0/BFA5: 09                   Reset all object properties to default
   E0/BFA6: F0 0F                Frame Duration: 15
   E0/BFA8: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/BFAB: F0 07                Frame Duration: 7
   E0/BFAD: 09                   Reset all object properties to default
   E0/BFAE: F0 59                Frame Duration: 89
   E0/BFB0: 08 49 1A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1A
                                 ---> Mirrored: no
   E0/BFB3: 10 46                Set transition flag, 1/4 speed
   E0/BFB5: 6A 03                Shift object up 3 pixels
   E0/BFB7: F0 17                Frame Duration: 23
   E0/BFB9: 6B 01                <UNKNOWN COMMAND: frame duration=1?>
   E0/BFBB: F0 07                Frame Duration: 7
   E0/BFBD: 09                   Reset all object properties to default
   E0/BFBE: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
E0/BFC0: F0 3B                Duration: 59 frames
E0/BFC2: 10 83                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/BFC4: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
E0/BFC7: F0 1F                Duration: 31 frames
E0/BFC9: 09 F0 59                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
   E0/BFCC: 15 C4                Clear Bits $7 of current object address 0C,x and set Bit(s) $196
   E0/BFCE: 10 46                Set transition flag, 1/4 speed
   E0/BFD0: 10 81                Set sequence flag, x2 speed
   E0/BFD2: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/BFD5: 43                   <UNKNOWN COMMAND $43>
   E0/BFD6: 09                   Reset all object properties to default
   E0/BFD7: 75                   Object faces up-left
   E0/BFD8: F0 1D                Frame Duration: 29
   E0/BFDA: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/BFDD: 65 08                Shift object up-left 8 pixels
   E0/BFDF: 10 80                Set sequence flag, x1 speed
   E0/BFE1: 66 0C                Shift object up 12 pixels
   E0/BFE3: F0 0F                Frame Duration: 15
   E0/BFE5: 64 10                Shift object left 16 pixels
   E0/BFE7: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/BFEA: F0 1D                Frame Duration: 29
   E0/BFEC: 10 81                Set sequence flag, x2 speed
   E0/BFEE: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/BFF1: 65 06                Shift object up-left 6 pixels
   E0/BFF3: 10 80                Set sequence flag, x1 speed
   E0/BFF5: 64 10                Shift object left 16 pixels
   E0/BFF7: 10 81                Set sequence flag, x2 speed
   E0/BFF9: 66 08                Shift object up 8 pixels
   E0/BFFB: 75                   Object faces up-left
   E0/BFFC: 09                   Reset all object properties to default
   E0/BFFD: F0 3B                Frame Duration: 59
   E0/BFFF: 10 80                Set sequence flag, x1 speed
   E0/C001: 08 40 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/C004: F0 3F                Frame Duration: 63
   E0/C006: 08 48 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/C009: F0 1D                Frame Duration: 29
   E0/C00B: 10 81                Set sequence flag, x2 speed
   E0/C00D: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/C010: 65 0C                Shift object up-left 12 pixels
   E0/C012: 15 2F                Clear Bits $7 of current object address 0C,x and set Bit(s) $47
   E0/C014: 10 C3                Set transition and sequence flags, x4 speed
   E0/C016: 65 02                Shift object up-left 2 pixels
   E0/C018: 08 40 81             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: yes
   E0/C01B: 47                   <UNKNOWN COMMAND $47>
   E0/C01C: 9C 31                Play sound effect #$31
   E0/C01E: 10 44                Set transition flag, x8 speed
   E0/C020: 08 4A 82             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
   E0/C023: 63 08                Shift object down-left 8 pixels
E0/C025: F0 09                Duration: 9 frames
E0/C027: D4 02                Start code block, repeat 2 times
E0/C029: 08 48                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x48 bytes)
   E0/C02B: 97 F0                <UNKNOWN COMMAND $97>
   E0/C02D: 0F                   <UNKNOWN COMMAND $0F>
   E0/C02E: 08 48 98             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: yes
   E0/C031: F0 0F                Frame Duration: 15
   E0/C033: D7                   End of code block
   E0/C034: F0 3B                Frame Duration: 59
   E0/C036: 10 83                Set sequence flag, x4 speed
   E0/C038: 9C 38                Play sound effect #$38
   E0/C03A: 08 40 89             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/C03D: F0 1F                Frame Duration: 31
   E0/C03F: 9B                   Stop sound effect
   E0/C040: 08 48 83             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/C043: 0C 16                XOR Bits $16 of current object address 0A,x
   E0/C045: F0 07                Frame Duration: 7
   E0/C047: 10 44                Set transition flag, x8 speed
   E0/C049: 67 04                Shift object up-right 4 pixels
   E0/C04B: 63 08                Shift object down-left 8 pixels
   E0/C04D: 67 08                Shift object up-right 8 pixels
   E0/C04F: 63 06                Shift object down-left 6 pixels
   E0/C051: 10 43                Set transition flag, x4 speed
   E0/C053: 67 04                Shift object up-right 4 pixels
   E0/C055: 63 04                Shift object down-left 4 pixels
   E0/C057: 67 03                Shift object up-right 3 pixels
   E0/C059: 63 01                Shift object down-left 1 pixels
   E0/C05B: FD 32 15 B9 F0 3B 08 48 <UNKNOWN COMMAND $32>
   E0/C063: 80 F0 03             Move object to on-screen coords: (3600,24)
   E0/C066: 08 49 06             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/C069: F0 0F                Frame Duration: 15
   E0/C06B: 08 49 1B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1B
                                 ---> Mirrored: no
   E0/C06E: F0 07                Frame Duration: 7
   E0/C070: 08 49 1D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1D
                                 ---> Mirrored: no
E0/C073: F0 07                Duration: 7 frames
E0/C075: 08 49                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x49 bytes)
   E0/C077: 1E                   <UNKNOWN COMMAND $1E>
   E0/C078: F0 07                Frame Duration: 7
   E0/C07A: 08 49 1D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1D
                                 ---> Mirrored: no
   E0/C07D: F0 07                Frame Duration: 7
   E0/C07F: 08 49 1B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $1B
                                 ---> Mirrored: no
   E0/C082: F0 0F                Frame Duration: 15
   E0/C084: 08 49 06             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/C087: F0 1D                Frame Duration: 29
   E0/C089: 08 48 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/C08C: F0 09                Frame Duration: 9
   E0/C08E: 10 81                Set sequence flag, x2 speed
   E0/C090: 10 40                Set transition flag, x1 speed
   E0/C092: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/C095: 53 05                Shift object down-left 80 pixels
   E0/C097: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/C098: 76                   Object faces up
   E0/C099: 78                   Object faces down
   E0/C09A: FD A3                <UNKNOWN COMMAND $A3>
   E0/C09C: 7F F0 77             Object jumps (with sound effect) #$77F0 units
   E0/C09F: A2 26                Set event flag memory address 00:7084 Bit 6
   E0/C0A1: D0 E0 02             Set object to movement $02E0
   E0/C0A4: D8 FC AF C0          If event flag memory address 00:705F Bit 4 set, jump to address $E0/C0AF
   E0/C0A8: 68 A0                Shift object right 160 pixels
   E0/C0AA: 81 09 19             Move object: right=304px down=200px
   E0/C0AD: 22                   <UNKNOWN COMMAND $22>
   E0/C0AE: FE                   Return Queue


EVENT [EC1] ------------------------------------------------------------>
E0/C0AF: 68 B6 81 09 19 22    Enter area: $01B6
                              MARIO will be at coords: (304,200) Z=32
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/C0B5: FE                   Return


EVENT [EC2] ------------------------------------------------------------>
E0/C0B6: DD EF 94 75          If event flag memory address 00:707D Bit 7 clear, jump to address $E0/7594
E0/C0BA: DA C9 94 75          If event flag memory address 00:7099 Bit 1 set, jump to address $E0/7594
E0/C0BE: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   E0/C0C0: 10 45                Set transition flag, 1/2 speed
   E0/C0C2: 80 02 27             Move object to on-screen coords: (80,312)
E0/C0C5: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/C0C7: 80 04 39             Move object to on-screen coords: (144,456)
   E0/C0CA: 77                   Object faces up-right
E0/C0CB: 1B 92                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x12 bytes) (Wait until complete)
   E0/C0CD: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/C0CE: 92 04 39 02          Place object at on-screen coords: (144,456) Z=32
   E0/C0D2: 94 04 02 00          Place object: right=4px down=2px up=0px
   E0/C0D6: 71                   Object faces down-right
   E0/C0D7: 10 45                Set transition flag, 1/2 speed
   E0/C0D9: 10 81                Set sequence flag, x2 speed
   E0/C0DB: 00                   Set Bit 7 of current object (enable object visibility)
   E0/C0DC: 61 0E                Shift object down-right 14 pixels
   E0/C0DE: 77                   Object faces up-right
E0/C0DF: F0 09                Duration: 9 frames
E0/C0E1: 60 CF AE 60          Run Dialogue $0ECF (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Mom! Dad!<I><END>


E0/C0E5: F0 09                Duration: 9 frames
E0/C0E7: 19 83                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/C0E9: 10 45                Set transition flag, 1/2 speed
   E0/C0EB: 43                   <UNKNOWN COMMAND $43>
E0/C0EC: F0 09                Duration: 9 frames
E0/C0EE: 60 D0 AE 62          Run Dialogue $0ED0 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: Were you able to
 find the star, dear?<I><END>


E0/C0F2: F0 09                Duration: 9 frames
E0/C0F4: 1B 86                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/C0F6: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/C0F9: F0 07                Frame Duration: 7
   E0/C0FB: 09                   Reset all object properties to default
E0/C0FC: F0 09                Duration: 9 frames
E0/C0FE: 60 D1 AE 60          Run Dialogue $0ED1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Yeah. The Axem Rangers
 took it away from us, but...<I>
 we got it back again!<I><END>


E0/C102: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C104: 06                   Set "moon-walk" Bits
   E0/C105: 47                   <UNKNOWN COMMAND $47>
   E0/C106: 07                   Clear "moon-walk" Bits
   E0/C107: 73                   Object faces down-left
E0/C108: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/C10A: 43                   <UNKNOWN COMMAND $43>
E0/C10B: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C10D: 60 D2 AE 62          Run Dialogue $0ED2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: That's wonderful!<I>
 Now the Star, uh...Star Thing
 can be repaired, right?<I><END>


E0/C111: F0 09                Duration: 9 frames
E0/C113: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/C115: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
E0/C118: F0 1D                Duration: 29 frames
E0/C11A: 18 86                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/C11C: 10 81                Set sequence flag, x2 speed
   E0/C11E: F0 1D                Frame Duration: 29
   E0/C120: 10 85                Set sequence flag, 1/2 speed
E0/C122: F0 09                Duration: 9 frames
E0/C124: 60 D3 AE 62          Run Dialogue $0ED3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 I guess not...You're...still...
 missing a piece, I take it.<I><END>


E0/C128: F0 09                Duration: 9 frames
E0/C12A: 19 81                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/C12C: 43                   <UNKNOWN COMMAND $43>
E0/C12D: F0 09                Duration: 9 frames
E0/C12F: 60 0E 8F 62          Run Dialogue $0F0E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: The last star...<I><END>


E0/C133: F0 09                Duration: 9 frames
E0/C135: 19 01                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C137: 71                   Object faces down-right
E0/C138: 18 81                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/C13A: 75                   Object faces up-left
E0/C13B: F0 09                Duration: 9 frames
E0/C13D: 60 0F AF 62          Run Dialogue $0F0F (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 Wait! The only place left to
 look is in Bowser's Keep!<I><END>


E0/C141: F0 09                Duration: 9 frames
E0/C143: 1B 09                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/C145: 09                   Reset all object properties to default
   E0/C146: F0 1D                Frame Duration: 29
   E0/C148: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/C14B: F0 07                Frame Duration: 7
   E0/C14D: 09                   Reset all object properties to default
E0/C14E: 19 01                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C150: 73                   Object faces down-left
E0/C151: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C153: 73                   Object faces down-left
E0/C154: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C156: 60 10 AF 60          Run Dialogue $0F10 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Yeah, we know.<I>
 But...there's no way to get in.
 Believe me, we've tried, but...<I><END>


E0/C15A: F0 09                Duration: 9 frames
E0/C15C: 60 11 8F 62          Run Dialogue $0F11 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: Yes, yes. Even
 Mario can't jump THAT far...<I>

E0/C160: F0 09                Duration: 9 frames
E0/C162: 18 F3 7E 01          Set Object: NPC #4 ---> Command: Set object to movement: $017E
E0/C166: F0 09                Duration: 9 frames
E0/C168: 60 12 AF 62          Run Dialogue $0F12 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 All right! I'll let you use the...<I><END>


E0/C16C: F0 09                Duration: 9 frames
E0/C16E: 19 01                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C170: 71                   Object faces down-right
E0/C171: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C173: 75                   Object faces up-left
E0/C174: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C176: 60 13 AF 62          Run Dialogue $0F13 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: That's IT, dear!<I><END>


E0/C17A: 19 01                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C17C: 73                   Object faces down-left
E0/C17D: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C17F: 73                   Object faces down-left
E0/C180: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C182: F0 09                Duration: 9 frames
E0/C184: 60 14 AF 62          Run Dialogue $0F14 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


    You should use the royal bus!<I><END>


E0/C188: F0 09                Duration: 9 frames
E0/C18A: 18 8C                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/C18C: 10 81                Set sequence flag, x2 speed
   E0/C18E: F0 1D                Frame Duration: 29
   E0/C190: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/C191: F0 1D                Frame Duration: 29
   E0/C193: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/C194: F0 1D                Frame Duration: 29
   E0/C196: 10 85                Set sequence flag, 1/2 speed
E0/C198: 60 15 8F 62          Run Dialogue $0F15 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

KING NIMBUS: Yes, Mallow, the time
 has come for you to take the bus!<I>

E0/C19C: F0 09                Duration: 9 frames
E0/C19E: 18 83                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/C1A0: 10 46                Set transition flag, 1/4 speed
   E0/C1A2: 47                   <UNKNOWN COMMAND $47>
E0/C1A3: 60 16 AF 62          Run Dialogue $0F16 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 Why, when I was your age...<I><END>


E0/C1A7: F0 09                Duration: 9 frames
E0/C1A9: 1B 83                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/C1AB: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
E0/C1AE: 60 17 AF 60          Run Dialogue $0F17 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Really?!
 Are you sure it's all right?<I><END>


E0/C1B2: F0 09                Duration: 9 frames
E0/C1B4: 60 18 AF 62          Run Dialogue $0F18 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

QUEEN NIMBUS: Of course, dear.
 I've ordered the repair man to have
 it fixed by the time you leave.<I>

 You simply HAVE to help Mario
 and the others get that last star!<I><END>


E0/C1B8: F0 09                Duration: 9 frames
E0/C1BA: 1B 88                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/C1BC: 10 80                Set sequence flag, x1 speed
   E0/C1BE: 08 51 04             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/C1C1: F0 25                Frame Duration: 37
   E0/C1C3: 09                   Reset all object properties to default
E0/C1C4: 60 19 8F 60          Run Dialogue $0F19 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: You bet, mom!<I>

E0/C1C8: F0 09                Duration: 9 frames
E0/C1CA: 19 02                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C1CC: 47                   <UNKNOWN COMMAND $47>
   E0/C1CD: 73                   Object faces down-left
E0/C1CE: 1B 01                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C1D0: 75                   Object faces up-left
E0/C1D1: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C1D3: 71                   Object faces down-right
E0/C1D4: F0 09                Duration: 9 frames
E0/C1D6: 60 1A AF 60          Run Dialogue $0F1A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


 Come on, Mario, let's GO!<I><END>


E0/C1DA: F0 09                Duration: 9 frames
E0/C1DC: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C1DE: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/C1E2: F0 09                Duration: 9 frames
E0/C1E4: 18 01                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C1E6: 73                   Object faces down-left
E0/C1E7: 1B 88                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/C1E9: 10 81                Set sequence flag, x2 speed
   E0/C1EB: 65 0E                Shift object up-left 14 pixels
   E0/C1ED: 92 06 53 00          Place object at on-screen coords: (208,664) Z=0
E0/C1F1: F0 1D                Duration: 29 frames
E0/C1F3: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/C1F5: 72                   Object faces down
E0/C1F6: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/C1FA: A2 C9                Set event flag memory address 00:7099 Bit 1
E0/C1FC: FE                   Return


EVENT [EC3] ------------------------------------------------------------>
E0/C1FD: 3D 94 75             <UNKNOWN COMMAND: pointer to address $7594>
E0/C200: 68 7B 01 07 3B A0    Enter area: $017B
                              MARIO will be at coords: (240,472) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$00>
E0/C206: FD 49                Store #$01 to 00:3114
E0/C208: F8 7B 2B 13 C2       <UNKNOWN COMMAND $F8>
E0/C20D: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/C20F: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C211: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/C213: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/C215: 10 41                Set transition flag, x2 speed
   E0/C217: 7F 84 00             Object jumps (with sound effect) #$0084 units
   E0/C21A: 65 14                Shift object up-left 20 pixels
   E0/C21C: 55 02                Shift object up-left 32 pixels
   E0/C21E: 10 40                Set transition flag, x1 speed
E0/C220: 71                   Lighten screen from black before following commands
E0/C221: F0 00                Duration: 0 frames
E0/C223: 3D 21 C2             <UNKNOWN COMMAND: pointer to address $C221>
E0/C226: FE                   Return


EVENT [EC4] ------------------------------------------------------------>
E0/C227: 3D 94 75             <UNKNOWN COMMAND: pointer to address $7594>
E0/C22A: 68 7C 01 19 72 20    Enter area: $017C
                              MARIO will be at coords: (800,912) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$00>
E0/C230: FD 49                Store #$01 to 00:3114
E0/C232: D3 4D C2             Jump to address $E0/C24D
E0/C235: 00 0F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes)
   E0/C237: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/C239: 10 41                Set transition flag, x2 speed
   E0/C23B: 7F 84 00             Object jumps (with sound effect) #$0084 units
   E0/C23E: 51 02                Shift object down-right 32 pixels
   E0/C240: 0B 04                Set Bits $4 of current object address 0A,x
   E0/C242: 61 14                Shift object down-right 20 pixels
   E0/C244: 10 40                Set transition flag, x1 speed
E0/C246: 71                   Lighten screen from black before following commands
E0/C247: F0 00                Duration: 0 frames
E0/C249: 3D 47 C2             <UNKNOWN COMMAND: pointer to address $C247>
E0/C24C: FE                   Return

E0/C24D: 32 17 57 C2          <UNKNOWN COMMAND $32>
E0/C251: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C253: 94 06 FE 00          Place object: right=6px down=254px up=0px
E0/C257: 32 18 61 C2          <UNKNOWN COMMAND $32>
E0/C25B: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C25D: 94 06 FE 00          Place object: right=6px down=254px up=0px
E0/C261: 32 19 6B C2          <UNKNOWN COMMAND $32>
E0/C265: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C267: 94 06 FE 00          Place object: right=6px down=254px up=0px
E0/C26B: 32 1A 75 C2          <UNKNOWN COMMAND $32>
E0/C26F: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C271: 94 06 FE 00          Place object: right=6px down=254px up=0px
E0/C275: 32 1B 7F C2          <UNKNOWN COMMAND $32>
E0/C279: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C27B: 94 06 FE 00          Place object: right=6px down=254px up=0px
E0/C27F: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C281: 94 F8 04 00          Place object: right=248px down=4px up=0px
E0/C285: F8 7C 29 94 C2       <UNKNOWN COMMAND $F8>
E0/C28A: 14 06                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/C28C: 94 F8 04 00          Place object: right=248px down=4px up=0px
   E0/C290: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/C292: 15 F9                Set Object: NPC #1 ---> Command: Remove Object
E0/C294: FE                   Return


EVENT [EC5] ------------------------------------------------------------>
E0/C295: 3D 94 75             <UNKNOWN COMMAND: pointer to address $7594>
E0/C298: 68 71 01 18 19 E0    Enter area: $0171
                              MARIO will be at coords: (784,200) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/C29E: FD 49                Store #$01 to 00:3114
E0/C2A0: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/C2A2: 10 41                Set transition flag, x2 speed
   E0/C2A4: 7F 84 00             Object jumps (with sound effect) #$0084 units
   E0/C2A7: 57 02                Shift object up-right 32 pixels
   E0/C2A9: 67 14                Shift object up-right 20 pixels
   E0/C2AB: 10 40                Set transition flag, x1 speed
E0/C2AD: A1 41                Set event flag memory address 00:7068 Bit 1
E0/C2AF: A1 80                Set event flag memory address 00:7070 Bit 0
E0/C2B1: 71                   Lighten screen from black before following commands
E0/C2B2: F0 00                Duration: 0 frames
E0/C2B4: 3D B2 C2             <UNKNOWN COMMAND: pointer to address $C2B2>
E0/C2B7: A1 41                Set event flag memory address 00:7068 Bit 1
E0/C2B9: A1 80                Set event flag memory address 00:7070 Bit 0
E0/C2BB: A8 3F 31             Store #$31 to 00:70DF
E0/C2BE: FE                   Return


EVENT [EC6] ------------------------------------------------------------>
E0/C2BF: 68 7D 01 0D D1 7B    Enter area: $017D
                              MARIO will be at coords: (432,648) Z=432
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
E0/C2C5: D3 DA C3             Jump to address $E0/C3DA
E0/C2C8: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/C2CA: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/C2CC: 10 44                Set transition flag, x8 speed
   E0/C2CE: 63 06                Shift object down-left 6 pixels
   E0/C2D0: 10 40                Set transition flag, x1 speed
   E0/C2D2: 4B                   <UNKNOWN COMMAND $4B>
   E0/C2D3: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/C2D5: F0 01                Duration: 1 frames
E0/C2D7: 71                   Lighten screen from black before following commands
E0/C2D8: FE                   Return


EVENT [EC7] ------------------------------------------------------------>
E0/C2D9: 68 7B 01 06 33 F7    Enter area: $017B
                              MARIO will be at coords: (208,408) Z=368
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/C2DF: F8 7B 2B EA C2       <UNKNOWN COMMAND $F8>
E0/C2E4: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/C2E6: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C2E8: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/C2EA: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/C2EC: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/C2EE: 10 44                Set transition flag, x8 speed
   E0/C2F0: 67 08                Shift object up-right 8 pixels
   E0/C2F2: 10 40                Set transition flag, x1 speed
   E0/C2F4: 4B                   <UNKNOWN COMMAND $4B>
   E0/C2F5: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/C2F7: F0 01                Duration: 1 frames
E0/C2F9: 71                   Lighten screen from black before following commands
E0/C2FA: FE                   Return


EVENT [EC8] ------------------------------------------------------------>
E0/C2FB: 68 7A 01 05 F6 F7    Enter area: $017A
                              MARIO will be at coords: (160,944) Z=368
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/C301: A0 5F                Set event flag memory address 00:704B Bit 7
E0/C303: 14 F2 D1 03          Set Object: NPC #0 ---> Command: Set object to movement: $03D1
E0/C307: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/C309: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/C30B: 10 44                Set transition flag, x8 speed
   E0/C30D: 67 08                Shift object up-right 8 pixels
   E0/C30F: 10 40                Set transition flag, x1 speed
   E0/C311: 4B                   <UNKNOWN COMMAND $4B>
   E0/C312: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/C314: F0 01                Duration: 1 frames
E0/C316: 71                   Lighten screen from black before following commands
E0/C317: FE                   Return


EVENT [EC9] ------------------------------------------------------------>
E0/C318: 68 FD 80 1B 1B 40    Enter area: $00FD
                              MARIO will be at coords: (880,216) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/C31E: FE                   Return


EVENT [ECA] ------------------------------------------------------------>
E0/C31F: 3D 94 75             <UNKNOWN COMMAND: pointer to address $7594>
E0/C322: 68 74 01 11 68 E6    Enter area: $0174
                              MARIO will be at coords: (544,832) Z=96
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/C328: FD 49                Store #$01 to 00:3114
E0/C32A: 00 0F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes)
   E0/C32C: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/C32E: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/C330: 7F 80 00             Object jumps (with sound effect) #$0080 units
   E0/C333: 67 08                Shift object up-right 8 pixels
   E0/C335: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/C337: 47                   <UNKNOWN COMMAND $47>
   E0/C338: 0B 04                Set Bits $4 of current object address 0A,x
   E0/C33A: 47                   <UNKNOWN COMMAND $47>
E0/C33B: 71                   Lighten screen from black before following commands
E0/C33C: F0 00                Duration: 0 frames
E0/C33E: 3D 3C C3             <UNKNOWN COMMAND: pointer to address $C33C>
E0/C341: FE                   Return


EVENT [ECB] ------------------------------------------------------------>
E0/C342: 68 7C 01 1A 78 FD    Enter area: $017C
                              MARIO will be at coords: (832,960) Z=464
                              MARIO will face: up-right
                              <UNKNOWN=#$00>
E0/C348: D3 4D C2             Jump to address $E0/C24D
E0/C34B: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/C34D: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/C34F: 10 44                Set transition flag, x8 speed
   E0/C351: 67 08                Shift object up-right 8 pixels
   E0/C353: 10 40                Set transition flag, x1 speed
   E0/C355: 4B                   <UNKNOWN COMMAND $4B>
   E0/C356: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/C358: F0 01                Duration: 1 frames
E0/C35A: 71                   Lighten screen from black before following commands
E0/C35B: A8 3F 27             Store #$27 to 00:70DF
E0/C35E: FE                   Return


EVENT [ECC] ------------------------------------------------------------>
E0/C35F: F8 7D A9 94 75       <UNKNOWN COMMAND $F8>
E0/C364: 3D 94 75             <UNKNOWN COMMAND: pointer to address $7594>
E0/C367: 34 FF                Change directional maneuverability: left right down up 
E0/C369: C7 80                <UNKNOWN COMMAND $C7>
E0/C36B: E4 0A 28 00 74 C3    If value at 00:7014 = #$0028, jump to address $E0/C374
E0/C371: D0 00 0E             Execute event id $0E00 subsequently
E0/C374: F0 00                Duration: 0 frames
E0/C376: CB                   Store joypad register to 00:7000,00:7001
E0/C377: E7 0F 00 94 75       If memory address 00:7000 Bit $000F set, jump to address $E0/7594
E0/C37C: E7 80 00 84 C3       If memory address 00:7000 Bit $0080 set, jump to address $E0/C384
E0/C381: D2 74 C3             Jump to address $E0/C374
E0/C384: CA                   Store held joypad register to 00:7000,00:7001
E0/C385: E7 0F 00 94 75       If memory address 00:7000 Bit $000F set, jump to address $E0/7594
E0/C38A: 9C 0E                Play sound effect #$0E
E0/C38C: 14 F8                Set Object: NPC #0 ---> Command: Show Object
E0/C38E: F2 7D A9             <UNKNOWN COMMAND $F2>
E0/C391: FE                   Return


EVENT [ECD] ------------------------------------------------------------>
E0/C392: 68 7B 01 03 3A 7A    Enter area: $017B
                              MARIO will be at coords: (96,464) Z=416
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
E0/C398: F8 7B 2B A3 C3       <UNKNOWN COMMAND $F8>
E0/C39D: 16 F9                Set Object: NPC #2 ---> Command: Remove Object
E0/C39F: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C3A1: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
E0/C3A3: 00 0B                Set Object: MARIO ---> Begin action queue for object (Length: 0x0B bytes)
   E0/C3A5: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/C3A7: 10 44                Set transition flag, x8 speed
   E0/C3A9: 63 06                Shift object down-left 6 pixels
   E0/C3AB: 10 40                Set transition flag, x1 speed
   E0/C3AD: 4B                   <UNKNOWN COMMAND $4B>
   E0/C3AE: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/C3B0: F0 01                Duration: 1 frames
E0/C3B2: 71                   Lighten screen from black before following commands
E0/C3B3: FE                   Return


EVENT [ECE] ------------------------------------------------------------>
E0/C3B4: 3D 94 75             <UNKNOWN COMMAND: pointer to address $7594>
E0/C3B7: 68 7D 01 10 54 A0    Enter area: $017D
                              MARIO will be at coords: (512,672) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$00>
E0/C3BD: FD 49                Store #$01 to 00:3114
E0/C3BF: D3 DA C3             Jump to address $E0/C3DA
E0/C3C2: 00 0F                Set Object: MARIO ---> Begin action queue for object (Length: 0x0F bytes)
   E0/C3C4: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/C3C6: 10 41                Set transition flag, x2 speed
   E0/C3C8: 7F 84 00             Object jumps (with sound effect) #$0084 units
   E0/C3CB: 55 02                Shift object up-left 32 pixels
   E0/C3CD: 0B 04                Set Bits $4 of current object address 0A,x
   E0/C3CF: 65 14                Shift object up-left 20 pixels
   E0/C3D1: 10 40                Set transition flag, x1 speed
E0/C3D3: 71                   Lighten screen from black before following commands
E0/C3D4: F0 00                Duration: 0 frames
E0/C3D6: 3D D4 C3             <UNKNOWN COMMAND: pointer to address $C3D4>
E0/C3D9: FE                   Return

E0/C3DA: 32 17 E4 C3          <UNKNOWN COMMAND $32>
E0/C3DE: 17 04                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C3E0: 94 F8 04 00          Place object: right=248px down=4px up=0px
E0/C3E4: 32 18 EE C3          <UNKNOWN COMMAND $32>
E0/C3E8: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C3EA: 94 F8 04 00          Place object: right=248px down=4px up=0px
E0/C3EE: 32 19 F8 C3          <UNKNOWN COMMAND $32>
E0/C3F2: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C3F4: 94 F8 04 00          Place object: right=248px down=4px up=0px
E0/C3F8: 32 1A 02 C4          <UNKNOWN COMMAND $32>
E0/C3FC: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C3FE: 94 F8 04 00          Place object: right=248px down=4px up=0px
E0/C402: 32 1B 0C C4          <UNKNOWN COMMAND $32>
E0/C406: 1B 04                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C408: 94 F8 04 00          Place object: right=248px down=4px up=0px
E0/C40C: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C40E: FE                   Return


EVENT [ECF] ------------------------------------------------------------>
E0/C40F: 68 FD 81 04 0B E0    Enter area: $01FD
                              MARIO will be at coords: (144,88) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/C415: FE                   Return


EVENT [ED0] ------------------------------------------------------------>
E0/C416: A0 19                Set event flag memory address 00:7043 Bit 1
E0/C418: A0 1D                Set event flag memory address 00:7043 Bit 5
E0/C41A: 18 04                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C41C: 94 00 04 00          Place object: right=0px down=4px up=0px
E0/C420: 19 07                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/C422: 94 F6 02 FE          Place object: right=246px down=2px up=254px
   E0/C426: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
E0/C429: 1B 03                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/C42B: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
E0/C42E: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/C430: 92 03 17 20          Place object at on-screen coords: (112,184) Z=0
   E0/C434: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
E0/C436: FD 31                Screen doesn't move with MARIO
E0/C438: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C43A: 19 02                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C43C: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
E0/C43E: 1D 02                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C440: 14 05                Isolate top Bits of current object address 0E,x and set Bit(s) $5
E0/C442: 1C 02                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C444: 14 04                Isolate top Bits of current object address 0E,x and set Bit(s) $4
E0/C446: 1B 02                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C448: 14 03                Isolate top Bits of current object address 0E,x and set Bit(s) $3
E0/C44A: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C44C: 14 02                Isolate top Bits of current object address 0E,x and set Bit(s) $2
E0/C44E: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C450: 18 83                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/C452: 10 44                Set transition flag, x8 speed
   E0/C454: 43                   <UNKNOWN COMMAND $43>
E0/C455: 1D 02                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C457: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
E0/C459: 1C 02                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C45B: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
E0/C45D: 1B 02                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C45F: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
E0/C461: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C463: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
E0/C465: 19 02                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C467: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
E0/C469: 1E 09                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/C46B: FD 0F 03             Object overlaps BG1 & BG2
   E0/C46E: 94 00 08 00          Place object: right=0px down=8px up=0px
   E0/C472: 13 02                Layering priority: Object overlaps MARIO
E0/C474: 1F 0A                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/C476: FD 0F 03             Object overlaps BG1 & BG2
   E0/C479: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/C47C: 94 00 08 00          Place object: right=0px down=8px up=0px
E0/C480: 20 0A                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/C482: FD 0F 03             Object overlaps BG1 & BG2
   E0/C485: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/C488: 94 00 18 00          Place object: right=0px down=24px up=0px
E0/C48C: 21 0A                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/C48E: FD 0F 03             Object overlaps BG1 & BG2
   E0/C491: 08 40 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/C494: 94 00 18 00          Place object: right=0px down=24px up=0px
E0/C498: 22 0C                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/C49A: FD 0F 03             Object overlaps BG1 & BG2
   E0/C49D: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/C4A0: 94 EA 13 00          Place object: right=234px down=19px up=0px
   E0/C4A4: 13 02                Layering priority: Object overlaps MARIO
E0/C4A6: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C4A8: 18 F6                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $F6>
E0/C4AA: 1D F6                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $F6>
E0/C4AC: 1C F6                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $F6>
E0/C4AE: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/C4B0: A4 1D                Clear event flag memory address 00:7043 Bit 5
E0/C4B2: 71                   Lighten screen from black before following commands
E0/C4B3: FD 46 D2 0E          <UNKNOWN COMMAND $46>
E0/C4B7: FE                   Return


EVENT [ED1] ------------------------------------------------------------>
E0/C4B8: A4 60                Clear event flag memory address 00:704C Bit 0
E0/C4BA: A4 61                Clear event flag memory address 00:704C Bit 1
E0/C4BC: A4 24                Clear event flag memory address 00:7044 Bit 4
E0/C4BE: D8 20 DC C4          If event flag memory address 00:7044 Bit 0 set, jump to address $E0/C4DC
E0/C4C2: 18 F6                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $F6>
E0/C4C4: 1D F6                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $F6>
E0/C4C6: 19 F6                Set Object: NPC #5 ---> Command: <UNKNOWN COMMAND $F6>
E0/C4C8: 1C F6                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $F6>
E0/C4CA: F0 09                Duration: 9 frames
E0/C4CC: 18 F2 F0 00          Set Object: NPC #4 ---> Command: Set object to movement: $00F0
E0/C4D0: 1D F2 DF 03          Set Object: NPC #9 ---> Command: Set object to movement: $03DF
E0/C4D4: 19 F2 F1 00          Set Object: NPC #5 ---> Command: Set object to movement: $00F1
E0/C4D8: 1C F2 DE 03          Set Object: NPC #8 ---> Command: Set object to movement: $03DE
E0/C4DC: F0 00                Duration: 0 frames
E0/C4DE: D8 26 E5 C4          If event flag memory address 00:7044 Bit 6 set, jump to address $E0/C4E5
E0/C4E2: D2 DC C4             Jump to address $E0/C4DC
E0/C4E5: A4 20                Clear event flag memory address 00:7044 Bit 0
E0/C4E7: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/C4E9: A4 1F                Clear event flag memory address 00:7043 Bit 7
E0/C4EB: A4 60                Clear event flag memory address 00:704C Bit 0
E0/C4ED: B0 08 04 00          Store #$0004 to 00:7010
E0/C4F1: B0 09 13 00          Store #$0013 to 00:7012
E0/C4F5: B0 0A 00 00          Store #$0000 to 00:7014
E0/C4F9: FD C4                <UNKNOWN COMMAND $FD C4>
E0/C4FB: 3F 32 08 C5          <UNKNOWN COMMAND: pointer to address $C508>
E0/C4FF: F0 00                Duration: 0 frames
E0/C501: D8 1F 08 C5          If event flag memory address 00:7043 Bit 7 set, jump to address $E0/C508
E0/C505: D2 FF C4             Jump to address $E0/C4FF
E0/C508: A4 20                Clear event flag memory address 00:7044 Bit 0
E0/C50A: A4 26                Clear event flag memory address 00:7044 Bit 6
E0/C50C: A4 1F                Clear event flag memory address 00:7043 Bit 7
E0/C50E: A4 60                Clear event flag memory address 00:704C Bit 0
E0/C510: B0 08 04 00          Store #$0004 to 00:7010
E0/C514: B0 09 13 00          Store #$0013 to 00:7012
E0/C518: B0 0A 00 00          Store #$0000 to 00:7014
E0/C51C: FD C4                <UNKNOWN COMMAND $FD C4>
E0/C51E: 3F 33 2B C5          <UNKNOWN COMMAND: pointer to address $C52B>
E0/C522: F0 00                Duration: 0 frames
E0/C524: D8 24 2B C5          If event flag memory address 00:7044 Bit 4 set, jump to address $E0/C52B
E0/C528: D2 22 C5             Jump to address $E0/C522
E0/C52B: A0 60                Set event flag memory address 00:704C Bit 0
E0/C52D: F0 00                Duration: 0 frames
E0/C52F: A4 60                Clear event flag memory address 00:704C Bit 0
E0/C531: F0 1C                Duration: 28 frames
E0/C533: D0 D1 0E             Execute event id $0ED1 subsequently

EVENT [ED2] ------------------------------------------------------------>
E0/C536: 1D F2 DF 03          Set Object: NPC #9 ---> Command: Set object to movement: $03DF
E0/C53A: 18 F2 F0 00          Set Object: NPC #4 ---> Command: Set object to movement: $00F0
E0/C53E: 1C F2 DE 03          Set Object: NPC #8 ---> Command: Set object to movement: $03DE
E0/C542: 19 F2 F1 00          Set Object: NPC #5 ---> Command: Set object to movement: $00F1
E0/C546: A0 20                Set event flag memory address 00:7044 Bit 0
E0/C548: 40 D1 2E             Execute event id $2ED1 simultaneously with the following commands
E0/C54B: 00 14                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes)
   E0/C54D: 13 02                Layering priority: Object overlaps MARIO
   E0/C54F: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/C551: F0 00                Frame Duration: 0
   E0/C553: 3D 51 C5             <UNKNOWN COMMAND $3D: pointer to address $E0/C551>
   E0/C556: FD 9E                <UNKNOWN COMMAND $9E>
   E0/C558: 3A 08 46 00 13 01    <UNKNOWN COMMAND $3A>
   E0/C55E: F0 1D                Frame Duration: 29
   E0/C560: 09                   Reset all object properties to default
E0/C561: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   E0/C563: F0 1D                Frame Duration: 29
   E0/C565: 10 41                Set transition flag, x2 speed
   E0/C567: 42                   <UNKNOWN COMMAND $42>
E0/C568: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C56A: F0 09                Duration: 9 frames
E0/C56C: 60 30 AF 60          Run Dialogue $0F30 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Hey!<I><END>


E0/C570: F0 09                Duration: 9 frames
E0/C572: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/C574: F0 07                Frame Duration: 7
   E0/C576: 70                   Object faces right
   E0/C577: F0 01                Frame Duration: 1
   E0/C579: 71                   Object faces down-right
E0/C57A: 15 97                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   E0/C57C: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/C57D: 92 03 17 00          Place object at on-screen coords: (112,184) Z=0
   E0/C581: 94 04 02 00          Place object: right=4px down=2px up=0px
   E0/C585: 10 81                Set sequence flag, x2 speed
   E0/C587: 10 45                Set transition flag, 1/2 speed
   E0/C589: 71                   Object faces down-right
   E0/C58A: 00                   Set Bit 7 of current object (enable object visibility)
   E0/C58B: 61 0E                Shift object down-right 14 pixels
   E0/C58D: 77                   Object faces up-right
   E0/C58E: 10 80                Set sequence flag, x1 speed
   E0/C590: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
E0/C593: F0 09                Duration: 9 frames
E0/C595: 60 31 AF 60          Run Dialogue $0F31 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


     There's the last Star Piece!<I><END>


E0/C599: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C59B: 70                   Object faces right
   E0/C59C: F0 01                Frame Duration: 1
   E0/C59E: 77                   Object faces up-right
E0/C59F: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/C5A1: 09                   Reset all object properties to default
E0/C5A2: 1D F6                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $F6>
E0/C5A4: 18 F6                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $F6>
E0/C5A6: 19 F6                Set Object: NPC #5 ---> Command: <UNKNOWN COMMAND $F6>
E0/C5A8: 1C F6                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $F6>
E0/C5AA: F0 00                Duration: 0 frames
E0/C5AC: DC 60 AA C5          If event flag memory address 00:704C Bit 0 clear, jump to address $E0/C5AA
E0/C5B0: A4 60                Clear event flag memory address 00:704C Bit 0
E0/C5B2: FD 43                <UNKNOWN COMMAND $FD 43>
E0/C5B4: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/C5B6: 18 F2 DD 03          Set Object: NPC #4 ---> Command: Set object to movement: $03DD
E0/C5BA: 1D F2 DC 03          Set Object: NPC #9 ---> Command: Set object to movement: $03DC
E0/C5BE: D3 46 C8             Jump to address $E0/C846
E0/C5C1: F0 09                Duration: 9 frames
E0/C5C3: 60 32 AF 62          Run Dialogue $0F32 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SMITHY: Huh...?<I>

 Already finished your tour of the
 factory, huh?! All right, then!<I>
 How about a little demonstration?<I><END>


E0/C5C7: D3 51 C8             Jump to address $E0/C851
E0/C5CA: A0 1D                Set event flag memory address 00:7043 Bit 5
E0/C5CC: A0 19                Set event flag memory address 00:7043 Bit 1
E0/C5CE: 40 D1 2E             Execute event id $2ED1 simultaneously with the following commands
E0/C5D1: F0 59                Duration: 89 frames
E0/C5D3: 00 0A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes)
   E0/C5D5: 10 81                Set sequence flag, x2 speed
   E0/C5D7: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/C5DA: F0 1D                Frame Duration: 29
   E0/C5DC: 09                   Reset all object properties to default
   E0/C5DD: 10 80                Set sequence flag, x1 speed
E0/C5DF: 15 06                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/C5E1: 08 41 03             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/C5E4: F0 1D                Frame Duration: 29
   E0/C5E6: 09                   Reset all object properties to default
E0/C5E7: F0 59                Duration: 89 frames
E0/C5E9: 60 33 AF 60          Run Dialogue $0F33 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Yo Smithy!<I><END>


E0/C5ED: F0 3B                Duration: 59 frames
E0/C5EF: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/C5F1: F0 07                Frame Duration: 7
   E0/C5F3: 76                   Object faces up
   E0/C5F4: F0 01                Frame Duration: 1
   E0/C5F6: 75                   Object faces up-left
E0/C5F7: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/C5F9: F0 09                Frame Duration: 9
   E0/C5FB: 75                   Object faces up-left
E0/C5FC: 16 99                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x19 bytes) (Wait until complete)
   E0/C5FE: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/C5FF: 92 03 17 00          Place object at on-screen coords: (112,184) Z=0
   E0/C603: 94 FC FE 00          Place object: right=252px down=254px up=0px
   E0/C607: 10 81                Set sequence flag, x2 speed
   E0/C609: 10 45                Set transition flag, 1/2 speed
   E0/C60B: 75                   Object faces up-left
   E0/C60C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/C60D: 65 0E                Shift object up-left 14 pixels
   E0/C60F: 77                   Object faces up-right
   E0/C610: F0 1D                Frame Duration: 29
   E0/C612: 10 80                Set sequence flag, x1 speed
   E0/C614: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
E0/C617: 60 34 AF 60          Run Dialogue $0F34 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Stop making those things and hand
 over the Star Piece, NOW!<I><END>


E0/C61B: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C61D: 76                   Object faces up
   E0/C61E: F0 01                Frame Duration: 1
   E0/C620: 77                   Object faces up-right
E0/C621: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C623: 77                   Object faces up-right
E0/C624: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/C626: 09                   Reset all object properties to default
   E0/C627: 10 81                Set sequence flag, x2 speed
E0/C629: F0 1D                Duration: 29 frames
E0/C62B: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/C62D: 7F 50 00             Object jumps (with sound effect) #$0050 units
   E0/C630: F0 00                Frame Duration: 0
   E0/C632: 3D 30 C6             <UNKNOWN COMMAND $3D: pointer to address $E0/C630>
   E0/C635: 7F 50 00             Object jumps (with sound effect) #$0050 units
   E0/C638: F0 00                Frame Duration: 0
   E0/C63A: 3D 38 C6             <UNKNOWN COMMAND $3D: pointer to address $E0/C638>
E0/C63D: F0 3B                Duration: 59 frames
E0/C63F: 1D F6                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $F6>
E0/C641: 18 F6                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $F6>
E0/C643: 19 F6                Set Object: NPC #5 ---> Command: <UNKNOWN COMMAND $F6>
E0/C645: 1C F6                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $F6>
E0/C647: F0 00                Duration: 0 frames
E0/C649: DC 60 47 C6          If event flag memory address 00:704C Bit 0 clear, jump to address $E0/C647
E0/C64D: A4 60                Clear event flag memory address 00:704C Bit 0
E0/C64F: FD 43                <UNKNOWN COMMAND $FD 43>
E0/C651: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/C653: A4 1D                Clear event flag memory address 00:7043 Bit 5
E0/C655: 18 F2 DD 03          Set Object: NPC #4 ---> Command: Set object to movement: $03DD
E0/C659: 1D F2 DC 03          Set Object: NPC #9 ---> Command: Set object to movement: $03DC
E0/C65D: D3 46 C8             Jump to address $E0/C846
E0/C660: F0 09                Duration: 9 frames
E0/C662: 60 35 AF 62          Run Dialogue $0F35 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SMITHY: Huh?...Gufaw haw haw!<I>

 So YOU'RE...Mario?!<I>
 Looks like we're gonna have a
 little dispute over the star.<I><END>


E0/C666: D3 51 C8             Jump to address $E0/C851
E0/C669: F0 1D                Duration: 29 frames
E0/C66B: 9C 1A                Play sound effect #$1A
E0/C66D: F0 1D                Duration: 29 frames
E0/C66F: 00 09                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes)
   E0/C671: F0 09                Frame Duration: 9
   E0/C673: 76                   Object faces up
   E0/C674: F0 01                Frame Duration: 1
   E0/C676: 75                   Object faces up-left
   E0/C677: F0 01                Frame Duration: 1
   E0/C679: 74                   Object faces left
E0/C67A: 16 06                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/C67C: F0 09                Frame Duration: 9
   E0/C67E: 71                   Object faces down-right
   E0/C67F: F0 01                Frame Duration: 1
   E0/C681: 73                   Object faces down-left
E0/C682: 15 08                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/C684: F0 09                Frame Duration: 9
   E0/C686: 75                   Object faces up-left
   E0/C687: F0 01                Frame Duration: 1
   E0/C689: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
E0/C68C: 17 9C                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x1C bytes) (Wait until complete)
   E0/C68E: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/C68F: 92 03 17 00          Place object at on-screen coords: (112,184) Z=0
   E0/C693: 94 F8 00 00          Place object: right=248px down=0px up=0px
   E0/C697: 10 81                Set sequence flag, x2 speed
   E0/C699: 10 40                Set transition flag, x1 speed
   E0/C69B: 73                   Object faces down-left
   E0/C69C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/C69D: 64 18                Shift object left 24 pixels
   E0/C69F: 75                   Object faces up-left
   E0/C6A0: F0 01                Frame Duration: 1
   E0/C6A2: 77                   Object faces up-right
   E0/C6A3: F0 1D                Frame Duration: 29
   E0/C6A5: 10 80                Set sequence flag, x1 speed
   E0/C6A7: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
E0/C6AA: F0 09                Duration: 9 frames
E0/C6AC: 60 36 AF 60          Run Dialogue $0F36 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOWSER: Just hand it over and
 GET OUTTA MY CASTLE!<I><END>


E0/C6B0: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/C6B2: D4 02                Start code block, repeat 2 times
   E0/C6B4: 7B 01                <UNKNOWN COMMAND $7B>
   E0/C6B6: F0 01                Frame Duration: 1
   E0/C6B8: D7                   End of code block
E0/C6B9: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C6BB: 09                   Reset all object properties to default
E0/C6BC: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/C6BE: 09                   Reset all object properties to default
   E0/C6BF: 77                   Object faces up-right
E0/C6C0: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C6C2: 71                   Object faces down-right
   E0/C6C3: F0 01                Frame Duration: 1
   E0/C6C5: 77                   Object faces up-right
E0/C6C6: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C6C8: F0 1D                Duration: 29 frames
E0/C6CA: D3 46 C8             Jump to address $E0/C846
E0/C6CD: F0 09                Duration: 9 frames
E0/C6CF: 60 37 AF 62          Run Dialogue $0F37 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SMITHY: My, my! We're a little
 touchy today, aren't we?<I>
 You know, I'm actually growing
 rather FOND of this place...<I><END>


E0/C6D3: D3 51 C8             Jump to address $E0/C851
E0/C6D6: F0 1D                Duration: 29 frames
E0/C6D8: 14 11                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x11 bytes)
   E0/C6DA: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/C6DB: 92 03 17 00          Place object at on-screen coords: (112,184) Z=0
   E0/C6DF: 94 04 02 00          Place object: right=4px down=2px up=0px
   E0/C6E3: 10 45                Set transition flag, 1/2 speed
   E0/C6E5: 10 81                Set sequence flag, x2 speed
   E0/C6E7: 00                   Set Bit 7 of current object (enable object visibility)
   E0/C6E8: 61 0E                Shift object down-right 14 pixels
   E0/C6EA: 77                   Object faces up-right
E0/C6EB: 15 0C                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/C6ED: F0 03                Frame Duration: 3
   E0/C6EF: 09                   Reset all object properties to default
   E0/C6F0: F0 01                Frame Duration: 1
   E0/C6F2: 10 81                Set sequence flag, x2 speed
   E0/C6F4: 43                   <UNKNOWN COMMAND $43>
   E0/C6F5: 75                   Object faces up-left
   E0/C6F6: F0 01                Frame Duration: 1
   E0/C6F8: 77                   Object faces up-right
E0/C6F9: 00 06                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes)
   E0/C6FB: F0 13                Frame Duration: 19
   E0/C6FD: 70                   Object faces right
   E0/C6FE: F0 01                Frame Duration: 1
   E0/C700: 71                   Object faces down-right
E0/C701: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/C703: F0 13                Frame Duration: 19
   E0/C705: 71                   Object faces down-right
E0/C706: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/C708: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
E0/C70B: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C70D: 14 85                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/C70F: 10 80                Set sequence flag, x1 speed
   E0/C711: 08 40 85             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
E0/C714: F0 09                Duration: 9 frames
E0/C716: 60 38 AF 60          Run Dialogue $0F38 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

TOADSTOOL: Please! Don't make us
 go through any more!<I>
 Just give us the star....NOW!<I><END>


E0/C71A: F0 09                Duration: 9 frames
E0/C71C: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C71E: 70                   Object faces right
   E0/C71F: F0 01                Frame Duration: 1
   E0/C721: 77                   Object faces up-right
E0/C722: 17 01                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C724: 09                   Reset all object properties to default
E0/C725: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C727: 77                   Object faces up-right
E0/C728: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C72A: 09                   Reset all object properties to default
E0/C72B: D3 46 C8             Jump to address $E0/C846
E0/C72E: F0 09                Duration: 9 frames
E0/C730: 60 39 AF 62          Run Dialogue $0F39 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SMITHY: Hurrumph! Better yet...<I>

 Why don't YOU give me YOUR
 stars. Why, then I could
 easily conquer this world!<I>
 Then we could get rid of all
 wishes, and create a world filled<I>
 with...WEAPONS!!<I><END>


E0/C734: D3 51 C8             Jump to address $E0/C851
E0/C737: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/C739: D4 03                Start code block, repeat 3 times
   E0/C73B: 7B 01                <UNKNOWN COMMAND $7B>
   E0/C73D: F0 01                Frame Duration: 1
   E0/C73F: D7                   End of code block
E0/C740: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C742: 75                   Object faces up-left
E0/C743: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/C745: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
E0/C748: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C74A: 71                   Object faces down-right
E0/C74B: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/C74D: 08 48 93             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: yes
E0/C750: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C752: F0 1D                Duration: 29 frames
E0/C754: 00 90                Set Object: MARIO ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/C756: 7F 50 00             Object jumps (with sound effect) #$0050 units
   E0/C759: F0 00                Frame Duration: 0
   E0/C75B: 3D 59 C7             <UNKNOWN COMMAND $3D: pointer to address $E0/C759>
   E0/C75E: 7F 50 00             Object jumps (with sound effect) #$0050 units
   E0/C761: F0 00                Frame Duration: 0
   E0/C763: 3D 61 C7             <UNKNOWN COMMAND $3D: pointer to address $E0/C761>
E0/C766: F0 13                Duration: 19 frames
E0/C768: 14 12                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/C76A: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/C76D: F0 07                Frame Duration: 7
   E0/C76F: 09                   Reset all object properties to default
   E0/C770: F0 27                Frame Duration: 39
   E0/C772: 10 81                Set sequence flag, x2 speed
   E0/C774: 10 45                Set transition flag, 1/2 speed
   E0/C776: 65 0E                Shift object up-left 14 pixels
   E0/C778: 92 07 41 00          Place object at on-screen coords: (240,520) Z=0
E0/C77C: 16 12                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/C77E: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   E0/C781: F0 07                Frame Duration: 7
   E0/C783: 09                   Reset all object properties to default
   E0/C784: F0 27                Frame Duration: 39
   E0/C786: 10 81                Set sequence flag, x2 speed
   E0/C788: 10 45                Set transition flag, 1/2 speed
   E0/C78A: 61 0E                Shift object down-right 14 pixels
   E0/C78C: 92 07 45 00          Place object at on-screen coords: (240,552) Z=0
E0/C790: 15 12                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/C792: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/C795: F0 07                Frame Duration: 7
   E0/C797: 09                   Reset all object properties to default
   E0/C798: F0 27                Frame Duration: 39
   E0/C79A: 10 81                Set sequence flag, x2 speed
   E0/C79C: 10 45                Set transition flag, 1/2 speed
   E0/C79E: 66 0E                Shift object up 14 pixels
   E0/C7A0: 92 07 43 00          Place object at on-screen coords: (240,536) Z=0
E0/C7A4: 17 12                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/C7A6: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/C7A9: F0 07                Frame Duration: 7
   E0/C7AB: 09                   Reset all object properties to default
   E0/C7AC: F0 27                Frame Duration: 39
   E0/C7AE: 10 81                Set sequence flag, x2 speed
   E0/C7B0: 10 40                Set transition flag, x1 speed
   E0/C7B2: 60 18                Shift object right 24 pixels
   E0/C7B4: 92 09 45 00          Place object at on-screen coords: (304,552) Z=0
E0/C7B8: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C7BA: F0 09                Duration: 9 frames
E0/C7BC: 00 8A                Set Object: MARIO ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/C7BE: D4 03                Start code block, repeat 3 times
   E0/C7C0: 7B 01                <UNKNOWN COMMAND $7B>
   E0/C7C2: F0 01                Frame Duration: 1
   E0/C7C4: D7                   End of code block
   E0/C7C5: 08 46 00             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
E0/C7C8: D3 46 C8             Jump to address $E0/C846
E0/C7CB: F0 09                Duration: 9 frames
E0/C7CD: 60 3A AF 62          Run Dialogue $0F3A (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


            Over here, NOW!<I>


          I'll crush you ALL!!!<I><END>


E0/C7D1: D3 51 C8             Jump to address $E0/C851
E0/C7D4: F0 1D                Duration: 29 frames
E0/C7D6: FD 30                Screen moves with MARIO
E0/C7D8: A0 1D                Set event flag memory address 00:7043 Bit 5
E0/C7DA: 1D F6                Set Object: NPC #9 ---> Command: <UNKNOWN COMMAND $F6>
E0/C7DC: 18 F6                Set Object: NPC #4 ---> Command: <UNKNOWN COMMAND $F6>
E0/C7DE: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   E0/C7E0: F0 13                Frame Duration: 19
   E0/C7E2: 10 40                Set transition flag, x1 speed
   E0/C7E4: 47                   <UNKNOWN COMMAND $47>
E0/C7E5: 00 16                Set Object: MARIO ---> Begin action queue for object (Length: 0x16 bytes)
   E0/C7E7: F0 13                Frame Duration: 19
   E0/C7E9: 09                   Reset all object properties to default
   E0/C7EA: 10 41                Set transition flag, x2 speed
   E0/C7EC: 13 02                Layering priority: Object overlaps MARIO
   E0/C7EE: 7F 98 00             Object jumps (with sound effect) #$0098 units
   E0/C7F1: 57 02                Shift object up-right 32 pixels
   E0/C7F3: 08 49 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/C7F6: 57 02                Shift object up-right 32 pixels
   E0/C7F8: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/C7FA: 08 49 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
E0/C7FD: F0 09                Duration: 9 frames
E0/C7FF: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
E0/C801: 1D 0A                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/C803: 10 40                Set transition flag, x1 speed
   E0/C805: 67 02                Shift object up-right 2 pixels
   E0/C807: 10 46                Set transition flag, 1/4 speed
   E0/C809: 62 04                Shift object down 4 pixels
   E0/C80B: 63 06                Shift object down-left 6 pixels
E0/C80D: 18 0A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/C80F: 10 85                Set sequence flag, 1/2 speed
   E0/C811: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
   E0/C814: F0 27                Frame Duration: 39
   E0/C816: 08 48 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
E0/C819: 1C 0C                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0C bytes)
   E0/C81B: 10 41                Set transition flag, x2 speed
   E0/C81D: 67 02                Shift object up-right 2 pixels
   E0/C81F: 10 45                Set transition flag, 1/2 speed
   E0/C821: 63 02                Shift object down-left 2 pixels
   E0/C823: 10 46                Set transition flag, 1/4 speed
   E0/C825: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
E0/C827: 19 13                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x13 bytes)
   E0/C829: F0 09                Frame Duration: 9
   E0/C82B: 10 40                Set transition flag, x1 speed
   E0/C82D: 63 02                Shift object down-left 2 pixels
   E0/C82F: 10 45                Set transition flag, 1/2 speed
   E0/C831: 67 02                Shift object up-right 2 pixels
   E0/C833: 10 46                Set transition flag, 1/4 speed
   E0/C835: 67 01                Shift object up-right 1 pixels
   E0/C837: 66 02                Shift object up 2 pixels
   E0/C839: 08 48 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
E0/C83C: F0 36                Duration: 54 frames
E0/C83E: 7E                   <UNKNOWN COMMAND $7E>
E0/C83F: 68 F0 81 04 33 E0    Enter area: $01F0
                              MARIO will be at coords: (144,408) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/C845: FE                   Return

E0/C846: A0 19                Set event flag memory address 00:7043 Bit 1
E0/C848: 1C F6                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $F6>
E0/C84A: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/C84C: 1C F2 F2 00          Set Object: NPC #8 ---> Command: Set object to movement: $00F2
E0/C850: FE                   Return

E0/C851: A0 19                Set event flag memory address 00:7043 Bit 1
E0/C853: A4 1B                Clear event flag memory address 00:7043 Bit 3
E0/C855: 1C F6                Set Object: NPC #8 ---> Command: <UNKNOWN COMMAND $F6>
E0/C857: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/C859: 1C F2 DB 03          Set Object: NPC #8 ---> Command: Set object to movement: $03DB
E0/C85D: FE                   Return


EVENT [ED3] ------------------------------------------------------------>
E0/C85E: D2 17 CF             Jump to address $E0/CF17

EVENT [ED4] ------------------------------------------------------------>
E0/C861: CB                   Store joypad register to 00:7000,00:7001
E0/C862: F0 00                Duration: 0 frames
E0/C864: E7 80 00 71 C8       If memory address 00:7000 Bit $0080 set, jump to address $E0/C871
E0/C869: E7 20 00 76 C8       If memory address 00:7000 Bit $0020 set, jump to address $E0/C876
E0/C86E: D0 D4 0E             Execute event id $0ED4 subsequently
E0/C871: FD 46 DA 0E          <UNKNOWN COMMAND $46>
E0/C875: FE                   Return

E0/C876: FD 46 D3 0E          <UNKNOWN COMMAND $46>
E0/C87A: FE                   Return


EVENT [ED5] ------------------------------------------------------------>
E0/C87B: 95 00 01             Fade out music to volume 1; Duration: 0 frames
E0/C87E: 4A B9 00 2C          Engage in battle with formation pack #$00B9 in background #$2C
E0/C882: A0 52                Set event flag memory address 00:704A Bit 2
E0/C884: D1 F3 03             Execute event id $03F3
E0/C887: FD 31                Screen doesn't move with MARIO
E0/C889: FD 88 80             Set Bit 7 of 00:0158
E0/C88C: 90                   <UNKNOWN COMMAND $90>
E0/C88D: 17 F0 00                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x70 bytes) (Wait until complete)
E0/C890: FD A2                Stop music playback
E0/C892: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/C894: 10 44                Set transition flag, x8 speed
   E0/C896: 64 08                Shift object left 8 pixels
E0/C898: 0F 06                Set Object: BG2 + NPC ---> Begin action queue for object (Length: 0x06 bytes)
   E0/C89A: 10 44                Set transition flag, x8 speed
   E0/C89C: 60 16                Shift object right 22 pixels
   E0/C89E: 56 10                Shift object up 256 pixels
E0/C8A0: 1B 07                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/C8A2: 92 06 32 00          Place object at on-screen coords: (192,400) Z=0
   E0/C8A6: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
E0/C8A9: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/C8AB: 92 03 35 00          Place object at on-screen coords: (112,424) Z=0
   E0/C8AF: 70                   Object faces right
E0/C8B0: 28 09                Set Object: NPC #20 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/C8B2: 92 01 36 00          Place object at on-screen coords: (32,432) Z=0
   E0/C8B6: 94 10 00 00          Place object: right=16px down=0px up=0px
   E0/C8BA: 71                   Object faces down-right
E0/C8BB: 29 0B                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/C8BD: 92 02 3B 00          Place object at on-screen coords: (80,472) Z=0
   E0/C8C1: 77                   Object faces up-right
   E0/C8C2: 08 49 0C             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/C8C5: F0 00                Frame Duration: 0
   E0/C8C7: 09                   Reset all object properties to default
E0/C8C8: 27 09                Set Object: NPC #19 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/C8CA: 92 03 3A 00          Place object at on-screen coords: (96,464) Z=0
   E0/C8CE: 94 08 04 00          Place object: right=8px down=4px up=0px
   E0/C8D2: 77                   Object faces up-right
E0/C8D3: 2B 09                Set Object: NPC #23 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/C8D5: 92 01 39 00          Place object at on-screen coords: (48,456) Z=0
   E0/C8D9: 94 10 00 00          Place object: right=16px down=0px up=0px
   E0/C8DD: 77                   Object faces up-right
E0/C8DE: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C8E0: 1B F2 78 00          Set Object: NPC #7 ---> Command: Set object to movement: $0078
E0/C8E4: 78                   <UNKNOWN COMMAND $78>
E0/C8E5: 5A                   <UNKNOWN COMMAND $5A>
E0/C8E6: 07 7F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x7F bytes)
   E0/C8E8: F0 77                Frame Duration: 119
   E0/C8EA: 1B                   <UNKNOWN COMMAND $1B>
   E0/C8EB: FA                   <UNKNOWN COMMAND $FA>
   E0/C8EC: 1B                   <UNKNOWN COMMAND $1B>
   E0/C8ED: 12 FD                Clear Bits $3 of current object address 0B,x and set Bit(s) $253
   E0/C8EF: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/C8F0: 21                   <UNKNOWN COMMAND $21>
   E0/C8F1: 6A 04                Shift object up 4 pixels
   E0/C8F3: 10 41                Set transition flag, x2 speed
   E0/C8F5: 6A 08                Shift object up 8 pixels
   E0/C8F7: 10 43                Set transition flag, x4 speed
   E0/C8F9: 6A 04                Shift object up 4 pixels
   E0/C8FB: 4A                   <UNKNOWN COMMAND $4A>
   E0/C8FC: 10 44                Set transition flag, x8 speed
   E0/C8FE: 5A 03                Shift object up 48 pixels
   E0/C900: 23 11                <UNKNOWN COMMAND $23>
   E0/C902: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/C903: F0 0A                Frame Duration: 10
   E0/C905: 92 06 32 00          Place object at on-screen coords: (192,400) Z=0
   E0/C909: 94 FC 00 00          Place object: right=252px down=0px up=0px
   E0/C90D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/C90E: 10 44                Set transition flag, x8 speed
   E0/C910: 5A 02                Shift object up 32 pixels
   E0/C912: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/C913: 00                   Set Bit 7 of current object (enable object visibility)
   E0/C914: 08 10 45             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $45
                                 ---> Mirrored: no
   E0/C917: 60 10                Shift object right 16 pixels
   E0/C919: 77                   Object faces up-right
   E0/C91A: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
   E0/C91D: FD 32 1B F2 78 00 F0 3B <UNKNOWN COMMAND $32>
   E0/C925: 60 43                Shift object right 67 pixels
   E0/C927: AF                   Decrement 00:700C
   E0/C928: 60 F0                Shift object right 240 pixels
   E0/C92A: 09                   Reset all object properties to default
   E0/C92B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/C92C: 08 09 D4             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: no
                                 ---> Sequence/Frame: $54
                                 ---> Mirrored: yes
   E0/C92F: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/C930: 7B 01                <UNKNOWN COMMAND $7B>
   E0/C932: F0 01                Frame Duration: 1
   E0/C934: D7                   End of code block
   E0/C935: 27 03 08 48 92 2B 03 08 48 93 28 03 08 48 90 FD <UNKNOWN COMMAND $27>
   E0/C945: 32 F0 09             <UNKNOWN COMMAND $32>
   E0/C948: 29 95                <UNKNOWN COMMAND $29>
   E0/C94A: 09                   Reset all object properties to default
   E0/C94B: F0 01                Frame Duration: 1
   E0/C94D: 08 49 0C             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/C950: F0 07                Frame Duration: 7
   E0/C952: 08 49 0D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/C955: F0 03                Frame Duration: 3
   E0/C957: 08 49 0E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/C95A: F0 03                Frame Duration: 3
   E0/C95C: 08 49 0F             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/C95F: F0 09                Frame Duration: 9
   E0/C961: 60 44                Shift object right 68 pixels
   E0/C963: AF                   Decrement 00:700C
   E0/C964: 60 F0                Shift object right 240 pixels
   E0/C966: 09                   Reset all object properties to default
E0/C967: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/C96B: F0 1D                Duration: 29 frames
E0/C96D: 29 01                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C96F: 09                   Reset all object properties to default
E0/C970: 28 01                Set Object: NPC #20 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C972: 09                   Reset all object properties to default
E0/C973: 2B 01                Set Object: NPC #23 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C975: 09                   Reset all object properties to default
E0/C976: 27 01                Set Object: NPC #19 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/C978: 09                   Reset all object properties to default
E0/C979: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C97B: F0 09                Duration: 9 frames
E0/C97D: 00 87                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/C97F: D4 03                Start code block, repeat 3 times
   E0/C981: 7B 01                <UNKNOWN COMMAND $7B>
   E0/C983: F0 01                Frame Duration: 1
   E0/C985: D7                   End of code block
E0/C986: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/C988: F0 07                Frame Duration: 7
   E0/C98A: 08 4A 17             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: no
E0/C98D: F0 05                Duration: 5 frames
E0/C98F: 91 17                Play music: #$17
E0/C991: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C993: F0 3B                Duration: 59 frames
E0/C995: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
E0/C997: 1B 8A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/C999: 21                   <UNKNOWN COMMAND $21>
   E0/C99A: 10 46                Set transition flag, 1/4 speed
   E0/C99C: 90 06 32 0A          Objects bounces 10px high to on-screen coords: (192,400)
   E0/C9A0: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
E0/C9A3: F0 3B                Duration: 59 frames
E0/C9A5: 14 88                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/C9A7: 92 04 36 00          Place object at on-screen coords: (128,432) Z=0
   E0/C9AB: 94 08 FC 00          Place object: right=8px down=252px up=0px
E0/C9AF: 14 F2 F8 00          Set Object: NPC #0 ---> Command: Set object to movement: $00F8
E0/C9B3: 1B 84                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/C9B5: F0 01                Frame Duration: 1
   E0/C9B7: 14 07                Isolate top Bits of current object address 0E,x and set Bit(s) $7
E0/C9B9: 0C 0A                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0A bytes)
   E0/C9BB: 20 03                <UNKNOWN COMMAND $20>
   E0/C9BD: 24 F0 FF C0 FF       <UNKNOWN COMMAND $24>
   E0/C9C2: F0 3F                Frame Duration: 63
   E0/C9C4: 21                   <UNKNOWN COMMAND $21>
E0/C9C5: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   E0/C9C7: F0 3B                Frame Duration: 59
   E0/C9C9: 09                   Reset all object properties to default
   E0/C9CA: F0 03                Frame Duration: 3
   E0/C9CC: D4 04                Start code block, repeat 4 times
   E0/C9CE: 7B 07                <UNKNOWN COMMAND $7B>
   E0/C9D0: F0 03                Frame Duration: 3
   E0/C9D2: D7                   End of code block
E0/C9D3: 27 0D                Set Object: NPC #19 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/C9D5: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/C9D6: 20 03                <UNKNOWN COMMAND $20>
   E0/C9D8: 24 80 00 E0 FF       <UNKNOWN COMMAND $24>
   E0/C9DD: F0 8B                Frame Duration: 139
   E0/C9DF: 21                   <UNKNOWN COMMAND $21>
   E0/C9E0: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/C9E1: 75                   Object faces up-left
E0/C9E2: 28 12                Set Object: NPC #20 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/C9E4: 77                   Object faces up-right
   E0/C9E5: 10 81                Set sequence flag, x2 speed
   E0/C9E7: 06                   Set "moon-walk" Bits
   E0/C9E8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/C9E9: 20 03                <UNKNOWN COMMAND $20>
   E0/C9EB: 24 30 00 80 FF       <UNKNOWN COMMAND $24>
   E0/C9F0: F0 3F                Frame Duration: 63
   E0/C9F2: 21                   <UNKNOWN COMMAND $21>
   E0/C9F3: 07                   Clear "moon-walk" Bits
   E0/C9F4: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/C9F5: 71                   Object faces down-right
E0/C9F6: FD 8E 16 0A 0B       <UNKNOWN COMMAND $8E>
E0/C9FB: FD 32                <UNKNOWN COMMAND $FD 32>
E0/C9FD: 14 F6                Set Object: NPC #0 ---> Command: <UNKNOWN COMMAND $F6>
E0/C9FF: 1B 82                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/CA01: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
E0/CA03: 1B F2 78 00          Set Object: NPC #7 ---> Command: Set object to movement: $0078
E0/CA07: F0 77                Duration: 119 frames
E0/CA09: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
E0/CA0B: 1B F1 10                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/CA0E: 21                   <UNKNOWN COMMAND $21>
   E0/CA0F: 10 40                Set transition flag, x1 speed
   E0/CA11: 6A 07                Shift object up 7 pixels
   E0/CA13: 10 41                Set transition flag, x2 speed
   E0/CA15: 6A 08                Shift object up 8 pixels
   E0/CA17: 10 43                Set transition flag, x4 speed
   E0/CA19: 4A                   <UNKNOWN COMMAND $4A>
   E0/CA1A: 10 44                Set transition flag, x8 speed
   E0/CA1C: 5A 02                Shift object up 32 pixels
E0/CA1E: 23 11                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x11 bytes)
   E0/CA20: 03                   Clear Bit 4,6 of current object (disable all sequence playback)
   E0/CA21: F0 0B                Frame Duration: 11
   E0/CA23: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/CA24: 92 04 2E 00          Place object at on-screen coords: (128,368) Z=0
   E0/CA28: 94 F8 00 00          Place object: right=248px down=0px up=0px
   E0/CA2C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CA2D: 10 43                Set transition flag, x4 speed
   E0/CA2F: 4A                   <UNKNOWN COMMAND $4A>
   E0/CA30: 01                   Clear Bit 7 of current object (disable object visibility)
E0/CA31: FD 32                <UNKNOWN COMMAND $FD 32>
E0/CA33: 1B F2 78 00          Set Object: NPC #7 ---> Command: Set object to movement: $0078
E0/CA37: F0 77                Duration: 119 frames
E0/CA39: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
E0/CA3B: 1B F1 8B                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/CA3E: 21                   <UNKNOWN COMMAND $21>
   E0/CA3F: 10 81                Set sequence flag, x2 speed
   E0/CA41: F0 1D                Frame Duration: 29
   E0/CA43: 10 83                Set sequence flag, x4 speed
   E0/CA45: F0 3D                Frame Duration: 61
   E0/CA47: 10 84                Set sequence flag, x8 speed
E0/CA49: F0 3B                Duration: 59 frames
E0/CA4B: 91 18                Play music: #$18
E0/CA4D: F0 3B                Duration: 59 frames
E0/CA4F: 1B 09                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/CA51: 10 43                Set transition flag, x4 speed
   E0/CA53: 5B 05                Shift object down 80 pixels
   E0/CA55: 6B 04                <UNKNOWN COMMAND: frame duration=4?>
   E0/CA57: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/CA5A: 00 05                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/CA5C: F0 0F                Frame Duration: 15
   E0/CA5E: 08 40 05             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
E0/CA61: F0 C7                Duration: 199 frames
E0/CA63: 1B 0A                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/CA65: 10 45                Set transition flag, 1/2 speed
   E0/CA67: 5A 06                Shift object up 96 pixels
   E0/CA69: 10 46                Set transition flag, 1/4 speed
   E0/CA6B: 5A 01                Shift object up 16 pixels
   E0/CA6D: 6A 06                Shift object up 6 pixels
E0/CA6F: 0C 09                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x09 bytes)
   E0/CA71: F0 21                Frame Duration: 33
   E0/CA73: 10 40                Set transition flag, x1 speed
   E0/CA75: 5A 04                Shift object up 64 pixels
   E0/CA77: 10 45                Set transition flag, 1/2 speed
   E0/CA79: 4A                   <UNKNOWN COMMAND $4A>
E0/CA7A: F0 63                Duration: 99 frames
E0/CA7C: FD 8E 00 0A 0A       <UNKNOWN COMMAND $8E>
E0/CA81: FD 32                <UNKNOWN COMMAND $FD 32>
E0/CA83: 1B F2 78 00          Set Object: NPC #7 ---> Command: Set object to movement: $0078
E0/CA87: F0 61                Duration: 97 frames
E0/CA89: 1B FA                Set Object: NPC #7 ---> Command: Remove movement effects
E0/CA8B: 1B 05                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/CA8D: 21                   <UNKNOWN COMMAND $21>
   E0/CA8E: 10 44                Set transition flag, x8 speed
   E0/CA90: 5A 08                Shift object up 128 pixels
E0/CA92: 23 0D                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/CA94: 92 04 26 00          Place object at on-screen coords: (128,304) Z=0
   E0/CA98: 94 FA 00 00          Place object: right=250px down=0px up=0px
   E0/CA9C: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CA9D: 10 44                Set transition flag, x8 speed
   E0/CA9F: 5A 04                Shift object up 64 pixels
E0/CAA1: FD 32                <UNKNOWN COMMAND $FD 32>
E0/CAA3: FD 4D 07             ENDING - Star Piece Scene #7
E0/CAA6: FD 8E 72 00 00       <UNKNOWN COMMAND $8E>
E0/CAAB: 00 85                Set Object: MARIO ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/CAAD: 09                   Reset all object properties to default
   E0/CAAE: 94 00 10 00          Place object: right=0px down=16px up=0px
E0/CAB2: A0 4E                Set event flag memory address 00:7049 Bit 6
E0/CAB4: D1 14 01             Execute event id $0114
E0/CAB7: FD 31                Screen doesn't move with MARIO
E0/CAB9: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/CABB: 92 04 33 00          Place object at on-screen coords: (144,408) Z=0
E0/CABF: 0C 86                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/CAC1: 10 44                Set transition flag, x8 speed
   E0/CAC3: 56 02                Shift object up 32 pixels
   E0/CAC5: 64 08                Shift object left 8 pixels
E0/CAC7: 29 0E                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/CAC9: 10 80                Set sequence flag, x1 speed
   E0/CACB: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CACC: 20 03                <UNKNOWN COMMAND $20>
   E0/CACE: 24 80 00 80 FF       <UNKNOWN COMMAND $24>
   E0/CAD3: F0 57                Frame Duration: 87
   E0/CAD5: 21                   <UNKNOWN COMMAND $21>
   E0/CAD6: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/CAD7: FD 89 80             Clear Bit 7 of 00:0158
E0/CADA: 72 3C                Simultaneously lighten screen from black with following commands; Duration: 60 frames
E0/CADC: 7F                   <UNKNOWN COMMAND $7F>
E0/CADD: FD 32                <UNKNOWN COMMAND $FD 32>
E0/CADF: 00 89                Set Object: MARIO ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/CAE1: 73                   Object faces down-left
   E0/CAE2: F0 1D                Frame Duration: 29
   E0/CAE4: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/CAE7: F0 07                Frame Duration: 7
   E0/CAE9: 09                   Reset all object properties to default
E0/CAEA: F0 1D                Duration: 29 frames
E0/CAEC: 29 8C                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x0C bytes) (Wait until complete)
   E0/CAEE: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/CAF1: F0 07                Frame Duration: 7
   E0/CAF3: 09                   Reset all object properties to default
   E0/CAF4: F0 1D                Frame Duration: 29
   E0/CAF6: 71                   Object faces down-right
   E0/CAF7: F0 01                Frame Duration: 1
   E0/CAF9: 73                   Object faces down-left
E0/CAFA: F0 09                Duration: 9 frames
E0/CAFC: 60 45 AF 62          Run Dialogue $0F45 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

GENO: Thank you, everyone!<I><END>


E0/CB00: F0 1D                Duration: 29 frames
E0/CB02: 28 06                Set Object: NPC #20 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/CB04: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   E0/CB07: F0 07                Frame Duration: 7
   E0/CB09: 09                   Reset all object properties to default
E0/CB0A: 27 06                Set Object: NPC #19 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/CB0C: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/CB0F: F0 07                Frame Duration: 7
   E0/CB11: 09                   Reset all object properties to default
E0/CB12: 2B 06                Set Object: NPC #23 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/CB14: 08 48 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/CB17: F0 07                Frame Duration: 7
   E0/CB19: 09                   Reset all object properties to default
E0/CB1A: FD 32                <UNKNOWN COMMAND $FD 32>
E0/CB1C: F0 1D                Duration: 29 frames
E0/CB1E: 29 85                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/CB20: 10 80                Set sequence flag, x1 speed
   E0/CB22: 08 51 0A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
E0/CB25: 60 46 AF 62          Run Dialogue $0F46 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 The Star Road is back to normal!<pause 13 frames>0
 And...<I><END>


E0/CB29: 91 46                Play music: #$46
E0/CB2B: 29 81                Set Object: NPC #21 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/CB2D: 09                   Reset all object properties to default
E0/CB2E: F0 1D                Duration: 29 frames
E0/CB30: 28 10                Set Object: NPC #20 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/CB32: 10 46                Set transition flag, 1/4 speed
   E0/CB34: 41                   <UNKNOWN COMMAND $41>
   E0/CB35: 08 42 80             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: yes
   E0/CB38: 7E 40 00             Object jumps #$0040 units
   E0/CB3B: 10 40                Set transition flag, x1 speed
   E0/CB3D: 45                   <UNKNOWN COMMAND $45>
   E0/CB3E: F0 3B                Frame Duration: 59
   E0/CB40: 71                   Object faces down-right
   E0/CB41: 09                   Reset all object properties to default
E0/CB42: 2B 10                Set Object: NPC #23 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/CB44: 10 46                Set transition flag, 1/4 speed
   E0/CB46: 47                   <UNKNOWN COMMAND $47>
   E0/CB47: 08 49 08             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/CB4A: 10 40                Set transition flag, x1 speed
   E0/CB4C: 7E 40 00             Object jumps #$0040 units
   E0/CB4F: 43                   <UNKNOWN COMMAND $43>
   E0/CB50: F0 3B                Frame Duration: 59
   E0/CB52: 77                   Object faces up-right
   E0/CB53: 09                   Reset all object properties to default
E0/CB54: 27 10                Set Object: NPC #19 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/CB56: 10 46                Set transition flag, 1/4 speed
   E0/CB58: 45                   <UNKNOWN COMMAND $45>
   E0/CB59: 08 49 88             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: yes
   E0/CB5C: 10 40                Set transition flag, x1 speed
   E0/CB5E: 7E 40 00             Object jumps #$0040 units
   E0/CB61: 41                   <UNKNOWN COMMAND $41>
   E0/CB62: F0 3B                Frame Duration: 59
   E0/CB64: 75                   Object faces up-left
   E0/CB65: 09                   Reset all object properties to default
E0/CB66: 00 11                Set Object: MARIO ---> Begin action queue for object (Length: 0x11 bytes)
   E0/CB68: F0 3B                Frame Duration: 59
   E0/CB6A: 08 43 00             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/CB6D: 10 40                Set transition flag, x1 speed
   E0/CB6F: 7E 5C 00             Object jumps #$005C units
   E0/CB72: 47                   <UNKNOWN COMMAND $47>
   E0/CB73: 67 0A                Shift object up-right 10 pixels
   E0/CB75: F0 4F                Frame Duration: 79
   E0/CB77: 73                   Object faces down-left
   E0/CB78: 09                   Reset all object properties to default
E0/CB79: 1C 0D                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/CB7B: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CB7C: F0 13                Frame Duration: 19
   E0/CB7E: 92 04 31 14          Place object at on-screen coords: (144,392) Z=320
   E0/CB82: 94 F6 08 00          Place object: right=246px down=8px up=0px
   E0/CB86: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/CB88: 1D 0D                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/CB8A: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CB8B: F0 1D                Frame Duration: 29
   E0/CB8D: 92 04 35 14          Place object at on-screen coords: (144,424) Z=320
   E0/CB91: 94 04 F8 00          Place object: right=4px down=248px up=0px
   E0/CB95: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/CB97: 1E 0D                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/CB99: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CB9A: F0 1F                Frame Duration: 31
   E0/CB9C: 92 04 38 14          Place object at on-screen coords: (128,448) Z=320
   E0/CBA0: 94 0C F6 00          Place object: right=12px down=246px up=0px
   E0/CBA4: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/CBA6: 1F 0D                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/CBA8: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CBA9: F0 17                Frame Duration: 23
   E0/CBAB: 92 04 38 14          Place object at on-screen coords: (128,448) Z=320
   E0/CBAF: 94 F4 00 00          Place object: right=244px down=0px up=0px
   E0/CBB3: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/CBB5: 20 0D                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/CBB7: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CBB8: F0 21                Frame Duration: 33
   E0/CBBA: 92 03 36 14          Place object at on-screen coords: (96,432) Z=320
   E0/CBBE: 94 FC 00 00          Place object: right=252px down=0px up=0px
   E0/CBC2: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/CBC4: 21 0D                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/CBC6: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CBC7: F0 31                Frame Duration: 49
   E0/CBC9: 92 03 34 14          Place object at on-screen coords: (96,416) Z=320
   E0/CBCD: 94 FA FC 00          Place object: right=250px down=252px up=0px
   E0/CBD1: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/CBD3: 22 0D                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/CBD5: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CBD6: F0 27                Frame Duration: 39
   E0/CBD8: 92 04 32 14          Place object at on-screen coords: (128,400) Z=320
   E0/CBDC: 94 EE FC 00          Place object: right=238px down=252px up=0px
   E0/CBE0: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/CBE2: FD 32                <UNKNOWN COMMAND $FD 32>
E0/CBE4: 5E                   <UNKNOWN COMMAND $5E>
E0/CBE5: 1C F2 78 00          Set Object: NPC #8 ---> Command: Set object to movement: $0078
E0/CBE9: 1D F2 78 00          Set Object: NPC #9 ---> Command: Set object to movement: $0078
E0/CBED: 1E F2 78 00          Set Object: NPC #10 ---> Command: Set object to movement: $0078
E0/CBF1: 1F F2 78 00          Set Object: NPC #11 ---> Command: Set object to movement: $0078
E0/CBF5: 20 F2 78 00          Set Object: NPC #12 ---> Command: Set object to movement: $0078
E0/CBF9: 21 F2 78 00          Set Object: NPC #13 ---> Command: Set object to movement: $0078
E0/CBFD: 22 F2 78 00          Set Object: NPC #14 ---> Command: Set object to movement: $0078
E0/CC01: F0 59                Duration: 89 frames
E0/CC03: 18 F2 FB 00          Set Object: NPC #4 ---> Command: Set object to movement: $00FB
E0/CC07: F0 17                Duration: 23 frames
E0/CC09: 19 F2 FC 00          Set Object: NPC #5 ---> Command: Set object to movement: $00FC
E0/CC0D: F0 17                Duration: 23 frames
E0/CC0F: 1A F2 FD 00          Set Object: NPC #6 ---> Command: Set object to movement: $00FD
E0/CC13: F0 17                Duration: 23 frames
E0/CC15: 14 F2 FE 00          Set Object: NPC #0 ---> Command: Set object to movement: $00FE
E0/CC19: F0 17                Duration: 23 frames
E0/CC1B: 15 F2 FF 00          Set Object: NPC #1 ---> Command: Set object to movement: $00FF
E0/CC1F: F0 17                Duration: 23 frames
E0/CC21: 16 F2 E0 00          Set Object: NPC #2 ---> Command: Set object to movement: $00E0
E0/CC25: F0 17                Duration: 23 frames
E0/CC27: 17 F2 E1 00          Set Object: NPC #3 ---> Command: Set object to movement: $00E1
E0/CC2B: F0 17                Duration: 23 frames
E0/CC2D: 20 FA                Set Object: NPC #12 ---> Command: Remove movement effects
E0/CC2F: 21 FA                Set Object: NPC #13 ---> Command: Remove movement effects
E0/CC31: 22 FA                Set Object: NPC #14 ---> Command: Remove movement effects
E0/CC33: 1C FA                Set Object: NPC #8 ---> Command: Remove movement effects
E0/CC35: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
E0/CC37: 1E FA                Set Object: NPC #10 ---> Command: Remove movement effects
E0/CC39: 1F FA                Set Object: NPC #11 ---> Command: Remove movement effects
E0/CC3B: 20 F2 E2 00          Set Object: NPC #12 ---> Command: Set object to movement: $00E2
E0/CC3F: 21 F2 E2 00          Set Object: NPC #13 ---> Command: Set object to movement: $00E2
E0/CC43: 22 F2 E2 00          Set Object: NPC #14 ---> Command: Set object to movement: $00E2
E0/CC47: 1C F2 E2 00          Set Object: NPC #8 ---> Command: Set object to movement: $00E2
E0/CC4B: 1D F2 E2 00          Set Object: NPC #9 ---> Command: Set object to movement: $00E2
E0/CC4F: 1E F2 E2 00          Set Object: NPC #10 ---> Command: Set object to movement: $00E2
E0/CC53: 1F F2 E2 00          Set Object: NPC #11 ---> Command: Set object to movement: $00E2
E0/CC57: F1 A3 01             Duration: 419 frames
E0/CC5A: 29 F2 E3 00          Set Object: NPC #21 ---> Command: Set object to movement: $00E3
E0/CC5E: F0 00                Duration: 0 frames
E0/CC60: D8 18 67 CC          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/CC67
E0/CC64: D2 5E CC             Jump to address $E0/CC5E
E0/CC67: 23 13                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x13 bytes)
   E0/CC69: F0 07                Frame Duration: 7
   E0/CC6B: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/CC6C: 92 03 2A 00          Place object at on-screen coords: (96,336) Z=0
   E0/CC70: 94 F8 F8 00          Place object: right=248px down=248px up=0px
   E0/CC74: 10 81                Set sequence flag, x2 speed
   E0/CC76: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CC77: F0 07                Frame Duration: 7
   E0/CC79: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/CC7A: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
E0/CC7C: F0 00                Duration: 0 frames
E0/CC7E: D8 19 85 CC          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/CC85
E0/CC82: D2 7C CC             Jump to address $E0/CC7C
E0/CC85: 24 12                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/CC87: F0 05                Frame Duration: 5
   E0/CC89: 92 04 29 00          Place object at on-screen coords: (144,328) Z=0
   E0/CC8D: 94 FC 00 00          Place object: right=252px down=0px up=0px
   E0/CC91: 10 81                Set sequence flag, x2 speed
   E0/CC93: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CC94: F0 09                Frame Duration: 9
   E0/CC96: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/CC97: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
E0/CC99: F0 00                Duration: 0 frames
E0/CC9B: D8 1A A2 CC          If event flag memory address 00:7043 Bit 2 set, jump to address $E0/CCA2
E0/CC9F: D2 99 CC             Jump to address $E0/CC99
E0/CCA2: 25 17                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x17 bytes)
   E0/CCA4: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/CCA5: 92 04 2B 00          Place object at on-screen coords: (144,344) Z=0
   E0/CCA9: 94 FA 0C 00          Place object: right=250px down=12px up=0px
   E0/CCAD: 10 81                Set sequence flag, x2 speed
   E0/CCAF: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CCB0: 20 03                <UNKNOWN COMMAND $20>
   E0/CCB2: 24 00 FA 00 FA       <UNKNOWN COMMAND $24>
   E0/CCB7: F0 1F                Frame Duration: 31
   E0/CCB9: 21                   <UNKNOWN COMMAND $21>
   E0/CCBA: 01                   Clear Bit 7 of current object (disable object visibility)
E0/CCBB: F0 00                Duration: 0 frames
E0/CCBD: D8 1B C4 CC          If event flag memory address 00:7043 Bit 3 set, jump to address $E0/CCC4
E0/CCC1: D2 BB CC             Jump to address $E0/CCBB
E0/CCC4: 26 17                Set Object: NPC #18 ---> Begin action queue for object (Length: 0x17 bytes)
   E0/CCC6: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/CCC7: 92 04 2E 00          Place object at on-screen coords: (128,368) Z=0
   E0/CCCB: 94 06 F4 00          Place object: right=6px down=244px up=0px
   E0/CCCF: 10 81                Set sequence flag, x2 speed
   E0/CCD1: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CCD2: 20 03                <UNKNOWN COMMAND $20>
   E0/CCD4: 24 20 FC E0 FB       <UNKNOWN COMMAND $24>
   E0/CCD9: F0 1F                Frame Duration: 31
   E0/CCDB: 21                   <UNKNOWN COMMAND $21>
   E0/CCDC: 01                   Clear Bit 7 of current object (disable object visibility)
E0/CCDD: F0 00                Duration: 0 frames
E0/CCDF: D8 1C E6 CC          If event flag memory address 00:7043 Bit 4 set, jump to address $E0/CCE6
E0/CCE3: D2 DD CC             Jump to address $E0/CCDD
E0/CCE6: 23 1C                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x1C bytes)
   E0/CCE8: F0 03                Frame Duration: 3
   E0/CCEA: 92 02 2D 00          Place object at on-screen coords: (80,360) Z=0
   E0/CCEE: 94 04 06 00          Place object: right=4px down=6px up=0px
   E0/CCF2: 10 81                Set sequence flag, x2 speed
   E0/CCF4: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CCF5: 10 43                Set transition flag, x4 speed
   E0/CCF7: 67 08                Shift object up-right 8 pixels
   E0/CCF9: 20 03                <UNKNOWN COMMAND $20>
   E0/CCFB: 24 E0 05 E0 F8       <UNKNOWN COMMAND $24>
   E0/CD00: F0 1F                Frame Duration: 31
   E0/CD02: 21                   <UNKNOWN COMMAND $21>
   E0/CD03: 01                   Clear Bit 7 of current object (disable object visibility)
E0/CD04: F0 00                Duration: 0 frames
E0/CD06: D8 1D 0D CD          If event flag memory address 00:7043 Bit 5 set, jump to address $E0/CD0D
E0/CD0A: D2 04 CD             Jump to address $E0/CD04
E0/CD0D: 24 12                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/CD0F: 92 04 31 00          Place object at on-screen coords: (144,392) Z=0
   E0/CD13: 10 81                Set sequence flag, x2 speed
   E0/CD15: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CD16: 20 03                <UNKNOWN COMMAND $20>
   E0/CD18: 24 00 FE 00 F8       <UNKNOWN COMMAND $24>
   E0/CD1D: F0 1F                Frame Duration: 31
   E0/CD1F: 21                   <UNKNOWN COMMAND $21>
   E0/CD20: 01                   Clear Bit 7 of current object (disable object visibility)
E0/CD21: F0 00                Duration: 0 frames
E0/CD23: D8 1E 2A CD          If event flag memory address 00:7043 Bit 6 set, jump to address $E0/CD2A
E0/CD27: D2 21 CD             Jump to address $E0/CD21
E0/CD2A: 25 16                Set Object: NPC #17 ---> Begin action queue for object (Length: 0x16 bytes)
   E0/CD2C: 92 05 2D 00          Place object at on-screen coords: (176,360) Z=0
   E0/CD30: 94 E8 04 00          Place object: right=232px down=4px up=0px
   E0/CD34: 10 81                Set sequence flag, x2 speed
   E0/CD36: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CD37: 20 03                <UNKNOWN COMMAND $20>
   E0/CD39: 24 00 FE 00 F8       <UNKNOWN COMMAND $24>
   E0/CD3E: F0 1F                Frame Duration: 31
   E0/CD40: 21                   <UNKNOWN COMMAND $21>
   E0/CD41: 01                   Clear Bit 7 of current object (disable object visibility)
E0/CD42: F0 B3                Duration: 179 frames
E0/CD44: 0F 84                Set Object: BG2 + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/CD46: 10 41                Set transition flag, x2 speed
   E0/CD48: 52 28                Shift object down 640 pixels
E0/CD4A: F0 59                Duration: 89 frames
E0/CD4C: 79                   <UNKNOWN COMMAND $79>
E0/CD4D: 78                   <UNKNOWN COMMAND $78>
E0/CD4E: 07 7F                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x7F bytes)
   E0/CD50: F0 1D                Frame Duration: 29
   E0/CD52: 68 58                Shift object right 88 pixels
   E0/CD54: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CD55: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CD56: 33 60 FD             <UNKNOWN COMMAND $33>
   E0/CD59: 31 16 09             <UNKNOWN COMMAND $31>
   E0/CD5C: 92 03 32 00          Place object at on-screen coords: (96,400) Z=0
   E0/CD60: 94 F8 00 00          Place object: right=248px down=0px up=0px
   E0/CD64: 71                   Object faces down-right
   E0/CD65: 14 0F                Isolate top Bits of current object address 0E,x and set Bit(s) $15
   E0/CD67: 92 06 39 00          Place object at on-screen coords: (208,456) Z=0
   E0/CD6B: 94 F0 00 00          Place object: right=240px down=0px up=0px
   E0/CD6F: 08 49 97             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
   E0/CD72: F0 01                Frame Duration: 1
   E0/CD74: 09                   Reset all object properties to default
   E0/CD75: 75                   Object faces up-left
   E0/CD76: 18                   <UNKNOWN COMMAND $18>
   E0/CD77: 09                   Reset all object properties to default
   E0/CD78: 92 03 38 00          Place object at on-screen coords: (96,448) Z=0
   E0/CD7C: 94 F0 00 00          Place object: right=240px down=0px up=0px
   E0/CD80: 77                   Object faces up-right
   E0/CD81: 17                   <UNKNOWN COMMAND $17>
   E0/CD82: 0B 92                Set Bits $92 of current object address 0A,x
   E0/CD84: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CD85: 35 00 94             <UNKNOWN COMMAND $35>
   E0/CD88: F2 FC 00             <UNKNOWN COMMAND $F2>
   E0/CD8B: 08 40 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/CD8E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CD8F: 88                   Object runs away?
   E0/CD90: 92 06 32 00          Place object at on-screen coords: (192,400) Z=0
   E0/CD94: 94 F0 FE 00          Place object: right=240px down=254px up=0px
   E0/CD98: 78                   Object faces down
   E0/CD99: 28 07 7F 00 8A 10 45 10 81 43 63 0C 08 46 0C F0 <UNKNOWN COMMAND $28>
   E0/CDA9: 1D                   <UNKNOWN COMMAND $1D>
   E0/CDAA: 14 0D                Isolate top Bits of current object address 0E,x and set Bit(s) $13
   E0/CDAC: 10 40                Set transition flag, x1 speed
   E0/CDAE: 10 81                Set sequence flag, x2 speed
   E0/CDB0: 45                   <UNKNOWN COMMAND $45>
   E0/CDB1: 10 45                Set transition flag, 1/2 speed
   E0/CDB3: 45                   <UNKNOWN COMMAND $45>
   E0/CDB4: 65 08                Shift object up-left 8 pixels
   E0/CDB6: 08 48 0F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/CDB9: 16                   <UNKNOWN COMMAND $16>
   E0/CDBA: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/CDBC: 0F                   <UNKNOWN COMMAND $0F>
   E0/CDBD: 10 45                Set transition flag, 1/2 speed
   E0/CDBF: 10 81                Set sequence flag, x2 speed
   E0/CDC1: 41                   <UNKNOWN COMMAND $41>
   E0/CDC2: 61 08                Shift object down-right 8 pixels
   E0/CDC4: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   E0/CDC7: 18                   <UNKNOWN COMMAND $18>
   E0/CDC8: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/CDCA: 0F                   <UNKNOWN COMMAND $0F>
   E0/CDCB: 10 45                Set transition flag, 1/2 speed
   E0/CDCD: 10 81                Set sequence flag, x2 speed
E0/CDCF: 47 67                <UNKNOWN COMMAND $47>
E0/CDD1: 06 08                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x08 bytes)
   E0/CDD3: 48                   <UNKNOWN COMMAND $48>
   E0/CDD4: 8F                   <UNKNOWN COMMAND $8F>
   E0/CDD5: FD 32 F0 77 1A 33 01 92 <UNKNOWN COMMAND $32>
E0/CDDD: 04 38                Set Object: MALLOW ---> Begin action queue for object (Length: 0x38 bytes)
   E0/CDDF: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CDE0: 94 02 DC 00          Place object: right=2px down=220px up=0px
   E0/CDE4: 13 00                Layering priority: MARIO overlaps object
   E0/CDE6: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/CDE9: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CDEA: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/CDEB: 10 43                Set transition flag, x4 speed
   E0/CDED: D4 01                Start code block, repeat 1 times
   E0/CDEF: F0 3B                Frame Duration: 59
   E0/CDF1: 6A 0C                Shift object up 12 pixels
   E0/CDF3: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   E0/CDF5: D7                   End of code block
   E0/CDF6: F0 3B                Frame Duration: 59
   E0/CDF8: 08 40 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/CDFB: F0 37                Frame Duration: 55
   E0/CDFD: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/CDFE: FD 0F 00             Object overlaps <UNKNOWN>
   E0/CE01: 94 00 D8 00          Place object: right=0px down=216px up=0px
   E0/CE05: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/CE08: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CE09: FD 0F 02             Object overlaps BG1
   E0/CE0C: 13 01                Layering priority: Normal
   E0/CE0E: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CE0F: 08 F0 59             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $59
                                 ---> Mirrored: no
   E0/CE12: 09                   Reset all object properties to default
   E0/CE13: F0 95                Frame Duration: 149
   E0/CE15: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
E0/CE18: 16 08                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/CE1A: F0 77                Frame Duration: 119
   E0/CE1C: 09                   Reset all object properties to default
   E0/CE1D: F0 59                Frame Duration: 89
   E0/CE1F: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
E0/CE22: 18 0D                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/CE24: F0 59                Frame Duration: 89
   E0/CE26: 09                   Reset all object properties to default
   E0/CE27: F0 77                Frame Duration: 119
   E0/CE29: 08 49 18             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $18
                                 ---> Mirrored: no
   E0/CE2C: F0 01                Frame Duration: 1
   E0/CE2E: 08 49 19             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $19
                                 ---> Mirrored: no
E0/CE31: 14 0D                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/CE33: F0 59                Frame Duration: 89
   E0/CE35: 09                   Reset all object properties to default
   E0/CE36: F0 77                Frame Duration: 119
   E0/CE38: 08 49 96             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $16
                                 ---> Mirrored: yes
   E0/CE3B: F0 01                Frame Duration: 1
   E0/CE3D: 08 49 97             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $17
                                 ---> Mirrored: yes
E0/CE40: FD 32                <UNKNOWN COMMAND $FD 32>
E0/CE42: 1A F2 78 00          Set Object: NPC #6 ---> Command: Set object to movement: $0078
E0/CE46: F0 59                Duration: 89 frames
E0/CE48: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
E0/CE4A: 1A F1 92                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/CE4D: 13 02                Layering priority: Object overlaps MARIO
   E0/CE4F: 21                   <UNKNOWN COMMAND $21>
   E0/CE50: 20 07                <UNKNOWN COMMAND $20>
   E0/CE52: 25 00 07 80 FF       <UNKNOWN COMMAND $25>
   E0/CE57: 24 98 FF C8 FF       <UNKNOWN COMMAND $24>
   E0/CE5C: F0 1D                Frame Duration: 29
   E0/CE5E: 21                   <UNKNOWN COMMAND $21>
E0/CE5F: 1A F2 78 00          Set Object: NPC #6 ---> Command: Set object to movement: $0078
E0/CE63: 18 03                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/CE65: 08 48 92             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $12
                                 ---> Mirrored: yes
E0/CE68: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/CE6A: 09                   Reset all object properties to default
E0/CE6B: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/CE6D: 08 41 89             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
E0/CE70: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/CE72: 08 48 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
E0/CE75: F0 3B                Duration: 59 frames
E0/CE77: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
E0/CE79: 1A F1 8F                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/CE7C: 21                   <UNKNOWN COMMAND $21>
   E0/CE7D: 20 07                <UNKNOWN COMMAND $20>
   E0/CE7F: 25 80 06 A0 FF       <UNKNOWN COMMAND $25>
   E0/CE84: 24 90 FF 00 01       <UNKNOWN COMMAND $24>
   E0/CE89: F0 1D                Frame Duration: 29
E0/CE8B: 1A F2 78 00          Set Object: NPC #6 ---> Command: Set object to movement: $0078
E0/CE8F: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/CE91: 08 48 13             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $13
                                 ---> Mirrored: no
E0/CE94: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/CE96: 09                   Reset all object properties to default
E0/CE97: 18 83                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/CE99: 08 48 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
E0/CE9C: F0 3B                Duration: 59 frames
E0/CE9E: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
E0/CEA0: 1A F1 8F                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/CEA3: 21                   <UNKNOWN COMMAND $21>
   E0/CEA4: 20 07                <UNKNOWN COMMAND $20>
   E0/CEA6: 25 C0 06 88 FF       <UNKNOWN COMMAND $25>
   E0/CEAB: 24 78 01 00 00       <UNKNOWN COMMAND $24>
   E0/CEB0: F0 1B                Frame Duration: 27
E0/CEB2: 1A F2 78 00          Set Object: NPC #6 ---> Command: Set object to movement: $0078
E0/CEB6: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/CEB8: 08 48 09             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
E0/CEBB: 14 90                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x10 bytes) (Wait until complete)
   E0/CEBD: 08 42 05             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/CEC0: 7E 30 00             Object jumps #$0030 units
   E0/CEC3: F0 00                Frame Duration: 0
   E0/CEC5: FD 3D 14 C3 CE       <UNKNOWN COMMAND $E0: pointer to address 
   E0/CECA: 08 42 02             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/CECD: F0 3B                Duration: 59 frames
E0/CECF: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
E0/CED1: 1A F1 8F                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/CED4: 21                   <UNKNOWN COMMAND $21>
   E0/CED5: 20 07                <UNKNOWN COMMAND $20>
   E0/CED7: 25 80 06 90 FF       <UNKNOWN COMMAND $25>
   E0/CEDC: 24 20 00 30 FF       <UNKNOWN COMMAND $24>
   E0/CEE1: F0 1D                Frame Duration: 29
E0/CEE3: 1A F2 78 00          Set Object: NPC #6 ---> Command: Set object to movement: $0078
E0/CEE7: 00 83                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/CEE9: 08 42 09             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
E0/CEEC: F0 3B                Duration: 59 frames
E0/CEEE: 19 88                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/CEF0: 92 04 34 00          Place object at on-screen coords: (128,416) Z=0
   E0/CEF4: 94 F2 FC 00          Place object: right=242px down=252px up=0px
E0/CEF8: 19 F2 E4 00          Set Object: NPC #5 ---> Command: Set object to movement: $00E4
E0/CEFC: F0 01                Duration: 1 frames
E0/CEFE: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
E0/CF00: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/CF02: 21                   <UNKNOWN COMMAND $21>
   E0/CF03: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
E0/CF05: F0 E5                Duration: 229 frames
E0/CF07: 0C 0C                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x0C bytes)
   E0/CF09: 10 46                Set transition flag, 1/4 speed
   E0/CF0B: 56 03                Shift object up 48 pixels
   E0/CF0D: 66 08                Shift object up 8 pixels
   E0/CF0F: F0 01                Frame Duration: 1
   E0/CF11: 10 43                Set transition flag, x4 speed
   E0/CF13: 56 06                Shift object up 96 pixels
E0/CF15: F0 EF                Duration: 239 frames
E0/CF17: 68 77 01 04 30 A0    Enter area: $0177
                              MARIO will be at coords: (128,384) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$00>
E0/CF1D: FD 4D 08             ENDING - Star Piece Scene #8
E0/CF20: 8A 08 A3             Set 0 palettes from $37B460
E0/CF23: 8A 09 A4             Set 0 palettes from $37B480
E0/CF26: 8A 0A A6             Set 0 palettes from $37B4C0
E0/CF29: 8A 0B A7             Set 0 palettes from $37B4E0
E0/CF2C: 8A 0D A5             Set 0 palettes from $37B4A0
E0/CF2F: 0C 05                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x05 bytes)
   E0/CF31: 10 44                Set transition flag, x8 speed
   E0/CF33: 60 10                Shift object right 16 pixels
   E0/CF35: 46                   <UNKNOWN COMMAND $46>
E0/CF36: 0E 05                Set Object: BG1 + MARIO ---> Begin action queue for object (Length: 0x05 bytes)
   E0/CF38: 10 44                Set transition flag, x8 speed
   E0/CF3A: 44                   <UNKNOWN COMMAND $44>
   E0/CF3B: 55 02                Shift object up-left 32 pixels
E0/CF3D: 00 0C                Set Object: MARIO ---> Begin action queue for object (Length: 0x0C bytes)
   E0/CF3F: 92 05 5A 00          Place object at on-screen coords: (160,720) Z=0
   E0/CF43: 94 08 04 00          Place object: right=8px down=4px up=0px
   E0/CF47: FD 0F 03             Object overlaps BG1 & BG2
   E0/CF4A: 75                   Object faces up-left
E0/CF4B: 14 07                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/CF4D: 94 10 04 00          Place object: right=16px down=4px up=0px
   E0/CF51: FD 0F 03             Object overlaps BG1 & BG2
E0/CF54: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/CF56: 94 08 00 00          Place object: right=8px down=0px up=0px
   E0/CF5A: FD 0F 03             Object overlaps BG1 & BG2
E0/CF5D: 18 07                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/CF5F: 94 08 00 00          Place object: right=8px down=0px up=0px
   E0/CF63: FD 0F 03             Object overlaps BG1 & BG2
E0/CF66: 16 0A                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/CF68: 94 08 00 00          Place object: right=8px down=0px up=0px
   E0/CF6C: FD 0F 03             Object overlaps BG1 & BG2
   E0/CF6F: 08 40 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
E0/CF72: 17 87                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/CF74: 94 04 D0 00          Place object: right=4px down=208px up=0px
   E0/CF78: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
E0/CF7B: F0 1D                Duration: 29 frames
E0/CF7D: 78                   <UNKNOWN COMMAND $78>
E0/CF7E: 3C 07 7F F0 A9 0C    <UNKNOWN COMMAND: pointer to address $0CA9>
E0/CF84: 0C 10                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x10 bytes)
   E0/CF86: 45                   <UNKNOWN COMMAND $45>
   E0/CF87: 52 06                Shift object down 96 pixels
   E0/CF89: 62 0C                Shift object down 12 pixels
   E0/CF8B: 10 40                Set transition flag, x1 speed
   E0/CF8D: 62 04                Shift object down 4 pixels
   E0/CF8F: 52 0B                Shift object down 176 pixels
   E0/CF91: F1 47 01             Frame Duration: 327
   E0/CF94: 0E 03                <UNKNOWN COMMAND $0E>
E0/CF96: 10 46                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x46 bytes)
   E0/CF98: 41                   <UNKNOWN COMMAND $41>
   E0/CF99: F0 01                Frame Duration: 1
   E0/CF9B: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CF9C: F2 E5 00             <UNKNOWN COMMAND $F2>
   E0/CF9F: 14 F2                Isolate top Bits of current object address 0E,x and set Bit(s) $242
   E0/CFA1: E5                   <UNKNOWN COMMAND $E5>
   E0/CFA2: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CFA3: 15 F2                Clear Bits $7 of current object address 0C,x and set Bit(s) $242
   E0/CFA5: E5                   <UNKNOWN COMMAND $E5>
   E0/CFA6: 00                   Set Bit 7 of current object (enable object visibility)
   E0/CFA7: 16                   <UNKNOWN COMMAND $16>
   E0/CFA8: F2 E5 00             <UNKNOWN COMMAND $F2>
   E0/CFAB: 18                   <UNKNOWN COMMAND $18>
   E0/CFAC: F2 E5 00             <UNKNOWN COMMAND $F2>
   E0/CFAF: FD 32 6A 77 83 F0 00 6A <UNKNOWN COMMAND $32>
   E0/CFB7: 77                   Object faces up-right
   E0/CFB8: 81 F0 B3             Move object: right=3600px down=408px
   E0/CFBB: 5F                   <UNKNOWN COMMAND $5F>
   E0/CFBC: F1 93 01             Frame Duration: 403
   E0/CFBF: 89                   Object disappears?
   E0/CFC0: EC                   <UNKNOWN COMMAND $EC>
   E0/CFC1: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/CFC2: A1 89                Set event flag memory address 00:7071 Bit 1
   E0/CFC4: EC                   <UNKNOWN COMMAND $EC>
   E0/CFC5: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/CFC6: A2 89                Set event flag memory address 00:7091 Bit 1
   E0/CFC8: EC                   <UNKNOWN COMMAND $EC>
   E0/CFC9: 08 54 89             Set animation/sequence
                                 ---> Object: 4
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/CFCC: EC                   <UNKNOWN COMMAND $EC>
   E0/CFCD: 0A 55                Store #$55 to current object address 0A,x
   E0/CFCF: 89                   Object disappears?
   E0/CFD0: EC                   <UNKNOWN COMMAND $EC>
   E0/CFD1: 0B 56                Set Bits $56 of current object address 0A,x
   E0/CFD3: 89                   Object disappears?
   E0/CFD4: EC                   <UNKNOWN COMMAND $EC>
   E0/CFD5: 09                   Reset all object properties to default
   E0/CFD6: 8D                   <UNKNOWN COMMAND $8D>
   E0/CFD7: 89                   Object disappears?
   E0/CFD8: EC                   <UNKNOWN COMMAND $EC>
   E0/CFD9: 0D 8C                <UNKNOWN COMMAND $0D>
   E0/CFDB: 7F F0 D7             Object jumps (with sound effect) #$D7F0 units
E0/CFDE: 6A 0D 81             Modify BGL of area $810D
E0/CFE1: 6A 0D 83             Modify BGL of area $830D
E0/CFE4: 6A 0D 85             Modify BGL of area $850D
E0/CFE7: 76 78                Simultaneously darken screen from black with following commands; Duration: 120 frames
E0/CFE9: 7F                   <UNKNOWN COMMAND $7F>
E0/CFEA: F0 3B                Duration: 59 frames
E0/CFEC: 91 47                Play music: #$47
E0/CFEE: F0 81                Duration: 129 frames
E0/CFF0: 4E 0D 00             Run Event: ENDING - Star Piece Event #0
E0/CFF3: F0 07                Duration: 7 frames
E0/CFF5: 68 0D 01 11 28 62    Enter area: $010D
                              MARIO will be at coords: (544,320) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
E0/CFFB: D0 DC 0E             Execute event id $0EDC subsequently

EVENT [ED6] ------------------------------------------------------------>
E0/CFFE: F0 07                Duration: 7 frames
E0/D000: 4E 0D 02             Run Event: ENDING - Star Piece Event #2
E0/D003: F0 07                Duration: 7 frames
E0/D005: D0 44 0A             Execute event id $0A44 subsequently

EVENT [ED7] ------------------------------------------------------------>
E0/D008: F0 07                Duration: 7 frames
E0/D00A: 4E 0D 03             Run Event: ENDING - Star Piece Event #3
E0/D00D: F0 07                Duration: 7 frames
E0/D00F: D0 DF 0E             Execute event id $0EDF subsequently

EVENT [ED8] ------------------------------------------------------------>
E0/D012: F0 07                Duration: 7 frames
E0/D014: 4E 0D 04             Run Event: ENDING - Star Piece Event #4
E0/D017: F0 07                Duration: 7 frames
E0/D019: D0 F4 08             Execute event id $08F4 subsequently

EVENT [ED9] ------------------------------------------------------------>
E0/D01C: F0 07                Duration: 7 frames
E0/D01E: 4E 0D 05             Run Event: ENDING - Star Piece Event #5
E0/D021: F0 07                Duration: 7 frames
E0/D023: D0 F7 08             Execute event id $08F7 subsequently

EVENT [EDA] ------------------------------------------------------------>
E0/D026: F0 07                Duration: 7 frames
E0/D028: 4E 0D 06             Run Event: ENDING - Star Piece Event #6
E0/D02B: FD 67                Run Ending Credits

EVENT [EDB] ------------------------------------------------------------>
E0/D02D: F0 07                Duration: 7 frames
E0/D02F: 4E 0D 01             Run Event: ENDING - Star Piece Event #1
E0/D032: F0 07                Duration: 7 frames
E0/D034: D0 45 0A             Execute event id $0A45 subsequently

EVENT [EDC] ------------------------------------------------------------>
E0/D037: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/D039: 01                   Clear Bit 7 of current object (disable object visibility)
E0/D03A: 16 F4 23 03          Set Object: NPC #2 ---> Command: UNKNOWN COMMAND $F4: movement $0323
E0/D03E: 17 F4 27 03          Set Object: NPC #3 ---> Command: UNKNOWN COMMAND $F4: movement $0327
E0/D042: 1B F4 24 03          Set Object: NPC #7 ---> Command: UNKNOWN COMMAND $F4: movement $0324
E0/D046: 1D F4 23 03          Set Object: NPC #9 ---> Command: UNKNOWN COMMAND $F4: movement $0323
E0/D04A: 19 F4 27 03          Set Object: NPC #5 ---> Command: UNKNOWN COMMAND $F4: movement $0327
E0/D04E: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/D050: 08 4A 0E             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
E0/D053: 7A                   <UNKNOWN COMMAND $7A>
E0/D054: F0 3B                Duration: 59 frames
E0/D056: 1C F4 EE 00          Set Object: NPC #8 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D05A: F0 11                Duration: 17 frames
E0/D05C: 15 F4 EE 00          Set Object: NPC #1 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D060: 17 F4 EE 00          Set Object: NPC #3 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D064: F0 11                Duration: 17 frames
E0/D066: 1F F4 EE 00          Set Object: NPC #11 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D06A: 1D F4 EE 00          Set Object: NPC #9 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D06E: F0 11                Duration: 17 frames
E0/D070: 16 F4 EE 00          Set Object: NPC #2 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D074: 1B F4 EE 00          Set Object: NPC #7 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D078: 19 F4 EE 00          Set Object: NPC #5 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D07C: F0 11                Duration: 17 frames
E0/D07E: 1E F4 EE 00          Set Object: NPC #10 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D082: 1A F4 EE 00          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D086: F0 11                Duration: 17 frames
E0/D088: 18 F4 EE 00          Set Object: NPC #4 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D08C: F0 1B                Duration: 27 frames
E0/D08E: 18 F4 EE 00          Set Object: NPC #4 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D092: F0 11                Duration: 17 frames
E0/D094: 1E F4 EE 00          Set Object: NPC #10 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D098: 1A F4 EE 00          Set Object: NPC #6 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D09C: F0 11                Duration: 17 frames
E0/D09E: 16 F4 EE 00          Set Object: NPC #2 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D0A2: 1B F4 EE 00          Set Object: NPC #7 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D0A6: 19 F4 EE 00          Set Object: NPC #5 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D0AA: F0 11                Duration: 17 frames
E0/D0AC: 1F F4 EE 00          Set Object: NPC #11 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D0B0: 1D F4 EE 00          Set Object: NPC #9 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D0B4: F0 11                Duration: 17 frames
E0/D0B6: 15 F4 EE 00          Set Object: NPC #1 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D0BA: 17 F4 EE 00          Set Object: NPC #3 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D0BE: F0 11                Duration: 17 frames
E0/D0C0: 1C F4 EE 00          Set Object: NPC #8 ---> Command: UNKNOWN COMMAND $F4: movement $00EE
E0/D0C4: F0 40                Duration: 64 frames
E0/D0C6: 14 97                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x17 bytes) (Wait until complete)
   E0/D0C8: 08 4A 0F             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: no
   E0/D0CB: F0 13                Frame Duration: 19
   E0/D0CD: 08 4A 0E             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/D0D0: F0 13                Frame Duration: 19
   E0/D0D2: 08 4A 10             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $10
                                 ---> Mirrored: no
   E0/D0D5: F0 13                Frame Duration: 19
   E0/D0D7: 08 4A 0E             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/D0DA: F0 3B                Frame Duration: 59
   E0/D0DC: 08 4A 11             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $11
                                 ---> Mirrored: no
E0/D0DF: F0 5E                Duration: 94 frames
E0/D0E1: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D0E3: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D0E6: 16 05                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/D0E8: F0 0F                Frame Duration: 15
   E0/D0EA: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D0ED: 17 03                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D0EF: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D0F2: 18 05                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/D0F4: F0 0F                Frame Duration: 15
   E0/D0F6: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D0F9: 19 03                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D0FB: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D0FE: 1A 03                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D100: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D103: 1B 05                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/D105: F0 11                Frame Duration: 17
   E0/D107: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D10A: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D10C: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D10F: 1D 03                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D111: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D114: 1E 05                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/D116: F0 11                Frame Duration: 17
   E0/D118: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D11B: 1F 05                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/D11D: F0 11                Frame Duration: 17
   E0/D11F: 08 40 82             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: yes
E0/D122: 21 1B                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x1B bytes)
   E0/D124: 10 46                Set transition flag, 1/4 speed
   E0/D126: 20 04                <UNKNOWN COMMAND $20>
   E0/D128: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/D138: 63 08                Shift object down-left 8 pixels
   E0/D13A: 21                   <UNKNOWN COMMAND $21>
   E0/D13B: 0B 04                Set Bits $4 of current object address 0A,x
   E0/D13D: FD 02                Set Bit 7 of object address 0C,x (object on ground)
E0/D13F: 22 17                Set Object: NPC #14 ---> Begin action queue for object (Length: 0x17 bytes)
   E0/D141: 10 46                Set transition flag, 1/4 speed
   E0/D143: 20 04                <UNKNOWN COMMAND $20>
   E0/D145: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/D155: 63 08                Shift object down-left 8 pixels
   E0/D157: 21                   <UNKNOWN COMMAND $21>
E0/D158: F0 2C                Duration: 44 frames
E0/D15A: 20 16                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x16 bytes)
   E0/D15C: 10 45                Set transition flag, 1/2 speed
   E0/D15E: 20 04                <UNKNOWN COMMAND $20>
   E0/D160: 28 00 00 00 00 00 40 00 02 00 01 00 00 00 08 80 <UNKNOWN COMMAND $28>
   E0/D170: 55 05                Shift object up-left 80 pixels
E0/D172: F0 9F                Duration: 159 frames
E0/D174: 7B                   <UNKNOWN COMMAND $7B>
E0/D175: 7F                   <UNKNOWN COMMAND $7F>
E0/D176: D0 DB 0E             Execute event id $0EDB subsequently

EVENT [EDD] ------------------------------------------------------------>
E0/D179: D2 EA CF             Jump to address $E0/CFEA

EVENT [EDE] ------------------------------------------------------------>
E0/D17C: FD 31                Screen doesn't move with MARIO
E0/D17E: 40 E0 2E             Execute event id $2EE0 simultaneously with the following commands
E0/D181: 1B 25                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x25 bytes)
   E0/D183: 10 46                Set transition flag, 1/4 speed
   E0/D185: 10 81                Set sequence flag, x2 speed
   E0/D187: 53 02                Shift object down-left 32 pixels
   E0/D189: 63 08                Shift object down-left 8 pixels
   E0/D18B: 71                   Object faces down-right
   E0/D18C: F0 1D                Frame Duration: 29
   E0/D18E: 77                   Object faces up-right
   E0/D18F: 10 80                Set sequence flag, x1 speed
   E0/D191: 08 51 8D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: yes
   E0/D194: F0 43                Frame Duration: 67
   E0/D196: 09                   Reset all object properties to default
   E0/D197: 71                   Object faces down-right
   E0/D198: F0 01                Frame Duration: 1
   E0/D19A: 73                   Object faces down-left
   E0/D19B: 10 41                Set transition flag, x2 speed
   E0/D19D: 10 83                Set sequence flag, x4 speed
   E0/D19F: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/D1A0: F0 3B                Frame Duration: 59
   E0/D1A2: 53 05                Shift object down-left 80 pixels
   E0/D1A4: 63 0C                Shift object down-left 12 pixels
   E0/D1A6: 10 85                Set sequence flag, 1/2 speed
E0/D1A8: 1E 25                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x25 bytes)
   E0/D1AA: 10 46                Set transition flag, 1/4 speed
   E0/D1AC: 10 81                Set sequence flag, x2 speed
   E0/D1AE: 43                   <UNKNOWN COMMAND $43>
   E0/D1AF: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
   E0/D1B2: F0 3C                Frame Duration: 60
   E0/D1B4: 09                   Reset all object properties to default
   E0/D1B5: 75                   Object faces up-left
   E0/D1B6: F0 01                Frame Duration: 1
   E0/D1B8: 77                   Object faces up-right
   E0/D1B9: F0 3B                Frame Duration: 59
   E0/D1BB: 75                   Object faces up-left
   E0/D1BC: F0 01                Frame Duration: 1
   E0/D1BE: 73                   Object faces down-left
   E0/D1BF: 10 83                Set sequence flag, x4 speed
   E0/D1C1: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/D1C2: 10 46                Set transition flag, 1/4 speed
   E0/D1C4: 6A 0C                Shift object up 12 pixels
   E0/D1C6: 6B 0C                <UNKNOWN COMMAND: frame duration=12?>
   E0/D1C8: 10 40                Set transition flag, x1 speed
   E0/D1CA: 53 04                Shift object down-left 64 pixels
   E0/D1CC: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/D1CD: 10 80                Set sequence flag, x1 speed
E0/D1CF: 1D 36                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x36 bytes)
   E0/D1D1: F0 9E                Frame Duration: 158
   E0/D1D3: 08 40 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/D1D6: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/D1D7: 87 1E                Transfer object to coords of <UNKNOWN>
   E0/D1D9: 94 04 FE 00          Place object: right=4px down=254px up=0px
   E0/D1DD: 13 00                Layering priority: MARIO overlaps object
   E0/D1DF: FD 0F 03             Object overlaps BG1 & BG2
   E0/D1E2: 00                   Set Bit 7 of current object (enable object visibility)
   E0/D1E3: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/D1E5: 10 43                Set transition flag, x4 speed
   E0/D1E7: 56 04                Shift object up 64 pixels
   E0/D1E9: 10 41                Set transition flag, x2 speed
   E0/D1EB: 66 08                Shift object up 8 pixels
   E0/D1ED: 10 40                Set transition flag, x1 speed
   E0/D1EF: 66 04                Shift object up 4 pixels
   E0/D1F1: 10 45                Set transition flag, 1/2 speed
   E0/D1F3: 66 02                Shift object up 2 pixels
   E0/D1F5: 62 02                Shift object down 2 pixels
   E0/D1F7: 10 40                Set transition flag, x1 speed
   E0/D1F9: 62 04                Shift object down 4 pixels
   E0/D1FB: 13 01                Layering priority: Normal
   E0/D1FD: 10 41                Set transition flag, x2 speed
   E0/D1FF: 42                   <UNKNOWN COMMAND $42>
   E0/D200: 10 43                Set transition flag, x4 speed
   E0/D202: 42                   <UNKNOWN COMMAND $42>
   E0/D203: 62 02                Shift object down 2 pixels
   E0/D205: 43                   <UNKNOWN COMMAND $43>
   E0/D206: 01                   Clear Bit 7 of current object (disable object visibility)
E0/D207: 19 04                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/D209: F1 2B 01             Frame Duration: 299
   E0/D20C: 73                   Object faces down-left
E0/D20D: 1A 04                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/D20F: F1 2B 01             Frame Duration: 299
   E0/D212: 73                   Object faces down-left
E0/D213: 7A                   <UNKNOWN COMMAND $7A>
E0/D214: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D216: 17 0E                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/D218: 10 41                Set transition flag, x2 speed
   E0/D21A: 10 81                Set sequence flag, x2 speed
   E0/D21C: 53 03                Shift object down-left 48 pixels
   E0/D21E: 55 05                Shift object up-left 80 pixels
   E0/D220: 57 01                Shift object up-right 16 pixels
   E0/D222: 67 0C                Shift object up-right 12 pixels
   E0/D224: 71                   Object faces down-right
   E0/D225: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/D226: 18 0E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/D228: 10 41                Set transition flag, x2 speed
   E0/D22A: 10 81                Set sequence flag, x2 speed
   E0/D22C: 53 04                Shift object down-left 64 pixels
   E0/D22E: 63 04                Shift object down-left 4 pixels
   E0/D230: 55 04                Shift object up-left 64 pixels
   E0/D232: 65 04                Shift object up-left 4 pixels
   E0/D234: 77                   Object faces up-right
   E0/D235: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/D236: 16 0D                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/D238: 10 41                Set transition flag, x2 speed
   E0/D23A: 10 81                Set sequence flag, x2 speed
   E0/D23C: 53 05                Shift object down-left 80 pixels
   E0/D23E: 63 06                Shift object down-left 6 pixels
   E0/D240: 55 02                Shift object up-left 32 pixels
   E0/D242: 65 0C                Shift object up-left 12 pixels
   E0/D244: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/D245: 1E F2 EF 00          Set Object: NPC #10 ---> Command: Set object to movement: $00EF
E0/D249: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D24B: 1B 81                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/D24D: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
E0/D24E: 1B F2 A5 02          Set Object: NPC #7 ---> Command: Set object to movement: $02A5
E0/D252: 16 F2 A5 02          Set Object: NPC #2 ---> Command: Set object to movement: $02A5
E0/D256: 17 F2 A5 02          Set Object: NPC #3 ---> Command: Set object to movement: $02A5
E0/D25A: 18 F2 A5 02          Set Object: NPC #4 ---> Command: Set object to movement: $02A5
E0/D25E: 14 0E                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/D260: 10 40                Set transition flag, x1 speed
   E0/D262: 10 81                Set sequence flag, x2 speed
   E0/D264: 51 04                Shift object down-right 64 pixels
   E0/D266: F0 85                Frame Duration: 133
   E0/D268: 10 46                Set transition flag, 1/4 speed
   E0/D26A: 10 80                Set sequence flag, x1 speed
   E0/D26C: 57 0C                Shift object up-right 192 pixels
E0/D26E: 19 F2 D0 00          Set Object: NPC #5 ---> Command: Set object to movement: $00D0
E0/D272: 1A F2 D1 00          Set Object: NPC #6 ---> Command: Set object to movement: $00D1
E0/D276: F1 A8 01             Duration: 424 frames
E0/D279: 7F                   <UNKNOWN COMMAND $7F>
E0/D27A: 7B                   <UNKNOWN COMMAND $7B>
E0/D27B: 7F                   <UNKNOWN COMMAND $7F>
E0/D27C: D0 D8 0E             Execute event id $0ED8 subsequently

EVENT [EDF] ------------------------------------------------------------>
E0/D27F: 68 F9 01 04 10 40    Enter area: $01F9
                              MARIO will be at coords: (128,128) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/D285: 00 03                Set Object: MARIO ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D287: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/D288: 0C F0                XOR Bits $F0 of current object address 0A,x
E0/D28A: 17 F4 23 03          Set Object: NPC #3 ---> Command: UNKNOWN COMMAND $F4: movement $0323
E0/D28E: 16 F5 23 03          Set Object: NPC #2 ---> Command: UNKNOWN COMMAND $F5: movement $0323
E0/D292: 1C 0D                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/D294: FD 0F 03             Object overlaps BG1 & BG2
   E0/D297: 08 48 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/D29A: F0 00                Frame Duration: 0
   E0/D29C: 08 40 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/D29F: 0D 0C                <UNKNOWN COMMAND $0D>
E0/D2A1: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D2A3: FD 0F 03             Object overlaps BG1 & BG2
E0/D2A6: 1E 04                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/D2A8: 94 F8 04 00          Place object: right=248px down=4px up=0px
E0/D2AC: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D2AE: D0 DE 0E             Execute event id $0EDE subsequently

EVENT [EE0] ------------------------------------------------------------>
E0/D2B1: D4 02                Start code block, repeat 2 times
E0/D2B3: 16 F2 7C 02          Set Object: NPC #2 ---> Command: Set object to movement: $027C
E0/D2B7: 17 F2 7C 02          Set Object: NPC #3 ---> Command: Set object to movement: $027C
E0/D2BB: F0 3B                Duration: 59 frames
E0/D2BD: 18 F2 7C 02          Set Object: NPC #4 ---> Command: Set object to movement: $027C
E0/D2C1: 15 F2 7C 02          Set Object: NPC #1 ---> Command: Set object to movement: $027C
E0/D2C5: F0 3B                Duration: 59 frames
E0/D2C7: D7                   End of code block
E0/D2C8: FE                   Return


EVENT [EE1] ------------------------------------------------------------>
E0/D2C9: DC 1B 94 75          If event flag memory address 00:7043 Bit 3 clear, jump to address $E0/7594
E0/D2CD: 34 00                Change directional maneuverability: 
E0/D2CF: A1 1B                Set event flag memory address 00:7063 Bit 3
E0/D2D1: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
E0/D2D3: 17 F1 06                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/D2D6: 10 41                Set transition flag, x2 speed
   E0/D2D8: 10 83                Set sequence flag, x4 speed
   E0/D2DA: 57 02                Shift object up-right 32 pixels
E0/D2DC: 19 02                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/D2DE: 0C F0                XOR Bits $F0 of current object address 0A,x
E0/D2E0: 1A 02                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/D2E2: 0C F0                XOR Bits $F0 of current object address 0A,x
E0/D2E4: 00 08                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes)
   E0/D2E6: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/D2E8: 10 C1                Set transition and sequence flags, x2 speed
   E0/D2EA: 80 15 10             Move object to on-screen coords: (672,128)
   E0/D2ED: 47                   <UNKNOWN COMMAND $47>
E0/D2EE: F0 03                Duration: 3 frames
E0/D2F0: 9C 10                Play sound effect #$10
E0/D2F2: 6A 99 80             Modify BGL of area $8099
E0/D2F5: F0 0B                Duration: 11 frames
E0/D2F7: A0 60                Set event flag memory address 00:704C Bit 0
E0/D2F9: 68 9A 80 09 64 E0    Enter area: $009A
                              MARIO will be at coords: (288,800) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/D2FF: FD 31                Screen doesn't move with MARIO
E0/D301: 23 2F                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x2F bytes)
   E0/D303: 94 FC F8 00          Place object: right=252px down=248px up=0px
   E0/D307: F0 0B                Frame Duration: 11
   E0/D309: 10 45                Set transition flag, 1/2 speed
   E0/D30B: 10 81                Set sequence flag, x2 speed
   E0/D30D: 67 08                Shift object up-right 8 pixels
   E0/D30F: 10 43                Set transition flag, x4 speed
   E0/D311: 57 0D                Shift object up-right 208 pixels
   E0/D313: 67 08                Shift object up-right 8 pixels
   E0/D315: 0B 04                Set Bits $4 of current object address 0A,x
   E0/D317: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/D319: 57 03                Shift object up-right 48 pixels
   E0/D31B: 08 48 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
   E0/D31E: 10 44                Set transition flag, x8 speed
   E0/D320: 9C 31                Play sound effect #$31
   E0/D322: 67 02                Shift object up-right 2 pixels
   E0/D324: 63 04                Shift object down-left 4 pixels
   E0/D326: 67 04                Shift object up-right 4 pixels
   E0/D328: 63 04                Shift object down-left 4 pixels
   E0/D32A: 67 03                Shift object up-right 3 pixels
   E0/D32C: 63 02                Shift object down-left 2 pixels
   E0/D32E: 67 02                Shift object up-right 2 pixels
   E0/D330: 63 01                Shift object down-left 1 pixels
E0/D332: 24 1D                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x1D bytes)
   E0/D334: 94 08 04 06          Place object: right=8px down=4px up=6px
   E0/D338: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/D33B: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
   E0/D33D: F0 5F                Frame Duration: 95
   E0/D33F: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   E0/D341: 7E 70 00             Object jumps #$0070 units
   E0/D344: 10 41                Set transition flag, x2 speed
   E0/D346: 53 02                Shift object down-left 32 pixels
   E0/D348: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/D34A: 53 02                Shift object down-left 32 pixels
   E0/D34C: 63 0C                Shift object down-left 12 pixels
   E0/D34E: 08 4A 01             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
E0/D351: 16 0B                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/D353: 94 08 04 00          Place object: right=8px down=4px up=0px
   E0/D357: 06                   Set "moon-walk" Bits
   E0/D358: 10 C3                Set transition and sequence flags, x4 speed
   E0/D35A: 57 08                Shift object up-right 128 pixels
   E0/D35C: 14 02                Isolate top Bits of current object address 0E,x and set Bit(s) $2
E0/D35E: 14 15                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x15 bytes)
   E0/D360: 06                   Set "moon-walk" Bits
   E0/D361: 10 C3                Set transition and sequence flags, x4 speed
   E0/D363: 57 08                Shift object up-right 128 pixels
   E0/D365: 67 02                Shift object up-right 2 pixels
   E0/D367: 63 04                Shift object down-left 4 pixels
   E0/D369: 67 04                Shift object up-right 4 pixels
   E0/D36B: 63 04                Shift object down-left 4 pixels
   E0/D36D: 67 03                Shift object up-right 3 pixels
   E0/D36F: 63 02                Shift object down-left 2 pixels
   E0/D371: 67 02                Shift object up-right 2 pixels
   E0/D373: 63 01                Shift object down-left 1 pixels
E0/D375: 15 07                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/D377: 06                   Set "moon-walk" Bits
   E0/D378: 10 C3                Set transition and sequence flags, x4 speed
   E0/D37A: 57 08                Shift object up-right 128 pixels
   E0/D37C: 14 01                Isolate top Bits of current object address 0E,x and set Bit(s) $1
E0/D37E: 00 13                Set Object: MARIO ---> Begin action queue for object (Length: 0x13 bytes)
   E0/D380: 10 C3                Set transition and sequence flags, x4 speed
   E0/D382: 57 08                Shift object up-right 128 pixels
   E0/D384: 08 43 89             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: yes
   E0/D387: 9C 16                Play sound effect #$16
   E0/D389: 7E 80 00             Object jumps #$0080 units
   E0/D38C: 10 41                Set transition flag, x2 speed
   E0/D38E: 53 05                Shift object down-left 80 pixels
   E0/D390: 09                   Reset all object properties to default
   E0/D391: 10 C0                Set transition and sequence flags, x1 speed
E0/D393: 21 13                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x13 bytes)
   E0/D395: 10 C3                Set transition and sequence flags, x4 speed
   E0/D397: 73                   Object faces down-left
   E0/D398: 06                   Set "moon-walk" Bits
   E0/D399: FD 0F 03             Object overlaps BG1 & BG2
   E0/D39C: 57 08                Shift object up-right 128 pixels
   E0/D39E: 08 4A 00             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/D3A1: 7E 80 00             Object jumps #$0080 units
   E0/D3A4: 10 41                Set transition flag, x2 speed
   E0/D3A6: 53 05                Shift object down-left 80 pixels
E0/D3A8: 0C 16                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x16 bytes)
   E0/D3AA: 10 43                Set transition flag, x4 speed
   E0/D3AC: 57 18                Shift object up-right 384 pixels
   E0/D3AE: 10 44                Set transition flag, x8 speed
   E0/D3B0: 67 08                Shift object up-right 8 pixels
   E0/D3B2: 63 10                Shift object down-left 16 pixels
   E0/D3B4: 67 10                Shift object up-right 16 pixels
   E0/D3B6: 63 10                Shift object down-left 16 pixels
   E0/D3B8: 67 0C                Shift object up-right 12 pixels
   E0/D3BA: 63 08                Shift object down-left 8 pixels
   E0/D3BC: 67 08                Shift object up-right 8 pixels
   E0/D3BE: 63 04                Shift object down-left 4 pixels
E0/D3C0: 19 1C                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x1C bytes)
   E0/D3C2: F0 1D                Frame Duration: 29
   E0/D3C4: 87 24                Transfer object to coords of <UNKNOWN>
   E0/D3C6: 94 00 00 08          Place object: right=0px down=0px up=8px
   E0/D3CA: FD 0F 03             Object overlaps BG1 & BG2
   E0/D3CD: 7E 90 00             Object jumps #$0090 units
   E0/D3D0: 20 03                <UNKNOWN COMMAND $20>
   E0/D3D2: 24 00 F6 80 FD       <UNKNOWN COMMAND $24>
   E0/D3D7: F0 3B                Frame Duration: 59
   E0/D3D9: 21                   <UNKNOWN COMMAND $21>
   E0/D3DA: 92 0B 56 00          Place object at on-screen coords: (352,688) Z=0
E0/D3DE: 1A 12                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/D3E0: F0 21                Frame Duration: 33
   E0/D3E2: 87 24                Transfer object to coords of <UNKNOWN>
   E0/D3E4: 94 00 08 0C          Place object: right=0px down=8px up=12px
   E0/D3E8: FD 0F 03             Object overlaps BG1 & BG2
   E0/D3EB: 7E 88 00             Object jumps #$0088 units
   E0/D3EE: 10 43                Set transition flag, x4 speed
   E0/D3F0: 50 04                Shift object right 64 pixels
E0/D3F2: 70                   Simultaneously lighten screen from black with following commands
E0/D3F3: F0 1B                Duration: 27 frames
E0/D3F5: FD FE                Store value at 7F:F8CD to 00:7000
E0/D3F7: F0 13                Duration: 19 frames
E0/D3F9: FD FE                Store value at 7F:F8CD to 00:7000
E0/D3FB: 1B 14                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x14 bytes)
   E0/D3FD: F0 2F                Frame Duration: 47
   E0/D3FF: 87 24                Transfer object to coords of <UNKNOWN>
   E0/D401: 94 00 00 0E          Place object: right=0px down=0px up=14px
   E0/D405: FD 0F 03             Object overlaps BG1 & BG2
   E0/D408: 7E F0 00             Object jumps #$00F0 units
   E0/D40B: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/D40D: F0 1D                Frame Duration: 29
   E0/D40F: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
E0/D411: 1C 13                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x13 bytes)
   E0/D413: F0 2F                Frame Duration: 47
   E0/D415: 87 24                Transfer object to coords of <UNKNOWN>
   E0/D417: 94 00 0C 0E          Place object: right=0px down=12px up=14px
   E0/D41B: FD 0F 03             Object overlaps BG1 & BG2
   E0/D41E: 7E 98 00             Object jumps #$0098 units
   E0/D421: 10 43                Set transition flag, x4 speed
   E0/D423: 54 05                Shift object left 80 pixels
   E0/D425: 00                   Set Bit 7 of current object (enable object visibility)
E0/D426: F2 99 2C             <UNKNOWN COMMAND $F2>
E0/D429: F2 99 2E             <UNKNOWN COMMAND $F2>
E0/D42C: F2 99 30             <UNKNOWN COMMAND $F2>
E0/D42F: F2 99 32             <UNKNOWN COMMAND $F2>
E0/D432: F2 99 34             <UNKNOWN COMMAND $F2>
E0/D435: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D437: 24 85                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/D439: F0 3B                Frame Duration: 59
   E0/D43B: 08 4D 00             Set animation/sequence
                                 ---> Object: 5
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
E0/D43E: F0 09                Duration: 9 frames
E0/D440: 60 1E 88 E4          Run Dialogue $081E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

TOADSTOOL: Owwwwww!
 Watch what you're doing!<I><END>


E0/D444: F0 09                Duration: 9 frames
E0/D446: 24 83                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/D448: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
E0/D44B: 60 1F 88 E4          Run Dialogue $081F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Great!....<I><END>


E0/D44F: F0 09                Duration: 9 frames
E0/D451: 24 8E                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/D453: 10 81                Set sequence flag, x2 speed
   E0/D455: 08 40 08             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $08
                                 ---> Mirrored: no
   E0/D458: F0 27                Frame Duration: 39
   E0/D45A: 09                   Reset all object properties to default
   E0/D45B: F0 07                Frame Duration: 7
   E0/D45D: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/D460: 73                   Object faces down-left
E0/D461: 60 20 A8 E4          Run Dialogue $0820 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Now I've dropped my shoes,<I>
 my ring,...my brooch and
 ...MY CROWN!!!<I><END>


E0/D465: 24 85                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/D467: 10 81                Set sequence flag, x2 speed
   E0/D469: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
E0/D46C: F0 1D                Duration: 29 frames
E0/D46E: 60 21 A8 62          Run Dialogue $0821 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFITS: Booster, Sir!<I><END>


E0/D472: FD 30                Screen moves with MARIO
E0/D474: 14 08                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/D476: 07                   Clear "moon-walk" Bits
   E0/D477: 77                   Object faces up-right
   E0/D478: 57 0D                Shift object up-right 208 pixels
   E0/D47A: F0 13                Frame Duration: 19
   E0/D47C: 57 01                Shift object up-right 16 pixels
E0/D47E: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/D480: 07                   Clear "moon-walk" Bits
   E0/D481: 77                   Object faces up-right
E0/D482: 16 02                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/D484: 07                   Clear "moon-walk" Bits
   E0/D485: 77                   Object faces up-right
E0/D486: 24 12                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/D488: F0 2B                Frame Duration: 43
   E0/D48A: 10 80                Set sequence flag, x1 speed
   E0/D48C: 08 42 03             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/D48F: 10 41                Set transition flag, x2 speed
   E0/D491: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/D493: 4A                   <UNKNOWN COMMAND $4A>
   E0/D494: F0 13                Frame Duration: 19
   E0/D496: 10 43                Set transition flag, x4 speed
   E0/D498: 57 01                Shift object up-right 16 pixels
E0/D49A: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D49C: 14 0A                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x0A bytes)
   E0/D49E: F0 1D                Frame Duration: 29
   E0/D4A0: 06                   Set "moon-walk" Bits
   E0/D4A1: 10 40                Set transition flag, x1 speed
   E0/D4A3: 46                   <UNKNOWN COMMAND $46>
   E0/D4A4: 77                   Object faces up-right
   E0/D4A5: 10 85                Set sequence flag, 1/2 speed
   E0/D4A7: 07                   Clear "moon-walk" Bits
E0/D4A8: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/D4AA: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   E0/D4AC: F0 1D                Frame Duration: 29
   E0/D4AE: 10 40                Set transition flag, x1 speed
   E0/D4B0: 40                   <UNKNOWN COMMAND $40>
   E0/D4B1: 10 85                Set sequence flag, 1/2 speed
E0/D4B3: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/D4B5: 14 00                Isolate top Bits of current object address 0E,x and set Bit(s) $0
   E0/D4B7: 10 85                Set sequence flag, 1/2 speed
E0/D4B9: 24 23                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x23 bytes)
   E0/D4BB: F0 09                Frame Duration: 9
   E0/D4BD: 0B 04                Set Bits $4 of current object address 0A,x
   E0/D4BF: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/D4C1: 20 03                <UNKNOWN COMMAND $20>
   E0/D4C3: 24 00 04 00 FF       <UNKNOWN COMMAND $24>
   E0/D4C8: 7E 68 00             Object jumps #$0068 units
   E0/D4CB: F0 09                Frame Duration: 9
   E0/D4CD: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/D4CF: F0 0D                Frame Duration: 13
   E0/D4D1: 21                   <UNKNOWN COMMAND $21>
   E0/D4D2: F0 1D                Frame Duration: 29
   E0/D4D4: 08 48 0E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/D4D7: F0 3B                Frame Duration: 59
   E0/D4D9: 10 81                Set sequence flag, x2 speed
   E0/D4DB: 08 40 0D             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
E0/D4DE: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D4E0: 14 83                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/D4E2: 10 40                Set transition flag, x1 speed
   E0/D4E4: 47                   <UNKNOWN COMMAND $47>
E0/D4E5: F0 09                Duration: 9 frames
E0/D4E7: 60 22 A8 E3          Run Dialogue $0822 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 1: Booster, I, um...<I><END>


E0/D4EB: F0 09                Duration: 9 frames
E0/D4ED: 14 84                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/D4EF: 06                   Set "moon-walk" Bits
   E0/D4F0: 43                   <UNKNOWN COMMAND $43>
   E0/D4F1: 77                   Object faces up-right
   E0/D4F2: 07                   Clear "moon-walk" Bits
E0/D4F3: F0 09                Duration: 9 frames
E0/D4F5: 23 0D                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/D4F7: 09                   Reset all object properties to default
   E0/D4F8: 71                   Object faces down-right
   E0/D4F9: F0 01                Frame Duration: 1
   E0/D4FB: 73                   Object faces down-left
   E0/D4FC: F0 09                Frame Duration: 9
   E0/D4FE: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/D501: F0 07                Frame Duration: 7
   E0/D503: 09                   Reset all object properties to default
E0/D504: 60 23 88 E3          Run Dialogue $0823 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOOSTER: Don't bother me now.<I>

 Okay, everyone!<I>
 The bride is growing impatient!

E0/D508: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D50A: 23 81                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/D50C: 71                   Object faces down-right
E0/D50D: 60 24 88 E3          Run Dialogue $0824 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


 Let the wedding begin...!<I><END>


E0/D511: F0 09                Duration: 9 frames
E0/D513: 23 86                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/D515: 10 45                Set transition flag, 1/2 speed
   E0/D517: 10 81                Set sequence flag, x2 speed
   E0/D519: 61 0A                Shift object down-right 10 pixels
E0/D51B: F0 09                Duration: 9 frames
E0/D51D: 60 25 88 E3          Run Dialogue $0825 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 What's this...?<I>
 Water...coming from your eyes?!<I>
 Are you leaking, my dear?!<I><END>


E0/D521: F0 09                Duration: 9 frames
E0/D523: 23 8B                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x0B bytes) (Wait until complete)
   E0/D525: 08 48 86             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/D528: F0 77                Frame Duration: 119
   E0/D52A: 09                   Reset all object properties to default
   E0/D52B: 06                   Set "moon-walk" Bits
   E0/D52C: 65 0A                Shift object up-left 10 pixels
   E0/D52E: 07                   Clear "moon-walk" Bits
   E0/D52F: 73                   Object faces down-left
E0/D530: F0 1D                Duration: 29 frames
E0/D532: 60 26 A8 E3          Run Dialogue $0826 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper




              Tastes salty!<I><END>


E0/D536: F0 09                Duration: 9 frames
E0/D538: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/D53A: 10 40                Set transition flag, x1 speed
   E0/D53C: 47                   <UNKNOWN COMMAND $47>
E0/D53D: F0 09                Duration: 9 frames
E0/D53F: 60 27 A8 E3          Run Dialogue $0827 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 2: Booster, Sir, uh...
 I believe that the bride may be...
 uh,...Crying...<I><END>


E0/D543: F0 09                Duration: 9 frames
E0/D545: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/D547: 06                   Set "moon-walk" Bits
   E0/D548: 43                   <UNKNOWN COMMAND $43>
   E0/D549: 77                   Object faces up-right
   E0/D54A: 07                   Clear "moon-walk" Bits
E0/D54B: F0 09                Duration: 9 frames
E0/D54D: 60 28 A8 E3          Run Dialogue $0828 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOOSTER: Crying?
 But that's what people do when
 they're...sad!!<I>

 How DISGUSTING!
 That stuff must be corrosive!<I>
 It tastes...like the sea!<I>

 What could be making her...cry,
 anyway?<I><END>


E0/D551: F0 09                Duration: 9 frames
E0/D553: 15 83                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/D555: 10 40                Set transition flag, x1 speed
   E0/D557: 47                   <UNKNOWN COMMAND $47>
E0/D558: F0 09                Duration: 9 frames
E0/D55A: 60 29 A8 E3          Run Dialogue $0829 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 3: I believe she is crying
 because she has dropped some of
 her...wedding gear.<I><END>


E0/D55E: F0 09                Duration: 9 frames
E0/D560: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/D562: 06                   Set "moon-walk" Bits
   E0/D563: 43                   <UNKNOWN COMMAND $43>
   E0/D564: 77                   Object faces up-right
   E0/D565: 07                   Clear "moon-walk" Bits
E0/D566: F0 09                Duration: 9 frames
E0/D568: 23 86                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/D56A: 08 48 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/D56D: F0 07                Frame Duration: 7
   E0/D56F: 09                   Reset all object properties to default
E0/D570: 60 2A A8 E3          Run Dialogue $082A (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOOSTER: Aha! Of course!<I>
 She has dropped her gear.<I>

 But those tears will ruin
 the cake! Make her stop...<I>
 ...before Mario breaks in!<I><END>


E0/D574: F0 1D                Duration: 29 frames
E0/D576: 9D 04 40             Play sound effect #$04; speaker balance: 64
E0/D579: F0 1D                Duration: 29 frames
E0/D57B: 14 01                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/D57D: 73                   Object faces down-left
E0/D57E: 15 01                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/D580: 73                   Object faces down-left
E0/D581: 16 01                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x01 bytes)
   E0/D583: 73                   Object faces down-left
E0/D584: 9D 04 40             Play sound effect #$04; speaker balance: 64
E0/D587: F0 3B                Duration: 59 frames
E0/D589: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D58B: 77                   Object faces up-right
   E0/D58C: 10 81                Set sequence flag, x2 speed
E0/D58E: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D590: 77                   Object faces up-right
   E0/D591: 10 81                Set sequence flag, x2 speed
E0/D593: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D595: 77                   Object faces up-right
   E0/D596: 10 81                Set sequence flag, x2 speed
E0/D598: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D59A: 60 2B A8 E3          Run Dialogue $082B (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFITS:
    But...Mario's ALREADY in...<I><END>


E0/D59E: F0 09                Duration: 9 frames
E0/D5A0: 14 02                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/D5A2: 10 85                Set sequence flag, 1/2 speed
E0/D5A4: 15 02                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x02 bytes)
   E0/D5A6: 10 85                Set sequence flag, 1/2 speed
E0/D5A8: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/D5AA: 47                   <UNKNOWN COMMAND $47>
   E0/D5AB: 10 81                Set sequence flag, x2 speed
E0/D5AD: F0 09                Duration: 9 frames
E0/D5AF: 60 2C A8 E3          Run Dialogue $082C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 2: BOOSTER, Sir, hurry
 and find her things! We have to
 get on with the wedding!<I>

 In the mean time, perhaps we can
 ...do something about the cake...<I><END>


E0/D5B3: F0 09                Duration: 9 frames
E0/D5B5: 16 86                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/D5B7: 10 85                Set sequence flag, 1/2 speed
   E0/D5B9: 06                   Set "moon-walk" Bits
   E0/D5BA: 43                   <UNKNOWN COMMAND $43>
   E0/D5BB: 77                   Object faces up-right
   E0/D5BC: 07                   Clear "moon-walk" Bits
E0/D5BD: F0 09                Duration: 9 frames
E0/D5BF: 60 2D A8 E3          Run Dialogue $082D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOOSTER: 10-4, good buddy.<I>

 You find her stuff...
 I'll move the ceremony forward.<I>
 Hurry!<I><END>


E0/D5C3: 23 07                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/D5C5: 61 0A                Shift object down-right 10 pixels
   E0/D5C7: F0 1D                Frame Duration: 29
   E0/D5C9: 65 0E                Shift object up-left 14 pixels
   E0/D5CB: 77                   Object faces up-right
E0/D5CC: 24 10                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/D5CE: F0 31                Frame Duration: 49
   E0/D5D0: 08 42 83             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: yes
   E0/D5D3: 10 45                Set transition flag, 1/2 speed
   E0/D5D5: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/D5D7: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/D5D9: 45                   <UNKNOWN COMMAND $45>
   E0/D5DA: 77                   Object faces up-right
   E0/D5DB: 08 40 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
E0/D5DE: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D5E0: F0 1D                Duration: 29 frames
E0/D5E2: 16 83                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/D5E4: 10 40                Set transition flag, x1 speed
   E0/D5E6: 47                   <UNKNOWN COMMAND $47>
E0/D5E7: F0 09                Duration: 9 frames
E0/D5E9: 60 4C A8 E3          Run Dialogue $084C (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

SNIFIT 2: Booster, Sir, you're
 supposed to be on the right.<I>
 The bride should be on your left.<I><END>


E0/D5ED: F0 09                Duration: 9 frames
E0/D5EF: 16 84                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/D5F1: 06                   Set "moon-walk" Bits
   E0/D5F2: 43                   <UNKNOWN COMMAND $43>
   E0/D5F3: 77                   Object faces up-right
   E0/D5F4: 07                   Clear "moon-walk" Bits
E0/D5F5: F0 1D                Duration: 29 frames
E0/D5F7: 23 81                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/D5F9: 73                   Object faces down-left
E0/D5FA: F0 09                Duration: 9 frames
E0/D5FC: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D5FE: F0 1D                Frame Duration: 29
   E0/D600: 73                   Object faces down-left
E0/D601: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/D603: F0 1D                Frame Duration: 29
   E0/D605: 73                   Object faces down-left
   E0/D606: 06                   Set "moon-walk" Bits
E0/D607: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/D609: F0 1D                Frame Duration: 29
   E0/D60B: 73                   Object faces down-left
   E0/D60C: 07                   Clear "moon-walk" Bits
E0/D60D: 60 4D 88 E3          Run Dialogue $084D (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

BOOSTER: Just testing...

E0/D611: F0 09                Duration: 9 frames
E0/D613: 1C 03                Set Object: NPC #8 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/D615: F0 8B                Frame Duration: 139
   E0/D617: 01                   Clear Bit 7 of current object (disable object visibility)
E0/D618: 23 09                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/D61A: 06                   Set "moon-walk" Bits
   E0/D61B: 10 41                Set transition flag, x2 speed
   E0/D61D: 41                   <UNKNOWN COMMAND $41>
   E0/D61E: 10 80                Set sequence flag, x1 speed
   E0/D620: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/D623: 24 06                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x06 bytes)
   E0/D625: 06                   Set "moon-walk" Bits
   E0/D626: 10 41                Set transition flag, x2 speed
   E0/D628: 45                   <UNKNOWN COMMAND $45>
   E0/D629: 65 02                Shift object up-left 2 pixels
E0/D62B: 16 0E                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/D62D: 10 41                Set transition flag, x2 speed
   E0/D62F: 10 83                Set sequence flag, x4 speed
   E0/D631: 80 14 4B             Move object to on-screen coords: (656,600)
   E0/D634: 07                   Clear "moon-walk" Bits
   E0/D635: 53 0F                Shift object down-left 240 pixels
   E0/D637: 55 03                Shift object up-left 48 pixels
   E0/D639: 10 85                Set sequence flag, 1/2 speed
E0/D63B: 14 10                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x10 bytes)
   E0/D63D: 10 41                Set transition flag, x2 speed
   E0/D63F: 10 83                Set sequence flag, x4 speed
   E0/D641: F0 09                Frame Duration: 9
   E0/D643: 80 14 4B             Move object to on-screen coords: (656,600)
   E0/D646: 07                   Clear "moon-walk" Bits
   E0/D647: 53 09                Shift object down-left 144 pixels
   E0/D649: 55 04                Shift object up-left 64 pixels
   E0/D64B: 10 85                Set sequence flag, 1/2 speed
E0/D64D: 15 21                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x21 bytes)
   E0/D64F: 10 41                Set transition flag, x2 speed
   E0/D651: 10 83                Set sequence flag, x4 speed
   E0/D653: F0 0F                Frame Duration: 15
   E0/D655: 80 14 4B             Move object to on-screen coords: (656,600)
   E0/D658: 53 03                Shift object down-left 48 pixels
   E0/D65A: 55 03                Shift object up-left 48 pixels
   E0/D65C: 10 85                Set sequence flag, 1/2 speed
   E0/D65E: F0 3B                Frame Duration: 59
   E0/D660: A0 18                Set event flag memory address 00:7043 Bit 0
   E0/D662: FD 9E                <UNKNOWN COMMAND $9E>
   E0/D664: 1B                   <UNKNOWN COMMAND $1B>
   E0/D665: F0 1D                Frame Duration: 29
   E0/D667: A4 18                Clear event flag memory address 00:7043 Bit 0
   E0/D669: 10 81                Set sequence flag, x2 speed
   E0/D66B: 51 03                Shift object down-right 48 pixels
   E0/D66D: 10 85                Set sequence flag, 1/2 speed
   E0/D66F: 77                   Object faces up-right
E0/D670: F0 13                Duration: 19 frames
E0/D672: 60 4E A8 E3          Run Dialogue $084E (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

  
 Like this, right?<I><END>


E0/D676: F0 1D                Duration: 29 frames
E0/D678: 0C F2 D6 00          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $00D6
E0/D67C: F0 3B                Duration: 59 frames
E0/D67E: FD 43                <UNKNOWN COMMAND $FD 43>
E0/D680: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/D682: 77                   Object faces up-right
E0/D683: 21 04                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/D685: 92 0F 7D 00          Place object at on-screen coords: (496,1000) Z=0
E0/D689: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D68B: 60 C2 A9 62          Run Dialogue $09C2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 3: Booster, Sir!
 I found the Ring!<I><END>


E0/D68F: F0 09                Duration: 9 frames
E0/D691: 0C F2 D7 00          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $00D7
E0/D695: 14 86                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/D697: 10 81                Set sequence flag, x2 speed
   E0/D699: 51 08                Shift object down-right 128 pixels
   E0/D69B: 10 85                Set sequence flag, 1/2 speed
E0/D69D: F0 09                Duration: 9 frames
E0/D69F: 9C 1B                Play sound effect #$1B
E0/D6A1: 1A F9                Set Object: NPC #6 ---> Command: Remove Object
E0/D6A3: 14 89                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/D6A5: F0 1D                Frame Duration: 29
   E0/D6A7: 10 81                Set sequence flag, x2 speed
   E0/D6A9: 55 04                Shift object up-left 64 pixels
   E0/D6AB: 10 85                Set sequence flag, 1/2 speed
   E0/D6AD: 77                   Object faces up-right
E0/D6AE: F0 09                Duration: 9 frames
E0/D6B0: 60 C3 A9 60          Run Dialogue $09C3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 1: Booster!
 Here's the Brooch!<I><END>


E0/D6B4: F0 09                Duration: 9 frames
E0/D6B6: 0C F2 D7 00          Set Object: BG1,2,3 + MARIO + NPC ---> Command: Set object to movement: $00D7
E0/D6BA: F0 09                Duration: 9 frames
E0/D6BC: 9C 1B                Play sound effect #$1B
E0/D6BE: 19 F9                Set Object: NPC #5 ---> Command: Remove Object
E0/D6C0: 16 89                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes) (Wait until complete)
   E0/D6C2: F0 3B                Frame Duration: 59
   E0/D6C4: 10 81                Set sequence flag, x2 speed
   E0/D6C6: 51 03                Shift object down-right 48 pixels
   E0/D6C8: 10 85                Set sequence flag, 1/2 speed
   E0/D6CA: 77                   Object faces up-right
E0/D6CB: F0 09                Duration: 9 frames
E0/D6CD: 60 C4 A9 62          Run Dialogue $09C4 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFIT 2: Booster, Sir!
 I found the Shoes!<I><END>


E0/D6D1: F0 09                Duration: 9 frames
E0/D6D3: 60 C5 A9 60          Run Dialogue $09C5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

BOOSTER: ...Hey wait!<I>
 Wasn't there one more thing?<I><END>


E0/D6D7: F0 09                Duration: 9 frames
E0/D6D9: 1B 08                Set Object: NPC #7 ---> Begin action queue for object (Length: 0x08 bytes)
   E0/D6DB: 92 16 49 06          Place object at on-screen coords: (720,584) Z=96
   E0/D6DF: 94 08 04 FA          Place object: right=8px down=4px up=250px
E0/D6E3: 16 F2 78 01          Set Object: NPC #2 ---> Command: Set object to movement: $0178
E0/D6E7: 14 F2 78 01          Set Object: NPC #0 ---> Command: Set object to movement: $0178
E0/D6EB: 60 C6 29 62          Run Dialogue $09C6
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

SNIFITS:
     ...You're right! The Crown!<I><END>


E0/D6EF: A0 4A                Set event flag memory address 00:7049 Bit 2
E0/D6F1: D1 14 01             Execute event id $0114
E0/D6F4: FD 32                <UNKNOWN COMMAND $FD 32>
E0/D6F6: 00 81                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/D6F8: 72                   Object faces down
E0/D6F9: 23 83                Set Object: NPC #15 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/D6FB: 09                   Reset all object properties to default
   E0/D6FC: 07                   Clear "moon-walk" Bits
   E0/D6FD: 77                   Object faces up-right
E0/D6FE: 60 2E A8 42          Run Dialogue $082E (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

            Hurry and get back
    the accessories from the Snifits
      and save Princess Toadstool!<I>

   If you're quick, something good
          just might happen!<I><END>


E0/D702: 16 FA                Set Object: NPC #2 ---> Command: Remove movement effects
E0/D704: 14 FA                Set Object: NPC #0 ---> Command: Remove movement effects
E0/D706: 15 F2 75 01          Set Object: NPC #1 ---> Command: Set object to movement: $0175
E0/D70A: 14 F2 74 01          Set Object: NPC #0 ---> Command: Set object to movement: $0174
E0/D70E: 16 F2 76 01          Set Object: NPC #2 ---> Command: Set object to movement: $0176
E0/D712: 97 00 F4             <UNKNOWN>
E0/D715: A8 0E 08             Store #$08 to 00:70AE
E0/D718: A8 0F 00             Store #$00 to 00:70AF
E0/D71B: A8 20 00             Store #$00 to 00:70C0
E0/D71E: A8 21 00             Store #$00 to 00:70C1
E0/D721: A8 22 00             Store #$00 to 00:70C2
E0/D724: A4 65                Clear event flag memory address 00:704C Bit 5
E0/D726: B0 0E 2C 01          Store #$012C to 00:701C
E0/D72A: 45 87 32             <UNKNOWN COMMAND $45>
E0/D72D: 35 EF                Enable Overworld Menu
E0/D72F: FE                   Return


EVENT [EE2] ------------------------------------------------------------>
E0/D730: F0 00                Duration: 0 frames
E0/D732: D8 18 39 D7          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/D739
E0/D736: D0 E2 0E             Execute event id $0EE2 subsequently
E0/D739: 1C F9                Set Object: NPC #8 ---> Command: Remove Object
E0/D73B: FE                   Return


EVENT [EE3] ------------------------------------------------------------>
E0/D73C: 15 04                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/D73E: 94 00 00 02          Place object: right=0px down=0px up=2px
E0/D742: 16 04                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x04 bytes)
   E0/D744: 94 00 00 02          Place object: right=0px down=0px up=2px
E0/D748: 71                   Lighten screen from black before following commands
E0/D749: FE                   Return


EVENT [EE4] ------------------------------------------------------------>
E0/D74A: FE                   Return


EVENT [EE5] ------------------------------------------------------------>
E0/D74B: 60 39 A8 D0          Run Dialogue $0839 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Oh! I'm sooo exhausted!<I>
 Heard there's a Casino where you
 can get BIG BUCKS,<I>
 but I just can't find
 the place. Does it really exist?<I><END>


E0/D74F: FE                   Return


EVENT [EE6] ------------------------------------------------------------>
E0/D750: A4 17                Clear event flag memory address 00:7042 Bit 7
E0/D752: D8 F7 95 75          If event flag memory address 00:705E Bit 7 set, jump to address $E0/7595
E0/D756: DA 30 5C D7          If event flag memory address 00:7086 Bit 0 set, jump to address $E0/D75C
E0/D75A: 71                   Lighten screen from black before following commands
E0/D75B: FE                   Return

E0/D75C: 14 F9                Set Object: NPC #0 ---> Command: Remove Object
E0/D75E: 15 F8                Set Object: NPC #1 ---> Command: Show Object
E0/D760: 15 F2 77 00          Set Object: NPC #1 ---> Command: Set object to movement: $0077
E0/D764: 15 84                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/D766: 94 06 FA 00          Place object: right=6px down=250px up=0px
E0/D76A: 6A 16 80             Modify BGL of area $8016
E0/D76D: 71                   Lighten screen from black before following commands
E0/D76E: FE                   Return


EVENT [EE7] ------------------------------------------------------------>
E0/D76F: DE C8 79 D7          If event flag memory address 00:7099 Bit 0 clear, jump to address $E0/D779
E0/D773: 17 F8                Set Object: NPC #3 ---> Command: Show Object
E0/D775: 17 F2 D2 03          Set Object: NPC #3 ---> Command: Set object to movement: $03D2
E0/D779: 19 83                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/D77B: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
E0/D77E: 71                   Lighten screen from black before following commands
E0/D77F: FE                   Return


EVENT [EE8] ------------------------------------------------------------>
E0/D780: D8 17 90 D7          If event flag memory address 00:7042 Bit 7 set, jump to address $E0/D790
E0/D784: DE C8 94 75          If event flag memory address 00:7099 Bit 0 clear, jump to address $E0/7594
E0/D788: DE 0B 94 75          If event flag memory address 00:7081 Bit 3 clear, jump to address $E0/7594
E0/D78C: DA C7 94 75          If event flag memory address 00:7098 Bit 7 set, jump to address $E0/7594
E0/D790: 68 1F 80 06 DA 62    Enter area: $001F
                              MARIO will be at coords: (192,720) Z=32
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/D796: FE                   Return


EVENT [EE9] ------------------------------------------------------------>
E0/D797: DE C7 A2 D7          If event flag memory address 00:7098 Bit 7 clear, jump to address $E0/D7A2
E0/D79B: 68 15 80 0D C5 E1    Enter area: $0015
                              MARIO will be at coords: (432,552) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/D7A1: FE                   Return

E0/D7A2: F0 00                Duration: 0 frames
E0/D7A4: 3D A2 D7             <UNKNOWN COMMAND: pointer to address $D7A2>
E0/D7A7: 60 A5 AE 62          Run Dialogue $0EA5 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 Mario!<I>

E0/D7AB: 00 01                Set Object: MARIO ---> Begin action queue for object (Length: 0x01 bytes)
   E0/D7AD: 43                   <UNKNOWN COMMAND $43>
E0/D7AE: 17 88                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/D7B0: 10 81                Set sequence flag, x2 speed
   E0/D7B2: 10 40                Set transition flag, x1 speed
   E0/D7B4: 80 04 5D             Move object to on-screen coords: (144,744)
   E0/D7B7: 77                   Object faces up-right
E0/D7B8: F0 09                Duration: 9 frames
E0/D7BA: 17 F2 63 00          Set Object: NPC #3 ---> Command: Set object to movement: $0063
E0/D7BE: 60 A8 AE 62          Run Dialogue $0EA8 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 If you leave now, what will that
 do to my reputation?!<I><END>


E0/D7C2: A0 19                Set event flag memory address 00:7043 Bit 1
E0/D7C4: F0 1D                Duration: 29 frames
E0/D7C6: 17 F2 D2 03          Set Object: NPC #3 ---> Command: Set object to movement: $03D2
E0/D7CA: FE                   Return


EVENT [EEA] ------------------------------------------------------------>
E0/D7CB: FD F0 1F 28 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/D7D1: A0 18                Set event flag memory address 00:7043 Bit 0
E0/D7D3: D3 37 D8             Jump to address $E0/D837
E0/D7D6: 18 8A                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0A bytes) (Wait until complete)
   E0/D7D8: 10 85                Set sequence flag, 1/2 speed
   E0/D7DA: 13 02                Layering priority: Object overlaps MARIO
   E0/D7DC: 08 40 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/D7DF: F0 05                Frame Duration: 5
   E0/D7E1: 99                   <UNKNOWN COMMAND $99>
E0/D7E2: F0 00                Duration: 0 frames
E0/D7E4: 3D E2 D7             <UNKNOWN COMMAND: pointer to address $D7E2>
E0/D7E7: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/D7E9: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/D7EB: 80 02 5B             Move object to on-screen coords: (80,728)
   E0/D7EE: 77                   Object faces up-right
E0/D7EF: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
E0/D7F1: 17 F1 8A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/D7F4: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/D7F6: 10 83                Set sequence flag, x4 speed
   E0/D7F8: 10 41                Set transition flag, x2 speed
   E0/D7FA: 80 03 5A             Move object to on-screen coords: (96,720)
   E0/D7FD: 73                   Object faces down-left
E0/D7FE: 17 F3 7C 02          Set Object: NPC #3 ---> Command: Set object to movement: $027C
E0/D802: F0 09                Duration: 9 frames
E0/D804: 60 AB AE 62          Run Dialogue $0EAB (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 This is a Coin.
 The small ones are worth one, and
 the large ones are worth ten.<I>
 This one's a 10!<I><END>


E0/D808: F0 09                Duration: 9 frames
E0/D80A: 18 0E                Set Object: NPC #4 ---> Begin action queue for object (Length: 0x0E bytes)
   E0/D80C: FD 9E                <UNKNOWN COMMAND $9E>
   E0/D80E: 0D 10                <UNKNOWN COMMAND $0D>
   E0/D810: 80 08 40             Move object to on-screen coords: (256,512)
   E0/D813: 02                   Set Bit 4,6 of current object (enable all sequence playback)
   E0/D814: 5A 02                Shift object up 32 pixels
   E0/D816: 92 0D 5B 00          Place object at on-screen coords: (432,728) Z=0
E0/D81A: D3 6F D8             Jump to address $E0/D86F
E0/D81D: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/D81F: 51 03                Shift object down-right 48 pixels
   E0/D821: 73                   Object faces down-left
   E0/D822: 0B F0                Set Bits $F0 of current object address 0A,x
E0/D824: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/D826: 10 40                Set transition flag, x1 speed
   E0/D828: 5B 02                Shift object down 32 pixels
E0/D82A: 17 F2 D2 03          Set Object: NPC #3 ---> Command: Set object to movement: $03D2
E0/D82E: 52 0A                Add 10 coins
E0/D830: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/D834: D2 8E D8             Jump to address $E0/D88E
E0/D837: 10 FD                Set Object: <UNKNOWN> ---> Command: <UNKNOWN COMMAND $FD>
E0/D839: 9C 05                Play sound effect #$05
E0/D83B: F7                   <UNKNOWN COMMAND: check object maps?>
E0/D83C: FD 31                Screen doesn't move with MARIO
E0/D83E: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/D840: 10 43                Set transition flag, x4 speed
   E0/D842: 5A 02                Shift object up 32 pixels
E0/D844: 10 98                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x18 bytes) (Wait until complete)
   E0/D846: FD 0D                Set Bit 4 of object address 30,x (hide object shadow)
   E0/D848: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/D849: 10 81                Set sequence flag, x2 speed
   E0/D84B: 08 50 01             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $01
                                 ---> Mirrored: no
   E0/D84E: FD 9E                <UNKNOWN COMMAND $9E>
   E0/D850: 0E 20                <UNKNOWN COMMAND $0E>
   E0/D852: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/D853: 25 C0 03 80 FF       <UNKNOWN COMMAND $25>
   E0/D858: F0 07                Frame Duration: 7
   E0/D85A: 21                   <UNKNOWN COMMAND $21>
   E0/D85B: 08 40 02             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $02
                                 ---> Mirrored: no
E0/D85E: C8 10                <UNKNOWN COMMAND $C8>
E0/D860: BA 0D                Store value at 00:701A to 00:7000
E0/D862: D8 18 69 D8          If event flag memory address 00:7043 Bit 0 set, jump to address $E0/D869
E0/D866: AD 80 00             Store #$0080 to 00:7000
E0/D869: AD A0 00             Store #$00A0 to 00:7000
E0/D86C: BB 0D                Store value at 00:7000 to 00:701A
E0/D86E: FE                   Return

E0/D86F: 10 18                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x18 bytes)
   E0/D871: 08 50 03             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $03
                                 ---> Mirrored: no
   E0/D874: 20 04                <UNKNOWN COMMAND $20>
   E0/D876: 25 40 00 80 FF       <UNKNOWN COMMAND $25>
   E0/D87B: F0 07                Frame Duration: 7
   E0/D87D: 21                   <UNKNOWN COMMAND $21>
   E0/D87E: 08 50 00             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $00
                                 ---> Mirrored: no
   E0/D881: 05                   Clear Bit 4,5 of current object (disable constant sequence playback)
   E0/D882: F0 00                Frame Duration: 0
   E0/D884: FD 0C                Clear Bit 4 of object address 30,x (show object shadow)
   E0/D886: 08 40 04             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: no
E0/D889: 10 FA                Set Object: <UNKNOWN> ---> Command: Remove movement effects
E0/D88B: FD 30                Screen moves with MARIO
E0/D88D: FE                   Return

E0/D88E: A4 18                Clear event flag memory address 00:7043 Bit 0
E0/D890: FD F0 1F AA 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/D896: FD F0 1F A8 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/D89C: FD F0 1F AC 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/D8A2: A2 C7                Set event flag memory address 00:7098 Bit 7
E0/D8A4: A0 17                Set event flag memory address 00:7042 Bit 7
E0/D8A6: FE                   Return


EVENT [EEB] ------------------------------------------------------------>
E0/D8A7: FD F0 1F 2C 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/D8AD: D3 37 D8             Jump to address $E0/D837
E0/D8B0: 1A 85                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/D8B2: 13 02                Layering priority: Object overlaps MARIO
   E0/D8B4: F0 05                Frame Duration: 5
   E0/D8B6: 99                   <UNKNOWN COMMAND $99>
E0/D8B7: F0 00                Duration: 0 frames
E0/D8B9: 3D B7 D8             <UNKNOWN COMMAND: pointer to address $D8B7>
E0/D8BC: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/D8BE: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/D8C0: 80 04 5E             Move object to on-screen coords: (128,752)
   E0/D8C3: 77                   Object faces up-right
E0/D8C4: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
E0/D8C6: 17 F1 8A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/D8C9: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/D8CB: 10 83                Set sequence flag, x4 speed
   E0/D8CD: 10 41                Set transition flag, x2 speed
   E0/D8CF: 80 04 5D             Move object to on-screen coords: (144,744)
   E0/D8D2: 73                   Object faces down-left
E0/D8D3: 17 F3 7C 02          Set Object: NPC #3 ---> Command: Set object to movement: $027C
E0/D8D7: F0 09                Duration: 9 frames
E0/D8D9: 60 A9 AE 62          Run Dialogue $0EA9 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 This is a Flower. The more you
 gather, the more Flower Points
 you'll have in battle. <I>Find 'em!<I><END>


E0/D8DD: F0 09                Duration: 9 frames
E0/D8DF: 1A 0B                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/D8E1: 10 80                Set sequence flag, x1 speed
   E0/D8E3: 08 50 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/D8E6: F0 0F                Frame Duration: 15
   E0/D8E8: 92 0D 5B 00          Place object at on-screen coords: (432,728) Z=0
E0/D8EC: D3 6F D8             Jump to address $E0/D86F
E0/D8EF: 17 82                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x02 bytes) (Wait until complete)
   E0/D8F1: 0B F0                Set Bits $F0 of current object address 0A,x
E0/D8F3: 17 F2 D2 03          Set Object: NPC #3 ---> Command: Set object to movement: $03D2
E0/D8F7: AC 01 00             Store #$0001 to 00:7000
E0/D8FA: FD 57                Add # at 00:7000 to max FP
E0/D8FC: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/D8FE: 10 40                Set transition flag, x1 speed
   E0/D900: 5B 02                Shift object down 32 pixels
E0/D902: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/D906: D2 8E D8             Jump to address $E0/D88E

EVENT [EEC] ------------------------------------------------------------>
E0/D909: FD F0 1F 2A 94 75    <UNKNOWN COMMAND $F0: pointer to address $E0/7594
E0/D90F: D3 37 D8             Jump to address $E0/D837
E0/D912: B0 11 08 00          Store #$0008 to 00:7022
E0/D916: 44 03 FC             <UNKNOWN COMMAND $44>
E0/D919: 19 85                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/D91B: 13 02                Layering priority: Object overlaps MARIO
   E0/D91D: F0 05                Frame Duration: 5
   E0/D91F: 99                   <UNKNOWN COMMAND $99>
E0/D920: F0 00                Duration: 0 frames
E0/D922: 3D 20 D9             <UNKNOWN COMMAND: pointer to address $D920>
E0/D925: 00 86                Set Object: MARIO ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/D927: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/D929: 80 05 61             Move object to on-screen coords: (176,776)
   E0/D92C: 77                   Object faces up-right
E0/D92D: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
E0/D92F: 17 F1 8A                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/D932: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/D934: 10 83                Set sequence flag, x4 speed
   E0/D936: 10 41                Set transition flag, x2 speed
   E0/D938: 80 06 60             Move object to on-screen coords: (192,768)
   E0/D93B: 73                   Object faces down-left
E0/D93C: 17 F3 7C 02          Set Object: NPC #3 ---> Command: Set object to movement: $027C
E0/D940: F0 09                Duration: 9 frames
E0/D942: 60 AA AE 62          Run Dialogue $0EAA (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

 THIS mushroom will restore your
 Hit Points and Flower Points.<I>
 Unfortunately, mushrooms you find
 as items only restore your HP.<I>
 So beware.<I><END>


E0/D946: F0 09                Duration: 9 frames
E0/D948: 19 0B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/D94A: 10 80                Set sequence flag, x1 speed
   E0/D94C: 08 50 06             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: yes
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
   E0/D94F: F0 0F                Frame Duration: 15
   E0/D951: 92 0D 5B 00          Place object at on-screen coords: (432,728) Z=0
E0/D955: D3 6F D8             Jump to address $E0/D86F
E0/D958: 17 05                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x05 bytes)
   E0/D95A: 55 03                Shift object up-left 48 pixels
   E0/D95C: 73                   Object faces down-left
   E0/D95D: 0B F0                Set Bits $F0 of current object address 0A,x
E0/D95F: 0C 84                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/D961: 10 40                Set transition flag, x1 speed
   E0/D963: 5B 02                Shift object down 32 pixels
E0/D965: 17 F2 D2 03          Set Object: NPC #3 ---> Command: Set object to movement: $03D2
E0/D969: FD 5B                Restore all HP
E0/D96B: FD 5C                Restore all FP
E0/D96D: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/D971: D2 8E D8             Jump to address $E0/D88E

EVENT [EED] ------------------------------------------------------------>
E0/D974: FD F0 1F A8 9B D9    <UNKNOWN COMMAND $F0: pointer to address $E0/D99B
E0/D97A: FD F0 1F AA 9B D9    <UNKNOWN COMMAND $F0: pointer to address $E0/D99B
E0/D980: FD F0 1F AC 9B D9    <UNKNOWN COMMAND $F0: pointer to address $E0/D99B
E0/D986: A8 0E 10             Store #$10 to 00:70AE
E0/D989: 60 AD 8E D0          Run Dialogue $0EAD (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper

 Do you know about Flower Points?
 >>   (No! Tell me!)
 >>   (Yes)<I><END>


E0/D98D: 66 A0 D9             If 2nd option chosen from dialogue prompt, jump to address $E0/D9A0
E0/D990: F0 09                Duration: 9 frames
E0/D992: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/D996: 60 3F A0 D0          Run Dialogue $003F (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 Eh hem...very well.<I>
 FPs are consumed during
 battle when you use Special
 attacks. For example...<I>

 A Jump attack uses 3 FPs.<I>
 When you Jump, your FP will
 decrease by 3 each time. Run out,
 and you can't use these attacks!<I>

 An item called a Flower raises
 your maximum FPs.<I>
 Recover FPs with syrups,
 some mushrooms, and at inns.<I><END>


E0/D99A: FE                   Return

E0/D99B: 60 A7 AE D0          Run Dialogue $0EA7 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


   Help yourself to the treasures!<I><END>


E0/D99F: FE                   Return

E0/D9A0: F0 09                Duration: 9 frames
E0/D9A2: 00 F3 9E 02          Set Object: MARIO ---> Command: Set object to movement: $029E
E0/D9A6: 60 AF AE D0          Run Dialogue $0EAF (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper



 You sure got your
 act together, Mario!<I><END>


E0/D9AA: FE                   Return


EVENT [EEE] ------------------------------------------------------------>
E0/D9AB: DE 4B 94 75          If event flag memory address 00:7089 Bit 3 clear, jump to address $E0/7594
E0/D9AF: DA 4E 94 75          If event flag memory address 00:7089 Bit 6 set, jump to address $E0/7594
E0/D9B3: A2 4E                Set event flag memory address 00:7089 Bit 6
E0/D9B5: 9C 55                Play sound effect #$55
E0/D9B7: A8 07 A3             Store #$A3 to 00:70A7
E0/D9BA: 60 04 A2 02          Run Dialogue $0204 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Found a <ITEM>!<I><END>


E0/D9BE: 50 A3                Put item in inventory: #$A3 (Greaper Flag)
E0/D9C0: FE                   Return


EVENT [EEF] ------------------------------------------------------------>
E0/D9C1: DE 4B 94 75          If event flag memory address 00:7089 Bit 3 clear, jump to address $E0/7594
E0/D9C5: DA 4C 94 75          If event flag memory address 00:7089 Bit 4 set, jump to address $E0/7594
E0/D9C9: A2 4C                Set event flag memory address 00:7089 Bit 4
E0/D9CB: DC 25 D2 D9          If event flag memory address 00:7044 Bit 5 clear, jump to address $E0/D9D2
E0/D9CF: D1 C8 01             Execute event id $01C8
E0/D9D2: 9C 55                Play sound effect #$55
E0/D9D4: A8 07 A1             Store #$A1 to 00:70A7
E0/D9D7: 60 04 A2 00          Run Dialogue $0204 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Floating blue text

          Found a <ITEM>!<I><END>


E0/D9DB: 50 A1                Put item in inventory: #$A1 (Big Boo Flag)
E0/D9DD: DC 25 94 75          If event flag memory address 00:7044 Bit 5 clear, jump to address $E0/7594
E0/D9E1: 40 D5 A1             Execute event id $A1D5 simultaneously with the following commands
E0/D9E4: FE                   Return


EVENT [EF0] ------------------------------------------------------------>
E0/D9E5: A8 4E 00             Store #$00 to 00:70EE
E0/D9E8: A8 4B 00             Store #$00 to 00:70EB
E0/D9EB: A8 60 00             Store #$00 to 00:7100
E0/D9EE: A5 0F                Clear event flag memory address 00:7061 Bit 7
E0/D9F0: A4 F0                Clear event flag memory address 00:705E Bit 0
E0/D9F2: A4 F1                Clear event flag memory address 00:705E Bit 1
E0/D9F4: 15 F5 23 03          Set Object: NPC #1 ---> Command: UNKNOWN COMMAND $F5: movement $0323
E0/D9F8: 16 F5 23 03          Set Object: NPC #2 ---> Command: UNKNOWN COMMAND $F5: movement $0323
E0/D9FC: 19 F5 23 03          Set Object: NPC #5 ---> Command: UNKNOWN COMMAND $F5: movement $0323
E0/DA00: 18 F5 23 03          Set Object: NPC #4 ---> Command: UNKNOWN COMMAND $F5: movement $0323
E0/DA04: 24 84                Set Object: NPC #16 ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/DA06: 94 00 FC 00          Place object: right=0px down=252px up=0px
E0/DA0A: DE 5D 1A DA          If event flag memory address 00:708B Bit 5 clear, jump to address $E0/DA1A
E0/DA0E: 1A F8                Set Object: NPC #6 ---> Command: Show Object
E0/DA10: 1B F8                Set Object: NPC #7 ---> Command: Show Object
E0/DA12: 1A F2 77 00          Set Object: NPC #6 ---> Command: Set object to movement: $0077
E0/DA16: 1B F2 77 00          Set Object: NPC #7 ---> Command: Set object to movement: $0077
E0/DA1A: DA 2B 93 DA          If event flag memory address 00:7085 Bit 3 set, jump to address $E0/DA93
E0/DA1E: 19 FA                Set Object: NPC #5 ---> Command: Remove movement effects
E0/DA20: 1D FA                Set Object: NPC #9 ---> Command: Remove movement effects
E0/DA22: 1D F1 05                Set Object: NPC #9 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/DA25: 92 0E 56 00          Place object at on-screen coords: (448,688) Z=0
   E0/DA29: 77                   Object faces up-right
E0/DA2A: 19 F1 09                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/DA2D: 92 15 3A 00          Place object at on-screen coords: (672,464) Z=0
   E0/DA31: 77                   Object faces up-right
   E0/DA32: 12 03                Clear Bits $3 of current object address 0B,x and set Bit(s) $3
   E0/DA34: 0B 04                Set Bits $4 of current object address 0A,x
E0/DA36: 14 03                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/DA38: FD 0F 03             Object overlaps BG1 & BG2
E0/DA3B: 16 03                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/DA3D: FD 0F 03             Object overlaps BG1 & BG2
E0/DA40: 15 03                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x03 bytes)
   E0/DA42: FD 0F 03             Object overlaps BG1 & BG2
E0/DA45: 20 07                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x07 bytes)
   E0/DA47: 08 40 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/DA4A: FD 0F 03             Object overlaps BG1 & BG2
   E0/DA4D: 01                   Clear Bit 7 of current object (disable object visibility)
E0/DA4E: FD 32                <UNKNOWN COMMAND $FD 32>
E0/DA50: 19 F2 15 00          Set Object: NPC #5 ---> Command: Set object to movement: $0015
E0/DA54: 1D F2 62 00          Set Object: NPC #9 ---> Command: Set object to movement: $0062
E0/DA58: D8 4F 62 DA          If event flag memory address 00:7049 Bit 7 set, jump to address $E0/DA62
E0/DA5C: D8 66 66 DA          If event flag memory address 00:704C Bit 6 set, jump to address $E0/DA66
E0/DA60: 71                   Lighten screen from black before following commands
E0/DA61: FE                   Return

E0/DA62: DC 66 82 DA          If event flag memory address 00:704C Bit 6 clear, jump to address $E0/DA82
E0/DA66: DA 21 85 DA          If event flag memory address 00:7084 Bit 1 set, jump to address $E0/DA85
E0/DA6A: 21 F8                Set Object: NPC #13 ---> Command: Show Object
E0/DA6C: 6A 22 80             Modify BGL of area $8022
E0/DA6F: 6B 22 80             Modify physical field of area $8022
E0/DA72: 21 88                Set Object: NPC #13 ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/DA74: 08 40 8F             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0F
                                 ---> Mirrored: yes
   E0/DA77: FD 0F 03             Object overlaps BG1 & BG2
   E0/DA7A: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
E0/DA7C: D8 4F 82 DA          If event flag memory address 00:7049 Bit 7 set, jump to address $E0/DA82
E0/DA80: 71                   Lighten screen from black before following commands
E0/DA81: FE                   Return

E0/DA82: A4 4F                Clear event flag memory address 00:7049 Bit 7
E0/DA84: FE                   Return

E0/DA85: 1F F8                Set Object: NPC #11 ---> Command: Show Object
E0/DA87: 21 F9                Set Object: NPC #13 ---> Command: Remove Object
E0/DA89: 1F 85                Set Object: NPC #11 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/DA8B: FD 0F 03             Object overlaps BG1 & BG2
   E0/DA8E: 04                   Set Bit 4,5 of current object (enable constant sequence playback)
   E0/DA8F: 02                   Set Bit 4,6 of current object (enable all sequence playback)
E0/DA90: D2 7C DA             Jump to address $E0/DA7C
E0/DA93: 17 FA                Set Object: NPC #3 ---> Command: Remove movement effects
E0/DA95: 17 F1 09                Set Object: NPC #3 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/DA98: 92 0B 52 00          Place object at on-screen coords: (352,656) Z=0
   E0/DA9C: FD 0F 03             Object overlaps BG1 & BG2
   E0/DA9F: 0C 04                XOR Bits $4 of current object address 0A,x
E0/DAA1: 16 09                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/DAA3: 92 0B 53 00          Place object at on-screen coords: (368,664) Z=0
   E0/DAA7: FD 0F 03             Object overlaps BG1 & BG2
   E0/DAAA: 0C 04                XOR Bits $4 of current object address 0A,x
E0/DAAC: 1E 0D                Set Object: NPC #10 ---> Begin action queue for object (Length: 0x0D bytes)
   E0/DAAE: 92 09 50 00          Place object at on-screen coords: (288,640) Z=0
   E0/DAB2: 94 08 00 00          Place object: right=8px down=0px up=0px
   E0/DAB6: FD 0F 03             Object overlaps BG1 & BG2
   E0/DAB9: 0C 04                XOR Bits $4 of current object address 0A,x
E0/DABB: 19 0B                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x0B bytes)
   E0/DABD: 92 10 40 00          Place object at on-screen coords: (512,512) Z=0
   E0/DAC1: FD 0F 03             Object overlaps BG1 & BG2
   E0/DAC4: 12 02                Clear Bits $3 of current object address 0B,x and set Bit(s) $2
   E0/DAC6: 0C 04                XOR Bits $4 of current object address 0A,x
E0/DAC8: 15 09                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x09 bytes)
   E0/DACA: 92 13 3C 00          Place object at on-screen coords: (608,480) Z=0
   E0/DACE: FD 0F 03             Object overlaps BG1 & BG2
   E0/DAD1: 0C 04                XOR Bits $4 of current object address 0A,x
E0/DAD3: 20 87                Set Object: NPC #12 ---> Begin action queue for object (Length: 0x07 bytes) (Wait until complete)
   E0/DAD5: 08 40 0C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/DAD8: FD 0F 03             Object overlaps BG1 & BG2
   E0/DADB: 01                   Clear Bit 7 of current object (disable object visibility)
E0/DADC: 14 F2 A5 02          Set Object: NPC #0 ---> Command: Set object to movement: $02A5
E0/DAE0: 17 F2 A4 02          Set Object: NPC #3 ---> Command: Set object to movement: $02A4
E0/DAE4: D2 58 DA             Jump to address $E0/DA58

EVENT [EF1] ------------------------------------------------------------>
E0/DAE7: DC 19 94 75          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/7594
E0/DAEB: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/DAED: FE                   Return


EVENT [EF2] ------------------------------------------------------------>
E0/DAEE: 60 D2 A9 60          Run Dialogue $09D2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


                  Mario!<I><END>


E0/DAF2: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/DAF4: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/DAF6: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/DAF8: 80 02 40             Move object to on-screen coords: (64,512)
   E0/DAFB: 75                   Object faces up-left
E0/DAFC: 1A 93                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x13 bytes) (Wait until complete)
   E0/DAFE: 09                   Reset all object properties to default
   E0/DAFF: 75                   Object faces up-left
   E0/DB00: 10 81                Set sequence flag, x2 speed
   E0/DB02: 10 45                Set transition flag, 1/2 speed
   E0/DB04: 01                   Clear Bit 7 of current object (disable object visibility)
   E0/DB05: 92 02 40 00          Place object at on-screen coords: (64,512) Z=0
   E0/DB09: 94 F8 FC 00          Place object: right=248px down=252px up=0px
   E0/DB0D: 00                   Set Bit 7 of current object (enable object visibility)
   E0/DB0E: 65 0C                Shift object up-left 12 pixels
   E0/DB10: 77                   Object faces up-right
E0/DB11: B4 0E                Store value at 00:70AE to 00:7000
E0/DB13: E2 01 00 2D DB       If value at 00:7000 = #$0001, jump to address $E0/DB2D
E0/DB18: E2 02 00 58 DB       If value at 00:7000 = #$0002, jump to address $E0/DB58
E0/DB1D: AA 0E                Increment 00:70AE
E0/DB1F: 1A 85                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/DB21: 10 80                Set sequence flag, x1 speed
   E0/DB23: 08 40 8C             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: yes
E0/DB26: 60 9D A8 60          Run Dialogue $089D (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Wrong way, Mario!
 She went through THAT door!<I><END>


E0/DB2A: D2 BB B2             Jump to address $E0/B2BB
E0/DB2D: AA 0E                Increment 00:70AE
E0/DB2F: 1A 86                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x06 bytes) (Wait until complete)
   E0/DB31: 71                   Object faces down-right
   E0/DB32: F0 01                Frame Duration: 1
   E0/DB34: 08 4A 06             Set animation/sequence
                                 ---> Object: 2
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: no
E0/DB37: F0 09                Duration: 9 frames
E0/DB39: 60 A7 A8 60          Run Dialogue $08A7 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: Hello~, is anybody home?
 I just said she went through
 THAT door, over there!<I><END>


E0/DB3D: 1A 94                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x14 bytes) (Wait until complete)
   E0/DB3F: 09                   Reset all object properties to default
   E0/DB40: F0 1D                Frame Duration: 29
   E0/DB42: 71                   Object faces down-right
   E0/DB43: F0 1D                Frame Duration: 29
   E0/DB45: 08 48 8E             Set animation/sequence
                                 ---> Object: 0
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: yes
   E0/DB48: F0 09                Frame Duration: 9
   E0/DB4A: 09                   Reset all object properties to default
   E0/DB4B: F0 3B                Frame Duration: 59
   E0/DB4D: 61 0C                Shift object down-right 12 pixels
   E0/DB4F: 92 1A 50 00          Place object at on-screen coords: (832,640) Z=0
E0/DB53: F0 3B                Duration: 59 frames
E0/DB55: D2 E5 B2             Jump to address $E0/B2E5
E0/DB58: A8 0E 00             Store #$00 to 00:70AE
E0/DB5B: 1A 83                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/DB5D: F0 01                Frame Duration: 1
   E0/DB5F: 71                   Object faces down-right
E0/DB60: 1A F2 75 02          Set Object: NPC #6 ---> Command: Set object to movement: $0275
E0/DB64: F0 1D                Duration: 29 frames
E0/DB66: 60 F1 A8 60          Run Dialogue $08F1 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper

MALLOW: You must not care
 about my parents...
 You're so mean, Mario.<I><END>


E0/DB6A: F0 09                Duration: 9 frames
E0/DB6C: 00 8E                Set Object: MARIO ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/DB6E: 08 43 09             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $09
                                 ---> Mirrored: no
   E0/DB71: 7E 6C 00             Object jumps #$006C units
   E0/DB74: F0 00                Frame Duration: 0
   E0/DB76: 3D 74 DB             <UNKNOWN COMMAND $3D: pointer to address $E0/DB74>
   E0/DB79: F0 3B                Frame Duration: 59
   E0/DB7B: 09                   Reset all object properties to default
E0/DB7C: F0 1D                Duration: 29 frames
E0/DB7E: 00 F3 9F 02          Set Object: MARIO ---> Command: Set object to movement: $029F
E0/DB82: F0 09                Duration: 9 frames
E0/DB84: 1A FA                Set Object: NPC #6 ---> Command: Remove movement effects
E0/DB86: 00 14                Set Object: MARIO ---> Begin action queue for object (Length: 0x14 bytes)
   E0/DB88: 65 04                Shift object up-left 4 pixels
   E0/DB8A: 08 4E 87             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $07
                                 ---> Mirrored: yes
   E0/DB8D: F0 03                Frame Duration: 3
   E0/DB8F: 08 4E 86             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $06
                                 ---> Mirrored: yes
   E0/DB92: F0 01                Frame Duration: 1
   E0/DB94: 08 4E 85             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: yes
   E0/DB97: F0 0F                Frame Duration: 15
   E0/DB99: 08 4E 84             Set animation/sequence
                                 ---> Object: 6
                                 ---> Read from frame: yes
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $04
                                 ---> Mirrored: yes
E0/DB9C: 1A F1 12                Set Object: NPC #6 ---> Begin action queue for object (Length: 0x71 bytes) (Wait until complete)
   E0/DB9F: F0 09                Frame Duration: 9
   E0/DBA1: 10 40                Set transition flag, x1 speed
   E0/DBA3: 61 02                Shift object down-right 2 pixels
   E0/DBA5: 10 45                Set transition flag, 1/2 speed
   E0/DBA7: 61 02                Shift object down-right 2 pixels
   E0/DBA9: 10 46                Set transition flag, 1/4 speed
   E0/DBAB: 61 02                Shift object down-right 2 pixels
   E0/DBAD: 92 1A 50 00          Place object at on-screen coords: (832,640) Z=0
E0/DBB1: FD 32                <UNKNOWN COMMAND $FD 32>
E0/DBB3: 00 84                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes) (Wait until complete)
   E0/DBB5: 09                   Reset all object properties to default
   E0/DBB6: F0 1D                Frame Duration: 29
   E0/DBB8: 72                   Object faces down
E0/DBB9: 00 F3 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/DBBD: FE                   Return


EVENT [EF3] ------------------------------------------------------------>
E0/DBBE: 9C 1B                Play sound effect #$1B
E0/DBC0: 61 A0 02             Run Dialogue from 00:7000
                              <UNKNOWN: $A0>
                              Position: bottom of screen
                              Box Style: Single line of floating blue text
E0/DBC3: FD 50                Store item to item inventory from 00:70A7
E0/DBC5: FE                   Return


EVENT [EF4] ------------------------------------------------------------>
E0/DBC6: 9C 55                Play sound effect #$55
E0/DBC8: 61 A0 02             Run Dialogue from 00:7000
                              <UNKNOWN: $A0>
                              Position: bottom of screen
                              Box Style: Single line of floating blue text
E0/DBCB: FD 50                Store item to item inventory from 00:70A7
E0/DBCD: FE                   Return


EVENT [EF5] ------------------------------------------------------------>
E0/DBCE: 9C 55                Play sound effect #$55
E0/DBD0: A0 5E                Set event flag memory address 00:704B Bit 6
E0/DBD2: 00 F2 FE 01          Set Object: MARIO ---> Command: Set object to movement: $01FE
E0/DBD6: 61 A0 02             Run Dialogue from 00:7000
                              <UNKNOWN: $A0>
                              Position: bottom of screen
                              Box Style: Single line of floating blue text
E0/DBD9: FD 50                Store item to item inventory from 00:70A7
E0/DBDB: 00 F6                Set Object: MARIO ---> Command: <UNKNOWN COMMAND $F6>
E0/DBDD: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/DBE1: FE                   Return


EVENT [EF6] ------------------------------------------------------------>
E0/DBE2: D8 F6 1E DC          If event flag memory address 00:705E Bit 6 set, jump to address $E0/DC1E
E0/DBE6: D8 1B 23 DC          If event flag memory address 00:7043 Bit 3 set, jump to address $E0/DC23
E0/DBEA: D8 1A 0C DC          If event flag memory address 00:7043 Bit 2 set, jump to address $E0/DC0C
E0/DBEE: DC 19 FC DB          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/DBFC
E0/DBF2: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/DBF4: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/DBF6: 80 10 2A             Move object to on-screen coords: (512,336)
   E0/DBF9: 73                   Object faces down-left
   E0/DBFA: 0B F0                Set Bits $F0 of current object address 0A,x
E0/DBFC: 10 8E                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x0E bytes) (Wait until complete)
   E0/DBFE: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/DC00: 80 0F 2B             Move object to on-screen coords: (496,344)
   E0/DC03: DC 19 0B DC          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/DC0B
   E0/DC07: 77                   Object faces up-right
   E0/DC08: D2 0C DC             Jump to address $E0/DC0C
   E0/DC0B: 75                   Object faces up-left
E0/DC0C: 60 A1 AE D0          Run Dialogue $0EA1 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


   I order you to stand before me.<I><END>


E0/DC10: 10 83                Set Object: <UNKNOWN> ---> Begin action queue for object (Length: 0x03 bytes) (Wait until complete)
   E0/DC12: 75                   Object faces up-left
   E0/DC13: 0B F0                Set Bits $F0 of current object address 0A,x
E0/DC15: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/DC17: A0 1A                Set event flag memory address 00:7043 Bit 2
E0/DC19: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/DC1D: FE                   Return

E0/DC1E: 60 A4 AE D0          Run Dialogue $0EA4 (Wait until complete)
                              ---> Box Style: Paragraph
                              ---> Box BG: Vellum paper


    I wish you luck in the future.<I><END>


E0/DC22: FE                   Return

E0/DC23: 60 A2 AE 62          Run Dialogue $0EA2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       I now order you to jump.<I><END>


E0/DC27: FE                   Return


EVENT [EF7] ------------------------------------------------------------>
E0/DC28: FD F0 35 28 97 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DC97
E0/DC2E: FD F0 E4 29 97 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DC97
E0/DC34: FD F0 EC 29 97 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DC97
E0/DC3A: 14 81                Set Object: NPC #0 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/DC3C: 01                   Clear Bit 7 of current object (disable object visibility)
E0/DC3D: FD F0 35 2A B4 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DCB4
E0/DC43: FD F0 E4 2B B4 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DCB4
E0/DC49: FD F0 EC 2B B4 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DCB4
E0/DC4F: 15 81                Set Object: NPC #1 ---> Begin action queue for object (Length: 0x01 bytes) (Wait until complete)
   E0/DC51: 01                   Clear Bit 7 of current object (disable object visibility)
E0/DC52: D8 F6 5D DC          If event flag memory address 00:705E Bit 6 set, jump to address $E0/DC5D
E0/DC56: 16 85                Set Object: NPC #2 ---> Begin action queue for object (Length: 0x05 bytes) (Wait until complete)
   E0/DC58: 92 0F 2A 00          Place object at on-screen coords: (480,336) Z=0
   E0/DC5C: 71                   Object faces down-right
E0/DC5D: DC F6 65 DC          If event flag memory address 00:705E Bit 6 clear, jump to address $E0/DC65
E0/DC61: 16 F2 80 00          Set Object: NPC #2 ---> Command: Set object to movement: $0080
E0/DC65: 71                   Lighten screen from black before following commands
E0/DC66: D1 04 0E             Execute event id $0E04
E0/DC69: DE CF 94 75          If event flag memory address 00:7099 Bit 7 clear, jump to address $E0/7594
E0/DC6D: FD F0 35 AA 92 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DC92
E0/DC73: FD F0 E4 AB 92 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DC92
E0/DC79: FD F0 EC AB 92 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DC92
E0/DC7F: FD F0 35 A8 92 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DC92
E0/DC85: FD F0 E4 A9 92 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DC92
E0/DC8B: FD F0 EC A9 92 DC    <UNKNOWN COMMAND $F0: pointer to address $E0/DC92
E0/DC91: FE                   Return

E0/DC92: A6 CF                Clear event flag memory address 00:7099 Bit 7
E0/DC94: 9C 95                Play sound effect #$95
E0/DC96: FE                   Return

E0/DC97: C3                   <UNKNOWN COMMAND $C3>
E0/DC98: E2 E4 01 A8 DC       If value at 00:7000 = #$01E4, jump to address $E0/DCA8
E0/DC9D: E2 EC 01 AE DC       If value at 00:7000 = #$01EC, jump to address $E0/DCAE
E0/DCA2: 6A 35 80             Modify BGL of area $8035
E0/DCA5: D2 3D DC             Jump to address $E0/DC3D
E0/DCA8: 6A E4 81             Modify BGL of area $81E4
E0/DCAB: D2 3D DC             Jump to address $E0/DC3D
E0/DCAE: 6A EC 81             Modify BGL of area $81EC
E0/DCB1: D2 3D DC             Jump to address $E0/DC3D
E0/DCB4: C3                   <UNKNOWN COMMAND $C3>
E0/DCB5: E2 E4 01 C5 DC       If value at 00:7000 = #$01E4, jump to address $E0/DCC5
E0/DCBA: E2 EC 01 CB DC       If value at 00:7000 = #$01EC, jump to address $E0/DCCB
E0/DCBF: 6A 35 82             Modify BGL of area $8235
E0/DCC2: D2 52 DC             Jump to address $E0/DC52
E0/DCC5: 6A E4 83             Modify BGL of area $83E4
E0/DCC8: D2 52 DC             Jump to address $E0/DC52
E0/DCCB: 6A EC 83             Modify BGL of area $83EC
E0/DCCE: D2 52 DC             Jump to address $E0/DC52

EVENT [EF8] ------------------------------------------------------------>
E0/DCD1: 32 14 E9 DC          <UNKNOWN COMMAND $32>
E0/DCD5: A8 07 20             Store #$20 to 00:70A7
E0/DCD8: D1 20 00             Execute event id $0020
E0/DCDB: AA 28                Increment 00:70C8
E0/DCDD: F3 35 28             <UNKNOWN COMMAND $F2>
E0/DCE0: F3 EC 29             <UNKNOWN COMMAND $F2>
E0/DCE3: F3 E4 29             <UNKNOWN COMMAND $F2>
E0/DCE6: D0 FD 0E             Execute event id $0EFD subsequently
E0/DCE9: 9C 0E                Play sound effect #$0E
E0/DCEB: 14 F8                Set Object: NPC #0 ---> Command: Show Object
E0/DCED: C3                   <UNKNOWN COMMAND $C3>
E0/DCEE: E2 E4 01 FE DC       If value at 00:7000 = #$01E4, jump to address $E0/DCFE
E0/DCF3: E2 EC 01 04 DD       If value at 00:7000 = #$01EC, jump to address $E0/DD04
E0/DCF8: 6A 35 80             Modify BGL of area $8035
E0/DCFB: D2 07 DD             Jump to address $E0/DD07
E0/DCFE: 6A E4 81             Modify BGL of area $81E4
E0/DD01: D2 07 DD             Jump to address $E0/DD07
E0/DD04: 6A EC 81             Modify BGL of area $81EC
E0/DD07: 14 F2 0E 00          Set Object: NPC #0 ---> Command: Set object to movement: $000E
E0/DD0B: FE                   Return


EVENT [EF9] ------------------------------------------------------------>
E0/DD0C: 32 15 2E DD          <UNKNOWN COMMAND $32>
E0/DD10: FD 31                Screen doesn't move with MARIO
E0/DD12: 0C 04                Set Object: BG1,2,3 + MARIO + NPC ---> Begin action queue for object (Length: 0x04 bytes)
   E0/DD14: 10 41                Set transition flag, x2 speed
   E0/DD16: 5A 02                Shift object up 32 pixels
E0/DD18: A8 07 20             Store #$20 to 00:70A7
E0/DD1B: D1 20 00             Execute event id $0020
E0/DD1E: AA 28                Increment 00:70C8
E0/DD20: F3 35 2A             <UNKNOWN COMMAND $F2>
E0/DD23: F3 EC 2B             <UNKNOWN COMMAND $F2>
E0/DD26: F3 E4 2B             <UNKNOWN COMMAND $F2>
E0/DD29: FD 32                <UNKNOWN COMMAND $FD 32>
E0/DD2B: FD 30                Screen moves with MARIO
E0/DD2D: FE                   Return

E0/DD2E: 9C 0E                Play sound effect #$0E
E0/DD30: 15 F8                Set Object: NPC #1 ---> Command: Show Object
E0/DD32: C3                   <UNKNOWN COMMAND $C3>
E0/DD33: E2 E4 01 43 DD       If value at 00:7000 = #$01E4, jump to address $E0/DD43
E0/DD38: E2 EC 01 49 DD       If value at 00:7000 = #$01EC, jump to address $E0/DD49
E0/DD3D: 6A 35 82             Modify BGL of area $8235
E0/DD40: D2 4C DD             Jump to address $E0/DD4C
E0/DD43: 6A E4 83             Modify BGL of area $83E4
E0/DD46: D2 4C DD             Jump to address $E0/DD4C
E0/DD49: 6A EC 83             Modify BGL of area $83EC
E0/DD4C: 15 F2 0E 00          Set Object: NPC #1 ---> Command: Set object to movement: $000E
E0/DD50: FE                   Return


EVENT [EFA] ------------------------------------------------------------>
E0/DD51: D8 F6 94 75          If event flag memory address 00:705E Bit 6 set, jump to address $E0/7594
E0/DD55: D8 19 94 75          If event flag memory address 00:7043 Bit 1 set, jump to address $E0/7594
E0/DD59: A0 19                Set event flag memory address 00:7043 Bit 1
E0/DD5B: FE                   Return


EVENT [EFB] ------------------------------------------------------------>
E0/DD5C: D8 F6 94 75          If event flag memory address 00:705E Bit 6 set, jump to address $E0/7594
E0/DD60: DC 19 94 75          If event flag memory address 00:7043 Bit 1 clear, jump to address $E0/7594
E0/DD64: A4 19                Clear event flag memory address 00:7043 Bit 1
E0/DD66: FE                   Return


EVENT [EFC] ------------------------------------------------------------>
E0/DD67: D8 F6 94 75          If event flag memory address 00:705E Bit 6 set, jump to address $E0/7594
E0/DD6B: D8 1B 94 75          If event flag memory address 00:7043 Bit 3 set, jump to address $E0/7594
E0/DD6F: DC 1A 94 75          If event flag memory address 00:7043 Bit 2 clear, jump to address $E0/7594
E0/DD73: A0 1B                Set event flag memory address 00:7043 Bit 3
E0/DD75: 00 88                Set Object: MARIO ---> Begin action queue for object (Length: 0x08 bytes) (Wait until complete)
   E0/DD77: 0C F0                XOR Bits $F0 of current object address 0A,x
   E0/DD79: 80 0F 2A             Move object to on-screen coords: (480,336)
   E0/DD7C: 71                   Object faces down-right
   E0/DD7D: 0B F0                Set Bits $F0 of current object address 0A,x
E0/DD7F: F0 09                Duration: 9 frames
E0/DD81: 60 A2 AE 62          Run Dialogue $0EA2 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper


       I now order you to jump.<I><END>


E0/DD85: 35 80                Disable Overworld Menu
E0/DD87: FE                   Return


EVENT [EFD] ------------------------------------------------------------>
E0/DD88: F0 00                Duration: 0 frames
E0/DD8A: 3D 88 DD             <UNKNOWN COMMAND: pointer to address $DD88>
E0/DD8D: F0 09                Duration: 9 frames
E0/DD8F: 60 A3 AE 62          Run Dialogue $0EA3 (Wait until complete)
                              ---> Box Style: Single line
                              ---> Box BG: Vellum paper



 In this world, there are things
 called hidden treasures.<I>
 Use your awesome jumping ability
 to look for 'em.<I><END>


E0/DD93: A0 F6                Set event flag memory address 00:705E Bit 6
E0/DD95: 00 F2 8B 01          Set Object: MARIO ---> Command: Set object to movement: $018B
E0/DD99: 35 FF                Enable Overworld Menu
E0/DD9B: A4 1A                Clear event flag memory address 00:7043 Bit 2
E0/DD9D: 16 F2 80 00          Set Object: NPC #2 ---> Command: Set object to movement: $0080
E0/DDA1: FE                   Return


EVENT [EFE] ------------------------------------------------------------>

EVENT [EFF] ------------------------------------------------------------>
E0/DDA2: A2 07                Set event flag memory address 00:7080 Bit 7
E0/DDA4: 68 DB 00 0C 1D 66    Enter area: $00DB
                              MARIO will be at coords: (400,232) Z=96
                              MARIO will face: down-left
                              <UNKNOWN=#$00>
E0/DDAA: 71                   Lighten screen from black before following commands
E0/DDAB: 00 07                Set Object: MARIO ---> Begin action queue for object (Length: 0x07 bytes)
   E0/DDAD: 43                   <UNKNOWN COMMAND $43>
   E0/DDAE: 7E 6C 00             Object jumps #$006C units
   E0/DDB1: 0C 04                XOR Bits $4 of current object address 0A,x
   E0/DDB3: 43                   <UNKNOWN COMMAND $43>
E0/DDB4: F0 00                Duration: 0 frames
E0/DDB6: C6 00                Store value at 00:6004 to 00:7000 and clear 00:7001
E0/DDB8: C0 10 05             Compare value at 00:7000 to #$0510
E0/DDBB: EC B4 DD             If Bit 0 of 00:70A0,x set, jump to address $E0/DDB4
E0/DDBE: 19 12                Set Object: NPC #5 ---> Begin action queue for object (Length: 0x12 bytes)
   E0/DDC0: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/DDC2: 13 02                Layering priority: Object overlaps MARIO
   E0/DDC4: 08 43 05             Set animation/sequence
                                 ---> Object: 3
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $05
                                 ---> Mirrored: no
   E0/DDC7: 87 00                Transfer object to coords of MARIO
   E0/DDC9: 84 00 08             Place object: right=0px down=8px
   E0/DDCC: 14 0C                Isolate top Bits of current object address 0E,x and set Bit(s) $12
   E0/DDCE: 00                   Set Bit 7 of current object (enable object visibility)
   E0/DDCF: F0 0B                Frame Duration: 11
   E0/DDD1: 01                   Clear Bit 7 of current object (disable object visibility)
E0/DDD2: 00 46                Set Object: MARIO ---> Begin action queue for object (Length: 0x46 bytes)
   E0/DDD4: FD 01                Clear Bit 7 of object address 0D,x (hide object shadow)
   E0/DDD6: FD 03                Clear Bit 6,7 of object address 0C,x (object floats)
   E0/DDD8: 08 41 0D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/DDDB: F0 13                Frame Duration: 19
   E0/DDDD: 08 41 0A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/DDE0: 42                   <UNKNOWN COMMAND $42>
   E0/DDE1: 13 02                Layering priority: Object overlaps MARIO
   E0/DDE3: 08 41 0A             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0A
                                 ---> Mirrored: no
   E0/DDE6: 42                   <UNKNOWN COMMAND $42>
   E0/DDE7: 08 41 0D             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0D
                                 ---> Mirrored: no
   E0/DDEA: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/DDEC: 08 41 0C             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0C
                                 ---> Mirrored: no
   E0/DDEF: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/DDF1: 08 41 0E             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0E
                                 ---> Mirrored: no
   E0/DDF4: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/DDF6: 08 41 0B             Set animation/sequence
                                 ---> Object: 1
                                 ---> Read from frame: no
                                 ---> Play sequence only once: no
                                 ---> Read from sequence: yes
                                 ---> Sequence/Frame: $0B
                                 ---> Mirrored: no
   E0/DDF9: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/DDFB: 09                   Reset all object properties to default
   E0/DDFC: 0E 04                <UNKNOWN COMMAND $0E>
   E0/DDFE: FD 15                Set Bit 4 and clear Bit 3,5 of object address 0C,x
   E0/DE00: 76                   Object faces up
   E0/DE01: 13 01                Layering priority: Normal
   E0/DE03: D4 23                Start code block, repeat 35 times
   E0/DE05: 7B 01                <UNKNOWN COMMAND $7B>
   E0/DE07: 6B 02                <UNKNOWN COMMAND: frame duration=2?>
   E0/DE09: D7                   End of code block
   E0/DE0A: FD 02                Set Bit 7 of object address 0C,x (object on ground)
   E0/DE0C: 10 C5                Set transition and sequence flags, 1/2 speed
   E0/DE0E: 43                   <UNKNOWN COMMAND $43>
   E0/DE0F: 7E 22 00             Object jumps #$0022 units
   E0/DE12: 53 02                Shift object down-left 32 pixels
   E0/DE14: A0 27                Set event flag memory address 00:7044 Bit 7
   E0/DE16: 53 02                Shift object down-left 32 pixels
   E0/DE18: 10 C0                Set transition and sequence flags, x1 speed
E0/DE1A: F0 00                Duration: 0 frames
E0/DE1C: DC 27 1A DE          If event flag memory address 00:7044 Bit 7 clear, jump to address $E0/DE1A
E0/DE20: 77 1E                Darken screen from black before following commands; Duration: 30 frames
E0/DE22: A6 07                Clear event flag memory address 00:7080 Bit 7
E0/DE24: D0 91 00             Execute event id $0091 subsequently

EVENT [F00] ------------------------------------------------------------>
E0/DE27: 68 B7 81 04 27 E0    Enter area: $01B7
                              MARIO will be at coords: (144,312) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DE2D: FE                   Return


EVENT [F01] ------------------------------------------------------------>
E0/DE2E: 68 10 80 09 31 A0    Enter area: $0010
                              MARIO will be at coords: (304,392) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DE34: FE                   Return


EVENT [F02] ------------------------------------------------------------>
E0/DE35: E0 3E 0A 41 DE       If value at 00:70DE = #$0A, jump to address $E0/DE41
E0/DE3A: 68 CB 80 03 1C 20    Enter area: $00CB
                              MARIO will be at coords: (96,224) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/DE40: FE                   Return

E0/DE41: 68 CD 80 1C 59 60    Enter area: $00CD
                              MARIO will be at coords: (912,712) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/DE47: FE                   Return


EVENT [F03] ------------------------------------------------------------>
E0/DE48: D8 66 7A DE          If event flag memory address 00:704C Bit 6 set, jump to address $E0/DE7A
E0/DE4C: DA 0F 63 DE          If event flag memory address 00:7081 Bit 7 set, jump to address $E0/DE63
E0/DE50: E0 3E 09 5C DE       If value at 00:70DE = #$09, jump to address $E0/DE5C
E0/DE55: 68 17 80 15 7A A2    Enter area: $0017
                              MARIO will be at coords: (672,976) Z=32
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DE5B: FE                   Return

E0/DE5C: 68 17 80 02 66 E2    Enter area: $0017
                              MARIO will be at coords: (64,816) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DE62: FE                   Return

E0/DE63: DA 10 50 DE          If event flag memory address 00:7082 Bit 0 set, jump to address $E0/DE50
E0/DE67: E0 3E 09 73 DE       If value at 00:70DE = #$09, jump to address $E0/DE73
E0/DE6C: 68 BE 80 15 7A A2    Enter area: $00BE
                              MARIO will be at coords: (672,976) Z=32
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DE72: FE                   Return

E0/DE73: 68 BE 80 02 66 E2    Enter area: $00BE
                              MARIO will be at coords: (64,816) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DE79: FE                   Return

E0/DE7A: E0 3E 09 86 DE       If value at 00:70DE = #$09, jump to address $E0/DE86
E0/DE7F: 68 BF 80 15 7A A2    Enter area: $00BF
                              MARIO will be at coords: (672,976) Z=32
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DE85: FE                   Return

E0/DE86: 68 BF 80 02 66 E2    Enter area: $00BF
                              MARIO will be at coords: (64,816) Z=32
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DE8C: FE                   Return


EVENT [F04] ------------------------------------------------------------>
E0/DE8D: 68 4C 80 02 07 20    Enter area: $004C
                              MARIO will be at coords: (80,56) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/DE93: FE                   Return


EVENT [F05] ------------------------------------------------------------>
E0/DE94: 68 4D 81 02 19 E0    Enter area: $014D
                              MARIO will be at coords: (80,200) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DE9A: FE                   Return


EVENT [F06] ------------------------------------------------------------>
E0/DE9B: 68 43 80 16 23 A0    Enter area: $0043
                              MARIO will be at coords: (720,280) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DEA1: FE                   Return


EVENT [F07] ------------------------------------------------------------>
E0/DEA2: 68 4B 80 05 42 E0    Enter area: $004B
                              MARIO will be at coords: (160,528) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DEA8: FE                   Return


EVENT [F08] ------------------------------------------------------------>
E0/DEA9: E1 3E 12 B5 DE       If value at 00:70DE != #$12, jump to address $E0/DEB5
E0/DEAE: 68 37 80 14 1E A0    Enter area: $0037
                              MARIO will be at coords: (640,240) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DEB4: FE                   Return

E0/DEB5: 68 37 80 0C 0E 20    Enter area: $0037
                              MARIO will be at coords: (384,112) Z=0
                              MARIO will face: down-right
                              <UNKNOWN=#$80>
E0/DEBB: FE                   Return


EVENT [F09] ------------------------------------------------------------>
E0/DEBC: FD 43                <UNKNOWN COMMAND $FD 43>
E0/DEBE: FD 44                <UNKNOWN COMMAND $FD 44>
E0/DEC0: FD 45                <UNKNOWN COMMAND $FD 45>
E0/DEC2: E0 3E 12 D2 DE       If value at 00:70DE = #$12, jump to address $E0/DED2
E0/DEC7: B0 1B 00 00          Store #$0000 to 00:7036
E0/DECB: 68 4F 80 04 38 E0    Enter area: $004F
                              MARIO will be at coords: (128,448) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DED1: FE                   Return

E0/DED2: B0 1B 8D 11          Store #$118D to 00:7036
E0/DED6: 68 42 80 1A 4D 60    Enter area: $0042
                              MARIO will be at coords: (848,616) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/DEDC: FE                   Return


EVENT [F0A] ------------------------------------------------------------>
E0/DEDD: DA 1E E8 DE          If event flag memory address 00:7083 Bit 6 set, jump to address $E0/DEE8
E0/DEE1: 68 53 80 07 35 E1    Enter area: $0053
                              MARIO will be at coords: (240,424) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DEE7: FE                   Return

E0/DEE8: 68 54 80 07 35 E1    Enter area: $0054
                              MARIO will be at coords: (240,424) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DEEE: FE                   Return


EVENT [F0B] ------------------------------------------------------------>
E0/DEEF: 68 E0 80 07 17 A0    Enter area: $00E0
                              MARIO will be at coords: (240,184) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DEF5: FE                   Return


EVENT [F0C] ------------------------------------------------------------>
E0/DEF6: 68 22 80 08 57 E0    Enter area: $0022
                              MARIO will be at coords: (272,696) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DEFC: FE                   Return


EVENT [F0D] ------------------------------------------------------------>
E0/DEFD: D8 BC 08 DF          If event flag memory address 00:7057 Bit 4 set, jump to address $E0/DF08
E0/DF01: 68 66 80 0D 5B E0    Enter area: $0066
                              MARIO will be at coords: (432,728) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DF07: FE                   Return

E0/DF08: 68 6C 80 0D 5B E0    Enter area: $006C
                              MARIO will be at coords: (432,728) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DF0E: FE                   Return


EVENT [F0E] ------------------------------------------------------------>
E0/DF0F: E0 3E 1A 1B DF       If value at 00:70DE = #$1A, jump to address $E0/DF1B
E0/DF14: 68 64 80 03 29 E0    Enter area: $0064
                              MARIO will be at coords: (112,328) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DF1A: FE                   Return

E0/DF1B: 68 65 80 0D 5F 66    Enter area: $0065
                              MARIO will be at coords: (432,760) Z=96
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/DF21: FE                   Return


EVENT [F0F] ------------------------------------------------------------>
E0/DF22: 68 CA 80 02 78 E0    Enter area: $00CA
                              MARIO will be at coords: (64,960) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DF28: FE                   Return


EVENT [F10] ------------------------------------------------------------>
E0/DF29: D8 66 34 DF          If event flag memory address 00:704C Bit 6 set, jump to address $E0/DF34
E0/DF2D: 68 05 80 08 5C A0    Enter area: $0005
                              MARIO will be at coords: (256,736) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DF33: FE                   Return

E0/DF34: 68 40 80 08 5C A0    Enter area: $0040
                              MARIO will be at coords: (256,736) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DF3A: FE                   Return


EVENT [F11] ------------------------------------------------------------>
E0/DF3B: 68 91 80 08 25 A0    Enter area: $0091
                              MARIO will be at coords: (272,296) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DF41: FE                   Return


EVENT [F12] ------------------------------------------------------------>
E0/DF42: DA 30 4D DF          If event flag memory address 00:7086 Bit 0 set, jump to address $E0/DF4D
E0/DF46: 68 D0 80 0D 3E E1    Enter area: $00D0
                              MARIO will be at coords: (416,496) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DF4C: FE                   Return

E0/DF4D: 68 30 81 0D 3E E1    Enter area: $0130
                              MARIO will be at coords: (416,496) Z=16
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DF53: FE                   Return


EVENT [F13] ------------------------------------------------------------>
E0/DF54: A0 48                Set event flag memory address 00:7049 Bit 0
E0/DF56: 35 00                Disable Overworld Menu
E0/DF58: 68 87 80 12 78 6F    Enter area: $0087
                              MARIO will be at coords: (576,960) Z=240
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/DF5E: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/DF60: 72                   Object faces down
   E0/DF61: 7E 00 00             Object jumps #$0000 units
E0/DF64: FE                   Return


EVENT [F14] ------------------------------------------------------------>
E0/DF65: A0 48                Set event flag memory address 00:7049 Bit 0
E0/DF67: 35 00                Disable Overworld Menu
E0/DF69: 68 A0 80 04 12 48    Enter area: $00A0
                              MARIO will be at coords: (128,144) Z=128
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/DF6F: 00 04                Set Object: MARIO ---> Begin action queue for object (Length: 0x04 bytes)
   E0/DF71: 72                   Object faces down
   E0/DF72: 7E 00 00             Object jumps #$0000 units
E0/DF75: FE                   Return


EVENT [F15] ------------------------------------------------------------>
E0/DF76: 68 89 80 02 25 E0    Enter area: $0089
                              MARIO will be at coords: (80,296) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DF7C: FE                   Return


EVENT [F16] ------------------------------------------------------------>
E0/DF7D: 68 0B 81 0A 65 60    Enter area: $010B
                              MARIO will be at coords: (336,808) Z=0
                              MARIO will face: down-left
                              <UNKNOWN=#$80>
E0/DF83: FE                   Return


EVENT [F17] ------------------------------------------------------------>
E0/DF84: 68 FC 80 04 73 E0    Enter area: $00FC
                              MARIO will be at coords: (144,920) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DF8A: FE                   Return


EVENT [F18] ------------------------------------------------------------>
E0/DF8B: A0 48                Set event flag memory address 00:7049 Bit 0
E0/DF8D: 35 00                Disable Overworld Menu
E0/DF8F: 68 71 01 1C 1B 42    Enter area: $0171
                              MARIO will be at coords: (912,216) Z=32
                              MARIO will face: down
                              <UNKNOWN=#$00>
E0/DF95: D0 1A 01             Execute event id $011A subsequently

EVENT [F19] ------------------------------------------------------------>
E0/DF98: 68 0D 80 04 20 40    Enter area: $000D
                              MARIO will be at coords: (128,256) Z=0
                              MARIO will face: down
                              <UNKNOWN=#$80>
E0/DF9E: FE                   Return


EVENT [F1A] ------------------------------------------------------------>
E0/DF9F: 68 0F 80 04 10 A0    Enter area: $000F
                              MARIO will be at coords: (128,128) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DFA5: FE                   Return


EVENT [F1B] ------------------------------------------------------------>
E0/DFA6: D8 6F B1 DF          If event flag memory address 00:704D Bit 7 set, jump to address $E0/DFB1
E0/DFAA: 68 36 80 07 39 A0    Enter area: $0036
                              MARIO will be at coords: (240,456) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DFB0: FE                   Return

E0/DFB1: 68 0E 80 07 39 A0    Enter area: $000E
                              MARIO will be at coords: (240,456) Z=0
                              MARIO will face: up-left
                              <UNKNOWN=#$80>
E0/DFB7: FE                   Return


EVENT [F1C] ------------------------------------------------------------>
E0/DFB8: D1 2F 0D             Execute event id $0D2F
E0/DFBB: 68 DC 81 04 25 E0    Enter area: $01DC
                              MARIO will be at coords: (144,296) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DFC1: FE                   Return


EVENT [F1D] ------------------------------------------------------------>
E0/DFC2: 95 00 00             Fade out music to volume 0; Duration: 0 frames
E0/DFC5: 9C 13                Play sound effect #$13
E0/DFC7: 4F 0F                Open Menu: <UNKNOWN>
E0/DFC9: 68 5E 81 04 1B E0    Enter area: $015E
                              MARIO will be at coords: (144,216) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DFCF: FE                   Return


EVENT [F1E] ------------------------------------------------------------>
E0/DFD0: 68 6A 80 03 5E E0    Enter area: $006A
                              MARIO will be at coords: (96,752) Z=0
                              MARIO will face: up-right
                              <UNKNOWN=#$80>
E0/DFD6: FE                   Return


EVENT [F1F] ------------------------------------------------------------>

EVENT [F20] ------------------------------------------------------------>

EVENT [F21] ------------------------------------------------------------>

EVENT [F22] ------------------------------------------------------------>

EVENT [F23] ------------------------------------------------------------>

EVENT [F24] ------------------------------------------------------------>

EVENT [F25] ------------------------------------------------------------>

EVENT [F26] ------------------------------------------------------------>

EVENT [F27] ------------------------------------------------------------>

EVENT [F28] ------------------------------------------------------------>

EVENT [F29] ------------------------------------------------------------>

EVENT [F2A] ------------------------------------------------------------>

EVENT [F2B] ------------------------------------------------------------>

EVENT [F2C] ------------------------------------------------------------>

EVENT [F2D] ------------------------------------------------------------>

EVENT [F2E] ------------------------------------------------------------>

EVENT [F2F] ------------------------------------------------------------>

EVENT [F30] ------------------------------------------------------------>

EVENT [F31] ------------------------------------------------------------>

EVENT [F32] ------------------------------------------------------------>

EVENT [F33] ------------------------------------------------------------>

EVENT [F34] ------------------------------------------------------------>

EVENT [F35] ------------------------------------------------------------>

EVENT [F36] ------------------------------------------------------------>

EVENT [F37] ------------------------------------------------------------>

EVENT [F38] ------------------------------------------------------------>

EVENT [F39] ------------------------------------------------------------>

EVENT [F3A] ------------------------------------------------------------>

EVENT [F3B] ------------------------------------------------------------>

EVENT [F3C] ------------------------------------------------------------>

EVENT [F3D] ------------------------------------------------------------>

EVENT [F3E] ------------------------------------------------------------>

EVENT [F3F] ------------------------------------------------------------>

EVENT [F40] ------------------------------------------------------------>

EVENT [F41] ------------------------------------------------------------>

EVENT [F42] ------------------------------------------------------------>

EVENT [F43] ------------------------------------------------------------>

EVENT [F44] ------------------------------------------------------------>

EVENT [F45] ------------------------------------------------------------>

EVENT [F46] ------------------------------------------------------------>

EVENT [F47] ------------------------------------------------------------>

EVENT [F48] ------------------------------------------------------------>

EVENT [F49] ------------------------------------------------------------>

EVENT [F4A] ------------------------------------------------------------>

EVENT [F4B] ------------------------------------------------------------>

EVENT [F4C] ------------------------------------------------------------>

EVENT [F4D] ------------------------------------------------------------>

EVENT [F4E] ------------------------------------------------------------>

EVENT [F4F] ------------------------------------------------------------>

EVENT [F50] ------------------------------------------------------------>

EVENT [F51] ------------------------------------------------------------>

EVENT [F52] ------------------------------------------------------------>

EVENT [F53] ------------------------------------------------------------>

EVENT [F54] ------------------------------------------------------------>

EVENT [F55] ------------------------------------------------------------>

EVENT [F56] ------------------------------------------------------------>

EVENT [F57] ------------------------------------------------------------>

EVENT [F58] ------------------------------------------------------------>

EVENT [F59] ------------------------------------------------------------>

EVENT [F5A] ------------------------------------------------------------>

EVENT [F5B] ------------------------------------------------------------>

EVENT [F5C] ------------------------------------------------------------>

EVENT [F5D] ------------------------------------------------------------>

EVENT [F5E] ------------------------------------------------------------>

EVENT [F5F] ------------------------------------------------------------>

EVENT [F60] ------------------------------------------------------------>

EVENT [F61] ------------------------------------------------------------>

EVENT [F62] ------------------------------------------------------------>

EVENT [F63] ------------------------------------------------------------>

EVENT [F64] ------------------------------------------------------------>

EVENT [F65] ------------------------------------------------------------>

EVENT [F66] ------------------------------------------------------------>

EVENT [F67] ------------------------------------------------------------>

EVENT [F68] ------------------------------------------------------------>

EVENT [F69] ------------------------------------------------------------>

EVENT [F6A] ------------------------------------------------------------>

EVENT [F6B] ------------------------------------------------------------>

EVENT [F6C] ------------------------------------------------------------>

EVENT [F6D] ------------------------------------------------------------>

EVENT [F6E] ------------------------------------------------------------>

EVENT [F6F] ------------------------------------------------------------>

EVENT [F70] ------------------------------------------------------------>

EVENT [F71] ------------------------------------------------------------>

EVENT [F72] ------------------------------------------------------------>

EVENT [F73] ------------------------------------------------------------>

EVENT [F74] ------------------------------------------------------------>

EVENT [F75] ------------------------------------------------------------>

EVENT [F76] ------------------------------------------------------------>

EVENT [F77] ------------------------------------------------------------>

EVENT [F78] ------------------------------------------------------------>

EVENT [F79] ------------------------------------------------------------>

EVENT [F7A] ------------------------------------------------------------>

EVENT [F7B] ------------------------------------------------------------>

EVENT [F7C] ------------------------------------------------------------>

EVENT [F7D] ------------------------------------------------------------>

EVENT [F7E] ------------------------------------------------------------>

EVENT [F7F] ------------------------------------------------------------>

EVENT [F80] ------------------------------------------------------------>

EVENT [F81] ------------------------------------------------------------>

EVENT [F82] ------------------------------------------------------------>

EVENT [F83] ------------------------------------------------------------>

EVENT [F84] ------------------------------------------------------------>

EVENT [F85] ------------------------------------------------------------>

EVENT [F86] ------------------------------------------------------------>

EVENT [F87] ------------------------------------------------------------>

EVENT [F88] ------------------------------------------------------------>

EVENT [F89] ------------------------------------------------------------>

EVENT [F8A] ------------------------------------------------------------>

EVENT [F8B] ------------------------------------------------------------>

EVENT [F8C] ------------------------------------------------------------>

EVENT [F8D] ------------------------------------------------------------>

EVENT [F8E] ------------------------------------------------------------>

EVENT [F8F] ------------------------------------------------------------>

EVENT [F90] ------------------------------------------------------------>

EVENT [F91] ------------------------------------------------------------>

EVENT [F92] ------------------------------------------------------------>

EVENT [F93] ------------------------------------------------------------>

EVENT [F94] ------------------------------------------------------------>

EVENT [F95] ------------------------------------------------------------>

EVENT [F96] ------------------------------------------------------------>

EVENT [F97] ------------------------------------------------------------>

EVENT [F98] ------------------------------------------------------------>

EVENT [F99] ------------------------------------------------------------>

EVENT [F9A] ------------------------------------------------------------>

EVENT [F9B] ------------------------------------------------------------>

EVENT [F9C] ------------------------------------------------------------>

EVENT [F9D] ------------------------------------------------------------>

EVENT [F9E] ------------------------------------------------------------>

EVENT [F9F] ------------------------------------------------------------>

EVENT [FA0] ------------------------------------------------------------>

EVENT [FA1] ------------------------------------------------------------>

EVENT [FA2] ------------------------------------------------------------>

EVENT [FA3] ------------------------------------------------------------>

EVENT [FA4] ------------------------------------------------------------>

EVENT [FA5] ------------------------------------------------------------>

EVENT [FA6] ------------------------------------------------------------>

EVENT [FA7] ------------------------------------------------------------>

EVENT [FA8] ------------------------------------------------------------>

EVENT [FA9] ------------------------------------------------------------>

EVENT [FAA] ------------------------------------------------------------>

EVENT [FAB] ------------------------------------------------------------>

EVENT [FAC] ------------------------------------------------------------>

EVENT [FAD] ------------------------------------------------------------>

EVENT [FAE] ------------------------------------------------------------>

EVENT [FAF] ------------------------------------------------------------>

EVENT [FB0] ------------------------------------------------------------>

EVENT [FB1] ------------------------------------------------------------>

EVENT [FB2] ------------------------------------------------------------>

EVENT [FB3] ------------------------------------------------------------>

EVENT [FB4] ------------------------------------------------------------>

EVENT [FB5] ------------------------------------------------------------>

EVENT [FB6] ------------------------------------------------------------>

EVENT [FB7] ------------------------------------------------------------>

EVENT [FB8] ------------------------------------------------------------>

EVENT [FB9] ------------------------------------------------------------>

EVENT [FBA] ------------------------------------------------------------>

EVENT [FBB] ------------------------------------------------------------>

EVENT [FBC] ------------------------------------------------------------>

EVENT [FBD] ------------------------------------------------------------>

EVENT [FBE] ------------------------------------------------------------>

EVENT [FBF] ------------------------------------------------------------>

EVENT [FC0] ------------------------------------------------------------>

EVENT [FC1] ------------------------------------------------------------>

EVENT [FC2] ------------------------------------------------------------>

EVENT [FC3] ------------------------------------------------------------>

EVENT [FC4] ------------------------------------------------------------>

EVENT [FC5] ------------------------------------------------------------>

EVENT [FC6] ------------------------------------------------------------>

EVENT [FC7] ------------------------------------------------------------>

EVENT [FC8] ------------------------------------------------------------>

EVENT [FC9] ------------------------------------------------------------>

EVENT [FCA] ------------------------------------------------------------>

EVENT [FCB] ------------------------------------------------------------>

EVENT [FCC] ------------------------------------------------------------>

EVENT [FCD] ------------------------------------------------------------>

EVENT [FCE] ------------------------------------------------------------>

EVENT [FCF] ------------------------------------------------------------>

EVENT [FD0] ------------------------------------------------------------>

EVENT [FD1] ------------------------------------------------------------>

EVENT [FD2] ------------------------------------------------------------>

EVENT [FD3] ------------------------------------------------------------>

EVENT [FD4] ------------------------------------------------------------>

EVENT [FD5] ------------------------------------------------------------>

EVENT [FD6] ------------------------------------------------------------>

EVENT [FD7] ------------------------------------------------------------>

EVENT [FD8] ------------------------------------------------------------>

EVENT [FD9] ------------------------------------------------------------>

EVENT [FDA] ------------------------------------------------------------>

EVENT [FDB] ------------------------------------------------------------>

EVENT [FDC] ------------------------------------------------------------>

EVENT [FDD] ------------------------------------------------------------>

EVENT [FDE] ------------------------------------------------------------>

EVENT [FDF] ------------------------------------------------------------>

EVENT [FE0] ------------------------------------------------------------>

EVENT [FE1] ------------------------------------------------------------>

EVENT [FE2] ------------------------------------------------------------>

EVENT [FE3] ------------------------------------------------------------>

EVENT [FE4] ------------------------------------------------------------>

EVENT [FE5] ------------------------------------------------------------>

EVENT [FE6] ------------------------------------------------------------>

EVENT [FE7] ------------------------------------------------------------>

EVENT [FE8] ------------------------------------------------------------>

EVENT [FE9] ------------------------------------------------------------>

EVENT [FEA] ------------------------------------------------------------>

EVENT [FEB] ------------------------------------------------------------>

EVENT [FEC] ------------------------------------------------------------>

EVENT [FED] ------------------------------------------------------------>

EVENT [FEE] ------------------------------------------------------------>

EVENT [FEF] ------------------------------------------------------------>

EVENT [FF0] ------------------------------------------------------------>

EVENT [FF1] ------------------------------------------------------------>

EVENT [FF2] ------------------------------------------------------------>

EVENT [FF3] ------------------------------------------------------------>

EVENT [FF4] ------------------------------------------------------------>

EVENT [FF5] ------------------------------------------------------------>

EVENT [FF6] ------------------------------------------------------------>

EVENT [FF7] ------------------------------------------------------------>

EVENT [FF8] ------------------------------------------------------------>

EVENT [FF9] ------------------------------------------------------------>

EVENT [FFA] ------------------------------------------------------------>

EVENT [FFB] ------------------------------------------------------------>

EVENT [FFC] ------------------------------------------------------------>

EVENT [FFD] ------------------------------------------------------------>

EVENT [FFE] ------------------------------------------------------------>

EVENT [FFF] ------------------------------------------------------------>
